Adjust AntiKirby damage based on player sword level

This commit is contained in:
scawful
2024-09-21 14:35:23 -04:00
parent d3dab072fb
commit 353cacde63

View File

@@ -59,7 +59,7 @@ Sprite_AntiKirby_Prep:
LDA #$00 : STA.w SprTileDie, X
STZ.w SprMiscB, X
LDY $0FFF
LDA.l SWORD : DEC : TAY
LDA .bump_damage, Y : STA.w SprBump, X
LDA .health, Y : STA.w SprHealth, X
LDA .prize_pack, Y : STA.w SprPrize, X
@@ -68,13 +68,13 @@ Sprite_AntiKirby_Prep:
RTL
.bump_damage
db $81, $88
db $81, $88, $88, $88
.health
db 10, 20
db 10, 20, 20, 20
.prize_pack
db 6, 3
db 6, 3, 3, 3
}
!RecoilTime = $30
@@ -133,14 +133,12 @@ Sprite_AntiKirby_Main:
JSL Sprite_BounceFromTileCollision
JSL Sprite_PlayerCantPassThrough
RTS
}
AntiKirby_Hurt:
{
%PlayAnimation(3, 3, 10) ; Hurt
LDA.w SprTimerA, X : BNE .NotDone
%GotoAction(0)
.NotDone
@@ -379,13 +377,9 @@ Sprite_AntiKirby_Draw:
LDA .properties, X : ORA $08 : AND.b #$FF : ORA $09 : STA ($90), Y
PHY
TYA : LSR #2 : TAY
LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer
PLY : INY
PLX : DEX : BPL .nextTile
PLX