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AutoTimeline

代码基于GPLv3开源,仅供学习交流,禁止用于商业用途

仅适配x64模拟器 x32的app

(什么?你不想写代码就想用?请打开auto)

用法

编写timeline.lua

AutoPcrApi:

  • void autopcr.calibrate(id) 对站位id进行校准
  • void autopcr.press(id) 点击站位为id的角色,不占用时间,但可能点不上
  • void autopcr.framePress(id) 点击站位为id的角色,保证点上,占用两帧,一般用于连点
  • long autopcr.getUnitAddr(unit_id, rarity, rank) 根据数据获取角色的句柄,请务必保证搜索时该角色tp为0且满血,否则会搜索失败
  • float autopcr.getTp(unit_handle) 根据获得的句柄返回角色当前tp
  • long autopcr.getHp(unit_handle) 根据获得的句柄返回角色当前hp
  • long autopcr.getMaxHp(unit_handle) 根据获得的句柄返回角色最大hp
  • int autopcr.getFrame() 返回当前时间
  • float autopcr.getTime() 返回当前帧数
  • void autopcr.waitFrame(frame) 暂停程序直到帧数达到
  • void autopcr.waitTime(frame) 暂停程序直到时间达到
  • void autopcr.setOffset(frame_offset, time_offset) 设定延迟校准参数

MiniTouchApi:

  • void minitouch.getMaxX() 返回最大X
  • void minitouch.getMaxY() 返回最大Y
  • void minitouch.connect(host, port) 链接minitouch server
  • void minitouch.write(text) 写minitouch指令
  • void minitouch.setPos(id, x, y) 注册站位id
  • void minitouch.press(id) 点击站位为id的角色,不占用时间,但可能点不上
  • void minitouch.framePress(id) 点击站位为id的角色,保证点上,占用两帧,一般用于连点

依赖

项目依赖于.net 5.0 runtime,请自行百度

延迟校准

校准代表着模拟器处理造成的延迟,一般会保持不变,技能释放时,如果打开技能动画,帧数会暂停,你可以根据暂停时候的值和预期值做出帧数的校准

运行程序

  1. 必须使用管理员模式运行,设置帧率为60,先进入对战,然后在开始时暂停
  2. 先进行五个站位的鼠标位置的校准,从1-5,将鼠标移至对应位置然后在窗口按回车即可
  3. 输入模拟器主程序的PID(不要输错成前台ui程序)
  4. 等待扫描,结束后会显示当前帧数和剩余时间
  5. 继续模拟器即可
  6. 继续运行后不要乱动鼠标!!!

关于Minitouch

Minitouch可以显著减小模拟器层触控延迟,repo内附带bin版minitouch,使用说明 如果有的菜鸡弄不明白怎么用,也可以使用传统方法。 如果adb在path中可以用minitouch文件夹下的两个bat直接把minitouch开到1111端口(先运行adbshell再运行adbforwarding, adbshell不要关)

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