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Tartaglia frame adjustment #667

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merged 44 commits into from
Aug 14, 2022
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@skippi skippi commented Aug 9, 2022

EDIT: Tagging #209.

skippi added 20 commits August 8, 2022 17:04
Tartaglia needs a custom dash to account for dash skill activation.
Tartaglia skill should use no ICD tag.
If Tartaglia's charge hits a weakspot, it will trigger aimshot-like
hitlag, where Targ himself won't lag but the target will. We consider
this to be deployable hitlag.
The cooldown for deactivating the skill CD should be 0 or 14 depending
on the previous action.
Depending on Tartaglia's previous action, the delay of activating the
skill CD changes.
We don't have to check if the active player is Tartaglia.
This describes the variable better, to show where in the multi hit we
are so that we can count frames properly.
We don't need to initialize the struct each time we loop through an
attack.
This should use CurrentState() and no need to check for actor.
@skippi skippi marked this pull request as ready for review August 9, 2022 05:31
Childe's melee CA is still hitlagless, it's just the aim shot that has
deployable hitlag.
@skippi skippi force-pushed the tartaglia-adjust branch from f04af21 to 6d3637f Compare August 9, 2022 07:22
Tartaglia needs at least 4f walking before walk -> skill is possible. I
think this is the best compromise to keep walking at 1f.
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not sure about this, but does his melee stance get extended by hitlag? if yes then that's missing.

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skippi added 5 commits August 14, 2022 14:35
Since this is an illegal move, we need to add a sizeable amount of lag
to discourage its use.
We can just sum the frames ahead of time to reduce the amount of code
needed.
Because the attack info was instantiated outside of the loop, the
delayed char task would use the attack info at the time of it being
called. This would usually be the last multi-hit.
We can sum the hitmarks and simplify the following code.
@k0l11
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k0l11 commented Aug 14, 2022

the max possible melee duration does get extended by hitlag

skippi added 4 commits August 14, 2022 14:46
Because tartaglia's frames depend on the previous action, the correct
`CanQueueAfter` depends on the selected frame cancels. We need to
manually find the minimum frame cancel.
Note that this does NOT change the cooldown calculation for swap/disable
action. This is only for making sure Tartaglia can stay on his melee
duration for max duration with hitlag included.
When tartaglia hits the max skill duration is dependent on hitlag.
@shizukayuki shizukayuki merged commit f54065b into genshinsim:main Aug 14, 2022
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3 participants