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范围效果

范围效果(AoE)是:

  • 攻击的一种属性,用来决定攻击能命中哪片区域 (hitbox).
  • 目标的一种属性,用来决定哪些区域算作命中它 (hurtbox).
  • 技能的一种属性,用来决定它在哪片区域检测目标 (示例: Bennett Inspiration Field).

坐标系

Evilsim is using a 2D coordinate system that follows the Cartesian coordinate system. That means every point in space can be uniquely identified by a combination of its x and y coordinate values.

警告

Evilsim uses meters (m) as its unit of length.

提示

Some abyss floors have tiles. 例如: Floor 7 and 8. These tiles have a size of 2.55m x 2.55m.

方向

Evilsim represents the (viewing) direction of the player and shapes by using vectors. 形状会从中心点开始,按照方向进行旋转。

信息

Usually, the direction of a shape is based on the direction of the player. The player direction is always set to the direction of the closest enemy (primary target). In order to achieve this, it updates on the following events:

  • player is moved
  • enemy is moved
  • primary target dies

Each (x, y) vector can be mapped to a certain angle.

信息

方向及其对应关系示例:

方向角度说明
(0, 1)"面向前方", 默认方向
(1, 0)90°"面向右侧"
(0, -1)180°"面向后方"
(-1, 0)270°"面向左侧"

信息

示例 for a 3m x 5m rectangle with the center at (0, 0) and a direction of (1, 1) (45°):

按方向旋转前:

按方向旋转后:

For some manual rotation calculations for shapes that have their center at (0, 0), you can use this website.

命中框、受击框与检测区域

The AoE of an attack (hitbox) and AoE of a target (hurtbox) is represented by their shape in combination with a direction.

信息

玩家拥有半径 0.3m 的圆形受击框。

信息

目标默认拥有半径 1m 的圆形受击框。 See the config page in the reference section for information on how to customize the radius.

In the case of a detection area, only the center point of the hurtbox matters and it has to be in that detection area.

形状

Here is a list of shapes that is used in Evilsim:

形状说明属性
单体目标This means the attack is hitting a single enemy directly.Enemy Key
圆形A circle with a certain radius. If the circle has a fan angle, then it becomes a circular segment.中心, X 偏移, Y 偏移, 半径, 扇形角度
矩形A 2D box (rectangle) with a certain width and length.中心, X 偏移, Y 偏移, 矩形 X (width), 矩形 Y (length)
警告

Evilsim is implemented entirely in 2D, but Genshin is a 3D game. This means we have the following mappings between 3D and 2D shapes:

3D 形状2D 表示
球体圆形 with same radius.
圆柱体圆形 with same radius.
矩形矩形 with same width and length.

中心

Every shape except for 单体目标 has a point that defines its center.

信息

Usually, it is the position of the player or an enemy.

警告

While circles and circular segments in Evilsim have the usual center definition, rectangles have their center not in their geometric center, but in the middle of the lower side defined by the 矩形 X parameter.

Offset

The center point of every shape can be shifted by a certain amount in the x direction (X 偏移) and/or y direction (Y 偏移). The values for X 偏移 and Y 偏移 assume a direction of (0, 1) (0°), so they get rotated to match the shape's direction.

信息

Most attacks do not have X 偏移, but they usually have Y 偏移.

Fan angle

The fan angle of a circle describes a circular segment. It is a value between 0° (single line) and 360° (full circle). As the value increases, the Circular segment expands 1:1 counterclockwise and clockwise beginning from the circle's direction.

碰撞

Evilsim performs collision detection between the attack's hitbox and target's hurtbox. If Evilsim detected a collision, then the attack hits the target. For more details, please refer to the Evilsim 源码.

在哪里查找 AoE 数据