fixed shield generation, fixed addhealth
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@ -22,11 +22,9 @@ export default class BattleManager {
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enemy.damage(Math.round(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/100));
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enemy.damage(Math.round(weapon.type.damage * (<PlayerController>this.players[0]).CURRENT_ATK/100));
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//console.log("enemy took dmg");
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//console.log("enemy took dmg");
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//TODO - test shield,
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//add checking for each onhit buff here
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//add checking for each onhit buff here
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let player = (<PlayerController>this.players[0]);
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let player = (<PlayerController>this.players[0]);
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player.addShield(1);
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//DOTS
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//DOTS
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if(player.hasBleed){
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if(player.hasBleed){
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(<EnemyAI>enemy).bleedCounter +=3;
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(<EnemyAI>enemy).bleedCounter +=3;
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@ -52,7 +50,9 @@ export default class BattleManager {
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for (let player of this.players) {
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for (let player of this.players) {
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if (weapon.hits(player.owner)) {
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if (weapon.hits(player.owner)) {
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(<PlayerController>player).damage(weapon.type.damage, user);
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(<PlayerController>player).damage(weapon.type.damage, user);
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if((<PlayerController>player).hasShield){
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(<PlayerController>player).addShield(weapon.type.damage * .5); //half of dmg taken is converted to shield
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}
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}
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}
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}
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}
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}
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}
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@ -300,7 +300,10 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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* @param health health to give player
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* @param health health to give player
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*/
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*/
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addHealth(health : number){
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addHealth(health : number){
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this.CURRENT_HP = (this.CURRENT_HP + health) %this.MAX_HP + this.CURRENT_BUFFS.hp;
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this.CURRENT_HP += health;
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if(this.CURRENT_HP > this.MAX_HP + this.CURRENT_BUFFS.hp){
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this.CURRENT_HP = this.MAX_HP + this.CURRENT_BUFFS.hp;
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}
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}
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}
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/**
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/**
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