diff --git a/Sprites/NPCs/bean_vendor.asm b/Sprites/NPCs/bean_vendor.asm index ac97c14..1e9fc15 100644 --- a/Sprites/NPCs/bean_vendor.asm +++ b/Sprites/NPCs/bean_vendor.asm @@ -4,7 +4,7 @@ !SPRID = $07 ; The sprite ID you are overwriting (HEX) !NbrTiles = 00 ; Number of tiles used in a frame -!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless +!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless !HVelocity = 00 ; Is your sprite going super fast? put 01 if it is !Health = 00 ; Number of Health the sprite have !Damage = 00 ; (08 is a whole heart), 04 is half heart @@ -13,7 +13,7 @@ !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) -!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool +!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool !Persist = 00 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision @@ -58,8 +58,9 @@ Sprite_BeanVendor_Long: Sprite_BeanVendor_Prep: { PHB : PHK : PLB - - LDA.w SprSubtype, X : STA SprAction, X + + LDA.b #$80 : STA $0CAA, X ; Persist in dungeons + LDA.w SprSubtype, X : STA.w SprAction, X PLB RTL @@ -110,13 +111,9 @@ Sprite_BeanVendor_Main: ; 0x02 - Village Elder VillageElder: { - %PlayAnimation(2,3,8) + %PlayAnimation(2,3,16) JSL Sprite_PlayerCantPassThrough - - %ShowSolicitedMessage($143) : BCC .no_message - - .no_message - + %ShowSolicitedMessage($143) RTS } @@ -151,6 +148,7 @@ Sprite_BeanVendor_Main: KaeoporaGaebora: { %PlayAnimation(0,0,1) + %ShowUnconditionalMessage($146) RTS } }