Randomized which arm the enemy starts attacking with
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@@ -327,18 +327,38 @@ public class GMScript : MonoBehaviour
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// PRE ATTACK BUFF EFFECT ANIMATION
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// PRE ATTACK BUFF EFFECT ANIMATION
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yield return StartCoroutine(PreAttackBuffAnimEnemy());
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yield return StartCoroutine(PreAttackBuffAnimEnemy());
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// ANIMATION FOR FIRST ARM
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// THIS DETERMINES IF THE ENEMY WILL ATTACK WITH THE RIGHT OR LEFT ARM FIRST
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if(Random.Range(0, 2) == 0)
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{
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// ANIMATION FOR RIGHT ARM
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yield return StartCoroutine(AttackAnimEnemy(3));
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yield return StartCoroutine(AttackAnimEnemy(3));
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// FIRST ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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// RIGHT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3]));
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3]));
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// ANIMATION FOR SECOND ARM
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// ANIMATION FOR LEFT ARM
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yield return StartCoroutine(AttackAnimEnemy(4));
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yield return StartCoroutine(AttackAnimEnemy(4));
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// SECOND ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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// LEFT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4]));
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4]));
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} else {
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// ANIMATION FOR LEFT ARM
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yield return StartCoroutine(AttackAnimEnemy(4));
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// LEFT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4]));
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// ANIMATION FOR RIGHT ARM
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yield return StartCoroutine(AttackAnimEnemy(3));
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// RIGHT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS
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yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3]));
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}
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// POST ATTACK ABILITY EFFECT ANIMATION
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// POST ATTACK ABILITY EFFECT ANIMATION
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yield return StartCoroutine(PostAttackBuffAnimEnemy());
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yield return StartCoroutine(PostAttackBuffAnimEnemy());
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