242 lines
6.2 KiB
C
242 lines
6.2 KiB
C
#include "item.h"
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#include "aoe.h"
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#include "player.h"
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#include "skills.h"
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#include "comp/fighter.h"
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#include "comp/physical.h"
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#include "comp/visible.h"
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#include <gint/defs/util.h>
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anim_t const *item_anim(int item)
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{
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if(item == ITEM_LIFE)
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return &anims_item_life;
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else if(item == ITEM_POTION_ATK)
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return &anims_item_potion_atk;
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else if(item == ITEM_POTION_COOLDOWN)
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return &anims_item_potion_cooldown;
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else if(item == ITEM_POTION_DEF)
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return &anims_item_potion_def;
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else if(item == ITEM_POTION_FRZ)
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return &anims_item_potion_frz;
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else if(item == ITEM_POTION_HP)
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return &anims_item_potion_hp;
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else if(item == ITEM_POTION_SPD)
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return &anims_item_potion_spd;
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else if(item == ITEM_SCEPTER1)
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return &anims_item_stick1;
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else if(item == ITEM_SCEPTER2)
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return &anims_item_stick2;
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else if(item == ITEM_SWORD1)
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return &anims_item_sword1;
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else if(item == ITEM_SWORD2)
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return &anims_item_sword2;
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else if(item == ITEM_ARMOR1)
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return &anims_item_armor1;
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return NULL;
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}
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char const *item_name(int item)
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{
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if(item == ITEM_LIFE)
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return "Heart transpl.";
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else if(item == ITEM_POTION_ATK)
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return "Berserk elixir";
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else if(item == ITEM_POTION_COOLDOWN)
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return "Quick reload";
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else if(item == ITEM_POTION_DEF)
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return "Turtle potion";
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else if(item == ITEM_POTION_FRZ)
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return "Time freeze";
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else if(item == ITEM_POTION_HP)
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return "Health potion";
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else if(item == ITEM_POTION_SPD)
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return "Speed potion";
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else if(item == ITEM_SCEPTER1)
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return "Cypress wand";
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else if(item == ITEM_SCEPTER2)
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return "Holy staff";
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else if(item == ITEM_SWORD1)
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return "Short sword";
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else if(item == ITEM_SWORD2)
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return "Golden blade";
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else if(item == ITEM_ARMOR1)
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return "Leather armor";
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return "???";
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}
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int item_buff_color(int item)
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{
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if(item == ITEM_LIFE)
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return C_RGB(31, 0, 31);
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else if(item == ITEM_POTION_ATK)
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return C_RGB(31, 16, 16);
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else if(item == ITEM_POTION_COOLDOWN)
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return C_BLUE;
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else if(item == ITEM_POTION_DEF)
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return C_RGB(0, 15, 31);
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else if(item == ITEM_POTION_FRZ)
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return 0x5555;
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else if(item == ITEM_POTION_HP)
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return C_RGB(0, 31, 0);
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else if(item == ITEM_POTION_SPD)
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return C_RGB(31, 31, 0);
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return -1;
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}
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char const *item_description(int item)
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{
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if(item == ITEM_LIFE)
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return NULL;
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else if(item == ITEM_POTION_ATK)
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return NULL;
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else if(item == ITEM_POTION_COOLDOWN)
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return NULL;
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else if(item == ITEM_POTION_DEF)
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return NULL;
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else if(item == ITEM_POTION_FRZ)
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return "Freezes time\nfor 5 sec.";
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else if(item == ITEM_POTION_HP)
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return "Restores 50% HP";
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else if(item == ITEM_POTION_SPD)
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return NULL;
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else if(item == ITEM_SCEPTER1)
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return "On level up:\n ATK+1 MAG+3 DEF+1";
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else if(item == ITEM_SCEPTER2)
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return "On level up:\n MAG+5 DEF+1";
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else if(item == ITEM_SWORD1)
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return "On level up:\n ATK+3 MAG+1";
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else if(item == ITEM_SWORD2)
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return "On level up:\n ATK+5 MAG+0";
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else if(item == ITEM_ARMOR1)
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return "On level up:\n DEF+2";
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return NULL;
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}
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entity_t *item_make(int type, vec2 position)
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{
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entity_t *e = aoe_make(AOE_ITEM, position, fix(9999.0));
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visible_t *v = getcomp(e, visible);
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v->sprite_plane = VERTICAL;
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v->shadow_size = 3;
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v->z = fix(0.35);
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physical_t *p = getcomp(e, physical);
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p->hitbox = (rect){ -fix(4)/16, fix(3)/16, -fix(2)/16, fix(1)/16 };
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aoe_t *aoe = getcomp(e, aoe);
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aoe->origin = NULL;
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aoe->repeat_delay = 0;
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aoe->data.item.type = type;
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anim_t const *anim = item_anim(type);
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if(anim)
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visible_set_anim(e, anim, 1);
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return e;
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}
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bool item_use(int type, game_t *game, entity_t *player)
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{
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fighter_t *f = getcomp(player, fighter);
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if(type == ITEM_LIFE && f) {
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int added = max(f->HP_max / 2, 8);
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f->HP_max += added;
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f->HP += added;
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return true;
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}
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else if(type == ITEM_POTION_ATK && f) {
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/* TODO: Double attack for 10 seconds */
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}
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else if(type == ITEM_POTION_COOLDOWN && f) {
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for(int i = 0; i < 6; i++) {
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f->actions_cooldown[i] = 0;
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}
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return true;
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}
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else if(type == ITEM_POTION_DEF && f) {
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/* TODO: Defense +50% for 10 seconds */
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}
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else if(type == ITEM_POTION_FRZ && f) {
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game_freeze(game, fix(5.0));
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return true;
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}
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else if(type == ITEM_POTION_HP && f) {
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int restored = min(max(f->HP_max / 2, 8), f->HP_max - f->HP);
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f->HP += restored;
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return (restored > 0);
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}
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else if(type == ITEM_POTION_SPD && f) {
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/* TODO: Speed +50% for 10 seconds */
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}
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return false;
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}
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int item_equipment_slot(int item)
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{
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switch(item) {
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case ITEM_SWORD1: return 0;
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case ITEM_SWORD2: return 0;
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case ITEM_SCEPTER1: return 0;
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case ITEM_SCEPTER2: return 0;
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case ITEM_ARMOR1: return 1;
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default: return -1;
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}
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}
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fighter_stats_t item_stat_model(int item)
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{
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fighter_stats_t m = { 0 };
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switch(item) {
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case ITEM_SWORD1:
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m.ATK = 3;
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m.MAG = 1;
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break;
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case ITEM_SWORD2:
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m.ATK = 5;
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m.MAG = 0;
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break;
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case ITEM_SCEPTER1:
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m.ATK = 1;
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m.MAG = 3;
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m.DEF = 1;
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break;
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case ITEM_SCEPTER2:
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m.MAG = 5;
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m.DEF = 1;
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break;
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case ITEM_ARMOR1:
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m.DEF = 2;
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break;
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}
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return m;
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}
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void item_skills(int item, int *skill1, int *skill2, int *skill3)
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{
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if(item == ITEM_SWORD1) {
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*skill1 = AOE_SLASH;
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*skill2 = AOE_SHOCK;
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}
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if(item == ITEM_SWORD2) {
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*skill1 = AOE_SLASH;
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*skill2 = AOE_SHOCK;
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}
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if(item == ITEM_SCEPTER1) {
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*skill1 = AOE_PROJECTILE_FAST;
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*skill2 = AOE_JUDGEMENT;
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}
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if(item == ITEM_SCEPTER2) {
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*skill1 = AOE_PROJECTILE_FAST;
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*skill2 = AOE_JUDGEMENT;
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*skill3 = AOE_BULLET;
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}
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if(item == ITEM_ARMOR1) {
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*skill1 = SKILL_DASH;
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}
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}
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