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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					    bleedTimer : Timer;
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    bleedCounter :number = 0;
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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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					    //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.inventory  = options.inventory;
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        this.lookDirection = new Vec2();
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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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					        //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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					@ -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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					        if(this.burnTimer.isStopped() && this.burnCounter >0){
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            this.burnCounter --;
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					            this.burnCounter --;
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            this.burnTimer.start();
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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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					        }
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        if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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					        if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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            this.poisonCounter --;
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					            this.poisonCounter --;
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            this.poisonTimer.start();
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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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					        }
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        if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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					        if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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            this.bleedCounter --;
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					            this.bleedCounter --;
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            this.bleedTimer.start();
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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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	}
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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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					        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, 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/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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					            {type:BuffType.ATKSPEED, value:num, category: BuffCategory.ATTACK},
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        );
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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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					                            (<PlayerController>this.player._ai).giveExp(event.data.get("ai").exp_val);
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                        }
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					                        }
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                        node.destroy(); //destroy enemy node
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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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					                        (<PlayerController>this.player._ai).enemiesKilled++ ;
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                        //this.emitter.fireEvent(Player_Events.GIVE_BUFF);
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                        break;
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					                        break;
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                    case Player_Events.GIVE_REGULAR_BUFF:
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					                    case Player_Events.GIVE_REGULAR_BUFF:
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