荒泷一斗
实用配置
使用 itto 写在 config 里。 别名: aratakiitto, aratakitheoneandoniitto
复制起手配置
itto char lvl=90/90 cons=0 talent=9,9,9;
itto add weapon="favoniussword" refine=5 lvl=90/90;
itto add set="emblemofseveredfate" count=4;
itto add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;连招示例
Slash-state charged loop
Uses Itto's slash fields to keep charged attacks moving until the final slash path ends.
复制连招
while .itto.slash.next != .itto.slash-type.idle {
itto charge;
}
if .itto.burst.ready {
itto burst;
}安全基础循环
这是最稳的起步模板。它会先确认元素战技/元素爆发是否可用,再执行动作,最后用普攻补空档。还不知道角色真正连招时,先用这个。
if .character.skill.ready
读取冷却状态。为真时现在可以释放;为假时模拟器会跳过这个动作。
attack:3
`attack:3` 表示连续三次普通攻击。测试连招时可以改这个数字。
这里不要写无限循环
这个 helper 只在被调用时运行一次。真正重复整套轴的部分,应该放在外层主 `for` 循环里。
复制连招
fn itto_basic_loop() {
if .itto.skill.ready {
itto skill;
}
if .itto.burst.ready {
itto burst;
}
itto attack:3;
}等待 .itto.slash.current 仍然存在
Returns the current CA Slash. Perform checks on this by using the values under .itto.slash-type.
实时状态
这不是开局设置值,而是当前帧的模拟器状态。
等待上限
帧数上限可以防止状态永远不变时配置卡死。
复制连招
let start = f();
while .itto.slash.current > 0 && f() - start < 300 {
itto attack;
}等待 .itto.slash.next 仍然存在
Returns the next CA Slash that will be performed based on the stack count at the time that this is evaluated. Perform checks on this by using the values under .itto.slash-type.
实时状态
这不是开局设置值,而是当前帧的模拟器状态。
等待上限
帧数上限可以防止状态永远不变时配置卡死。
复制连招
let start = f();
while .itto.slash.next > 0 && f() - start < 300 {
itto attack;
}等待 .itto.slash-type.idle 仍然存在
Returns the number that represents the CA Idle state.
实时状态
这不是开局设置值,而是当前帧的模拟器状态。
等待上限
帧数上限可以防止状态永远不变时配置卡死。
复制连招
let start = f();
while .itto.slash-type.idle > 0 && f() - start < 300 {
itto attack;
}使用 skill[travel=...]
投射物飞行时间,单位为帧。
skill[travel=...]
动作参数写在该动作后面的方括号里。
复制连招
itto skill[travel=10];使用 skill[ushihit=...]
当前层数或计数。
skill[ushihit=...]
动作参数写在该动作后面的方括号里。
复制连招
itto skill[ushihit=1];可写动作
attack 可直接使用
复制命令
itto attack:3;charge 可直接使用
复制命令
itto attack, charge;skill 可直接使用
复制命令
itto skill;burst 可直接使用
复制命令
itto burst;low_plunge Previous action must be a jump buffed via Xianyun's burst for example.
复制命令
itto low_plunge[collision=0];high_plunge Previous action must be a jump buffed via Xianyun's burst for example.
复制命令
itto high_plunge[collision=0];dash 可直接使用
复制命令
itto dash;jump 可直接使用
复制命令
itto jump;walk No action followed by walk (except low_plunge and high_plunge) has proper frames.
复制命令
itto walk;swap 可直接使用
复制命令
itto swap;动作特殊参数
skill[travel=...] - 投射物飞行时间,单位为帧。
复制命令
itto skill[travel=10];skill[ushihit=...] - 当前层数或计数。
复制命令
itto skill[ushihit=1];burst[prestack=...] - Whether to grant a stack from performing N1 right before Q. 0 for no prestack, 1 for prestack. Default 0.
复制命令
itto burst[prestack=1];low_plunge[collision=...] - 0 表示没有碰撞伤害;1 表示有碰撞伤害。
复制命令
itto low_plunge[collision=0];high_plunge[collision=...] - 0 表示没有碰撞伤害;1 表示有碰撞伤害。
复制命令
itto high_plunge[collision=0];条件字段
.itto.slash.current - Returns the current CA Slash. Perform checks on this by using the values under .itto.slash-type.
复制条件
if .itto.slash.current > 0 {
# action here
}.itto.slash.next - Returns the next CA Slash that will be performed based on the stack count at the time that this is evaluated. Perform checks on this by using the values under .itto.slash-type.
复制条件
if .itto.slash.next > 0 {
# action here
}.itto.slash-type.idle - Returns the number that represents the CA Idle state.
复制条件
if .itto.slash-type.idle > 0 {
# action here
}.itto.slash-type.saichi - Returns the number that represents the CA Saichimonji Slash state.
复制条件
if .itto.slash-type.saichi > 0 {
# action here
}.itto.slash-type.left - Returns the number that represents the CA Left Combo Slash state.
复制条件
if .itto.slash-type.left > 0 {
# action here
}.itto.slash-type.right - Returns the number that represents the CA Right Combo Slash state.
复制条件
if .itto.slash-type.right > 0 {
# action here
}.itto.slash-type.final - Returns the number that represents the CA Final Slash state.
复制条件
if .itto.slash-type.final > 0 {
# action here
}.itto.will-c6-proc - Returns whether C6 will proc for the upcoming CA.
复制条件
if .itto.will-c6-proc > 0 {
# action here
}帧数据
- 视频 #1
- 视频 #2
- 视频 #3
- 视频 #4
Hitlag 数据
- 普通攻击
- 重击
- 元素战技
| 能力 | 停顿时间 | 缩放 | 防御停顿 | 召唤物 |
|---|---|---|---|---|
| Q-N1 | 0.08 | 0.01 | true | false |
| Q-N2 | 0.08 | 0.01 | true | false |
| Q-N3 | 0.1 | 0.01 | true | false |
| Q-N4 | 0.1 | 0.01 | true | false |
| 能力 | 停顿时间 | 缩放 | 防御停顿 | 召唤物 |
|---|---|---|---|---|
| Q-CA-SaichimonjiSlash | 0.1 | 0.01 | true | false |
| Q-CA-AratakiKesagiriFinal | 0.1 | 0.01 | true | false |
| Q-CA-AratakiKesagiriCombo-FirstCS | 0.07 | 0.01 | true | false |
| Q-CA-AratakiKesagiriCombo-SecondCS | 0.05 | 0.01 | true | false |
| Q-CA-AratakiKesagiriCombo-Third+CS | 0.03 | 0.01 | true | false |
| 能力 | 停顿时间 | 缩放 | 防御停顿 | 召唤物 |
|---|---|---|---|---|
| E-Skill | 0.02 | 0.01 | false | true |
范围数据
- 普通攻击
- 重击
- 下落攻击
- 元素战技
| 能力 | 形状 | 中心 | X 偏移 | Y 偏移 | 半径 | 扇形角 | 矩形 X | 矩形 Y | 备注 |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Circle | Player | - | 0.8 | 2.5 | - | - | - | - |
| Q-N1 | Circle | Player | - | 0.8 | 3.5 | - | - | - | - |
| N2 | Circle | Player | - | 0.8 | 2.5 | - | - | - | - |
| Q-N2 | Circle | Player | - | 0.8 | 3.5 | - | - | - | - |
| N3 | Circle | Player | - | 0.85 | 2.5 | - | - | - | - |
| Q-N3 | Circle | Player | - | 0.8 | 3.5 | - | - | - | - |
| N4 | Box | Player | - | -1.5 | - | - | 3.2 | 6 | - |
| Q-N4 | Box | Player | - | -1.7 | - | - | 3.8 | 8 | - |
| 能力 | 形状 | 中心 | X 偏移 | Y 偏移 | 半径 | 扇形角 | 矩形 X | 矩形 Y | 备注 |
|---|---|---|---|---|---|---|---|---|---|
| CA-SaichimonjiSlash | Circle | Player | - | - | 3 | - | - | - | - |
| Q-CA-SaichimonjiSlash | Circle | Player | - | - | 4 | - | - | - | - |
| CA-AratakiKesagiriFinal | Circle | Player | - | 0.6 | 3.5 | - | - | - | - |
| Q-CA-AratakiKesagiriFinal | Circle | Player | - | 0.8 | 4.3 | - | - | - | - |
| CA-AratakiKesagiriCombo | Box | Player | - | -2 | - | - | 3.8 | 5.5 | - |
| Q-CA-AratakiKesagiriCombo | Box | Player | - | -2.5 | - | - | 5 | 7 | - |
| 能力 | 形状 | 中心 | X 偏移 | Y 偏移 | 半径 | 扇形角 | 矩形 X | 矩形 Y | 备注 |
|---|---|---|---|---|---|---|---|---|---|
| Plunge | Circle | Player | - | 1 | 1 | - | - | - | - |
| Q-Plunge | Circle | Player | - | 1 | 1 | - | - | - | - |
| Low_Plunge | Circle | Player | - | 1 | 3 | - | - | - | - |
| High_Plunge | Circle | Player | - | 1 | 5 | - | - | - | - |
| Q-Low_Plunge | Circle | Player | - | 1 | 4 | - | - | - | - |
| Q-High_Plunge | Circle | Player | - | 1 | 6 | - | - | - | - |
| 能力 | 形状 | 中心 | X 偏移 | Y 偏移 | 半径 | 扇形角 | 矩形 X | 矩形 Y | 备注 |
|---|---|---|---|---|---|---|---|---|---|
| E-Skill | Circle | PrimaryTarget | - | - | 3.5 | - | - | - | - |
已知问题
名称
- itto
- aratakiitto
- aratakitheoneandoniitto
可用动作
| 能力 | 可用 | 备注 |
|---|---|---|
attack | ✔ | - |
charge | ✔ | - |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
high_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | No action followed by walk (except low_plunge and high_plunge) has proper frames. |
swap | ✔ | - |
参数
| 能力 | 参数 | 说明 |
|---|---|---|
skill | travel | Projectile travel time. Default 4 frames. |
skill | ushihit | Number of stacks gained via Ushi getting hit. Max 3 stacks. Stacks are gained at random points during Ushi uptime while respecting 2s stack gain cooldown. Default 0. |
burst | prestack | Whether to grant a stack from performing N1 right before Q. 0 for no prestack, 1 for prestack. Default 0. |
low_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |
high_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |
字段
| 字段 | 说明 |
|---|---|
.itto.slash.current | Returns the current CA Slash. Perform checks on this by using the values under .itto.slash-type. |
.itto.slash.next | Returns the next CA Slash that will be performed based on the stack count at the time that this is evaluated. Perform checks on this by using the values under .itto.slash-type. |
.itto.slash-type.idle | Returns the number that represents the CA Idle state. |
.itto.slash-type.saichi | Returns the number that represents the CA Saichimonji Slash state. |
.itto.slash-type.left | Returns the number that represents the CA Left Combo Slash state. |
.itto.slash-type.right | Returns the number that represents the CA Right Combo Slash state. |
.itto.slash-type.final | Returns the number that represents the CA Final Slash state. |
.itto.will-c6-proc | Returns whether C6 will proc for the upcoming CA. |