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Eula

Practical config

Use eula in configs. Aliases: None listed.

Code

eula char lvl=90/90 cons=0 talent=9,9,9;
eula add weapon="favoniussword" refine=5 lvl=90/90;
eula add set="emblemofseveredfate" count=4;
eula 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 eula_basic_loop() {
  if .eula.skill.ready {
    eula skill;
  }
  if .eula.burst.ready {
    eula burst;
  }
  eula attack:3;
}

Use skill[hold=...]

0 for Tap (default), 1 for Hold.

skill[hold=...]

Action params go inside brackets on the exact action you are casting.

Code

eula skill[hold=1];

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

eula low_plunge[collision=0];

Actions you can write

attack usable directly

Code

eula attack:3;

charge Not implemented yet.

Code

eula attack, charge;

skill usable directly

Code

eula skill;

burst usable directly

Code

eula burst;

low_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

eula low_plunge[collision=0];

high_plunge Previous action must be a jump buffed via Xianyun's burst for example.

Code

eula high_plunge[collision=0];

dash usable directly

Code

eula dash;

jump usable directly

Code

eula jump;

walk Everything except normal followed by walk has proper frames.

Code

eula walk;

swap usable directly

Code

eula swap;

Special action params

skill[hold=...] - 0 for Tap (default), 1 for Hold.

Code

eula skill[hold=1];

low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

eula low_plunge[collision=0];

high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.

Code

eula high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

Video credit: Shizuka#7791
Count: Sheet (credit: Shizuka#7791)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.090.01truefalse
N20.120.01truefalse
N3-20.090.01truefalse
N40.090.01truefalse
N5-20.120.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-0.52270---
N2CirclePlayer-0.52270---
N3-1CirclePlayer-0.52----
N3-2CirclePlayer-0.52----
N4CirclePlayer--2270---
N5-1BoxPlayer----23-
N5-2BoxPlayer----23-

Known issues

Does not have any known issues

Names

  • eula

Legal Actions

AbilityLegalNotes
attack-
chargeNot implemented yet.
aim-
skill-
burst-
low_plungePrevious action must be a jump buffed via Xianyun's burst for example.
high_plungePrevious action must be a jump buffed via Xianyun's burst for example.
dash-
jump-
walkEverything except normal followed by walk has proper frames.
swap-

Params

AbilityParamDescription
skillhold0 for Tap (default), 1 for Hold.
low_plungecollision0 for no collision dmg (default), 1 for collision dmg.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg.

Fields

Does not have any fields