ItemScript { # Used with the Item Database. # Any of these properties can be overwritten by specifying them in the main item. # If new scripts are added, please visit Item.cpp (ItemInfo::InitializeScripts()) to implement them. # Restores stats. # Parameter 1: The amount to restore per tick. If parameter 2 is zero, restores this amount instantly. # (Optional) Parameter 2: If non-zero, specifies the amount of time per tick of restoration. # (Optional) Parameter 3: If non-zero, specifies the amount of time the restoration lasts. Restore { HP Restore = 0,0.0,0.0 HP % Restore = 0,0.0,0.0 MP Restore = 0,0.0,0.0 MP % Restore = 0,0.0,0.0 } # Provides Temporary Stat Boosts. # Parameter 1: Amount to increase stat by. # Parameter 2: Duration that this stat will be increased for. Buff { Attack = 0,0.0 Attack % = 0%,0.0 Defense = 0,0.0 Defense % = 0%,0.0 Health = 0,0.0 Health % = 0%,0.0 Move Spd % = 0%,0.0 CDR = 0%,0.0 Crit Rate = 0%,0.0 Crit Dmg = 0%,0.0 HP Recovery % = 0%,0.0 HP6 Recovery % = 0%,0.0 HP4 Recovery % = 0%,0.0 Damage Reduction = 0%,0.0 Attack Spd = 0,0.0 Mana = 0,0.0 } # Unlike an item or ability that requires a cast to perform, this applies a buff immediately and then moving cancels the buff mid-application. RestoreDuringCast { HP Restore = 0,0.0,0.0 HP % Restore = 0,0.0,0.0 MP Restore = 0,0.0,0.0 MP % Restore = 0,0.0,0.0 } Projectile { Image = pixel.png # Extra flat damage Base Damage = 0 # Additional damage based on player ATK Player Damage Mult = 1.0x Cast Size = 250 Explode Sound Effect = Bomb Explode # Set a lingering time to have a damage over time effect. Linger Time = 0s Lingering Effect = pixel.png Lingering Sound = Burning Fire Linger Radius = 250 Tick Rate = 1s Tick Base Damage = 10 Tick Player Damage Mult = 0.4x } }