added dotDamage
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					@ -17,7 +17,7 @@ export default class BullAI extends EnemyAI {
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    }
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					    }
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    collideWithPlayer(player: PlayerController): void {
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					    collideWithPlayer(player: PlayerController): void {
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        if (this.isAttacking && !player.invincible) {
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					        if (this.isAttacking ) {
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            player.bleedCounter += 3;
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					            player.bleedCounter += 3;
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        }
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					        }
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        player.damage(10);
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					        player.damage(10);
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					@ -10,7 +10,7 @@ export default class SnakeAI extends EnemyAI {
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    }
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					    }
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    collideWithPlayer(player: PlayerController): void {
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					    collideWithPlayer(player: PlayerController): void {
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        if (this.isAttacking && !player.invincible ) {
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					        if (this.isAttacking ) {
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            player.poisonCounter = 5;
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					            player.poisonCounter = 5;
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        }
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					        }
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        player.damage(10);
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					        player.damage(10);
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					@ -22,7 +22,7 @@ export default class TigerAI extends EnemyAI {
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    }
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					    }
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    collideWithPlayer(player: PlayerController): void {
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					    collideWithPlayer(player: PlayerController): void {
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        if (this.isAttacking && !player.invincible) {
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					        if (this.isAttacking ) {
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            player.bleedCounter += 3;
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					            player.bleedCounter += 3;
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        }
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					        }
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        player.damage(10);
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					        player.damage(10);
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					@ -180,8 +180,6 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
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					            PlayerController.appliedBuffs.forEach(buff => this.addBuff(buff,true));
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        }
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					        }
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        //to test the buffs
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					        //to test the buffs
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        //this.addBuff( {type:BuffType.HEALTH, value:1} );
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					        //this.addBuff( {type:BuffType.HEALTH, value:1} );
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        //this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
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					        //this.addBuff({type:BuffType.BURN, value:1, category:BuffCategory.DOT});
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					@ -256,19 +254,22 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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        //check dot effects
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					        //check dot effects
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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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					            console.log("player is burnt");
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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(5);
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					            this.dotDamage(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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					            console.log("player is poisoned");
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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/33) );
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					            this.dotDamage( 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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					            console.log("player is bleeding");
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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.MAX_HP/50) );
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					            this.dotDamage( 2 + Math.round(this.MAX_HP/50) );
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        }
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					        }
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	}
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						}
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					@ -296,7 +297,7 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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                //console.log("hurt anim");
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					                //console.log("hurt anim");
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                (<AnimatedSprite>this.owner).animation.play("HURT" );
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					                (<AnimatedSprite>this.owner).animation.play("HURT" );
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                damage *= this.damage_multiplier;
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					                damage *= this.damage_multiplier;
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                damage = parseFloat(damage.toPrecision(2));
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					                damage = Math.round(damage);
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                this.CURRENT_HP -= damage;
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					                this.CURRENT_HP -= damage;
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                this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "hurt", loop: false, holdReference: false});
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					                this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "hurt", loop: false, holdReference: false});
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					@ -320,6 +321,31 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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        }
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					        }
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    }
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					    }
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					    dotDamage(damage: number): void {
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					        if (PlayerController.godMode) {
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					            //console.log("godmode");
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					            return;
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					        }
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					        (<AnimatedSprite>this.owner).animation.play("HURT" );
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					        damage *= this.damage_multiplier;
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					        damage = Math.round(damage);
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					        this.CURRENT_HP -= damage;
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					        this.emitter.fireEvent(GameEventType.PLAY_SOUND, {key: "hurt", loop: false, holdReference: false});
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					        if(this.CURRENT_HP <= 0){
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					            this.lives --;
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					            (<AnimatedSprite>this.owner).animation.play("DYING");
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					            (<AnimatedSprite>this.owner).animation.queue("DEAD", true, Player_Events.PLAYER_KILLED);
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					            this.emitter.fireEvent(Player_Events.PLAYER_KILLED);
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					        }
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					    }
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    /**
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					    /**
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     * gives the player a certain amount of shield
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					     * gives the player a certain amount of shield
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     * @param shield amount of shield to add to player
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					     * @param shield amount of shield to add to player
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