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Gaming

Practical config

Use gaming in configs. Aliases: None listed.

Code

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

Use low_plunge[collision=...]

0 for no collision dmg (default), 1 for collision dmg. Does not apply to the Plunge from E.

low_plunge[collision=...]

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

Code

gaming low_plunge[collision=0];

Use high_plunge[collision=...]

0 for no collision dmg (default), 1 for collision dmg. Does not apply to the Plunge from E.

high_plunge[collision=...]

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

Code

gaming high_plunge[collision=0];

Actions you can write

attack usable directly

Code

gaming attack:3;

charge usable directly

Code

gaming attack, charge;

skill usable directly

Code

gaming skill;

burst usable directly

Code

gaming burst;

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

Code

gaming low_plunge[collision=0];

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

Code

gaming high_plunge[collision=0];

dash usable directly

Code

gaming dash;

jump usable directly

Code

gaming jump;

walk usable directly

Code

gaming walk;

swap usable directly

Code

gaming swap;

Special action params

low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg. Does not apply to the Plunge from E.

Code

gaming low_plunge[collision=0];

high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg. Does not apply to the Plunge from E.

Code

gaming high_plunge[collision=0];

low_plunge[man_chai_delay=...] - Number of frames until Man Chai returns starting from hitmark + 1 frame. Default delay for this case is 92 frames.

Code

gaming low_plunge[man_chai_delay=10];

high_plunge[man_chai_delay=...] - Number of frames until Man Chai returns starting from hitmark + 1 frame. Default delay for this case is 92 frames.

Code

gaming high_plunge[man_chai_delay=10];

burst[man_chai_delay=...] - Number of frames until Man Chai returns starting from hitmark + 1 frame. Default delay for this case is 100 frames.

Code

gaming burst[man_chai_delay=10];

Fields for conditions

No special entries documented.

Frames

Video credit: kolibri._.
Count: Sheet (credit: kolibri._.)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.10.01truefalse
N20.090.01truefalse
N30.120.01truefalse
N40.120.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-12----
N2CirclePlayer-12270---
N3BoxPlayer--1.7--2.54-
N4CirclePlayer-22----

Known issues

Does not have any known issues

Names

  • gaming

Legal Actions

AbilityLegalNotes
attack-
charge-
aim-
skill-
burst-
low_plungePrevious action must be skill or a jump buffed via Xianyun's burst for example.
high_plungePrevious action must be skill or a jump buffed via Xianyun's burst for example.
dash-
jump-
walk-
swap-

Params

AbilityParamDescription
low_plungecollision0 for no collision dmg (default), 1 for collision dmg. Does not apply to the Plunge from E.
high_plungecollision0 for no collision dmg (default), 1 for collision dmg. Does not apply to the Plunge from E.
low_plungeman_chai_delayNumber of frames until Man Chai returns starting from hitmark + 1 frame. Default delay for this case is 92 frames.
high_plungeman_chai_delayNumber of frames until Man Chai returns starting from hitmark + 1 frame. Default delay for this case is 92 frames.
burstman_chai_delayNumber of frames until Man Chai returns starting from hitmark + 1 frame. Default delay for this case is 100 frames.

Fields

Does not have any fields