Chongyun
Practical config
Use chongyun in configs. Aliases: chong
Code
chongyun char lvl=90/90 cons=0 talent=9,9,9;
chongyun add weapon="favoniussword" refine=5 lvl=90/90;
chongyun add set="emblemofseveredfate" count=4;
chongyun add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;Combo recipes
Safe basic loop
This is the safest starter pattern. It checks if skill/burst are ready before pressing them, then uses attacks as filler. Use it when you do not know a character combo yet.
if .character.skill.ready
This reads the cooldown. If it says ready, the action can be used now. If it is false, the sim skips that action.
attack:3
`attack:3` means three normal attacks in a row. Change the number while you test.
No infinite loop here
This helper runs once when you call it. Put the repeated rotation outside, in your main `for` loop.
Code
fn chongyun_basic_loop() {
if .chongyun.skill.ready {
chongyun skill;
}
if .chongyun.burst.ready {
chongyun burst;
}
chongyun attack:3;
}Use low_plunge[collision=...]
0 for no collision dmg (default), 1 for collision dmg.
low_plunge[collision=...]
Action params go inside brackets on the exact action you are casting.
Code
chongyun low_plunge[collision=0];Use high_plunge[collision=...]
0 for no collision dmg (default), 1 for collision dmg.
high_plunge[collision=...]
Action params go inside brackets on the exact action you are casting.
Code
chongyun high_plunge[collision=0];Actions you can write
attack usable directly
Code
chongyun attack:3;charge Not implemented yet.
Code
chongyun attack, charge;skill usable directly
Code
chongyun skill;burst usable directly
Code
chongyun burst;low_plunge Previous action must be a jump buffed via Xianyun's burst for example.
Code
chongyun low_plunge[collision=0];high_plunge Previous action must be a jump buffed via Xianyun's burst for example.
Code
chongyun high_plunge[collision=0];dash usable directly
Code
chongyun dash;jump usable directly
Code
chongyun jump;walk No action followed by walk (except low_plunge and high_plunge) has proper frames.
Code
chongyun walk;swap usable directly
Code
chongyun swap;Special action params
low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.
Code
chongyun low_plunge[collision=0];high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.
Code
chongyun high_plunge[collision=0];Fields for conditions
No special entries documented.
Frames
- Video #1
- Video #2
Hitlag Data
- Normal
- Charge Attack
- Skill
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| N1 | 0.1 | 0.01 | true | false |
| N2 | 0.09 | 0.01 | true | false |
| N3 | 0.12 | 0.01 | true | false |
| N4 | 0.12 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| CA-Spinning | 0.03 | 0.01 | true | true |
| CA-Final | 0.15 | 0.01 | true | true |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| E-Skill | 0.09 | 0.01 | false | false |
AoE Data
- Normal
- Charge Attack
- Plunge
- Skill
- Burst
- Ascension
- Cons
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Circle | Player | - | 1 | 2 | - | - | - | - |
| N2 | Circle | Player | - | 1 | 2 | 270 | - | - | - |
| N3 | Circle | Player | - | 1 | 2 | - | - | - | - |
| N4 | Box | Player | - | -0.5 | - | - | 2 | 3 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| CA-Spinning | Circle | Player | - | 0.3 | 3 | - | - | - | not implemented yet |
| CA-Final | Circle | Player | - | - | 3.5 | - | - | - | not implemented yet |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Plunge | Circle | Player | - | 1 | 1 | - | - | - | - |
| Low_Plunge | Circle | Player | - | 1 | 3 | - | - | - | - |
| High_Plunge | Circle | Player | - | 1 | 5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Skill | Circle | Player | - | 1.5 | 2.5 | - | - | - | E has a detection area of 8m around the position of this hitbox. |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-ElementalBurst | Circle | PrimaryTarget | - | - | 3.5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-A4 | Circle | GlobalValue | - | - | 3.5 | - | - | - | Spawns at the closest enemy to the E detection area center or at that center if no such enemy exists. |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-C6 | Circle | PrimaryTarget | - | - | 3.5 | - | - | - | - |
| C1 | Circle | PrimaryTarget | - | - | 1 | - | - | - | - |
Known issues
Names
- chongyun
- chong
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ❌ | Not implemented yet. |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
high_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | No action followed by walk (except low_plunge and high_plunge) has proper frames. |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
low_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |
high_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |