Creates clones of yourself. The clones automatically attack nearby enemies and replicate any Shinobi attack skills you use. Whenever the clones replicate skills, SP consumption and cooldown increase according to your Bunshin no Jutsu skill level. Attributes do not apply to skills performed by clones.
at lvl 3 dont have more clones , same duration , so why i level up the skill 7 points more?just for increase more sp consumption and cooldown?
edit: same dmg at lvl 4 or lvl 10 same duration too on coolddowns only sp increase .
edit2 : same stamina consumption. 7 skills levels wasted or what?
cooldown: 2+ 10%skill coldown i take kunai 25s ) 2+2.5=4.5 X number of clones is 3 so 4.5*3 13.5+25=38.5s CD whe use it with clones TESTED good
kunai DMG at lvl 3 bunshin: 25k
kunai dmg at lvl 10 bunshin:25k no changes only changes when i level uo skill kunai change 1 to 5 25k to 40k
caption ratio 2 about number of clones :var value = skill.Level
if (value >= 3) {
value = 3
}
return value
COOLDOWN dont affected by skill level.
caption ratio about duration
var value = 20
return value
var basicCoolDown = 45000;
var abilAddCoolDown = 0 // @rjgtav. Attributes aren’t supported yet;
basicCoolDown = basicCoolDown + abilAddCoolDown;
var cls = GetClassList(“SkillRestrict”);
var sklCls = GetClassByNameFromList(cls, “Shinobi_Bunshin_no_jutsu”);
var coolDownClassify = Null;
var zoneAddCoolDown = 0;
if (sklCls not Null) {
var isKeyword = TryGetProp(sklCls, “Keyword”, Null)
if (IsRaidField(pc) == 1) {
if (string.find(isKeyword, "IsRaidField") == 1) {
var addCoolDown = TryGetProp(sklCls, "Raid_CoolDown", Null)
addCoolDown = StringSplit(addCoolDown, "/");
coolDownClassify = addCoolDown[1]; zoneAddCoolDown = addCoolDown[2];
}
} else if (IsPVPField(pc) == 1) {
if (string.find(isKeyword, "IsPVPField") == 1) {
var addCoolDown = TryGetProp(sklCls, "PVP_CoolDown", Null)
addCoolDown = StringSplit(addCoolDown, "/");
coolDownClassify = addCoolDown[1]; zoneAddCoolDown = addCoolDown[2];
}
}
}
if (skill.ClassName == “Cleric_Heal”) {
if (IsPVPServer(pc) == 1) {
basicCoolDown = basicCoolDown + 28000
}
}
var laimaCoolTime = GetExProp(pc, “LAIMA_BUFF_COOLDOWN”)
if (laimaCoolTime not 0) {
basicCoolDown = basicCoolDown * (1 - laimaCoolTime)
} else if (IsBuffApplied(pc, ‘CarveLaima_Debuff’) == ‘YES’) {
basicCoolDown = basicCoolDown * 1.2;
}
if (IsBuffApplied(pc, ‘GM_Cooldown_Buff’) == ‘YES’) {
basicCoolDown = basicCoolDown * 0.9;
}
if (IsBuffApplied(pc, ‘SpeForceFom_Buff’) == ‘YES’) {
if (skill.ClassName not "Centurion_SpecialForceFormation") {
basicCoolDown = basicCoolDown * 0.5;
}
}
var ret = Math.floor(basicCoolDown) / 1000
ret = Math.floor(ret) * 1000;
if (coolDownClassify == “Fix”) {
ret = zoneAddCoolDown;
} else if (coolDownClassify == “Add”) {
ret = zoneAddCoolDown + ret
}
return Math.floor(ret);
var basicSP = 128;
var decsp = 0;
var bylvCorrect = 0
if (basicSP == 0) {
return 0;
}
and SP code only affect by char level and focus on situations specific but no affected by level skill:
var lv = player.Lv
bylvCorrect = lv - 300
if (bylvCorrect < 0) {
bylvCorrect = bylvCorrect * 2.75 / 1000
} else if (bylvCorrect >= 0) {
bylvCorrect = bylvCorrect * 1.25 / 1000
}
var value = basicSP * (1 + bylvCorrect)
var abilAddSP = 0 // @rjgtav. Attributes aren’t supported yet;
abilAddSP = abilAddSP / 100;
value = Math.floor(value) + Math.floor(value * abilAddSP);
var zeminaSP = GetExProp(pc, “ZEMINA_BUFF_SP”);
if (zeminaSP not 0) {
decsp = value * zeminaSP
}
value = value - decsp;
if (IsBuffApplied(pc, “Gymas_Buff”) == “YES”) {
var ratio = 0.25;
var isDragonPower = GetExProp(pc, ‘ITEM_DRAGON_POWER’)
if (tonumber(isDragonPower) >= 1) {
ratio = ratio + 0.25
}
decsp = value * ratio
}
value = value - decsp;
if (value < 1) {
value = 0
}
if (skill.ClassName == “Scout_Cloaking” and IsBattleState(pc) == 1 and (IsPVPServer(pc) == 1 || IsPVPField(pc) == 1)) {
return 0
}
return Math.floor(value);