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Sigewinne

Practical config

Use sigewinne in configs. Aliases: None listed.

Code

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

Use dash[pickup_droplets=...]

Number of picked up Sourcewater Droplets. Default 0.

dash[pickup_droplets=...]

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

Code

sigewinne dash[pickup_droplets=1];

Use attack[travel=...]

Projectile travel time. Default 10 frames.

attack[travel=...]

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

Code

sigewinne attack[travel=10];

Actions you can write

attack usable directly

Code

sigewinne attack:3;

aim usable directly

Code

sigewinne aim[weakspot=1,travel=10];

skill usable directly

Code

sigewinne skill;

burst usable directly

Code

sigewinne burst;

dash usable directly

Code

sigewinne dash;

jump usable directly

Code

sigewinne jump;

walk usable directly

Code

sigewinne walk;

swap usable directly

Code

sigewinne swap;

Special action params

dash[pickup_droplets=...] - Number of picked up Sourcewater Droplets. Default 0.

Code

sigewinne dash[pickup_droplets=1];

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

Code

sigewinne attack[travel=10];

aim[hold=...] - 0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default), 2 for Fully-Charged Aimed Shot with Mini-Bubble.

Code

sigewinne aim[hold=1];

aim[travel=...] - Projectile travel time. Default 10 frames.

Code

sigewinne aim[travel=10];

aim[weakspot=...] - Hit weakspot with aimed shot. Default 0 (false), 1 for true.

Code

sigewinne aim[weakspot=1];

skill[hold=...] - 0 for Tap (default), 1 for short Hold (tier 1 bubble), 2 for Hold (tier 2 bubble).

Code

sigewinne skill[hold=1];

burst[ticks=...] - Number of ticks for Elemental Burst. Default is maximum number of ticks, minimum 2. If the number of ticks is not the maximum, the next action must be Dash, or Jump.

Code

sigewinne burst[ticks=1];

Fields for conditions

No special entries documented.

Frames

Video credit: ange1o5 (special thanks to digimon666)
Count: Sheet (credit: ange1o5)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
Aim-Head0.120.01falsetrue
FullAim-Head0.120.01falsetrue
Aim-Bubble00.01falsefalse

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1BoxPrimaryTarget--0.5--0.11-
N2CirclePrimaryTarget--1----
N3CirclePrimaryTarget--1----

Known issues

Does not have any known issues

Names

  • sigewinne

Legal Actions

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

Params

AbilityParamDescription
dashpickup_dropletsNumber of picked up Sourcewater Droplets. Default 0.
attacktravelProjectile travel time. Default 10 frames.
aimhold0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default), 2 for Fully-Charged Aimed Shot with Mini-Bubble.
aimtravelProjectile travel time. Default 10 frames.
aimweakspotHit weakspot with aimed shot. Default 0 (false), 1 for true.
skillhold0 for Tap (default), 1 for short Hold (tier 1 bubble), 2 for Hold (tier 2 bubble).
burstticksNumber of ticks for Elemental Burst. Default is maximum number of ticks, minimum 2. If the number of ticks is not the maximum, the next action must be Dash, or Jump.

Fields

Does not have any fields