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- private function testCombat():Void
- {
- var enemyData:EnemyData = EnemyData.getEnemyByName("Malthazon");
- var lvl:Float = 1;
- Combat.DEBUG = true;
- SaveManager.disableSaving();
- PersistentData.newHero( HeroData.KNIGHT );
- PersistentData.pentacles.value = 50;
- PersistentData.player.level.value = 10;
- PersistentData.player.chips.value = 10;
- PersistentData.updatePlayerStats();
- PersistentData.player.hp.toMax();
- PersistentData.swords.value = 100;
- //PersistentData.player.numFaceUpCards.value = 10;
- PersistentData.player.maxEquipment.value = 8;
- PersistentData.player.addEquipment( "113", 1, 0, true);
- //PersistentData.player.addEquipment( "Attack 269", 1, 0, true);
- //PersistentData.player.addEquipment( "Block 2", 1, 0, true);
- //PersistentData.player.addEquipment( "Poison 2", 1, 0, true);
- //PersistentData.player.addEquipment( "Enflame 2", 1, 0, true);
- //PersistentData.player.addEquipment( "Curse 2", 1, 0, true);
- //PersistentData.player.addEquipment( Equipment.Poison, 1, true );
- //PersistentData.player.addEquipment( Equipment.Burn, 1, true );
- //PersistentData.player.addEquipment( Equipment.StunGun, 1, true );
- //PersistentData.player.addEquipment( Equipment.Blind, 1, true );
- //PersistentData.player.addStatusEffect( StatusEffectFuncs.blessedDraw( PersistentData.player, 3, 5 ) );
- //PersistentData.player.addStatusEffect( StatusEffectFuncs.cursedDraw( PersistentData.player, 3, 5 ) );
- //PersistentData.player.addStatusEffect( StatusEffectFuncs.burn( PersistentData.player, 3, 4, 3, StatusEffectType.DamageOnCardUse_4 ) );
- SceneManager.show( new CombatScene(enemyData, ActorType.Enemy, lvl) );
- }
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