Skip to main content

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

No AoE data for weapon

Known issues

Does not have any known issues

Names

  • alleyhunter

Params

AbilityParamDescription
Alley HunterstacksNumber of stacks to gain at the beginning. Default 0, maximum 10.

Fields

Does not have any fields