// Hunter

pointlight FIREARROW
{
    color 1.0 0.0 0.0
    size 12
}

pointlight FIREARROWX1
{
    color 1.0 0.2 0.0
    size 30
}

pointlight FIREARROWX2
{
    color 1.0 0.2 0.0
    size 25
}

pointlight FIREARROWX3
{
    color 1.0 0.2 0.0
    size 20
}

pointlight FIREARROWX4
{
    color 1.0 0.2 0.0
    size 15
}

pointlight FIREARROWX5
{
    color 1.0 0.2 0.0
    size 10
}

pointlight FIREARROWX6
{
    color 1.0 0.2 0.0
    size 5
}

object FlameArrow
{
    frame FARW { light FIREARROW }
	frame HELXA { light FIREARROWX1 }
	frame HELXB { light FIREARROWX2 }
	frame HELXC { light FIREARROWX3 }
	frame HELXD { light FIREARROWX4 }
	frame HELXE { light FIREARROWX5 }
	frame HELXF { light FIREARROWX6 }
}

pointlight ICEARROW
{
    color 0.0 0.0 1.0
    size 12
}

pointlight ICEARROWX1
{
    color 0.0 0.0 1.0
    size 30
}

pointlight ICEARROWX2
{
    color 0.0 0.0 1.0
    size 20
}

pointlight ICEARROWX3
{
    color 0.0 0.0 1.0
    size 10
}

object IceArrow
{
	frame SHRD { light ICEARROW }
	frame SHEXA { light ICEARROWX1 }
	frame SHEXB { light ICEARROWX2 }
	frame SHEXC { light ICEARROWX3 }
}

object IceArrow2
{
	frame SHRD { light ICEARROW }
	frame SHEXA { light ICEARROWX1 }
	frame SHEXB { light ICEARROWX2 }
	frame SHEXC { light ICEARROWX3 }
}

pointlight ARROWHIGHLIGHT
{
    color 0.3 0.3 0.3
    size 8
}

object ArrowPickupGlint
{
	frame GVFX { light ARROWHIGHLIGHT }
}

object ArrowPickupGlintGold
{
	frame GVFX { light ARROWHIGHLIGHT }
}

flickerlight FIRERADIUS1
{
	color 1.0 0.0 0.0
    size 100
    secondarySize 80
}

flickerlight FIRERADIUS2
{
	color 1.0 0.0 0.0
    size 80
    secondarySize 60
}

flickerlight FIRERADIUS3
{
	color 1.0 0.0 0.0
    size 60
    secondarySize 40
}

flickerlight FIRERADIUS4
{
	color 1.0 0.0 0.0
    size 40
    secondarySize 20
}

flickerlight FIRERADIUS5
{
    color 1.0 0.0 0.0
    size 20
}

object FireRadius
{
	frame TNT1A { light FIRERADIUS1 }
	frame TNT1B { light FIRERADIUS2 }
	frame TNT1C { light FIRERADIUS3 }
	frame TNT1D { light FIRERADIUS4 }
	frame TNT1E { light FIRERADIUS5 }
}

flickerlight ICERADIUS1
{
	color 0.0 0.0 1.0
    size 100
    secondarySize 80
}

flickerlight ICERADIUS2
{
	color 0.0 0.0 1.0
    size 80
    secondarySize 60
}

flickerlight ICERADIUS3
{
	color 0.0 0.0 1.0
    size 60
    secondarySize 40
}

flickerlight ICERADIUS4
{
	color 0.0 0.0 1.0
    size 40
    secondarySize 20
}

flickerlight ICERADIUS5
{
    color 0.0 0.0 1.0
    size 20
}

object IceRadius
{
	frame TNT1A { light ICERADIUS1 }
	frame TNT1B { light ICERADIUS2 }
	frame TNT1C { light ICERADIUS3 }
	frame TNT1D { light ICERADIUS4 }
	frame TNT1E { light ICERADIUS5 }
}

flickerlight LIGHTNINGRADIUS1
{
	color 1.0 1.0 0.0
    size 100
    secondarySize 80
    chance 0.96
}

flickerlight LIGHTNINGRADIUS2
{
	color 1.0 1.0 0.0
    size 80
    secondarySize 60
    chance 0.96
}

flickerlight LIGHTNINGRADIUS3
{
	color 1.0 1.0 0.0
    size 60
    secondarySize 40
    chance 0.96
}

flickerlight LIGHTNINGRADIUS4
{
	color 1.0 1.0 0.0
    size 40
    secondarySize 20
    chance 0.96
}

flickerlight LIGHTNINGRADIUS5
{
    color 1.0 1.0 0.0
    size 20
    chance 0.96
}

object LightningRadius
{
	frame TNT1A { light LIGHTNINGRADIUS1 }
	frame TNT1B { light LIGHTNINGRADIUS2 }
	frame TNT1C { light LIGHTNINGRADIUS3 }
	frame TNT1D { light LIGHTNINGRADIUS4 }
	frame TNT1E { light LIGHTNINGRADIUS5 }
}

object LightningFall
{
    frame HLITA { light LIGHTNINGRADIUS4 }
    frame HLITB { light LIGHTNINGRADIUS3 }
    frame HLITC { light LIGHTNINGRADIUS3 }
    frame HLITD { light LIGHTNINGRADIUS3 }
    frame HLITE { light LIGHTNINGRADIUS3 }
    frame HLITF { light LIGHTNINGRADIUS3 }
    frame HLITG { light LIGHTNINGRADIUS1 }
    frame HLITH { light LIGHTNINGRADIUS1 }
    frame HLITI { light LIGHTNINGRADIUS1 }
}

object LightningExplosion
{
	frame FX16G { light LIGHTNINGRADIUS1 }
	frame FX16H { light LIGHTNINGRADIUS2 }
	frame FX16I { light LIGHTNINGRADIUS3 }
	frame FX16J { light LIGHTNINGRADIUS4 }
	frame FX16K { light LIGHTNINGRADIUS5 }
}

flickerlight NORMALRADIUS1
{
	color 1.0 1.0 1.0
    size 100
    secondarySize 80
}

flickerlight NORMALRADIUS2
{
	color 1.0 1.0 1.0
    size 80
    secondarySize 60
}

flickerlight NORMALRADIUS3
{
	color 1.0 1.0 1.0
    size 60
    secondarySize 40
}

flickerlight NORMALRADIUS4
{
	color 1.0 1.0 1.0
    size 40
    secondarySize 20
}

flickerlight NORMALRADIUS5
{
    color 1.0 1.0 1.0
    size 20
}

object NormalRadius
{
	frame TNT1A { light NORMALRADIUS1 }
	frame TNT1B { light NORMALRADIUS2 }
	frame TNT1C { light NORMALRADIUS3 }
	frame TNT1D { light NORMALRADIUS4 }
	frame TNT1E { light NORMALRADIUS5 }
}

pointlight GOLDREADYRADIUS1
{
	color 1.0 1.0 0.0
    size 40
}

pointlight GOLDREADYRADIUS2
{
	color 1.0 1.0 0.0
    size 30
}

pointlight GOLDREADYRADIUS3
{
	color 1.0 1.0 0.0
    size 20
}

object HunterArmedGoldFX
{
    frame GVFXK { light GOLDREADYRADIUS1 }
	frame GVFXJ { light GOLDREADYRADIUS2 }
	frame GVFXI { light GOLDREADYRADIUS3 }
}

flickerlight WISPLIGHT
{
	color 1.0 1.0 1.0
    size 50
    secondarySize 40
    chance 0.8
}

flickerlight WISPLIGHTGOLD
{
	color 1.0 1.0 0.0
    size 50
    secondarySize 40
    chance 0.8
}


object HunterWisp
{
    frame LASP { light WISPLIGHT }
}

object HunterGoldenWisp
{
    frame LASP { light WISPLIGHTGOLD }
}

flickerlight AUTOCAST1_WHITE
{
    color 1.0 1.0 1.0
    size 60
    secondarySize 50
    chance 0.8
}

flickerlight AUTOCAST2_WHITE
{
    color 1.0 1.0 1.0
    size 50
    secondarySize 40
    chance 0.8
}

flickerlight AUTOCAST3_WHITE
{
    color 1.0 1.0 1.0
    size 40
    secondarySize 30
    chance 0.8
}

flickerlight AUTOCAST4_WHITE
{
    color 1.0 1.0 1.0
    size 30
    secondarySize 20
    chance 0.8
}

object HunterAutoCast_NormalArrow
{
    frame HSIPA { light AUTOCAST1_WHITE }
    frame HSIPB { light AUTOCAST2_WHITE }
    frame HSIPC { light AUTOCAST3_WHITE }
    frame HSIPD { light AUTOCAST4_WHITE }
}


flickerlight AUTOCAST1_RED
{
    color 1.0 0.0 0.0
    size 60
    secondarySize 50
    chance 0.8
}

flickerlight AUTOCAST2_RED
{
    color 1.0 0.0 0.0
    size 50
    secondarySize 40
    chance 0.8
}

flickerlight AUTOCAST3_RED
{
    color 1.0 0.0 0.0
    size 40
    secondarySize 30
    chance 0.8
}

flickerlight AUTOCAST4_RED
{
    color 1.0 0.0 0.0
    size 30
    secondarySize 20
    chance 0.8
}

object HunterAutoCast_FireArrow
{
    frame HSIPE { light AUTOCAST1_RED }
    frame HSIPF { light AUTOCAST2_RED }
    frame HSIPG { light AUTOCAST3_RED }
    frame HSIPH { light AUTOCAST4_RED }
}


flickerlight AUTOCAST1_BLUE
{
    color 0.0 0.4 1.0
    size 60
    secondarySize 50
    chance 0.8
}

flickerlight AUTOCAST2_BLUE
{
    color 0.0 0.4 1.0
    size 50
    secondarySize 40
    chance 0.8
}

flickerlight AUTOCAST3_BLUE
{
    color 0.0 0.4 1.0
    size 40
    secondarySize 30
    chance 0.8
}

flickerlight AUTOCAST4_BLUE
{
    color 0.0 0.4 1.0
    size 30
    secondarySize 20
    chance 0.8
}

object HunterAutoCast_IceArrow
{
    frame HSIPI { light AUTOCAST1_BLUE }
    frame HSIPJ { light AUTOCAST2_BLUE }
    frame HSIPK { light AUTOCAST3_BLUE }
    frame HSIPL { light AUTOCAST4_BLUE }
}

flickerlight AUTOCAST1_YELLOW
{
    color 1.0 1.0 0.0
    size 60
    secondarySize 50
    chance 0.8
}

flickerlight AUTOCAST2_YELLOW
{
    color 1.0 1.0 0.0
    size 50
    secondarySize 40
    chance 0.8
}

flickerlight AUTOCAST3_YELLOW
{
    color 1.0 1.0 0.0
    size 40
    secondarySize 30
    chance 0.8
}

flickerlight AUTOCAST4_YELLOW
{
    color 1.0 1.0 0.0
    size 30
    secondarySize 20
    chance 0.8
}

object HunterAutoCast_LightningArrow
{
    frame HSIPM { light AUTOCAST1_YELLOW }
    frame HSIPN { light AUTOCAST2_YELLOW }
    frame HSIPO { light AUTOCAST3_YELLOW }
    frame HSIPP { light AUTOCAST4_YELLOW }
}

pulselight OAKTREELIGHT
{
    color 0.8 1.0 0.0
    size 100
    secondarySize 10
    interval 50.0
}

object HunterOakSpiritFX
{
    frame HBER { light OAKTREELIGHT }
}
