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
	}
}