Example #1
0
    private void Start()
    {
        effects = new WEffect[0];

        minBasicDmg = 30f;
        maxBasicDmg = 40f;
        critPoss    = 0.25f;
        critMult    = 3f;
    }
Example #2
0
    private void Start()
    {
        army = SM.GetArmy(transform.parent.parent);

        allPossibleAttacks = new Attack[] { new Attack_Swing(), new Attack_FastPierce() };
        effects            = new WEffect[] { SM.MakeBleed };

        minRange    = 0f;
        maxRange    = 2.6f;
        weight      = 1.5f;
        minBasicDmg = 30f;
        maxBasicDmg = 40f;
        critPoss    = 0.1f;
        critMult    = 4f;
    }
Example #3
0
    private void Start()
    {
        army = SM.GetArmy(transform.parent.parent);

        allPossibleAttacks = new Attack[] { new Attack_Swing() };
        effects            = new WEffect[] { SM.Push };

        minRange    = 1.2f;
        maxRange    = 4f;
        weight      = 5f;
        minBasicDmg = 50f;
        maxBasicDmg = 80f;
        critPoss    = 0.04f;
        critMult    = 4f;
    }
Example #4
0
    private void Start()
    {
        army = SM.GetArmy(transform.parent.parent);

        allPossibleAttacks = new Attack[] { new Attack_FastPierce() };
        effects            = new WEffect[] { SM.Push };

        minRange    = 2.6f;
        maxRange    = 3.6f;
        weight      = 2f;
        minBasicDmg = 50f;
        maxBasicDmg = 70f;
        critPoss    = 0.3f;
        critMult    = 3f;
    }