percent atk bugfix
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@ -471,7 +471,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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case BuffCategory.ATTACK:
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attackBuffs.sort(() => 0.5 - Math.random());
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if(attackBuffs.length == 0){
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selected.push({type:BuffType.PERCENT_HEALTH, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease Attack \nby "+num+"%"});
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selected.push({type:BuffType.PERCENT_ATK, value:num/100, category: BuffCategory.ATTACK, string: "\n\nIncrease Attack \nby "+num+"%"});
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}
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else{
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selected.push(attackBuffs.pop());
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@ -538,8 +538,9 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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}
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else if (!init){
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//increase weight of selected buff category
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if(buff.category != BuffCategory.EXTRA)
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if(buff.category != BuffCategory.EXTRA){
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PlayerController.buffPool.push(buff.category);
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}
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PlayerController.appliedBuffs.push(buff);
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}
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// TODO
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