Make pols voice weak to arrows
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@@ -3,7 +3,7 @@
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 02 ; 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 = 20 ; Number of Health the sprite have
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!Health = 10 ; 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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@@ -51,8 +51,9 @@ Sprite_PolsVoice_Prep:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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; Add more code here to initialize data
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LDA #$80 : STA SprTimerA, X
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LDA #$80 : STA SprTimerA, X
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LDA #$00 : STA $0CAA, X
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LDA #$00 : STA $0B6B, X
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PLB
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PLB
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RTL
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RTL
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@@ -121,7 +122,6 @@ Sprite_PolsVoice_Main:
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_DamageFlash_Long
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JSL Sprite_DamageFlash_Long
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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LDA SprTimerA, X : BNE .not_done
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LDA SprTimerA, X : BNE .not_done
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