SciNEStist
Well-known member
Hello, I am trying to modify HandleHurtMonster.asm so when one particular monster is killed, it spawns a new monster. I'm still trying to learn more about assembly, so I'm sure my mistake is embarrassingly obvious to someone with more knowledge.
when I put the following edit into the script, it doesnt work with any monsters at all.
I can however get it to happen to all monsters if I just do it like this in the same part of the script:
The problem is that I only want this to occur with one monster, but not happen with any others. Am I just doing this completely wrong, or am I at least on the right track?
when I put the following edit into the script, it doesnt work with any monsters at all.
Code:
LDA Object_x_hi,x ;; get x coord
STA temp
LDA Object_y_hi,x ;; get y coord
STA temp1
LDA Object_ID,x ;; get the object ID of the hurt monster
CMP #$10 ;; check if the ID matches the monster I want (in this case the first monster in my list)
BNE +++ ;; if it isn't the chosen monster, skip ahead
DeactivateCurrentObject ;; destroy the monster
CreateObject temp, temp1, #$13, #$00, currentNametable ;; spawn a new monster at the same coordinates, in this case the 4th monster in my list.
+++
I can however get it to happen to all monsters if I just do it like this in the same part of the script:
Code:
LDA Object_x_hi,x ;; get x coord
STA temp
LDA Object_y_hi,x ;; get y coord
STA temp1
DeactivateCurrentObject ;; destroy the monster
CreateObject temp, temp1, #$13, #$00, currentNametable ;; spawn a new monster at the same coordinates, in this case the 4th monster in my list.
The problem is that I only want this to occur with one monster, but not happen with any others. Am I just doing this completely wrong, or am I at least on the right track?