diff --git a/dist/shattered_sword_assets/jsons/forest_template.json b/dist/shattered_sword_assets/jsons/forest_template.json index f3960bf..61a24a4 100644 --- a/dist/shattered_sword_assets/jsons/forest_template.json +++ b/dist/shattered_sword_assets/jsons/forest_template.json @@ -38,18 +38,6 @@ "type": "player", "x": 5, "y": 19 - }, - { - "type": "black_pudding", - "x": 7, - "y": 19, - "possibility": 1 - }, - { - "type": "Snake", - "x": 1, - "y": 10, - "possibility": 1 } ], "startCheckPoint": [25, 19, 5, 5] diff --git a/src/shattered_sword/Player/PlayerController.ts b/src/shattered_sword/Player/PlayerController.ts index 1bb281e..b60cc61 100644 --- a/src/shattered_sword/Player/PlayerController.ts +++ b/src/shattered_sword/Player/PlayerController.ts @@ -361,13 +361,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"}); } - if(dotBuffs.length < 3){ //only add extra dot if at least one dot is acquired + //only add extra dot if at least one dot is acquired + for(let i=dotBuffs.length; i< 3 ; i++){ dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"}); } let shieldBuffs : Buff[] = [ - {type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD}, + {type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD}, ]; //if player doesnt have shield buff, give them the option, otherwise give buff shield option if(!this.hasShield){ @@ -405,23 +406,48 @@ export default class PlayerController extends StateMachineAI implements BattlerA switch(cat){ case BuffCategory.ATTACK: attackBuffs.sort(() => 0.5 - Math.random()); - selected.push(attackBuffs.pop()); + if(attackBuffs.length == 0){ + selected.push({type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK}); + } + else{ + selected.push(attackBuffs.pop()); + } break; case BuffCategory.DOT: dotBuffs.sort(() => 0.5 - Math.random()); - selected.push(dotBuffs.pop()); + if(dotBuffs.length == 0){ + selected.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"}); + } + else{ + selected.push(dotBuffs.pop()); + } break; case BuffCategory.EXTRA: extraBuffs.sort(() => 0.5 - Math.random()); - selected.push(extraBuffs.pop()); + if(extraBuffs.length ==0 ){ + selected.push({type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an \nExtra Life"}); + } + else{ + selected.push(extraBuffs.pop()); + } break; case BuffCategory.HEALTH: healthBuffs.sort(() => 0.5 - Math.random()); - selected.push(healthBuffs.pop()); + if(healthBuffs.length == 0){ + selected.push({type:BuffType.DEF, value: num/10, category: BuffCategory.HEALTH, string: "decrease damage\n taken by "+num*10+"%"}); + } + else{ + selected.push(healthBuffs.pop()); + } break; case BuffCategory.SHIELD: shieldBuffs.sort(() => 0.5 - Math.random()); - selected.push(shieldBuffs.pop()); + if(shieldBuffs.length ==0 ){ + selected.push({type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD}); + } + else{ + selected.push(shieldBuffs.pop()); + } break; } } @@ -519,11 +545,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA */ getStats(): Record{ let stats = {} as Record; - stats.current_health = this.CURRENT_HP; - + stats.CURRENT_HP = this.CURRENT_HP; + stats.CURRENT_ATK = this.CURRENT_ATK; + stats.CURRENT_SHIELD = this.CURRENT_SHIELD; + stats.CURRENT_EXP = this.CURRENT_EXP; return } + toString(): string{ + return ""; + } + } \ No newline at end of file diff --git a/src/shattered_sword/Scenes/GameLevel.ts b/src/shattered_sword/Scenes/GameLevel.ts index 6f11526..e28cd0c 100644 --- a/src/shattered_sword/Scenes/GameLevel.ts +++ b/src/shattered_sword/Scenes/GameLevel.ts @@ -998,8 +998,6 @@ export default class GameLevel extends Scene { //damage the player (this.player._ai).damage(10); //10 collision dmg for now } - - }