added init from buff array

This commit is contained in:
OfficialCHenry 2022-04-27 18:07:52 -04:00
parent d11f4c9495
commit 98b32a199b
2 changed files with 8 additions and 5 deletions

View File

@ -142,7 +142,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
bleedTimer : Timer;
bleedCounter :number = 0;
enemiesKilled : number =0;
static enemiesKilled : number =0;
//TODO - get the correct tilemap
@ -181,6 +181,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
//this.addBuff({type:BuffType.BLEED, value:1, category:BuffCategory.DOT});
//this.addBuff({type:BuffType.POISON, value:1, category:BuffCategory.DOT});
if(PlayerController.appliedBuffs.length != 0){
PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
}
}
@ -397,7 +400,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
//TODO - implement better buff genertion - some buffs dont want multiple of
let attackBuffs : Buff[] = [
{type:BuffType.PERCENT_ATK, value:num/100, category: BuffCategory.ATTACK, string:"\n\nIncrease Attack \nby"+num+"%"}
{type:BuffType.PERCENT_ATK, value:num/100, category: BuffCategory.ATTACK, string:"\n\nIncrease Attack \nby "+num+"%"}
];
let dotBuffs : Buff[] = [
@ -460,7 +463,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
case BuffCategory.ATTACK:
attackBuffs.sort(() => 0.5 - Math.random());
if(attackBuffs.length == 0){
selected.push({type:BuffType.PERCENT_HEALTH, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease attack \nby"+num+"%"});
selected.push({type:BuffType.PERCENT_HEALTH, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease Attack \nby "+num+"%"});
}
else{
selected.push(attackBuffs.pop());
@ -630,7 +633,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
"\nATK: " + this.CURRENT_ATK +
"\nSpeed: " + this.speed +
"\nDamage Ratio: " + this.damage_multiplier +
"\nEnemies Killed: " + this.enemiesKilled +
"\nEnemies Killed: " + PlayerController.enemiesKilled +
"\nSword Effects:" +
(this.hasBleed ? "\n Bleed," : " ") +
(this.hasBurn ? " Burn," : "") +

View File

@ -295,7 +295,7 @@ export default class GameLevel extends Scene {
(<PlayerController>this.player._ai).giveExp(event.data.get("ai").exp_val);
}
node.destroy(); //destroy enemy node
(<PlayerController>this.player._ai).enemiesKilled++ ;
PlayerController.enemiesKilled++ ;
break;
case Player_Events.GIVE_REGULAR_BUFF: