added dot timers to player
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@ -133,16 +133,15 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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cooldownMultiplier : number = 1;
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cooldownMultiplier : number = 1;
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fullHpBonus: Boolean = false;
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fullHpBonus: Boolean = false;
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//TODO - add new buffs here
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poisonTimer : Timer;
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/*
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poisonCounter : number = 0;
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CURRENT_BUFFS: {
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atk: number; //flat value to add to weapon
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burnTimer : Timer ;
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hp: number; //flat value
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burnCounter : number =0;
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def: number; //flat value
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speed: number; //flat value
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bleedTimer : Timer;
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range:number; //range will be a multiplier value: 1.5 = 150% range
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bleedCounter :number = 0;
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}
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*/
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@ -174,6 +173,11 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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PlayerController.buffPool.push(BuffCategory.HEALTH);
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PlayerController.buffPool.push(BuffCategory.HEALTH);
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}
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}
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//initialize dot timers
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this.burnTimer = new Timer(1000);
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this.bleedTimer = new Timer(1000);
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this.poisonTimer = new Timer(1000);
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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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@ -237,6 +241,23 @@ export default class PlayerController extends StateMachineAI implements BattlerA
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item.use(this.owner, "player", this.lookDirection);
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item.use(this.owner, "player", this.lookDirection);
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}
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}
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}
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}
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//check dot effects
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if(this.burnTimer.isStopped() && this.burnCounter >0){
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this.burnCounter --;
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this.burnTimer.start();
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this.damage(10);
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}
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if(this.poisonTimer.isStopped() && this.poisonCounter >0){
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this.poisonCounter --;
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this.poisonTimer.start();
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this.damage( Math.round(this.CURRENT_HP/20) );
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}
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if(this.bleedTimer.isStopped() && this.bleedCounter >0){
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this.bleedCounter --;
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this.bleedTimer.start();
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this.damage( 2 + Math.round(this.CURRENT_HP/33) );
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}
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}
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}
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