update vasu dialogue interaction tree
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@@ -13,7 +13,7 @@
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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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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!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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!Hitbox = 09 ; 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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!Persist = 00 ; 01 = your sprite continue to live offscreen
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room)
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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!CollisionLayer = 00 ; 01 = will check both layer for collision
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@@ -62,7 +62,7 @@ Sprite_Vasu_Prep:
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LDA.b #$80 : STA.w SprDefl, X
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LDA.b #$80 : STA.w SprDefl, X
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LDA.w SprSubtype, X : BNE +
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LDA.w SprSubtype, X : BEQ +
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LDA.b #$02 : STA.w SprAction, X
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LDA.b #$02 : STA.w SprAction, X
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+
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+
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@@ -96,16 +96,19 @@ Sprite_Vasu_Main:
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Vasu_MessageHandler:
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Vasu_MessageHandler:
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{
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{
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%PlayAnimation(0,1,20)
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%PlayAnimation(0,1,20)
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LDA.w MsgChoice : CMP.b #$02 : BEQ .appraise_rings
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LDA.w MsgChoice : BEQ .appraise_rings
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CMP.b #$01 : BEQ .explain_rings
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CMP.b #$01 : BEQ .explain_rings
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; Player said nevermind.
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; Player said nevermind.
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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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.explain_rings
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.explain_rings
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.appraise_rings
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%ShowUnconditionalMessage($00AA)
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%ShowUnconditionalMessage($00AA)
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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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.appraise_rings
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%ShowUnconditionalMessage($00AB)
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%GotoAction(0)
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RTS
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}
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}
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Error_Idle:
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Error_Idle:
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