> For the complete documentation index, see [llms.txt](https://bizachi-dev.gitbook.io/bullethell-elemental-template/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bizachi-dev.gitbook.io/bullethell-elemental-template/scriptables/create-new-character-type.md).

# Create new Character Type

Component responsible for defining the advantages and disadvantages of this element (fire, water, etc.).

Remember that this item has to be added to the **Game Instance > Character Types** list in the Login scene.

To create a CharacterType, right-click inside any project folder, go to **Create > BulletHellTemplate > Characters > CharacterTypeData**.

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2Fgit-blob-ee20bec9db2937f3af187716a8ba3e76f8d904c6%2Fv16-character-type.png?alt=media" alt="CharacterTypeData in the Inspector"><figcaption><p>FireType: weak against Water and Ground, strong against Grass, Steel and Poison.</p></figcaption></figure>

Type Name: Name of the element.

Icon: Icon of the element that appears in the menus.

Weaknesses: Other elements this one is weak against.

Strengths: Other elements this one is strong against.

### How the damage is calculated

Characters, skills, perks and monsters all have an element. When an attack hits:

* **Advantage**: the attacker is strong against the target (or the target is weak against the attacker). The damage is multiplied by `1 + Advantage Damage Increase`.
* **Disadvantage**: the attacker is weak against the target (or the target is strong against the attacker). The damage is multiplied by `1 - Weakness Damage Reduction`.
* Both or neither: the damage does not change.

The two values are set in **Game Instance > Elemental Settings**. The demo uses `0.4` for both (+40% and -40%).

{% hint style="info" %}
You only need to set a relation on one side. If Fire lists Grass in **Strengths**, Fire already deals more damage to Grass, even if Grass does not list Fire in **Weaknesses**. Setting both sides keeps the data easy to read.
{% endhint %}

The template ships 9 elements in `Res/GameData/ElementalTypes`: Electrical, Fire, Flying, Grass, Ground, Mystical, Poison, Steel and Water.
