1 var EnemyCharacterClass_Farmer = function(stage, args){
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2 EnemyCharacterClass_Farmer.base.apply(this, [stage, [["farmer1.png","farmer2.png","farmer3.png","farmer4.png","farmeraim.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmerfire.png","farmercooldown.png","farmerrelord.png","farmer3.png","farmer2.png",]]]);
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7 this.chasingRange = 600;
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8 this.movingVelocity = 100;
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10 this.HP = this.max_HP;
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11 this.touchDamage = 30;
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12 this.isWeaponed = true;
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13 stage.addStageObject(this);
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15 }.extend(EnemyCharacterClass, {
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16 className: "EnemyCharacterClass_Farmer",
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19 if(this.lastFireTick < this.ownerStage.manager.tickCount - this.fireTickInterval){
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20 var f = new FireObjectClass(this.ownerStage, [["bullet.png"]]);
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21 f.maxBoundCount = 1;
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24 fireTickInterval= 30
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25 //f.fire(this,192,96);
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27 this.lastFireTick = this.ownerStage.manager.tickCount;
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