diff --git a/Sprites/Bosses/wolfos.asm b/Sprites/Bosses/wolfos.asm index 0a5e5ca..1bb808f 100644 --- a/Sprites/Bosses/wolfos.asm +++ b/Sprites/Bosses/wolfos.asm @@ -6,7 +6,7 @@ !NbrTiles = 03 ; Number of tiles used in a frame !Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is -!Health = 40 ; Number of Health the sprite have +!Health = 30 ; Number of Health the sprite have !Damage = 00 ; (08 is a whole heart), 04 is half heart !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it @@ -75,15 +75,15 @@ Sprite_Wolfos_Prep: Sprite_Wolfos_CheckIfDefeated: { - LDA.b $1B : BNE .outdoors - LDA.w SprHealth, X : CMP.b #$10 : BCS .not_defeated + LDA.b $1B : BNE .indoors + LDA.w SprHealth, X : CMP.b #$04 : BCS .not_defeated LDA.b #$06 : STA.w SprAction, X ; Set to defeated LDA.b #$09 : STA.w SprState, X LDA.b #$40 : STA.w SprHealth, X ; Refill the health of the sprite STZ.w SprMiscD, X RTS .not_defeated - .outdoors + .indoors RTS } @@ -278,7 +278,7 @@ Sprite_Wolfos_Main: ; Run the dialogue and wait for a song of healing flag to be set LDA SprMiscD, X : BNE .wait - %ShowUnconditionalMessage($0F) + %ShowUnconditionalMessage($23) LDA.b #$01 : STA.w SprMiscD, X .wait LDA $FE : BEQ .ninguna_cancion