BulletHell Elemental Template
  • Bullethell Elemental Template
  • ✨Getting Started
    • 🚀Quickstart
  • 😓Common problems
  • 📲User Interface Menus
    • Login Scene
    • Game Instance
    • Monetization Manager
    • Battle Pass Manager
    • Game Manager
    • Audio Manager
    • IAP Manager
    • Loading Manager
    • Language Manager
    • Backend Manager
    • Reward Manager Popup
    • Rechargeables Manager
    • Home Scene
    • Creating a new scene
  • ⚔️Scriptables
    • Create new character
    • Create new Character Type
    • Create New Skill
    • Create New Player Icon
    • Create New Player Frame
    • Create New Map Info Data
    • Create New Quest Item
    • Create New IAP shop Item
    • Create new Coupon Item
    • Create New Currency
    • Create New ShopItem
    • Create New BattlePassItem
    • Create New SkillPerkData
    • Create New StatPerkData
    • Create New Monster/Mob
    • Create New Monster wave
    • Create New DropEntity
    • Addon Wheel Spin
    • Addon Lootbox
    • Addon Dayle Rewards/New Account Rewards
    • Addon Realtime Global Chat
  • EventMap/Reward map(Preview)
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  • Statistics information:
  • CharacterModel:
  • Stats Upgrades:
  1. Scriptables

Create new character

To create a characterData, right-click inside any project folder, go to create and select CharacterData.

PreviousCreating a new sceneNextCreate new Character Type

Last updated 8 months ago

Remember that this item has to be added to the GameInstance in the Login Scene.

Character Name : Set the name of the character that will appear in the menus

CharacterId : Set a unique numeric ID for the character, the first character must have ID 0 (zero) and the isUnlocked box checked.

CharacterType: Main element of the character, defines reductions and increases in damage that the character will receive.

Icon: Character icon that appears in menus.

Tier Icon: Character Tier icon that appears in menus (visual only).

CharacterModel : Here you will add the configured character model (instructions are below)

Skills: Stores the skills usable by the attack joystick in the game (I recommend having 2 skills, otherwise you will need to edit the UIGameplay adding more joysticks).

Auto-Attack: Default character skill that is automatically used by the character and targets the nearest enemy.

IsUnlocked: Leave this box checked for characters that the player has already unlocked on the account (at least 1 character must have this box checked and the unique ID 0 (zero).

Base Stats: Default character stats before upgrades.

Stats Upgrades: Stores all Upgrades this character can have.

Statistics information:

Shield: amount of shield that will be removed before changing the character's HP (there is no visual part showing this yet, but it will be implemented in the future along with buffs for this). Defense: Negates a fixed amount of any type of damage, but cannot be lower than the minimum damage declared in each map's GameplayManager.

HP leech: Drains part of the damage dealt as hp for the character.

HP Regen: amount of HP regenerated per second.

Cooldown Reduction: Reduces the cooldown of usable and auto skills (except auto attack).

Attack Speed: Reduces auto-attack cooldown.

Collect Range: The distance the player needs these drops marked as auto-collect to collect.

MaxStats: Amounts of different StatsPerk that the player can choose (recommended not to exceed 5 counting baseMaxStats + Upgrades, otherwise it will be necessary to change the UIGameplay by adding more slots).

MaxSkills: Amounts of SkillPerk that the player can choose (it is recommended not to exceed 5 counting baseMaxSkills + Upgrades, otherwise it will be necessary to change the UIGameplay by adding more slots).

CharacterModel:

Setting up the CharacterModel is very simple: go to your 3D model and add characterModel and in the animator add AnimatorController = CharacterController and you can add this prefab to your CharacterData. The animations can be changed by opening the controller and changing the animations. You can also duplicate this AnimatorController and edit different animations for each character.

Stats Upgrades:

Upgrade Name: Name of the upgrade that appears in the menus.

Stat Type: Select the character stats that will increase.

Upgrade Max Level: Maximum level to upgrade.

Upgrade Amounts: Amount that each level of improvement will increase on the character (both amount and cost must go up to the maximum level).

Upgrade Costs: Cost of each level to upgrade.

Upgrade Icon: Upgrade icon that will appear in the menus.

Currency Tag: ID of the currency that will be needed for the update (by default it will be the GO currency (gold), but you can edit it).

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