private void Start() { effects = new WEffect[0]; minBasicDmg = 30f; maxBasicDmg = 40f; critPoss = 0.25f; critMult = 3f; }
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; }
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; }
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; }