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Venti

Practical config

Use venti in configs. Aliases: None listed.

Code

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

Use attack[travel=...]

Projectile travel time. Default 10 frames.

attack[travel=...]

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

Code

venti attack[travel=10];

Use aim[hold=...]

0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default).

aim[hold=...]

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

Code

venti aim[hold=1];

Actions you can write

attack usable directly

Code

venti attack:3;

aim usable directly

Code

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

skill usable directly

Code

venti skill;

burst usable directly

Code

venti burst;

high_plunge Previous action must be skill[hold=1].

Code

venti high_plunge[collision=0];

dash usable directly

Code

venti dash;

jump usable directly

Code

venti jump;

walk Only aim followed by walk has proper frames.

Code

venti walk;

swap usable directly

Code

venti swap;

Special action params

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

Code

venti attack[travel=10];

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

Code

venti aim[hold=1];

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

Code

venti aim[travel=10];

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

Code

venti aim[weakspot=1];

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

Code

venti skill[hold=1];

Fields for conditions

No special entries documented.

Frames

Video credit: Kolibri#7675
Count: Sheet (credit: Kurt#5846)

Hitlag Data

AbilityHalt TimeScaleDefense HaltDeployable
Aim-Head0.120.01falsetrue
FullAim-Head0.120.01falsetrue

AoE Data

AbilityShapeCenterOffset XOffset YRadiusFan AngleBox XBox YNotes
N1BoxPrimaryTarget--0.5--0.11-
N2BoxPrimaryTarget--0.5--0.11-
N3BoxPrimaryTarget--0.5--0.11-
N4BoxPrimaryTarget--0.5--0.11-
N5BoxPrimaryTarget--0.5--0.11-
N6BoxPrimaryTarget--0.5--0.11-

Known issues

Does not have any known issues

Names

  • venti

Legal Actions

AbilityLegalNotes
attack-
charge-
aim-
skill-
burst-
low_plunge-
high_plungePrevious action must be skill[hold=1].
dash-
jump-
walkOnly aim followed by walk has proper frames.
swap-

Params

AbilityParamDescription
attacktravelProjectile travel time. Default 10 frames.
aimhold0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default).
aimtravelProjectile travel time. Default 10 frames.
aimweakspotHit weakspot with aimed shot. Default 0 (false), 1 for true.
skillhold0 for Tap (default), 1 for Hold.

Fields

Does not have any fields