add EonOwl ID, update AI
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@@ -1,7 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $F6 ; The sprite ID you are overwriting (HEX)
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!SPRID = Sprite_EonOwl
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!NbrTiles = 00 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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@@ -50,38 +51,63 @@ Sprite_EonOwl_Long:
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; =========================================================
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Sprite_EonOwl_Prep:
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{
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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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RTL
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}
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; =========================================================
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Sprite_EonOwl_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw EonOwl_Idle
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dw EonOwl_Flying
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dw EonOwl_IntroDialogue
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dw EonOwl_FlyingAway
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EonOwl_Idle:
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{
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%PlayAnimation(0,1,16)
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(1)
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.not_too_close
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RTS
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}
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EonOwl_IntroDialogue:
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{
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%PlayAnimation(0,1,16)
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; TODO: Pick a dialogue ID and display it
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RTS
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}
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EonOwl_Flying:
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{
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%PlayAnimation(2,3,16)
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%PlayAnimation(2,3,16)
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RTS
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}
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}
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; =========================================================
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Sprite_EonOwl_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -165,3 +191,4 @@ Sprite_EonOwl_Draw:
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db $02, $02
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db $02, $02
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db $02, $02
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}
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@@ -258,6 +258,10 @@ print "End of Lanmola_Expanded.asm ", pc
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incsrc "Sprites/NPCs/followers.asm"
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print "End of followers.asm ", pc
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Sprite_EonOwl = $0A
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incsrc "Sprites/NPCs/eon_owl.asm"
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print "End of eon_owl.asm ", pc
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incsrc "Sprites/NPCs/fortune_teller.asm"
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print "End of fortune_teller.asm ", pc
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