diff --git a/Sprites/NPCs/vasu.asm b/Sprites/NPCs/vasu.asm index 5ca212f..593f8f5 100644 --- a/Sprites/NPCs/vasu.asm +++ b/Sprites/NPCs/vasu.asm @@ -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 = 09 ; 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 @@ -62,7 +62,7 @@ Sprite_Vasu_Prep: LDA.b #$80 : STA.w SprDefl, X - LDA.w SprSubtype, X : BNE + + LDA.w SprSubtype, X : BEQ + LDA.b #$02 : STA.w SprAction, X + @@ -96,16 +96,19 @@ Sprite_Vasu_Main: Vasu_MessageHandler: { %PlayAnimation(0,1,20) - LDA.w MsgChoice : CMP.b #$02 : BEQ .appraise_rings - CMP.b #$01 : BEQ .explain_rings + LDA.w MsgChoice : BEQ .appraise_rings + CMP.b #$01 : BEQ .explain_rings ; Player said nevermind. %GotoAction(0) RTS .explain_rings - .appraise_rings %ShowUnconditionalMessage($00AA) %GotoAction(0) RTS + .appraise_rings + %ShowUnconditionalMessage($00AB) + %GotoAction(0) + RTS } Error_Idle: