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using UnityEngine;
public class ChillingTouch : DamageEffect
{
public float baseSlow = 0.2f;
public float scalingSlow = 0.01f;
private AttackLevel level;
private void Start()
{
level = GetComponent<AttackLevel>();
}
public override void DoDamageEffect(Vector2 dmg, bool selfDmg, Player damagedPlayer = null)
{
damagedPlayer.data.stats.RPCA_AddSlow((baseSlow + dmg.magnitude * scalingSlow) * (1f + ((float)level.attackLevel - 1f) * 0.3f));
}
}
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