Adjust AntiKirby damage based on player sword level
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@@ -59,7 +59,7 @@ Sprite_AntiKirby_Prep:
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LDA #$00 : STA.w SprTileDie, X
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STZ.w SprMiscB, X
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LDY $0FFF
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LDA.l SWORD : DEC : TAY
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LDA .bump_damage, Y : STA.w SprBump, X
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LDA .health, Y : STA.w SprHealth, X
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LDA .prize_pack, Y : STA.w SprPrize, X
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@@ -68,13 +68,13 @@ Sprite_AntiKirby_Prep:
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RTL
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.bump_damage
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db $81, $88
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db $81, $88, $88, $88
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.health
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db 10, 20
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db 10, 20, 20, 20
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.prize_pack
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db 6, 3
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db 6, 3, 3, 3
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}
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!RecoilTime = $30
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@@ -133,14 +133,12 @@ Sprite_AntiKirby_Main:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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RTS
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}
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AntiKirby_Hurt:
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{
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%PlayAnimation(3, 3, 10) ; Hurt
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LDA.w SprTimerA, X : BNE .NotDone
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%GotoAction(0)
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.NotDone
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@@ -379,13 +377,9 @@ Sprite_AntiKirby_Draw:
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LDA .properties, X : ORA $08 : AND.b #$FF : ORA $09 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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