Update mask salesman NPC quest interaction
This commit is contained in:
@@ -1,8 +1,4 @@
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; =============================================================================
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; Happy Mask Salesman Sprite
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; Happy Mask Salesman Sprite
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;
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;
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; =============================================================================
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!SPRID = $E8; The sprite ID you are overwriting (HEX)
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!SPRID = $E8; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 02 ; Number of tiles used in a frame
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@@ -34,8 +30,6 @@
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%Set_Sprite_Properties(Sprite_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
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%Set_Sprite_Properties(Sprite_MaskSalesman_Prep, Sprite_MaskSalesman_Long);
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; =============================================================================
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Sprite_MaskSalesman_Long:
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Sprite_MaskSalesman_Long:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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@@ -51,20 +45,15 @@ Sprite_MaskSalesman_Long:
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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}
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; =============================================================================
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Sprite_MaskSalesman_Prep:
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Sprite_MaskSalesman_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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; Add more code here to initialize data
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PLB
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PLB
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RTL
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RTL
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}
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}
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; =============================================================================
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Sprite_MaskSalesman_Main:
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Sprite_MaskSalesman_Main:
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{
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{
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LDA.w SprAction, X
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LDA.w SprAction, X
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@@ -78,29 +67,33 @@ Sprite_MaskSalesman_Main:
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InquiryHandler:
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InquiryHandler:
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{
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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%ShowSolicitedMessage($E5)
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BCC .didnt_converse
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LDA $1CE8 : BNE .player_said_no
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; Player has a Lv1 Ocarina, skip to the you got it message
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LDA.l $7EF34C : CMP.b #$01 : BEQ .has_ocarina
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; Player wants to buy a mask
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; Player has no Ocarina or Lv2 Ocarina
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LDA.l $7EF34C : CMP.b #$02 : BEQ .has_ocarina
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; Do you want to buy a mask?
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CMP.b #$03 : BEQ .has_all_songs
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%ShowSolicitedMessage($E5) : BCC .didnt_converse
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LDA $1CE8 : BNE .player_said_no
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%GotoAction(1)
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; Player wants to buy a mask
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RTS
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LDA.l $7EF34C : CMP.b #$02 : BEQ .has_song_healing
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.has_ocarina
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; No Ocarina yet
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%GotoAction(2)
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%GotoAction(1)
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RTS
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RTS
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.has_all_songs
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.has_ocarina
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%GotoAction(3)
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%GotoAction(2)
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RTS
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.didnt_converse
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.player_said_no
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.has_song_healing
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RTS
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%GotoAction(4)
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.didnt_converse
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.player_said_no
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RTS
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}
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}
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; Link has not yet gotten the Ocarina
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; Link has not yet gotten the Ocarina
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@@ -108,7 +101,6 @@ Sprite_MaskSalesman_Main:
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{
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($E9) ; Go get the Ocarina first!
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%ShowUnconditionalMessage($E9) ; Go get the Ocarina first!
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%GotoAction(0)
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%GotoAction(0)
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RTS
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RTS
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}
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}
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@@ -117,34 +109,33 @@ Sprite_MaskSalesman_Main:
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HasOcarina:
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HasOcarina:
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{
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($11C) ; Excellent, you have the Ocarina
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%ShowUnconditionalMessage($11C) ; Oh! You got it!
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%GotoAction(3)
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%GotoAction(0)
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RTS
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RTS
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}
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}
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TeachLinkSong:
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TeachLinkSong:
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{
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{
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LDA #$02 : STA $7EF34C ; Increment the number of songs Link has
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LDA.b #$13
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STA.w $0CF8
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JSL $0DBB67 ; Link_CalculateSFXPan
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ORA.w $0CF8
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STA $012E ; Play the song learned sound
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%GotoAction(0)
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RTS
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RTS
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}
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}
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; Link has all the songs
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; Link has the Ocarina and the song of healing
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SongQuestComplete:
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SongQuestComplete:
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{
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{
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%PlayAnimation(0, 1, 16)
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%PlayAnimation(0, 1, 16)
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%ShowUnconditionalMessage($E9)
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%ShowUnconditionalMessage($E8)
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%GotoAction(0)
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%GotoAction(0)
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RTS
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RTS
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}
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}
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}
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}
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; =============================================================================
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Sprite_MaskSalesman_Draw:
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Sprite_MaskSalesman_Draw:
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{
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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@@ -201,7 +192,6 @@ Sprite_MaskSalesman_Draw:
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RTS
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RTS
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; =============================================================================
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.start_index
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.start_index
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db $00, $04
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db $00, $04
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