Mummy
Monster data | |
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![]() | |
HP | 5 |
Points | 100 |
Entity data | |
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Entity pointer | $81:8C17 |
The mummy is a respawning monster.
Behavior[edit]
Mummies share most of their code with the hard version of zombies, and thus behave identically. The only differences are their starting health and graphics.
RAM map[edit]
See Zombie#RAM map.
Pseudocode[edit]
updateAnimation() { this.cyclesUntilAnimUpdate -= 1 if (this.cyclesUntilAnimUpdate == 0) { this.cyclesUntilAnimUpdate = 4 this.animationFrame = (this.animationFrame + 1) % 4 this.sprite.tileData.lowBytes = this.animations[this.direction][this.animationFrame] this.sprite.tileData.bank = 0x90 if (this.direction < DOWN_LEFT) { this.sprite.flipX = false } else { this.sprite.flipX = true } } } animations = { { 0xE1D4, 0xE1FD, 0xE226, 0xE24F }, { 0xE278, 0xE2A1, 0xE2CA, 0xE2F3 }, { 0xE118, 0xE149, 0xE172, 0xE1A3 }, { 0xE118, 0xE149, 0xE172, 0xE1A3 }, { 0xE118, 0xE149, 0xE172, 0xE1A3 }, { 0xE1D4, 0xE1FD, 0xE226, 0xE24F }, { 0xE118, 0xE149, 0xE172, 0xE1A3 }, { 0xE118, 0xE149, 0xE172, 0xE1A3 }, { 0xE118, 0xE149, 0xE172, 0xE1A3 } } init() { createMonsterSprite() this.animationFrame = 0 this.freezeTimer = 0 this.x = args.x this.sprite.x = args.x this.sprite.z = 0 this.y = args.y this.sprite.y = args.y this.sprite.tileData = $90:E118 this.sprite.alternatePalette = 6 this.sprite.visible = true } main() { $7E:00DE += 0x14 this.cyclesUntilAnimUpdate = 7 this.init() showAnimation(this.spawnAnimation) this.sprite.type = MONSTER zombie.wanderInRandomDirection_Hard() this.health = 4 this.dontTargetTimer = -1 setCollisionHandler(zombie.collisionHandler) this.deathStatus = 0 while (this.deathStatus == 0) { waitFrames(2) zombie.checkForTarget_Hard() this.state() this.updateAnimation() } if (this.deathStatus == 0xF5F5) { mummiesKilled += 1 showMonsterDeath(this.deathAnimation, this.deathStatus, 0x90) } $7E:00DE -= 0x14 while ($7E:00DE < 0) { } deleteSprite(this.sprite) } spawnAnimation = { { 0xE31C, 14 }, { 0xE35D, 14 }, { 0xE39E, 10 }, { 0xE1D4, 6 }, { 0, 0 } } deathAnimation = { { 0xDDC2, 5 }, { 0xDDDB, 5 }, { 0xDE0C, 5 }, { 0xDE3D, 5 }, { 0xDE66, 5 }, { 0xDE8F, 5 }, { 0xDEA8, 5 }, { 0xDEC1, 5 }, { 0xDED2, 5 }, { 0xDEE3, 5 }, { 0xDEF4, 5 }, { 0, 0 } }