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tfv: implement a limit break
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c5fd0501d6
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@ -3,12 +3,15 @@ Soon:
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--> Sprites for all enemies
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--> Sprites for all enemies
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--> Randomize enemy you fight
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--> Randomize enemy you fight
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--> Different backgrounds based on location
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--> Different backgrounds based on location
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--> Print enemy attack name on screen
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--> Menu
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--> Magic
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--> Magic
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--> Limit breaks
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--> Summons
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--> Limit break (move to end, only have item appear if breaking)
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--> Die if HP hits 0. On ground sprite
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--> Run away
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--> Run away
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+ Enable getting back on spaceship (with animation)
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--> Fix weird glitch on damage printing
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--> Sound effects
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+ Enable getting back on spaceship (with better animation)
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+ Better collision detection on Spaceship land
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+ Better collision detection on Spaceship land
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+ Better collision detection/walk on+off in College Park
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+ Better collision detection/walk on+off in College Park
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+ Hook up art for all possible locations
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+ Hook up art for all possible locations
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@ -642,6 +642,98 @@ static void magic_attack(int which) {
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static void limit_break(int which) {
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static void limit_break(int which) {
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int ax=34,ay=20;
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int damage=100;
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int i;
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while(ay>0) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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draw_battle_bottom(enemy_type);
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page_flip();
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ay-=1;
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usleep(20000);
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}
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ax=10;
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ay=0;
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/* Falling */
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while(ay<=20) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(13);
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vlin(0,ay,ax-5);
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page_flip();
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ay+=1;
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usleep(100000);
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}
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i=0;
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while(i<13) {
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(COLOR_LIGHTGREEN);
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vlin(ay,ay+i,ax-5);
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page_flip();
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i++;
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usleep(100000);
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}
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ax=34;
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ay=20;
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gr_copy_to_current(0xc00);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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grsim_put_sprite(tfv_stand_left,ax,ay);
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grsim_put_sprite(tfv_led_sword,ax-5,ay);
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draw_battle_bottom(enemy_type);
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color_equals(COLOR_LIGHTGREEN);
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vlin(20,33,5);
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damage_enemy(damage);
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gr_put_num(2,10,damage);
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page_flip();
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for(i=0;i<20;i++) {
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usleep(100000);
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}
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}
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}
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static void summon(int which) {
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static void summon(int which) {
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