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Feb 6th, 2019
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Haxe 1.63 KB | None | 0 0
  1. private function testCombat():Void
  2.     {
  3.         var enemyData:EnemyData = EnemyData.getEnemyByName("Malthazon");
  4.         var lvl:Float = 1;
  5.         Combat.DEBUG = true;
  6.         SaveManager.disableSaving();
  7.         PersistentData.newHero( HeroData.KNIGHT );
  8.         PersistentData.pentacles.value = 50;
  9.         PersistentData.player.level.value = 10;
  10.         PersistentData.player.chips.value = 10;
  11.         PersistentData.updatePlayerStats();
  12.         PersistentData.player.hp.toMax();
  13.         PersistentData.swords.value = 100;
  14.         //PersistentData.player.numFaceUpCards.value = 10;
  15.         PersistentData.player.maxEquipment.value = 8;
  16.         PersistentData.player.addEquipment( "113", 1, 0, true);
  17.         //PersistentData.player.addEquipment( "Attack 269", 1, 0, true);
  18.         //PersistentData.player.addEquipment( "Block 2", 1, 0, true);
  19.         //PersistentData.player.addEquipment( "Poison 2", 1, 0, true);
  20.         //PersistentData.player.addEquipment( "Enflame 2", 1, 0, true);
  21.         //PersistentData.player.addEquipment( "Curse 2", 1, 0, true);
  22.         //PersistentData.player.addEquipment( Equipment.Poison, 1, true );
  23.         //PersistentData.player.addEquipment( Equipment.Burn, 1, true );
  24.         //PersistentData.player.addEquipment( Equipment.StunGun, 1, true );
  25.         //PersistentData.player.addEquipment( Equipment.Blind, 1, true );
  26.         //PersistentData.player.addStatusEffect( StatusEffectFuncs.blessedDraw( PersistentData.player, 3, 5 ) );
  27.         //PersistentData.player.addStatusEffect( StatusEffectFuncs.cursedDraw( PersistentData.player, 3, 5 ) );
  28.         //PersistentData.player.addStatusEffect( StatusEffectFuncs.burn( PersistentData.player, 3, 4, 3, StatusEffectType.DamageOnCardUse_4 ) );
  29.         SceneManager.show( new CombatScene(enemyData, ActorType.Enemy, lvl) );
  30.     }
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