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Lynette

Practical config

Use lynette in configs. Aliases: None listed.

Code

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

Use skill[hold=...]

0 for Tap (default), value between 1 and 150 for Hold. The number determines the E duration in frames.

skill[hold=...]

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

Code

lynette skill[hold=1];

Use burst[vivid_travel=...]

Projectile travel time for Vivid Shots. Default 15 frames.

burst[vivid_travel=...]

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

Code

lynette burst[vivid_travel=10];

Actions you can write

attack usable directly

Code

lynette attack:3;

charge Need to use attack right before charge.

Code

lynette attack, charge;

skill usable directly

Code

lynette skill;

burst usable directly

Code

lynette burst;

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

Code

lynette low_plunge[collision=0];

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

Code

lynette high_plunge[collision=0];

dash usable directly

Code

lynette dash;

jump usable directly

Code

lynette jump;

walk usable directly

Code

lynette walk;

swap usable directly

Code

lynette swap;

Special action params

skill[hold=...] - 0 for Tap (default), value between 1 and 150 for Hold. The number determines the E duration in frames.

Code

lynette skill[hold=1];

burst[vivid_travel=...] - Projectile travel time for Vivid Shots. Default 15 frames.

Code

lynette burst[vivid_travel=10];

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

Code

lynette low_plunge[collision=0];

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

Code

lynette high_plunge[collision=0];

Fields for conditions

No special entries documented.

Frames

Video credit: solo#8829
Count: Sheet (credit: solo#8829)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
N10.030.01truefalse
N20.030.01truefalse
N3-10.060.01truefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePlayer-0.32----
N2BoxPlayer--0.3--1.82.8-
N3-1BoxPlayer----1.52.5-
N3-2BoxPlayer----1.52.5-
N4BoxPlayer----2.22.5-

Known issues

Does not have any known issues

Names

  • lynette

Legal Actions

AbilityLegalNotes
attack-
chargeNeed to use attack right before charge.
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-
walk-
swap-

Params

AbilityParamDescription
skillhold0 for Tap (default), value between 1 and 150 for Hold. The number determines the E duration in frames.
burstvivid_travelProjectile travel time for Vivid Shots. Default 15 frames.
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