> 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-skillperkdata.md).

# Create New SkillPerkData

To create a SkillPerkData, right-click inside any project folder, go to Create > BulletHellTemplate > Perks > SkillPerkData.

Remember that this item must be added to **GameplayManager > Skill Perk Data** in each map scene where it can be offered.

A skill perk is a weapon the player picks on the level-up cards during a match. Unlike character skills, it fires by itself every **Cooldown** seconds while there is an enemy. The template ships 8 of them in `Res/GameData/SkillsPeark`: Burn Shot, Cyclone Axe, Ember Orbit, Frost Nova, Multi Shots, Thunder Strike, Tidal Burst and Toxic Flask.

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2Fgit-blob-e72bbbb10460ac8eb1fe5f0f4a4597057f41ede0%2Fv16-skill-perk.png?alt=media" alt="Skill Perk Data in the Inspector"><figcaption><p>Thunder Strike: strikes the nearest enemy, three enemies once evolved.</p></figcaption></figure>

### Skill Perk Settings

Icon / Max Level Icon / Max Level Frame: Icon of the card, and the icon and frame of the card of the last level (the evolution).

Max Level: How many times the perk can be picked. The last pick is the max level.

Perk Name / Description (and their translations): Texts of the card. With no description, the card lists what the perk does from its options.

Damage Type: Element of the perk. Required.

### Damage Entity Prefab Settings

Initial Damage Prefab: DamageEntity fired below the max level. Required. It is set up like a skill prefab (see [Create New Skill](/bullethell-elemental-template/scriptables/create-new-skill.md)).

Max Lv Damage Prefab: DamageEntity fired at the max level.

Speed / Life Time: Speed and duration of each shot.

### Effects on Spawn Skill

Spawn Effect / Effect Duration / Spawn Audio: Effect and sound on the character at every volley.

### On Hit & Explosion

Hit Effect / Hit Audio: Played on the target at every hit.

Destroy On First Hit: The shot disappears on the first enemy.

Explode On Destroy: When the shot ends, an explosion (**Explode Damage Entity**) is spawned with the perk's damage. From **Explode Entity Settings** only Life Time is used.

Size Change Config: Grows or shrinks the shot over time.

### Cooldown and Lifesteal Settings

Without Cooldown: Fires as fast as allowed (one volley every 0.1 seconds). These shots cannot be critical.

Cooldown: Seconds between two volleys, reduced by Cooldown Reduction.

Is Hp Leech: Only changes the card text ("Heals you on hit"). Every perk hit already heals with the character's HP Leech stat.

### Multi-Shot Settings

Is Multi Shot / Shots / Angle / Delay: Several shots per volley. **Angle** is the angle between two shots next to each other. For orbital perks Shots is the number of orbs, for strike perks the number of targets. **Evolve Changes Multi-Shot** uses the evolved values at the max level.

### Orbital Settings

Is Orbital / Orbital Distance: The shots circle the character instead of flying. Keep **Cooldown** close to **Life Time**, or the orbits of several volleys stack. Do not combine it with Melee, Boomerang or Ricochet.

### Trigger

Trigger Range (0 = any): The perk only fires while the nearest enemy is closer than this. Use it for close-range perks (novas, auras) so they do not fire at enemies across the map. The cooldown is not spent while it waits.

### Strike Settings

Spawn At Target: The shot appears **on** the target (lightning, meteor) instead of flying from the character. **Strike Range** is the farthest distance a target can be. With Multi-Shot, **Shots** is the number of different targets struck.

### Boomerang, Ricochet, Dash, Shield and Melee

Is Boomerang Skill / Max Distance: The shot comes back after this distance.

Is Ricochet: The shot bounces off walls.

Is Dash / Dash Speed / Dash Duration: The character dashes forward at every volley.

Is Shield / Shield Amount / Shield Duration: The character gets a shield at every volley.

Is Melee: The shot is attached to the character and does not travel.

### Slow, Knockback, Stun and DOT

The same effects as skills: **Apply Slow** (0.3 or 30 = -30%), **Apply Knockback** (with **Push Cooldown** and **Push Targets**), **Apply Stun** and **Apply DOT**. See [Create New Skill](/bullethell-elemental-template/scriptables/create-new-skill.md).

### Evolution Settings

Has Evolution: The last level (Max Level) is the evolution.

Perk Require To Evolve Skill: Stat perk the player must own before the evolution is offered. Empty = no requirement.

### Damage Per Level

Damage Per Level: Damage of each level (first value = level 1).

Attacker Damage Rate: Part of the character's Damage stat added at each level (`0.3` = 30%).

{% hint style="warning" %}
Online, perks are identified by their position in the GameplayManager list. Keep the same Skill Perk Data list, in the same order, in every map.
{% endhint %}

***

### How the level-up works

When the player levels up in a match, the game offers up to 3 random cards mixing the character's own skills (next level), skill perks and stat perks. The player keeps a limited number of skill perks (the character's **Max Skills**) and stat perks (**Max Stats**). The **Skill Slot** and **Stat Slot** perks add one slot each.

<figure><img src="https://215355839-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fc8AVbPtcUOjcVrQx9Eyu%2Fuploads%2Fgit-blob-ace69405d3d6190102e407038b689bf60308ec6d%2Fgame-gameplay.jpg?alt=media" alt="Gameplay"><figcaption></figcaption></figure>
