- Carry back item capsule, painted with the skincolor of
the player who was stolen from
- Give player item by orbiting and shrinking into the
player like an emerald
- Lock player item box while animation plays, draw an
empty item box on the HUD
- At end of animation, burst item capsule to place item
in player's hotbar
- Hyudoros can no longer stack items in the hotbar --
consistent with item capsules
- (If you have a Super Ring in your hotbar and Hyudoro
is holding a Super Ring too, it will wait for you to
use yours)
---
MT_ITEMCAPSULE changes:
- extravalue2 != 0: use this color on caps
- MF2_STRONGBOX: award items like the roulette
- Super Ring is placed in the hotbar instead of awarding
rings directly
- SPB is placed in the hotbar instead of throwing it
immediately
- DMG_INSTAKILL: don't respawn
- Add Obj_SetEmeraldAwardee
- Separate object receiving emerald from object being
orbited
- Obj_BeginEmeraldOrbit sets both, if the awardee isn't
explicitly set
- Don't HUD track emeralds without emerald flag set
- Battle: plays once the orbiting collection animation
finishes and the player's emerald flags are updated
- Centered on the player
- Sealed Star: plays as soon as the orbiting animation
begins
- Centered on the emerald
- Battle emeralds orbit into the player's body upon
collection
- Emerald shrinks down to a speck
- Orbiting speed increases over time
- Player's emerald flags altered at the end of the
animation
Side effects:
- HUD tracking icon now uses emerald's color in Sealed
Stars.
- UFO emerald doesn't disappear when collected. This is
WIP because the emerald is intended to orbit the player.
- Add K_BattleOvertimeKiller
- Kills an object if it is outside of the Overtime
Barrier in Battle
- Add Obj_SpawnEmeraldSparks
- Use this function for MT_EMERALD, MT_MONITOR and
MT_SPECIAL_UFO
- Move thinking code for MT_EMERALD and MT_MONITOR to
objects/monitor.c and objects/emerald.c