add vasu appraisal dialogue branch
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@@ -63,7 +63,7 @@ Sprite_Vasu_Prep:
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LDA.b #$80 : STA.w SprDefl, X
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LDA.w SprSubtype, X : BEQ +
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LDA.b #$03 : STA.w SprAction, X
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LDA.b #$04 : STA.w SprAction, X
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+
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PLB
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@@ -82,6 +82,7 @@ Sprite_Vasu_Main:
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dw Vasu_Idle
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dw Vasu_MessageHandler
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dw Vasu_AppraiseRing
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dw Vasu_RingAppraised
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dw Error_Idle
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@@ -107,7 +108,7 @@ Sprite_Vasu_Main:
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%GotoAction(0)
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RTS
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.appraise_rings
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%ShowUnconditionalMessage($00AB)
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LDA.b #$40 : STA.w SprTimerB, X
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%GotoAction(2)
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RTS
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}
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@@ -115,20 +116,42 @@ Sprite_Vasu_Main:
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Vasu_AppraiseRing:
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{
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%PlayAnimation(0,1,20)
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; Check if the player has any rings
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LDA.l MAGICRINGS : BEQ .no_rings
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; TODO: Subtract 20 rupees from the player's wallet
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.no_rings
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%ShowUnconditionalMessage($00AB) ; 'First one is free!'
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; Check the found rings and set the saved rings
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; Get the bit from found rings and set it in MAGICRINGS
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LDA.l FOUNDRINGS
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ORA.l MAGICRINGS
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STA.l MAGICRINGS
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%GotoAction(3)
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RTS
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}
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Vasu_RingAppraised:
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{
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%PlayAnimation(0,1,20)
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%ShowUnconditionalMessage($00AC) ; 'Come back later for more appraisals!'
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%GotoAction(0)
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RTS
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}
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Error_Idle:
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{
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%PlayAnimation(0,1,24)
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%ShowSolicitedMessage($0121) ; "I am Error"
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; "I am Error"
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%ShowSolicitedMessage($0121) : BCC +
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JSL GetRandomInt : AND.b #$3F : STA.l FOUNDRINGS
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+
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RTS
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}
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}
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