public override void MakeElite(int numEffects) { base.MakeElite(numEffects); // Rescale King Crab since its huge already transform.localScale = new Vector3(2.0f, 2.0f, 0); // Grant projectile-shooting capabilities ApproachMovement am = ((ApproachMovement)myStateMovement); am.approachDistance *= 2f; // Nerf melee range attackRange *= 0.5f; // Reduce max health (to a total of a 25% more health from base) myBase.myStats.maxHP /= 2.4f; myBase.myStats.currentHP /= 2.4f; // Remove regen because its too powerful on something with so much health myBase.myStats.RemoveAttributesByType(ENT_ATTR.REGEN); // Rename myBase.myStats.displayName = "Emperor Crab"; // Add teleportation myStateMovement.moveTypes = new MoveSets.MoveTypes[] { MoveSets.MoveTypes.Rook, MoveSets.MoveTypes.Bishop, MoveSets.MoveTypes.Knight }; }
public override void MakeElite(int numEffects) { base.MakeElite(numEffects); ApproachMovement am = ((ApproachMovement)myStateMovement); am.approachDistance *= 2f; am.actChargeUpTime *= 0.5f; am.actCooldownTime *= 2f; }