Sayu
Practical config
Use sayu in configs. Aliases: None listed.
Code
sayu char lvl=90/90 cons=0 talent=9,9,9;
sayu add weapon="favoniussword" refine=5 lvl=90/90;
sayu add set="emblemofseveredfate" count=4;
sayu 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 sayu_basic_loop() {
if .sayu.skill.ready {
sayu skill;
}
if .sayu.burst.ready {
sayu burst;
}
sayu attack:3;
}Use skill[short_hold=...]
0 for Tap (default), 1 for Short Hold. The Short Hold version is the shortest possible Hold.
skill[short_hold=...]
Action params go inside brackets on the exact action you are casting.
Code
sayu skill[short_hold=1];Use skill[hold=...]
0 for Tap (default), value between 1 and 600 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
sayu skill[hold=1];Actions you can write
attack usable directly
Code
sayu attack:3;charge Not implemented yet.
Code
sayu attack, charge;skill usable directly
Code
sayu skill;burst usable directly
Code
sayu burst;dash usable directly
Code
sayu dash;jump usable directly
Code
sayu jump;walk No action followed by walk has proper frames.
Code
sayu walk;swap usable directly
Code
sayu swap;Special action params
skill[short_hold=...] - 0 for Tap (default), 1 for Short Hold. The Short Hold version is the shortest possible Hold.
Code
sayu skill[short_hold=1];skill[hold=...] - 0 for Tap (default), value between 1 and 600 for Hold. The number determines the E duration in frames.
Code
sayu skill[hold=1];Fields for conditions
No special entries documented.
Frames
Count: Sheet (credit: Kolibri#7675)
Hitlag Data
- Normal
- Charge Attack
- Skill
- Burst
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| N1 | 0.1 | 0.01 | true | false |
| N2 | 0.1 | 0.01 | true | false |
| N3-2 | 0.08 | 0.01 | true | false |
| N4 | 0.08 | 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-Tap-Kick | 0.02 | 0.05 | false | false |
| E-Hold-Rolling-Anemo | 0.01 | 0.05 | false | true |
| E-Hold-Kick | 0.02 | 0.05 | false | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| Q-Initial | 0.02 | 0.05 | false | false |
AoE Data
- Normal
- Charge Attack
- Skill
- Burst
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Box | Player | - | -0.7 | - | - | 2.5 | 3.2 | - |
| N2 | Circle | Player | - | 0.5 | 2 | - | - | - | - |
| N3-1 | Box | Player | - | -1 | - | - | 2.5 | 3.5 | - |
| N3-2 | Circle | Player | - | 0.5 | 2 | - | - | - | - |
| N4 | Box | Player | - | -2 | - | - | 2.8 | 4.5 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| CA-Spinning | Circle | Player | - | 0.3 | 2.8 | - | - | - | not implemented yet |
| CA-Final | Circle | Player | - | - | 3.3 | - | - | - | not implemented yet |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Tap-Kick | Circle | Player | - | 0.5 | 2.5 | - | - | - | - |
| E-Hold-Rolling | Circle | Player | - | - | 3 | - | - | - | Rolling mechanics (collision) are not properly implemented yet. |
| E-Hold-AdditionalElement | Single | GlobalValue | - | - | - | - | - | - | Spawns on all enemies hit by E-Hold-Rolling. |
| E-Hold-Kick | Circle | Player | - | 0.5 | 3 | - | - | - | - |
| E-AbsorbCheck | Circle | Player | - | - | 1.2 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-Initial | Circle | Player | - | 1.5 | 4.5 | - | - | - | Q has a detection area of 10m around the position of this hitbox. |
| Q-DoT-PreA4 | Circle | GlobalValue | - | - | 1 | - | - | - | Spawns at the Q-Initial position. |
| Q-DoT-PostA4 | Circle | GlobalValue | - | - | 3.5 | - | - | - | - |
Known issues
Names
- sayu
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ❌ | Not implemented yet. |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ❌ | - |
high_plunge | ❌ | - |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | No action followed by walk has proper frames. |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
skill | short_hold | 0 for Tap (default), 1 for Short Hold. The Short Hold version is the shortest possible Hold. |
skill | hold | 0 for Tap (default), value between 1 and 600 for Hold. The number determines the E duration in frames. |