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几个坐标点相近的时候感觉move_straight比move_along更方便(不用录路线,直接get_position())但实际用起来如视频演示一样,精准度比move_along要差一些。 视频地址(省流:22秒、44秒、1分9秒 有打印坐标对比)
get_position()
另外关于走路套盾的功能,有两点小建议,一是希望可以加个开关,二是希望在开盾之前按一下s键(或者其他更好的方案),面向后方放盾,这样不挡路。 有一次在上坡的时候钟离放了个柱子,因为有坡度爬不上柱子,就一直原地顶着柱子原地踏步
附move_straigh的代码
from source.commission.commission import * from source.interaction.interaction_core import itt from source.map.map import genshin_map Wyatt = Text(zh="怀尔德",en="Wyatt") class LostKey_P1674N4817(Commission): def __init__(self): super().__init__("ThingAFatherCanDo", [1674, -4817], is_CFCF=True, is_TMCF=True) a1=[1776.3479,-4685.9582] a2=[1725.4636,-4639.1651] a2turn=[1700.1493,-4649.6488] a3=[1699.8936,-4628.17] b1=[1561.0485,-4904.326] b2=[1513.4883,-4811.7626] b3=[1505.0502,-4749.1161] self.path_a=[a1,a2,a2turn,a3] self.path_b=[b1,b2,b3] def exec_mission(self): self.move_along(path_to_Wyatt,is_precise_arrival=True) self.talk_with_npc(Wyatt) self.talk_skip() def test(self): for path in self.path_a: self.move_straight(path,is_precise_arrival=True) print('目的地:',path) print('当前所在地:',genshin_map.get_position()) itt.delay(5) for path in self.path_b: self.move_straight(path,is_precise_arrival=True) print('目的地:',path) print('当前所在地:',genshin_map.get_position()) self.commission_succ() if __name__ == '__main__': execc = LostKey_P1674N4817() # execc.start() execc.test()
The text was updated successfully, but these errors were encountered:
套盾会优化,之后没有怪就不会套盾
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意思是move_straight会走过头是吗
是的
正在重构移动模块(
infstellar
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几个坐标点相近的时候感觉move_straight比move_along更方便(不用录路线,直接
get_position()
)但实际用起来如视频演示一样,精准度比move_along要差一些。视频地址(省流:22秒、44秒、1分9秒 有打印坐标对比)
另外关于走路套盾的功能,有两点小建议,一是希望可以加个开关,二是希望在开盾之前按一下s键(或者其他更好的方案),面向后方放盾,这样不挡路。
有一次在上坡的时候钟离放了个柱子,因为有坡度爬不上柱子,就一直原地顶着柱子原地踏步
附move_straigh的代码
The text was updated successfully, but these errors were encountered: