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