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Mualani

Practical config

Use mualani in configs. Aliases: None listed.

Code

mualani char lvl=90/90 cons=0 talent=9,9,9;
mualani add weapon="favoniussword" refine=5 lvl=90/90;
mualani add set="emblemofseveredfate" count=4;
mualani add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;

Combo recipes

One 3-stack bite

Walk until 3 momentum, then bite once.

.mualani.momentum < 3

Momentum is the bite stack counter. Walking advances it during Nightsoul.

mualani attack;

When momentum reaches 3, normal attack spends the bite.

Code

fn mualani_combo1() {
  while .mualani.nightsoul.state {
    while .mualani.momentum < 3 {
      mualani walk[f=1];
    }
    mualani attack;
    break;
  }
}

Three 3-stack bites

Same idea, repeated three times inside Nightsoul.

for let k=0; k<3

Repeats the same 3-stack bite three times, as long as Nightsoul is still active.

break

Leaves the outer Nightsoul loop after the planned bites so the script can continue.

Code

fn mualani_combo3() {
  while .mualani.nightsoul.state {
    for let k=0; k<3; k=k+1 {
      while .mualani.momentum < 3 {
        mualani walk[f=1];
      }
      mualani attack;
    }
    break;
  }
}

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 mualani_basic_loop() {
  if .mualani.skill.ready {
    mualani skill;
  }
  if .mualani.burst.ready {
    mualani burst;
  }
  mualani attack:3;
}

Wait while .mualani.momentum is active

Number of Wave Momentum stacks.

Live state

This is not a setup value. It is the current simulator state at that frame.

Timeout

The frame limit stops the config from freezing if the state never changes.

Code

let start = f();
while .mualani.momentum > 0 && f() - start < 300 {
  mualani attack;
}

Use attack[travel=...]

Projectile travel time for Shark Missiles. Default 10 frames.

attack[travel=...]

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

Code

mualani attack[travel=10];

Use burst[travel=...]

Projectile travel time for the Super Shark Missile. Default 70 frames.

burst[travel=...]

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

Code

mualani burst[travel=10];

Actions you can write

attack usable directly

Code

mualani attack:3;

charge usable directly

Code

mualani attack, charge;

skill usable directly

Code

mualani skill;

burst usable directly

Code

mualani burst;

dash usable directly

Code

mualani dash;

jump usable directly

Code

mualani jump;

walk usable directly

Code

mualani walk;

swap usable directly

Code

mualani swap;

Special action params

attack[travel=...] - Projectile travel time for Shark Missiles. Default 10 frames.

Code

mualani attack[travel=10];

burst[travel=...] - Projectile travel time for the Super Shark Missile. Default 70 frames.

Code

mualani burst[travel=10];

Fields for conditions

.mualani.momentum - Number of Wave Momentum stacks.

Code

if .mualani.momentum > 0 {
  # action here
}

Frames

Video credit: yamitoka
Count: Sheet (credit: yamitoka)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
Surfing00.01truetrue

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1CirclePrimaryTarget--0.7----
N2CirclePrimaryTarget--0.7----
N3CirclePrimaryTarget--0.7----
Shark-BiteSingleGlobalValue------Spawns on the Primary Target.
Surging-BiteSingleGlobalValue------Spawns on the Primary Target.

Known issues

Does not have any known issues

Names

  • mualani

Legal Actions

AbilityLegalNotes
attack-
charge-
aim-
skill-
burst-
low_plunge-
high_plunge-
dash-
jump-
walk-
swap-

Params

AbilityParamDescription
attacktravelProjectile travel time for Shark Missiles. Default 10 frames.
bursttravelProjectile travel time for the Super Shark Missile. Default 70 frames.

Fields

FieldDescription
.mualani.momentum
Number of Wave Momentum stacks.
If more than one field is available, then either field will work.