added enemiesKilledCounter, modified dot damage on player
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@ -142,7 +142,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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bleedTimer : Timer;
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bleedCounter :number = 0;
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enemiesKilled : number =0;
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//TODO - get the correct tilemap
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@ -156,9 +156,6 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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this.inventory = options.inventory;
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this.lookDirection = new Vec2();
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//this.CURRENT_BUFFS = {hp:0, atk:0, def:0, speed:0, range:0};
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//i frame timer
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PlayerController.invincibilityTimer = new Timer(2000);
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@ -246,17 +243,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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this.burnCounter --;
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this.burnTimer.start();
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this.damage(10);
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this.damage(5);
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}
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if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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this.poisonCounter --;
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this.poisonTimer.start();
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this.damage( Math.round(this.CURRENT_HP/20) );
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this.damage( Math.round(this.CURRENT_HP/33) );
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}
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if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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this.bleedCounter --;
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this.bleedTimer.start();
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this.damage( 2 + Math.round(this.CURRENT_HP/33) );
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this.damage( 2 + Math.round(this.CURRENT_HP/50) );
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}
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}
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@ -366,7 +363,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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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.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/100+"%"},
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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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);
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@ -289,8 +289,7 @@ export default class GameLevel extends Scene {
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(<PlayerController>this.player._ai).giveExp(event.data.get("ai").exp_val);
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}
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node.destroy(); //destroy enemy node
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//TODO - this is for testing, add some chance here later
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//this.emitter.fireEvent(Player_Events.GIVE_BUFF);
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(<PlayerController>this.player._ai).enemiesKilled++ ;
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break;
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case Player_Events.GIVE_REGULAR_BUFF:
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