Varka
Practical config
Use varka in configs. Aliases: None listed.
Code
varka char lvl=90/90 cons=0 talent=9,9,9;
varka add weapon="favoniussword" refine=5 lvl=90/90;
varka add set="emblemofseveredfate" count=4;
varka add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;Special notes
Hexerei toggle
Varka is Hexerei by default. Use `hexerei=0` only to test him without that team tag.
Code
varka char lvl=90/90 cons=0 talent=9,9,9 +params=[hexerei=0];Sturm state
While Sturm is active, the second skill path depends on special skill charges and the absorbed / priority element.
Code
varka skill;
varka attack:3;
varka skill;Useful fields
These fields are exposed for conditions: `sturm`, `secret_rite`, `absorb`, `wind_oath`, `wind_oath_mult`, `march_mult`.
Code
if .varka.sturm {
varka skill;
}
if .varka.wind_oath > 0 {
varka attack:3;
}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 varka_basic_loop() {
if .varka.skill.ready {
varka skill;
}
if .varka.burst.ready {
varka burst;
}
varka attack:3;
}Actions you can write
No special entries documented.
Special action params
No special entries documented.
Fields for conditions
No special entries documented.