; Korok Sprite !SPRID = $00 ; The sprite ID you are overwriting (HEX) !NbrTiles = 08 ; Number of tiles used in a frame !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 !DeathAnimation = 00 ; 00 = normal death, 01 = no death animation !ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it !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 !Persist = 01 ; 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 !CanFall = 00 ; 01 sprite can fall in hole, 01 = can't fall !DeflectArrow = 00 ; 01 = deflect arrows !WaterSprite = 00 ; 01 = can only walk shallow water !Blockable = 00 ; 01 = can be blocked by link's shield? !Prize = 00 ; 00-15 = the prize pack the sprite will drop from !Sound = 00 ; 01 = Play different sound when taking damage !Interaction = 00 ; ?? No documentation !Statue = 00 ; 01 = Sprite is statue !DeflectProjectiles = 00 ; 01 = Sprite will deflect ALL projectiles !ImperviousArrow = 00 ; 01 = Impervious to arrows !ImpervSwordHammer = 00 ; 01 = Impervious to sword and hammer attacks !Boss = 00 ; 00 = normal sprite, 01 = sprite is a boss %Set_Sprite_Properties(Sprite_Korok_Prep, Sprite_Korok_Long) Sprite_Korok_Long: { PHB : PHK : PLB JSR Sprite_Korok_Draw ; Call the draw code JSL Sprite_CheckActive ; Check if game is not paused BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive JSR Sprite_Korok_Main ; Call the main sprite code .SpriteIsNotActive PLB ; Get back the databank we stored previously RTL ; Go back to original code } Sprite_Korok_Prep: { PHB : PHK : PLB LDA SprSubtype,X : STA SprAction,X PLB RTL } Sprite_Korok_Main: { LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable dw Sprite_Korok_Idle Sprite_Korok_Idle: { RTS } }