Wizard { ClassName = Wizard BaseHealth = 80 BaseAtk = 15 # Amount of health gained per level. HealthGrowthRate = 5 # Amount of attack gained per level. AtkGrowthRate = 4 FullRender = characters/commercial_assets/Wizard_F_NoOutline.png Auto Attack { DamageMult = 1 Radius = 100 Speed = 200 Cooldown = 0.85 # Whether or not this ability cancels casts. CancelCast = 0 # Maximum distance this attack will travel before it becomes deactivated. Max Range = 1000 # When bullet makes contact, how fast the bullet will fade out. BulletHitFadeoutTime = 0.2 # How much time passes before another particle spawns from the bullet. ParticleFrequency = 0.03 # Specify a minimum and maximum range ParticleLifetimeRange = 0,1 ParticleSizeRange = 0,2 ParticleFadeoutTime = 0.5 ParticleSpeedRange = -30,30 SplashEffectFadeoutTime = 0.25 } Right Click Ability { Name = Teleport Short Name = TELE Icon = teleport.png Cooldown = 8 Mana Cost = 5 # Whether or not this ability cancels casts. CancelCast = 1 Description = Vanish and reappear at a new target location. #RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown. Cooldown Bar Color 1 = 0, 0, 64, 192 Cooldown Bar Color 2 = 0, 0, 128, 192 Precast Time = 0 Casting Range = 0 Casting Size = 0 TeleportRange = 650 AnimationTime = 0.35 IframeTime = 0.5 # The minimum tile range required for a teleport. TilesMin = 1 # The maximum tile range a teleport is allowed to go. TilesMax = 12 # Number of teleport particles to spawn. ParticleCount = 16 ParticleRange = 33.33 ParticleLifetimeMin = 0 ParticleLifetimeMax = 0.3 ParticleSize = 0.3 ParticleFadetime = 0.2 ParticleSpeedMin = -5 ParticleSpeedMax = 5 ParticleColor = 0, 0, 0, 255 } Ability 1 { Name = Firebolt Short Name = F.BOLT Icon = firebolt.png Cooldown = 6 Mana Cost = 30 # Whether or not this ability cancels casts. CancelCast = 0 # Maximum distance this attack will travel before it automatically detonates. Max Range = 1000 Description = Shoots an explosive bolt of fire. #RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown. Cooldown Bar Color 1 = 64, 0, 0, 192 Cooldown Bar Color 2 = 128, 0, 0, 192 Precast Time = 0 Casting Range = 0 Casting Size = 0 # Damage multiplier of the initial hit. InitialDamageMult = 1 BulletSpeed = 275 Radius = 100 #Coloring of the bullet. BulletColor = 240, 120, 60, 255 # When bullet makes contact, how fast the bullet will fade out. BulletHitFadeoutTime = 0.2 WorldShakeTime = 0.25 BulletHitExplosionRange = 250 # How much damage the explosion hit does to targets in range. BulletHitExplosionDamageMult = 3 BulletHitExplosionFadeoutTime = 0.25 BulletHitExplosionColor = 240, 120, 60, 255 # The number of particles that spawn when a fire bolt explodes on contact. BulletHitExplosionParticleCount = 72 BulletHitExplosionParticleLifetimeRange = 0,0.5 BulletHitExplosionParticleSizeRange = 0,2 BulletHitExplosionParticleFadeoutTimeRange = 0,0.4 BulletHitExplosionParticleSpeedRange = -150,150 # Specific color randomization ranges for the explosion particles. BulletHitExplosionParticleRedRange = 255,255 BulletHitExplosionParticleGreenRange = 60,250 BulletHitExplosionParticleBlueRange = 60,60 BulletHitExplosionParticleAlphaRange = 255,255 # How much time passes before another particle spawns from the bullet. ParticleFrequency = 0.03 # Specify a minimum and maximum range ParticleLifetimeRange = 0,1 ParticleSizeRange = 0,2 ParticleFadeoutTime = 0.3 ParticleXSpeedRange = -60,60 ParticleYSpeedRange = -60,-60 # Specific color randomization ranges for the fire bolt particles. ParticleRedRange = 255,255 ParticleGreenRange = 0,250 ParticleBlueRange = 0,0 ParticleAlphaRange = 255,255 } Ability 2 { Name = Lightning Bolt Short Name = L.BOLT Icon = lightningbolt.png Cooldown = 6 Mana Cost = 25 # Whether or not this ability cancels casts. CancelCast = 0 # Maximum distance this attack will travel before it becomes deactivated. Max Range = 1000 Description = Shoot an electrically charged bolt, spreads to two other targets upon impact. #RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown. Cooldown Bar Color 1 = 64, 0, 0, 192 Cooldown Bar Color 2 = 128, 0, 0, 192 Precast Time = 0 Casting Range = 0 Casting Size = 0 # Damage multiplier of the initial hit. DamageMult = 4 BulletSpeed = 230 Radius = 150 #Coloring of the bullet. BulletColor = 255, 255, 255, 255 BulletFadeoutTime = 0.2 # How far away to look for nearby enemies to chain lightning to. LightningChainRadius = 300 # Damage multiplier for enemies hit by lightning chain. LightningChainDamageMult = 2 # How fast the chain lightning chases its target (Frequency updates in seconds). LightningChainFrequency = 0.05 LightningChainLifetime = 0.25 LightningChainSplashLifetime = 0.5 LightningChainSplashFadeoutTime = 0.25 LightningChainSplashRotationRange = 0,6.28318 # How long the splash effect lasts. SplashLifetime = 0.3 SplashFadeoutTime = 0.25 SplashRotationRange = 0,6.28318 # How much time passes before another particle spawns from the bullet. ParticleFrequency = 0.01 # The darkest and brightest amount this particle will be colored (applied to R,G,and B components simultaneously) ParticleColorRange = 150,250 ParticleSpawnRadiusRange = -24,24 ParticleLifetimeRange = 0,0.1 ParticleSizeRange = 1,1.5 ParticleFadeoutTime = 0.4 ParticleSpeedMultRange = 0.9,1 } Ability 3 { Name = Meteor Short Name = METEOR Icon = meteor.png Cooldown = 40 Mana Cost = 75 # Whether or not this ability cancels casts. CancelCast = 0 Description = After channeling, summons a meteorite from the heavens to crash into the planet. #RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown. Cooldown Bar Color 1 = 64, 0, 0, 192 Cooldown Bar Color 2 = 128, 0, 0, 192 Precast Time = 1.5 Casting Range = 900 Casting Size = 400 MeteorFadeoutTime = 2 MeteorRadius = 400 MeteorDamageMult = 9 FireRingDamageMult = 1 # How often the fire ring deals damage to enemies inside of it. FireRingDamageFreq = 1 FireRingLifetime = 4 WorldShakeTime = 2 # -1 = Moving Right, 0 = Stationary, 1 = Moving Left MeteorXMovementMult = 1 # -1 = Moving Down, 0 = Stationary, 1 = Moving Up MeteorYMovementMult = -1 # How far away the meteor is from its final landing location. MeteorStartingDist = 320 # How far away the shadow is from its final landing location. MeteorShadowStartingDist = 120 MeteorImpactParticles = 650 MeteorImpactParticleAngleRange = 0,6.28318 # How far the particles will stray from its outer edge. (1 = middle, 0 = outside) MeteorImpactParticleRandomVariance = 0.25 MeteorImpactParticleColorGVariance = 0.5 # Red is always 255. Blue gets set using this range value. MeteorImpactParticleColorBlueRange = 0,128 MeteorImpactParticleAlphaRange = 128,25 FireRingOscillatingFrequency=3 FireRingParticleSpawnAmtRange = 1,5 FireRingParticleFreqRange = 0.025,0.225 FireRingFadeoutTime = 1 FireRingParticleAngleRange = 0,6.28318 # How far the particles will stray from its outer edge. (1 = middle, 0 = outside) FireRingParticleRandomVariance = 0.25 FireRingParticleColorGVariance = 0.5 # Red is always 128. Blue gets set using this range value. FireRingParticleColorBlueRange = 0,16 FireRingParticleAlphaRange = 128,255 FireRingParticleXSizeRange = 1,3 FireRingParticleYSizeRange = 1,1 FireRingParticleFadeoutTimeRange = 2,6 FireRingParticleXSpeedRange = -5,5 FireRingParticleYSpeedRange = -20,-5 } }