Add MagicRing_CheckForPower during Sprite_ApplyCalculatedDamage
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@@ -16,8 +16,46 @@ RingSlot2 = $7EF38D
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RingSlot3 = $7EF38E
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RingSlotsNum = $7EF38F
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DamageSubclassValue = $0DB8F1
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pushpc
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; Sprite_ApplyCalculatedDamage
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org $06EDC0
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JSL MagicRing_CheckForPower
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pullpc
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; Power - Attack Up, Defense Down
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MagicRing_CheckForPower:
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{
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LDA.l RingSlot1 : AND.b #$20 : BEQ +
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LDA.l RingSlot2 : AND.b #$20 : BEQ +
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LDA.l RingSlot3 : AND.b #$20 : BEQ +
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LDA.w $0CF2 : CMP.b #$04 : BCS .not_sword
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CMP.b #$01 : BCC .not_sword
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LDA.l DamageSubclassValue, X
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CLC : ADC.b #$10
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RTL
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.not_sword
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+
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LDA.l DamageSubclassValue, X
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RTL
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}
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pushpc
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pullpc
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; Armor - Defense Up, Attack Down
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MagicRing_CheckForArmor:
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{
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LDA.l RingSlot1 : AND.b #$10 : BEQ +
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LDA.l RingSlot2 : AND.b #$10 : BEQ +
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LDA.l RingSlot3 : AND.b #$10 : BEQ +
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+
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RTL
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}
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; =========================================================
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; Steadfast - Less knockback
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@@ -112,4 +150,4 @@ MagicRings_CheckForHeart:
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pushpc
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org $07810C
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JSL MagicRings_CheckForHeart
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pullpc
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pullpc
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