diff --git a/src/shattered_sword/Player/PlayerController.ts b/src/shattered_sword/Player/PlayerController.ts index 7047adb..902c3e5 100644 --- a/src/shattered_sword/Player/PlayerController.ts +++ b/src/shattered_sword/Player/PlayerController.ts @@ -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," : "") + diff --git a/src/shattered_sword/Scenes/GameLevel.ts b/src/shattered_sword/Scenes/GameLevel.ts index 8a3529a..fc72c65 100644 --- a/src/shattered_sword/Scenes/GameLevel.ts +++ b/src/shattered_sword/Scenes/GameLevel.ts @@ -295,7 +295,7 @@ export default class GameLevel extends Scene { (this.player._ai).giveExp(event.data.get("ai").exp_val); } node.destroy(); //destroy enemy node - (this.player._ai).enemiesKilled++ ; + PlayerController.enemiesKilled++ ; break; case Player_Events.GIVE_REGULAR_BUFF: