public void SetTarget(CombatStat _combatStats, GameObject _target, 
	                      int _damage, bool _isPlayer, float _statusChance, float _criticalChance)
    {
        combatStats = _combatStats;
        statusChance = _statusChance;
        target = _target;
        damage = _damage;
        criticalChance = _criticalChance;
        isPlayer = _isPlayer;

        //Height and location
        CapsuleCollider measurements = target.gameObject.GetComponent<CapsuleCollider>();
        float height = measurements.height * heightPercentage;
        targetLocation = new Vector3(target.transform.position.x,
                                     target.transform.position.y + height,
                                     target.transform.position.z);

        //Obtain necessary component information
        if(isPlayer)
        {
            player = target.GetComponent<PlayerCombatCharacter>();
        }
        else
        {
            enemy = target.GetComponent<EnemyCombatCharacter>();
        }

        launch = true;
    }
	void Awake()
	{
		//Connect to Stats
		combatStats = gameObject.GetComponent<EnemyCombatCharacter>();

		//Turn this script off in case its on at the start
		this.enabled = false;
	}
	// Use this for initialization
	void Awake () 
	{
		//Initialise Max Turns - this maybe altered by management through the SetReactionLengths function 
		elementalEffectLength[0] = 0;	//Jammed
		elementalEffectLength[1] = 0;	//Molten
		elementalEffectLength[2] = 0;	//Magnetised
		elementalEffectLength[3] = 0;	//Battered
		elementalEffectLength[4] = 0;	//Power Surge
		elementalEffectLength[5] = 0;	//Steam Cloud
		
		//Access stats
		combatStats = gameObject.GetComponent <EnemyCombatCharacter>();
	}