Alley Hunter
Practical config
Use alleyhunter in a weapon line. Aliases: None listed.
Code
character add weapon="alleyhunter" refine=1 lvl=90/90;Combo recipes
Equip and test with one real hit
Weapons usually trigger from the holder's own hits, stacks, swaps, reactions, or starting params. Put the weapon on the real holder and test one simple action first.
Holder
The equipped character is the one whose hits and passive checks matter.
Do not assume
If the passive needs crit, reaction, swap, or field time, a random teammate action will not prove it works.
Code
character add weapon="alleyhunter" refine=1 lvl=90/90;
character skill;Test stacks
Number of stacks to gain at the beginning. Default 0, maximum 10.
+params=[...]
Weapon params go on the weapon line.
Testing state
Starting params are useful for comparisons, but may skip natural ramp-up.
Code
character add weapon="alleyhunter" refine=1 lvl=90/90 +params=[stacks=1];Special params
+params=[stacks=...] - Number of stacks to gain at the beginning. Default 0, maximum 10.
Code
character add weapon="alleyhunter" refine=1 lvl=90/90 +params=[stacks=1];Fields for conditions
No special entries documented.
AoE Data
Known issues
Names
- alleyhunter
Params
| Ability | Param | Description |
|---|---|---|
Alley Hunter | stacks | Number of stacks to gain at the beginning. Default 0, maximum 10. |