Implementd the skill. Still not tested.
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32
src/skill.c
32
src/skill.c
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@ -523,6 +523,33 @@ create_backstab(void)
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return skill;
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return skill;
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}
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}
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static bool
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skill_phase(Skill *skill, SkillData *data)
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{
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UNUSED(skill);
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data->player->phase_count = 3;
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return true;
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}
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static Skill *
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create_phase(void)
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{
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Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = GAME_DIMENSION;
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s->clip = CLIP32(32, 0);
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s->fixed = true;
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Skill *skill = create_default("Phase", s);
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skill->levelcap = 4;
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skill->instantUse = true;
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skill->resetTime = 8;
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skill->available = NULL;
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skill->use = skill_phase;
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skill->actionRequired = false;
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return skill;
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}
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static bool
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static bool
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skill_sip_health_available(Player *player)
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skill_sip_health_available(Player *player)
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{
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{
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@ -738,8 +765,9 @@ skill_create(enum SkillType t, Camera *cam)
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skill->tooltip = tooltip_create(backstab_tooltip, cam);
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skill->tooltip = tooltip_create(backstab_tooltip, cam);
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break;
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break;
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case PHASE:
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case PHASE:
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error("Skill %d not implemented", t);
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skill = create_phase();
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return NULL;
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skill->tooltip = tooltip_create(phase_tooltip, cam);
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break;
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default:
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default:
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fatal("Unknown SkillType %u", (unsigned int) t);
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fatal("Unknown SkillType %u", (unsigned int) t);
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return NULL;
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return NULL;
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