Making stomping monster observe monster's health instead of killing it immediately

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darkhog
Posts: 256
Joined: Sun May 13, 2018 10:02 am

Making stomping monster observe monster's health instead of killing it immediately

Post by darkhog » Thu Oct 04, 2018 10:13 pm

So this code in platform module handles how the monster is killed upon being stomped:

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LDX player1_object
	;TXA
	;STA tempx
	;JMP playerWasHurtDuringCollision
	;LDX player1_object
	LDA selfCenterY
	CMP otherCenterY
	BCS dontJumpOnMonster
	;;; JUMP ON MONSTER
	LDX player1_object
	LDA #$00
	SEC
	SBC #$04
	STA Object_v_speed_hi,x
	
	LDX tempx
	DeactivateCurrentObject
	LDY tempy
	;; INCREASE SCORE
	AddValue #$06, myScore, #$01, #$00
	;;;constant how many places, what variable, how much to change (0-9), what place to change (0=ones, 1=tens, etc etc etc)
	;;;; 
		LDA DrawHudBytes
		ora #HUD_myScore
		STA DrawHudBytes
It works and isn't buggy at all (as far as I've noticed), but I want it to observe monster health and hurt them instead of killing them instantly. Anyone knows what changes I have to make to this code to make it work? For anyone interested it's part of handle object collision script for platform module, starts on line 176
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Nintend0Nerd
Posts: 44
Joined: Tue Sep 25, 2018 4:33 pm
Location: Illinois

Re: Making stomping monster observe monster's health instead of killing it immediately

Post by Nintend0Nerd » Tue Oct 16, 2018 12:34 pm

I was wondering the same thing.
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