diff --git a/Sprites/Enemies/deku_scrub_enemy.asm b/Sprites/Enemies/deku_scrub_enemy.asm index f71493c..895a911 100644 --- a/Sprites/Enemies/deku_scrub_enemy.asm +++ b/Sprites/Enemies/deku_scrub_enemy.asm @@ -107,7 +107,7 @@ Sprite_DekuScrubEnemy_Main: LDA SprTimerA, X : BNE .not_done JSR SpawnPeaShot - LDA #$40 : STA SprTimerA, X + LDA #$80 : STA SprTimerA, X INC.w SprAction, X .not_done @@ -136,9 +136,11 @@ Sprite_DekuScrubEnemy_Main: LDA.w $0D00,X : STA.b $01 LDA.w $0D20,X : STA.b $09 - LDA Offspring1_Id : TAY + PHX + LDA Offspring1_Id : TAX JSR Sprite_SetupHitBox - + PLX + JSL CheckIfHitBoxesOverlap : BCC .no_dano INC.w SprAction, X .no_dano @@ -147,6 +149,14 @@ Sprite_DekuScrubEnemy_Main: LDA SprTimerA, X : BNE .not_done ; If the pea shot and deku scrub hitboxes intersect ; We will go to recoil + PHX + LDA Offspring1_Id : TAX + JSR Sprite_SetupHitBox + PLX + JSL CheckIfHitBoxesOverlap : BCC .not_done2 + %GotoAction(4) + RTS + .not_done2 ; However, he may also dodge it and try to attack ; So if he gets too close, we go back to hiding @@ -161,9 +171,15 @@ Sprite_DekuScrubEnemy_Main: %StartOnFrame(3) %PlayAnimation(3,6,6) + ; Kill the pea shot + PHX + LDA Offspring1_Id : TAX + STZ.w $0DD0, X + PLX + ; Play the spinning animation for a bit before proceeding LDA SprTimerA, X : BNE .not_done - LDA #$20 : STA SprTimerA, X + LDA #$40 : STA SprTimerA, X INC.w SprAction, X .not_done @@ -177,7 +193,7 @@ Sprite_DekuScrubEnemy_Main: %PlayAnimation(8,9,11) LDA SprTimerA, X : BNE .not_done - %GotoAction(0) + INC.w SprAction, X .not_done RTS