make deku scrub enemy harmless, pea shot harmful
This commit is contained in:
@@ -3,7 +3,7 @@
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!SPRID = $14 ; The sprite ID you are overwriting (HEX)
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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 = 01 ; 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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!Health = 08 ; Number of Health the sprite have
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!Damage = 04 ; (08 is a whole heart), 04 is half heart
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@@ -33,17 +33,17 @@
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Sprite_DekuScrubEnemy_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_DekuScrubEnemy_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_DekuScrubEnemy_Main ; Call the main sprite code
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JSR Sprite_DekuScrubEnemy_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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@@ -258,70 +258,70 @@ DekuScrub_GiveRandomPrize:
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CheckForPeaShotRedirect:
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{
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LDA.w SprX, X : STA.b $00
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LDA.w SprXH, X : STA.b $08
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LDA.w SprX, X : STA.b $00
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LDA.w SprXH, X : STA.b $08
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LDA.b #$04 : STA.b $02
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STZ $03
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LDA.b #$04 : STA.b $02
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STZ $03
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LDA.w SprY, X : STA.b $01
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LDA.w SprYH, X : STA.b $09
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PHX
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LDA.w Offspring1_Id : TAX
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JSL Sprite_SetupHitBox
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PLX
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LDA.w SprY, X : STA.b $01
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LDA.w SprYH, X : STA.b $09
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PHX
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LDA.w Offspring1_Id : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_dano
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%GotoAction(3)
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RTS
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.no_dano
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; If the pea shot and deku scrub hitboxes intersect
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; We will go to recoil
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PHX
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LDA.w Offspring1_Id : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .not_done2
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%GotoAction(3)
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RTS
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.not_done2
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JSL CheckIfHitBoxesOverlap : BCC .no_dano
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%GotoAction(3)
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RTS
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.no_dano
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; If the pea shot and deku scrub hitboxes intersect
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; We will go to recoil
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PHX
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LDA.w Offspring1_Id : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .not_done2
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%GotoAction(3)
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RTS
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.not_done2
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RTS
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}
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SpawnPeaShot:
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{
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LDA.b #$14
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JSL Sprite_SpawnDynamically : BMI .return ;89
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LDA.b #$14
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JSL Sprite_SpawnDynamically : BMI .return ;89
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LDA.b #$01 : STA $0E30, Y
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LDA.b #$06 : STA $0D80, Y
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LDA.b #$20 : STA.w SprPrize, Y
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LDA.b #$02 : STA.w SprMiscC, Y
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LDA.b #$01 : STA $0E30, Y
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LDA.b #$06 : STA $0D80, Y
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LDA.b #$20 : STA.w SprPrize, Y
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LDA.b #$02 : STA.w SprMiscC, Y
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PHX
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; Spawn Location
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REP #$20
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LDA $0FD8
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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PHX
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; Spawn Location
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REP #$20
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LDA $0FD8
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SEP #$20
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STA.w SprX, Y : XBA : STA.w SprXH, Y
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REP #$20
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LDA $0FDA : CLC : ADC.w #$000C
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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REP #$20
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LDA $0FDA : CLC : ADC.w #$000C
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SEP #$20
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STA.w SprY, Y : XBA : STA.w SprYH, Y
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TYX
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STZ $0D70, X
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TYX
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STZ $0D70, X
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LDA #$10 : STA.w SprYSpeed, X
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STA.w SprYRound, X
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LDA #$10 : STA.w SprYSpeed, X
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STA.w SprYRound, X
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STX.w Offspring1_Id
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PLX
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STX.w Offspring1_Id
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PLX
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.return
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RTS
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