Cleanup ThunderGhost sprite
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@@ -1,6 +1,6 @@
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; =========================================================
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; =========================================================
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; Sprite Properties
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; =========================================================
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; =========================================================
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!SPRID = Sprite_ThunderGhost
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!NbrTiles = 03 ; Number of tiles used in a frame
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@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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@@ -53,9 +53,9 @@ Sprite_ThunderGhost_Long:
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Sprite_ThunderGhost_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.l SWORD : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$08 : STA.w SprTimerB, X
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LDA.b #$08 : STA.w SprTimerA, X
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@@ -134,7 +134,7 @@ Sprite_ThunderGhost_Move:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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JSL GetRandomInt : AND #$7F : BNE ++
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JSR SpawnLightningAttack
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++
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@@ -171,8 +171,8 @@ Sprite_ThunderGhost_Move:
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SpawnLightningAttack:
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{
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PHX
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LDA.b #$CD
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PHX
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LDA.b #$CD
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JSL Sprite_SpawnDynamically
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BMI .no_space
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@@ -181,7 +181,7 @@ SpawnLightningAttack:
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; and make it move off to the bottom left or bottom right
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; Y is the ID of the new attack sprite
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; X is the ID of the current source sprite
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; X is the ID of the current source sprite
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; Left 0 or Right 1
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PHY
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