Merge branch 'attack'
This commit is contained in:
commit
e2d4a73d81
4 changed files with 123 additions and 14 deletions
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@ -8,8 +8,10 @@
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<h1>JSDSH - Javascript Dungeonslayers Helper</h1>
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<div id="game"></div>
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<div id="ui"></div>
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<button id="load">Load</button>
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<div id="output"></div>
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</div>
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<script type="text/javascript" src="lib/crafty.js"></script>
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<script type="text/javascript" src="lib/jquery-1.11.1.min.js"></script>
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<script type="text/javascript" src="src/jsds_crafty.js"></script>
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@ -1,3 +1,3 @@
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$(document).ready( function() {
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$('#load').click(function() { $.getScript("src/adventure_01.js");});
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$('#load').click(function() { $.getScript("src/adventure_01.js"); $('#load').hide();});
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});
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124
src/jsds.js
124
src/jsds.js
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@ -1,5 +1,8 @@
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{
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// OOP-Setup
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// OOP-Setup, thanks to Florian Rappl for this piece of Code
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// Source:
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// http://www.florian-rappl.de/Articles/Page/116/super-mario5-article
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var reflection = {};
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(function(){
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@ -64,6 +67,28 @@
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return Class;
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};
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})();
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// Helper-Funcs
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var clearui = function() {
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$('#output').empty();
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$('#ui').empty();
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};
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var dice = function(probe) {
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var diceval = Math.floor(Math.random() * (21 - 1)) + 1;
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if ( diceval <= probe ) {
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return diceval;
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}
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else {
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if (diceval === 20) {
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alert ("Patzer!");
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};
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return 0;
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};
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};
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// Own Classes for Creatures, etc
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var Creature = Class.extend({
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init: function(info,attributes,properties,drawinfo,battle){
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@ -72,13 +97,10 @@
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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*/
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console.log("Creature called!");
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this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
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"size":info["size"]*1};
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console.log("Creature Ready!");
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this.attributes = {"body": attributes["body"]*1, "agility": attributes["agility"]*1,
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"spirit": attributes["spirit"]*1};
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console.log("Problem?");
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this.properties = {"strength": properties["strength"]*1 , "hardness": properties["hardness"]*1,
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"movement": properties["movement"]*1, "skill": properties["skill"]*1,
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"mind": properties["mind"]*1, "aura": properties["aura"]*1};
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@ -102,12 +124,79 @@
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this.battle["shoot_chant"] = this.attributes.spirit + this.properties.skill;
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};
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this.life = this.battle["life"]*1;
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this.att = "melee";
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},
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attack: function(enem) {
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//console.log("attack");
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console.log(this.info.cname+" greift "+enem.info.cname+" an!");
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console.log("Ergebnis: " + this.battle.melee + ( this.battle.melee > enem.battle.defense ? " > " : " < ") + enem.battle.defense);
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clearui();
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var output=$('#output');
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output.html(this.info.cname+" greift "+enem.info.cname+" an!<br>");
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var attack_val = dice(this.battle[this.att]);
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if (! attack_val ) {
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output.append('Angriff Fehlgeschlagen!<br>');
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}
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else {
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output.append(this.info.cname + " trifft mit " + attack_val + "<br>");
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var defense_val = dice(this.battle.defense);
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console.log(attack_val + ", " + defense_val);
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attack_val -= defense_val;
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attack_val = Math.max(attack_val, 0);
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if ( ! defense_val ) {
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output.append(enem.info.cname + " kann sich nicht wehren!<br>");
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}
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else {
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output.append(enem.info.cname + " wehrt sich mit " + defense_val+".<br>");
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}
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if ( attack_val === 0 ) {
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output.append("Vollständig Abgewehrt!<br>");
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}
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else {
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output.append("Schaden: "+attack_val+"<br>");
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};
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enem.life -= attack_val;
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if( enem.life <= 0 ) {
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if ( enem.enem ){
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output.append(enem.info.cname + " ist besiegt<br>");
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enem.die();
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}
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else {
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output.append(enem.info.cname + " ist bewusstlos<br>");
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enem.unconsc();
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};
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}
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}
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},
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die: function() {
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this.graphelement.destroy();
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delete(player[this.info.pname]);
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},
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unconsc: function() {
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this.graphelement.oldcolor = this.graphelement.color();
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this.graphelement.color("#A0A0C0");
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},
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consc: function() {
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if ( this.graphelement.oldcolor ) {
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this.graphelement.color(this.graphelement.oldcolor);
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}
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},
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sel_att: function() {
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var outstr="";
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outstr += "Angriffstyp?<br>";
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outstr += "<select id='att'>";
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outstr += "<option value='melee' id='melee'>Melee (" + this.battle["melee"] + ")</option>";
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outstr += "<option value='shoot' id='shoot'>Schuss (" + this.battle["shoot"] + ")</option>";
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outstr += "<option value='shoot_chant' id='shoot_chant'>Zielzauber (" +this.battle["shoot_chant"]
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+")</option>";
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outstr += "</select>";
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$('#ui').html(outstr);
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$('#att').bind("change", function() {cur_sel.att=this.value;});
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$("#"+this.att).get(0).selected="true";
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}
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});
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var Player = Creature.extend({
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@ -124,7 +213,6 @@
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// Set default battle-propoerties.
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this.extern = {"armor":0,"chant":0,"weapon":0};
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console.log(this.battle.defense);
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this.battle.defense += this.extern.armor;
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this.battle.melee += this.extern.weapon;
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this.battle.shoot += this.extern.weapon;
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@ -132,8 +220,13 @@
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this.battle.shoot_chant = this.battle.chant + this.extern.chant - this.extern.armor;
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},
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printoutput: function() {
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$('#output').empty();
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$('#output').html(this.info.cname+"<br>"+this.info.pname);
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outstr = "";
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outstr += this.info.cname + " (gespielt von "+this.info.pname +")<br>";
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outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
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+ this.battle[this.att] + " an.<br>";
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outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
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outstr += "Kraftpunkte: " + this.life;
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$('#output').html(outstr);
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}
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});
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@ -148,10 +241,17 @@
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this._super(info,attributes,properties,drawinfo,battle);
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this.info.cname=this.info.pname;
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this.enem = true;
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},
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printoutput: function() {
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$('#output').empty();
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$('#output').html(this.info.race+"<br>"+this.info.pname);
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clearui();
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outstr = "";
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outstr += "Ein "+ this.info.race + "<br>";
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outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
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+ this.battle[this.att] + " an.<br>";
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outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
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outstr += "Kraftpunkte: " + this.life;
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$('#output').html(outstr);
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}
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});
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}
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this.enableControl();
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};
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if(e.mouseButton === Crafty.mouseButtons.RIGHT) {
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cur_sel.attack(player[this.id]);
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if ( !cur_sel ) { return; };
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if ( cur_sel == player[this.id] )
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{
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cur_sel.sel_att();
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}
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else {
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cur_sel.attack(player[this.id]);
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};
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};
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});
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