public MeleeUnit(string Name, Sprite Sprite, World World) : base(Name, Sprite, World) { TerrainSpeed.Add(TerrainType.Grass, 90f); TerrainSpeed.Add(TerrainType.Sand, 70f); TerrainSpeed.Add(TerrainType.BaseFloor, 80f); Body.MaxVelocity = 90f; Stats.Health = 900; Stats.Attack = 200; Stats.Defense = 120; Stats.AttackRange = 40f; Stats.AttackSpeed = 1.1f; Stats.CriticalChance = 15f; Stats.FieldOfView = 250f; }
public RangedUnit(string Name, Sprite Sprite, World World) : base(Name, Sprite, World) { TerrainSpeed.Add(TerrainType.Grass, 100f); TerrainSpeed.Add(TerrainType.Sand, 50f); TerrainSpeed.Add(TerrainType.BaseFloor, 80f); Body.MaxVelocity = 100f; Stats.Health = 550; Stats.Attack = 350; Stats.Defense = 90; Stats.AttackRange = 200f; Stats.AttackSpeed = 1.5f; Stats.CriticalChance = 25f; Stats.FieldOfView = 500f; }
public AssassinUnit(string Name, Sprite Sprite, World World) : base(Name, Sprite, World) { TerrainSpeed.Add(TerrainType.Grass, 110f); TerrainSpeed.Add(TerrainType.Sand, 130f); TerrainSpeed.Add(TerrainType.BaseFloor, 90f); Body.MaxVelocity = 110f; Body.MaxAcceleration = 1000f; Stats.Health = 400; Stats.Attack = 500; Stats.Defense = 100; Stats.AttackRange = 50f; Stats.AttackSpeed = 1f; Stats.CriticalChance = 40f; Stats.FieldOfView = 300f; }
public LeaderUnit(string Name, Sprite Sprite, World World, Vector2 Scale) : base(Name, Sprite, World, Scale) { TerrainSpeed.Add(TerrainType.Grass, 70f); TerrainSpeed.Add(TerrainType.Sand, 50f); TerrainSpeed.Add(TerrainType.BaseFloor, 100f); Body.MaxVelocity = 70f; Stats.Health = 2000; Stats.Attack = 150; Stats.Defense = 150; Stats.AttackRange = 40f; Stats.AttackSpeed = 1.3f; Stats.CriticalChance = 20f; Stats.FieldOfView = 200f; PatrolPath = new Path(); }