using System.Collections; using System.Collections.Generic; using UnityEngine;
public class Default_Values { // Common public const float BaseDetectionRange = 1f; // How far it is detected
// Vampire public const float Vampire_BaseHP = 2.6f; // HP public const float Vampire_BaseAgility = 4f; // How fast it moves and attacks public const float Vampire_BaseAttack = 1.0f; // How much damage it deals public const float Vampire_BaseViewRange = 3f; // How far it can see public const float Vampire_BaseAttackRange = .6f; // How far his attack can reach public const float Vampire_BaseDetectionRange = 1f; // How far it is detected public const float Vampire_BaseBloodJarCap = 10f; // What is the maximum blood that it can store in the jar (Not implemented yet) public const float Vampire_BaseBloodRegenPerAttack = .2f; // How much it regen (In % of the attack) [20%]
public const float Vampire_BaseCost = 2.8f; // Blood cost
// Skeleton public const float Skeleton_BaseHP = 2.5f; public const float Skeleton_BaseAgility = 1f; public const float Skeleton_BaseAttack = 1.5f; public const float Skeleton_BaseViewRange = 2f; public const float Skeleton_BaseAttackRange = .7f; public const float Skeleton_BaseDetectionRange = 1f;
public const float Skeleton_BaseCost = 1.5f;
// Zombie public const float Zombie_BaseHP = 8; public const float Zombie_BaseAgility = 1.5f; public const float Zombie_BaseAttack = 2.0f; public const float Zombie_BaseViewRange = 4; public const float Zombie_BaseTransformChance = .5f; // What are the chances of the foe turning into a zombie public const float Zombie_BaseAttackRange = .6f; public const float Zombie_BaseKillHPRegen = 1f; // How much the zombie regen it's life when he kills a foe public const float Zombie_BaseDetectionRange = 1f;
public const float Zombie_BaseCost = 1.5f; //old10
// Necromancer public const float Necromancer_BaseHP = 10; public const float Necromancer_MaxBlood= 20;
public const float Necromancer_BaseAgility = 0; // No effect on Necromancer public const float Necromancer_BaseAttack = 0; // No effect on Necromancer public const float Necromancer_BaseViewRange = 1f; // No effect on Necromancer public const float Necromancer_BaseAttackRange = 0f; // No effect on Necromancer public const float Necromancer_BaseDetectionRange = 1f; // No effect on Necromancer
public const float Necromancer_recovertime = 0.4f; // Time for each recover public const float Necromancer_recoveramount = .1f; // How much for each recover
// Thief public const float Thief_BaseHP = 3.5f; public const float Thief_BaseAgility = 3f; public const float Thief_BaseAttack = .5f; public const float Thief_BaseViewRange = 2; public const float Thief_BaseAttackRange = .6f; public const float Thief_BaseDetectionRange = .6f; // How far it is detected
public const float Thief_KillAward = 1f;
// Warrior public const float Warrior_BaseHP = 4f; //old15 public const float Warrior_BaseAgility = .5f; public const float Warrior_BaseAttack = 3f; public const float Warrior_BaseViewRange = 1.5f; public const float Warrior_BaseAttackRange = .7f; public const float Warrior_BaseDetectionRange = 1f;
public const float Warrior_KillAward = 1.5f; }