.@r_weapon = getequiprefinerycnt(EQI_HAND_R); bonus bLongAtkRate,10; bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r_weapon/2);
bonus bLongAtkRate,15; bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",12*(getequiprefinerycnt(EQI_HAND_R)/2);
.@r = getequiprefinerycnt(EQI_HAND_R); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",15; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",15; bonus bLongAtkRate,2*(.@r/2);
.@r = getequiprefinerycnt(EQI_HAND_R); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",20; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",20; bonus bLongAtkRate,4*(.@r/2);
.@r = getequiprefinerycnt(EQI_HAND_R); bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",25; bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",25; bonus bLongAtkRate,6*(.@r/2);
bonus bVariableCastrate,-30; bonus2 bAddClass,Class_All,10; if (getenchantgrade(EQI_HAND_R) >= ENCHANTGRADE_C) bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",10;