took out enemies before forest start checkpoint, fixed empty buff object
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					@ -38,18 +38,6 @@
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            "type": "player",
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					            "type": "player",
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            "x": 5,
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					            "x": 5,
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            "y": 19
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					            "y": 19
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         }, 
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         {
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            "type": "black_pudding",
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            "x": 7,
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            "y": 19,
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            "possibility": 1
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         },
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         {
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            "type": "Snake",
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            "x": 1,
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            "y": 10,
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            "possibility": 1
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         }
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					         }
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      ],
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					      ],
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      "startCheckPoint": [25, 19, 5, 5]
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					      "startCheckPoint": [25, 19, 5, 5]
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					@ -361,13 +361,14 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
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					            dotBuffs.push({type:BuffType.POISON, value:1, category: BuffCategory.DOT, string: "Your hits \napply poison"});
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        }
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					        }
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        if(dotBuffs.length < 3){    //only add extra dot if at least one dot is acquired
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					        //only add extra dot if at least one dot is acquired
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					        for(let i=dotBuffs.length; i< 3 ; i++){
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            dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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					            dotBuffs.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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        }
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					        }
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        let shieldBuffs : Buff[] = [
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					        let shieldBuffs : Buff[] = [
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            {type:BuffType.HEALTH, value:1, category: BuffCategory.SHIELD},
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					            {type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD},
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        ];
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					        ];
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        //if player doesnt have shield buff, give them the option, otherwise give buff shield option
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					        //if player doesnt have shield buff, give them the option, otherwise give buff shield option
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        if(!this.hasShield){
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					        if(!this.hasShield){
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					@ -405,23 +406,48 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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            switch(cat){
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					            switch(cat){
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                case BuffCategory.ATTACK:
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					                case BuffCategory.ATTACK:
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                    attackBuffs.sort(() => 0.5 - Math.random());
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					                    attackBuffs.sort(() => 0.5 - Math.random());
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					                    if(attackBuffs.length == 0){
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					                        selected.push({type:BuffType.RANGE, value:num/10, category: BuffCategory.ATTACK});
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					                    }
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					                    else{
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                        selected.push(attackBuffs.pop());
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					                        selected.push(attackBuffs.pop());
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					                    }
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                    break;
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					                    break;
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                case BuffCategory.DOT:
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					                case BuffCategory.DOT:
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                    dotBuffs.sort(() => 0.5 - Math.random());
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					                    dotBuffs.sort(() => 0.5 - Math.random());
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					                    if(dotBuffs.length == 0){
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					                        selected.push({type:BuffType.EXTRA_DOT, value:num, category: BuffCategory.DOT, string: "increase your \nDOT damage"});
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					                    }
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					                    else{
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                        selected.push(dotBuffs.pop());
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					                        selected.push(dotBuffs.pop());
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					                    }
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                    break;
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					                    break;
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                case BuffCategory.EXTRA:
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					                case BuffCategory.EXTRA:
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                    extraBuffs.sort(() => 0.5 - Math.random());
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					                    extraBuffs.sort(() => 0.5 - Math.random());
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					                    if(extraBuffs.length ==0 ){
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					                        selected.push({type:BuffType.EXTRALIFE, value:1, category: BuffCategory.EXTRA, string: "Gain an \nExtra Life"});
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					                    }
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					                    else{
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                        selected.push(extraBuffs.pop());
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					                        selected.push(extraBuffs.pop());
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					                    }
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                    break;
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					                    break;
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                case BuffCategory.HEALTH:
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					                case BuffCategory.HEALTH:
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                    healthBuffs.sort(() => 0.5 - Math.random());
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					                    healthBuffs.sort(() => 0.5 - Math.random());
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					                    if(healthBuffs.length == 0){
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					                        selected.push({type:BuffType.DEF, value: num/10, category: BuffCategory.HEALTH, string: "decrease damage\n taken by "+num*10+"%"});
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					                    }
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					                    else{
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                        selected.push(healthBuffs.pop());
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					                        selected.push(healthBuffs.pop());
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					                    }
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                    break;
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					                    break;
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                case BuffCategory.SHIELD:
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					                case BuffCategory.SHIELD:
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                    shieldBuffs.sort(() => 0.5 - Math.random());
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					                    shieldBuffs.sort(() => 0.5 - Math.random());
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					                    if(shieldBuffs.length ==0 ){
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					                        selected.push({type:BuffType.HEALTH, value:num, category: BuffCategory.SHIELD});
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					                    }
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					                    else{
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                        selected.push(shieldBuffs.pop());
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					                        selected.push(shieldBuffs.pop());
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					                    }
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                    break;
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					                    break;
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            }
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					            }
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        }
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					        }
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					@ -519,11 +545,17 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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     */
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					     */
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    getStats(): Record<string, any>{
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					    getStats(): Record<string, any>{
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        let stats = {} as Record<string,any>;
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					        let stats = {} as Record<string,any>;
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        stats.current_health = this.CURRENT_HP;
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					        stats.CURRENT_HP = this.CURRENT_HP;
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					        stats.CURRENT_ATK = this.CURRENT_ATK;
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					        stats.CURRENT_SHIELD = this.CURRENT_SHIELD;
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					        stats.CURRENT_EXP = this.CURRENT_EXP;
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        return 
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					        return 
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    }
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					    }
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					    toString(): string{
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					        return "";
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					    }
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}
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					}
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					@ -999,8 +999,6 @@ export default class GameLevel extends Scene {
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                (<PlayerController>this.player._ai).damage(10); //10 collision dmg for now
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					                (<PlayerController>this.player._ai).damage(10); //10 collision dmg for now
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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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