fixed extra health bug, speed bug , modified initial buff weights
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					@ -160,31 +160,34 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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        //i frame timer
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					        //i frame timer
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        PlayerController.invincibilityTimer = new Timer(2000);
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					        PlayerController.invincibilityTimer = new Timer(2000);
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        //initialize the buff pool - each has same weight at first 
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					        //initialize the buff pool - each has weight of 2 at first 
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        PlayerController.buffPool = new Array();
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					        PlayerController.buffPool = new Array();
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        for( let i=0 ; i< 4; i++){
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					        for( let i=0 ; i< 2; i++){
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            PlayerController.buffPool.push(BuffCategory.ATTACK);
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					            PlayerController.buffPool.push(BuffCategory.ATTACK);
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            PlayerController.buffPool.push(BuffCategory.EXTRA);
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            PlayerController.buffPool.push(BuffCategory.DOT);
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					            PlayerController.buffPool.push(BuffCategory.DOT);
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            PlayerController.buffPool.push(BuffCategory.SHIELD);
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					            PlayerController.buffPool.push(BuffCategory.SHIELD);
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            PlayerController.buffPool.push(BuffCategory.HEALTH);
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					            PlayerController.buffPool.push(BuffCategory.HEALTH);
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        }
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					        }
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					        PlayerController.buffPool.push(BuffCategory.EXTRA); //only give EXTRA category a weight of 1
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        //initialize dot timers
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					        //initialize dot timers
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        this.burnTimer = new Timer(1000);
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					        this.burnTimer = new Timer(1000);
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        this.bleedTimer = new Timer(1000);
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					        this.bleedTimer = new Timer(1000);
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        this.poisonTimer = new Timer(1000);
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					        this.poisonTimer = new Timer(1000);
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					        if(PlayerController.appliedBuffs.length != 0){
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					            PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
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					        }
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        //to test the buffs
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					        //to test the buffs
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        //this.addBuff( {type:BuffType.HEALTH, value:1} );
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					        //this.addBuff( {type:BuffType.HEALTH, value:1} );
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        //this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
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					        //this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
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        //this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT});
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					        //this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT});
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        //this.addBuff({type:BuffType.POISON, value:1, category:BuffCategory.DOT});
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					        //this.addBuff({type:BuffType.POISON, value:1, category:BuffCategory.DOT});
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        if(PlayerController.appliedBuffs.length != 0){
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            PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
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        }
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    }
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					    }
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    initializePlatformer(): void {
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					    initializePlatformer(): void {
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					@ -364,7 +367,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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        let buffs = new Array();
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					        let buffs = new Array();
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        buffs.push({type:BuffType.FLAT_ATK, value:num, category: BuffCategory.EXTRA},
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					        buffs.push({type:BuffType.FLAT_ATK, value:num, category: BuffCategory.EXTRA},
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            {type:BuffType.SPEED, value:num, category: BuffCategory.EXTRA},
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					            {type:BuffType.SPEED, value:num * 2, category: BuffCategory.EXTRA},
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            {type:BuffType.FLAT_HEALTH, value:num, category: BuffCategory.SHIELD},
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					            {type:BuffType.FLAT_HEALTH, value:num, category: BuffCategory.SHIELD},
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            {type:BuffType.RANGE, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease range \nby "+num+"%"},
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					            {type:BuffType.RANGE, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease range \nby "+num+"%"},
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            {type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
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					            {type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
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					@ -555,6 +558,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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                break;
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					                break;
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            case BuffType.SPEED:
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					            case BuffType.SPEED:
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                this.speed += buff.value;
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					                this.speed += buff.value;
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					                this.MIN_SPEED += buff.value;
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                break;
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					                break;
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            case BuffType.DEF:
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					            case BuffType.DEF:
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                this.damage_multiplier *= (1-buff.value);
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					                this.damage_multiplier *= (1-buff.value);
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					@ -593,6 +597,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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                break;
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					                break;
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            case BuffType.EXTRALIFE:
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					            case BuffType.EXTRALIFE:
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                this.lives ++;
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					                this.lives ++;
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					                PlayerController.appliedBuffs.pop(); //pop- dont want to give extra life in next lvl
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                break;
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					                break;
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            case BuffType.LIFESTEAL:
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					            case BuffType.LIFESTEAL:
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                this.hasLifesteal = true;
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					                this.hasLifesteal = true;
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