took out enemies before forest start checkpoint, fixed empty buff object
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a65873c349
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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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selected.push(attackBuffs.pop());
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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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}
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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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selected.push(dotBuffs.pop());
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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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}
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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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selected.push(extraBuffs.pop());
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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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}
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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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selected.push(healthBuffs.pop());
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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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}
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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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selected.push(shieldBuffs.pop());
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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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}
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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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