shithub: cstory

Download patch

ref: 33063161624f0b989f02680a6e4f71e5f4a983da
parent: 2e16660a5af976ac1978dd47359db2a4e0ed77de
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Feb 7 15:45:53 EST 2019

More NPCs, and added the Sisters

--- a/Makefile
+++ b/Makefile
@@ -46,6 +46,7 @@
 	BossIronH \
 	BossLife \
 	BossOhm \
+	BossTwinD \
 	BossX \
 	BulHit \
 	Bullet \
@@ -82,6 +83,7 @@
 	NpcAct160 \
 	NpcAct180 \
 	NpcAct200 \
+	NpcAct220 \
 	NpcAct240 \
 	NpcAct260 \
 	NpcAct280 \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -8,6 +8,7 @@
 #include "BossFrog.h"
 #include "BossIronH.h"
 #include "BossOhm.h"
+#include "BossTwinD.h"
 #include "BossX.h"
 #include "NpChar.h"
 #include "MyChar.h"
@@ -194,7 +195,7 @@
 	ActBossChar_MonstX,
 	ActBossChar_Core,
 	ActBossChar_Ironhead,
-	nullptr, //ActBossChar_Twin,
+	ActBossChar_Twin,
 	nullptr, //ActBossChar_Undead,
 	nullptr, //ActBossChar_Press,
 	nullptr, //ActBossChar_Ballos
--- /dev/null
+++ b/src/BossTwinD.cpp
@@ -1,0 +1,551 @@
+#include "BossTwinD.h"
+
+#include "Boss.h"
+#include "Flash.h"
+#include "Game.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Sound.h"
+#include "Triangle.h"
+#include "WindowsWrapper.h"
+
+static void ActBossCharT_DragonBody(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {0, 0, 40, 40};
+	rcLeft[1] = {40, 0, 80, 40};
+	rcLeft[2] = {80, 0, 120, 40};
+
+	rcRight[0] = {0, 40, 40, 80};
+	rcRight[1] = {40, 40, 80, 80};
+	rcRight[2] = {80, 40, 120, 80};
+
+	unsigned char deg;
+	switch (npc->act_no)
+	{
+		case 0:
+			deg = npc->count1 + (npc->pNpc->count1 / 4);
+			npc->act_no = 10;
+			npc->x += npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
+			npc->y += npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
+			// Fallthrough
+		case 10:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			break;
+
+		case 100:
+			deg = npc->count1 + (npc->pNpc->count1 / 4);
+			npc->tgt_x = npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
+			npc->tgt_y = npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
+			npc->x += (npc->tgt_x - npc->x) / 8;
+			npc->y += (npc->tgt_y - npc->y) / 8;
+
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			break;
+
+		case 1000:
+			npc->act_no = 1001;
+			npc->bits &= ~0x20;
+			// Fallthrough
+		case 1001:
+			deg = npc->count1 + (npc->pNpc->count1 / 4);
+			npc->tgt_x = npc->pNpc->x + npc->pNpc->tgt_x * GetCos(deg);
+			npc->tgt_y = npc->pNpc->y + npc->pNpc->tgt_y * GetSin(deg);
+			npc->x += (npc->tgt_x - npc->x) / 8;
+			npc->y += (npc->tgt_y - npc->y) / 8;
+
+			if (npc->pNpc->x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			break;
+	}
+
+	if (++npc->ani_wait > 2)
+	{
+		npc->ani_wait = 0;
+		++npc->ani_no;
+	}
+
+	if (npc->ani_no > 2)
+		npc->ani_no = 0;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+static void ActBossCharT_DragonHead(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {0, 80, 40, 112};
+	rcLeft[1] = {40, 80, 80, 112};
+	rcLeft[2] = {80, 80, 120, 112};
+	rcLeft[3] = {120, 80, 160, 112};
+
+	rcRight[0] = {0, 112, 40, 144};
+	rcRight[1] = {40, 112, 80, 144};
+	rcRight[2] = {80, 112, 120, 144};
+	rcRight[3] = {120, 112, 160, 144};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			break;
+
+		case 100:
+			npc->act_no = 200;
+			// Fallthrough
+		case 200:
+			npc->bits &= ~0x20;
+			npc->ani_no = 0;
+			npc->hit.front = 0x2000;
+			npc->act_no = 201;
+			npc->count1 = Random(100, 200);
+			// Fallthrough
+		case 201:
+			if (npc->count1)
+			{
+				--npc->count1;
+			}
+			else
+			{
+				npc->act_no = 210;
+				npc->act_wait = 0;
+				npc->count2 = 0;
+			}
+
+			break;
+
+		case 210:
+			if (++npc->act_wait == 3)
+				npc->ani_no = 1;
+
+			if (npc->act_wait == 6)
+			{
+				npc->ani_no = 2;
+				npc->hit.front = 0x1000;
+				npc->bits |= 0x20;
+				npc->count2 = 0;
+			}
+
+			if (npc->act_wait > 150)
+			{
+				npc->act_no = 220;
+				npc->act_wait = 0;
+			}
+
+			if (npc->shock)
+				++npc->count2;
+
+			if (npc->count2 > 10)
+			{
+				PlaySoundObject(51, 1);
+				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+				npc->act_no = 300;
+				npc->act_wait = 0;
+				npc->ani_no = 3;
+				npc->hit.front = 0x2000;
+			}
+
+			break;
+
+		case 220:
+			if (++npc->act_wait % 8 == 1)
+			{
+				const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+				const int ym = GetSin(deg);
+				const int xm = GetCos(deg);
+
+				if (npc->direct == 0)
+					SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+				else
+					SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+
+				PlaySoundObject(33, 1);
+			}
+
+			if (npc->act_wait > 50)
+				npc->act_no = 200;
+
+			break;
+
+		case 300:
+			if (++npc->act_wait > 100)
+				npc->act_no = 200;
+
+			break;
+
+		case 400:
+			npc->act_no = 401;
+			npc->act_wait = 0;
+			npc->ani_no = 0;
+			npc->hit.front = 0x2000;
+			npc->bits &= ~0x20;
+			// Fallthrough
+		case 401:
+			if (++npc->act_wait == 3)
+				npc->ani_no = 1;
+
+			if (npc->act_wait == 6)
+			{
+				npc->ani_no = 2;
+				npc->hit.front = 0x1000;
+				npc->bits |= 0x20;
+				npc->count2 = 0;
+			}
+
+			if (npc->act_wait > 20 && npc->act_wait % 32 == 1)
+			{
+				const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+				const int ym = GetSin(deg);
+				const int xm = GetCos(deg);
+
+				if (npc->direct == 0)
+					SetNpChar(202, npc->x - 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+				else
+					SetNpChar(202, npc->x + 0x1000, npc->y, xm, ym, 0, 0, 0x100);
+
+				PlaySoundObject(33, 1);
+			}
+
+			break;
+
+		case 1000:
+			npc->bits &= ~0x20;
+			npc->ani_no = 3;
+			break;
+	}
+
+	npc->direct = npc->pNpc->direct;
+
+	if (npc->direct == 0)
+		npc->x = npc->pNpc->x - 0x800;
+	else
+		npc->x = npc->pNpc->x + 0x800;
+
+	npc->y = npc->pNpc->y - 0x1000;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+void ActBossChar_Twin(void)
+{
+	switch (gBoss[0].act_no)
+	{
+		case 0:
+			gBoss[0].cond = 0x80;
+			gBoss[0].direct = 0;
+			gBoss[0].act_no = 10;
+			gBoss[0].exp = 0;
+			gBoss[0].x = 0x14000;
+			gBoss[0].y = 0x10000;
+			gBoss[0].view.front = 0x1000;
+			gBoss[0].view.top = 0x1000;
+			gBoss[0].view.back = 0x10000;
+			gBoss[0].view.bottom = 0x1000;
+			gBoss[0].hit_voice = 54;
+			gBoss[0].hit.front = 0x1000;
+			gBoss[0].hit.top = 0x1000;
+			gBoss[0].hit.back = 0x1000;
+			gBoss[0].hit.bottom = 0x1000;
+			gBoss[0].bits = 8;
+			gBoss[0].bits |= 0x200;
+			gBoss[0].size = 3;
+			gBoss[0].damage = 0;
+			gBoss[0].code_event = 1000;
+			gBoss[0].life = 500;
+			gBoss[0].count2 = Random(700, 1200);
+			gBoss[0].tgt_x = 180;
+			gBoss[0].tgt_y = 61;
+
+			gBoss[2].view.back = 0x2800;
+			gBoss[2].view.front = 0x2800;
+			gBoss[2].view.top = 0x2000;
+			gBoss[2].view.bottom = 0x2000;
+			gBoss[2].hit.back = 0x1800;
+			gBoss[2].hit.front = 0x1800;
+			gBoss[2].hit.top = 0x1400;
+			gBoss[2].hit.bottom = 0x1400;
+			gBoss[2].bits = 12;
+			gBoss[2].pNpc = &gBoss[3];
+			gBoss[2].cond = 0x90;
+			gBoss[2].damage = 10;
+
+			gBoss[3].cond = 0x80;
+			gBoss[3].view.back = 0x2800;
+			gBoss[3].view.front = 0x2800;
+			gBoss[3].view.top = 0x2800;
+			gBoss[3].view.bottom = 0x2800;
+			gBoss[3].hit.back = 0x1800;
+			gBoss[3].hit.front = 0x1800;
+			gBoss[3].hit.top = 0x400;
+			gBoss[3].hit.bottom = 0x2000;
+			gBoss[3].bits = 8;
+			gBoss[3].pNpc = gBoss;
+			gBoss[3].damage = 10;
+
+			gBoss[4] = gBoss[2];
+			gBoss[4].pNpc = &gBoss[5];
+
+			gBoss[5] = gBoss[3];
+			gBoss[5].count1 = 128;
+			break;
+
+		case 20:
+			if (--gBoss[0].tgt_x <= 112)
+			{
+				gBoss[0].act_no = 100;
+				gBoss[0].act_wait = 0;
+				gBoss[2].act_no = 100;
+				gBoss[4].act_no = 100;
+				gBoss[3].act_no = 100;
+				gBoss[5].act_no = 100;
+			}
+
+			break;
+
+		case 100:
+			if (++gBoss[0].act_wait < 100)
+			{
+				++gBoss[0].count1;
+			}
+			else
+			{
+				if (gBoss[0].act_wait < 120)
+				{
+					gBoss[0].count1 += 2;
+				}
+				else
+				{
+					if (gBoss[0].act_wait < gBoss[0].count2)
+					{
+						gBoss[0].count1 += 4;
+					}
+					else
+					{
+						if (gBoss[0].act_wait < gBoss[0].count2 + 40)
+						{
+							gBoss[0].count1 += 2;
+						}
+						else
+						{
+							if (gBoss[0].act_wait < gBoss[0].count2 + 60)
+							{
+								++gBoss[0].count1;
+							}
+							else
+							{
+								gBoss[0].act_wait = 0;
+								gBoss[0].act_no = 110;
+								gBoss[0].count2 = Random(400, 700);
+								break;
+							}
+						}
+					}
+				}
+			}
+
+			if (gBoss[0].count1 > 0x3FF)
+				gBoss[0].count1 -= 0x400;
+
+			break;
+
+		case 110:
+			if (++gBoss[0].act_wait < 20)
+			{
+				--gBoss[0].count1;
+			}
+			else
+			{
+				if (gBoss[0].act_wait < 60)
+				{
+					gBoss[0].count1 -= 2;
+				}
+				else
+				{
+					if (gBoss[0].act_wait < gBoss[0].count2)
+					{
+						gBoss[0].count1 -= 4;
+					}
+					else
+					{
+						if (gBoss[0].act_wait < gBoss[0].count2 + 40)
+						{
+							gBoss[0].count1 -= 2;
+						}
+						else
+						{
+							if (gBoss[0].act_wait < gBoss[0].count2 + 60)
+							{
+								--gBoss[0].count1;
+							}
+							else
+							{
+								if (gBoss[0].life < 300)
+								{
+									gBoss[0].act_wait = 0;
+									gBoss[0].act_no = 400;
+									gBoss[2].act_no = 400;
+									gBoss[4].act_no = 400;
+								}
+								else
+								{
+									gBoss[0].act_wait = 0;
+									gBoss[0].act_no = 100;
+									gBoss[0].count2 = Random(400, 700);
+								}
+
+								break;
+							}
+						}
+					}
+				}
+			}
+
+			if (gBoss[0].count1 <= 0)
+				gBoss[0].count1 += 0x400;
+
+			break;
+
+		case 400:
+			if (++gBoss[0].act_wait > 100)
+			{
+				gBoss[0].act_wait = 0;
+				gBoss[0].act_no = 401;
+			}
+
+			break;
+
+		case 401:
+			if (++gBoss[0].act_wait < 100)
+			{
+				++gBoss[0].count1;
+			}
+			else
+			{
+				if (gBoss[0].act_wait < 120)
+				{
+					gBoss[0].count1 += 2;
+				}
+				else
+				{
+					if (gBoss[0].act_wait < 500)
+					{
+						gBoss[0].count1 += 4;
+					}
+					else
+					{
+						if (gBoss[0].act_wait < 540)
+						{
+							gBoss[0].count1 += 2;
+						}
+						else
+						{
+							if (gBoss[0].act_wait < 560)
+							{
+								++gBoss[0].count1;
+							}
+							else
+							{
+								gBoss[0].act_no = 100;
+								gBoss[0].act_wait = 0;
+								gBoss[2].act_no = 100;
+								gBoss[4].act_no = 100;
+								break;
+							}
+						}
+					}
+				}
+			}
+
+			if ( gBoss[0].count1 > 0x3FF )
+				gBoss[0].count1 -= 0x400;
+
+			break;
+
+		case 1000:
+			gBoss[0].act_no = 1001;
+			gBoss[0].act_wait = 0;
+			gBoss[2].act_no = 1000;
+			gBoss[3].act_no = 1000;
+			gBoss[4].act_no = 1000;
+			gBoss[5].act_no = 1000;
+			SetDestroyNpChar(gBoss[0].x, gBoss[0].y, gBoss[0].view.back, 40);
+			break;
+
+		case 1001:
+			if (++gBoss[0].act_wait > 100)
+				gBoss[0].act_no = 1010;
+
+			SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-70, 70) * 0x200), 0, 0, 0, 0, 0x100);
+			break;
+
+		case 1010:
+			gBoss[0].count1 += 4;
+
+			if (gBoss[0].count1 > 0x3FF)
+				gBoss[0].count1 -= 0x400;
+
+			if (gBoss[0].tgt_x > 8)
+				--gBoss[0].tgt_x;
+			if (gBoss[0].tgt_y > 0)
+				--gBoss[0].tgt_y;
+
+			if (gBoss[0].tgt_x < -8)
+				++gBoss[0].tgt_x;
+			if (gBoss[0].tgt_y < 0)
+				++gBoss[0].tgt_y;
+
+			if (gBoss[0].tgt_y == 0)
+			{
+				gBoss[0].act_no = 1020;
+				gBoss[0].act_wait = 0;
+				SetFlash(gBoss[0].x, gBoss[0].y, 1);
+				PlaySoundObject(35, 1);
+			}
+
+			break;
+
+		case 1020:
+			if (++gBoss[0].act_wait > 50)
+			{
+				DeleteNpCharCode(211, 1);
+				gBoss[0].cond = 0;
+				gBoss[1].cond = 0;
+				gBoss[2].cond = 0;
+				gBoss[3].cond = 0;
+				gBoss[4].cond = 0;
+				gBoss[5].cond = 0;
+				gBoss[0].act_no = 0;
+			}
+
+			break;
+	}
+
+	ActBossCharT_DragonHead(&gBoss[2]);
+	ActBossCharT_DragonBody(&gBoss[3]);
+	ActBossCharT_DragonHead(&gBoss[4]);
+	ActBossCharT_DragonBody(&gBoss[5]);
+
+	RECT rc = {0, 0, 0, 0};
+	gBoss[0].rect = rc;
+}
\ No newline at end of file
--- /dev/null
+++ b/src/BossTwinD.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Twin(void);
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -214,9 +214,23 @@
 void ActNpc209(NPCHAR *npc);
 void ActNpc210(NPCHAR *npc);
 void ActNpc211(NPCHAR *npc);
-
+void ActNpc212(NPCHAR *npc);
+void ActNpc213(NPCHAR *npc);
+void ActNpc214(NPCHAR *npc);
+void ActNpc215(NPCHAR *npc);
+void ActNpc216(NPCHAR *npc);
+void ActNpc217(NPCHAR *npc);
 void ActNpc218(NPCHAR *npc);
 void ActNpc219(NPCHAR *npc);
+void ActNpc220(NPCHAR *npc);
+void ActNpc221(NPCHAR *npc);
+void ActNpc222(NPCHAR *npc);
+void ActNpc223(NPCHAR *npc);
+void ActNpc224(NPCHAR *npc);
+void ActNpc225(NPCHAR *npc);
+void ActNpc226(NPCHAR *npc);
+void ActNpc227(NPCHAR *npc);
+void ActNpc228(NPCHAR *npc);
 
 void ActNpc259(NPCHAR *npc);
 
@@ -236,6 +250,10 @@
 void ActNpc334(NPCHAR *npc);
 void ActNpc335(NPCHAR *npc);
 void ActNpc336(NPCHAR *npc);
+
+void ActNpc347(NPCHAR *npc);
+
+void ActNpc349(NPCHAR *npc);
 
 void ActNpc355(NPCHAR *npc);
 
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -620,7 +620,7 @@
 				npc->bits &= ~0x20;
 			}
 
-			break;
+			return;
 
 		case 1:
 			if (gMC.x < npc->x)
@@ -746,7 +746,7 @@
 		++npc->ani_no;
 	}
 
-	if ( npc->ani_no > 3 )
+	if (npc->ani_no > 3)
 		npc->ani_no = 0;
 
 	npc->rect = rect_left[npc->ani_no];
@@ -869,6 +869,568 @@
 	rects[3] = {304, 200, 320, 216};
 
 	npc->rect = rects[npc->code_event];
+}
+
+//Sky Dragon
+void ActNpc212(NPCHAR *npc)
+{
+	RECT rcRight[4];
+
+	rcRight[0] = {160, 152, 200, 192};
+	rcRight[1] = {200, 152, 240, 192};
+	rcRight[2] = {240, 112, 280, 152};
+	rcRight[3] = {280, 112, 320, 152};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y -= 0x800;
+			// Fallthrough
+		case 1:
+			if (++npc->ani_wait > 30)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->ani_no = 2;
+			npc->ani_wait = 0;
+			npc->tgt_y = npc->y - 0x2000;
+			npc->tgt_x = npc->x - 0xC00;
+			npc->ym = 0;
+			npc->bits |= 8;
+			// Fallthrough
+		case 11:
+			if (npc->tgt_x > npc->x)
+				npc->xm += 8;
+			else
+				npc->xm -= 8;
+
+			if (npc->tgt_y > npc->y)
+				npc->ym += 8;
+			else
+				npc->ym -= 8;
+
+			npc->x += npc->xm;
+			npc->y += npc->ym;
+
+			if (++npc->ani_wait > 5)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 2;
+
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->bits |= 8u;
+			// Fallthrough
+		case 21:
+			if (npc->tgt_y > npc->y)
+				npc->ym += 0x10;
+			else
+				npc->ym -= 0x10;
+
+			npc->xm += 0x20;
+
+			if (npc->xm > 0x600)
+				npc->xm = 0x600;
+			if (npc->xm < -0x600)
+				npc->xm = -0x600;
+
+			npc->x += npc->xm;
+			npc->y += npc->ym;
+
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 2;
+
+			break;
+
+		case 30:
+			npc->act_no = 31;
+			SetNpChar(297, 0, 0, 0, 0, 0, npc, 0x100);
+			break;
+	}
+
+	npc->rect = rcRight[npc->ani_no];
+
+	if (gMC.equip & 0x40)
+	{
+		if (npc->ani_no > 1)
+		{
+			npc->rect.top += 40;
+			npc->rect.bottom += 40;
+		}
+	}
+}
+
+//Night Spirit
+void ActNpc213(NPCHAR *npc)
+{
+	RECT rect[10];
+
+	rect[0] = {0, 0, 0, 0};
+	rect[1] = {0, 0, 48, 48};
+	rect[2] = {48, 0, 96, 48};
+	rect[3] = {96, 0, 144, 48};
+	rect[4] = {144, 0, 192, 48};
+	rect[5] = {192, 0, 240, 48};
+	rect[6] = {240, 0, 288, 48};
+	rect[7] = {0, 48, 48, 96};
+	rect[8] = {48, 48, 96, 96};
+	rect[9] = {96, 48, 144, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->ani_no = 0;
+			npc->tgt_x = npc->x;
+			npc->tgt_y = npc->y;
+			// Fallthrough
+		case 1:
+			if (gMC.y > npc->y - 0x1000 && gMC.y < npc->y + 0x1000)
+			{
+				if (npc->direct == 0)
+					npc->y -= 0x1E000;
+				else
+					npc->y += 0x1E000;
+
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+				npc->ym = 0;
+				npc->bits |= 0x20;
+			}
+
+			break;
+
+		case 10:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 3)
+				npc->ani_no = 1;
+
+			if (++npc->act_wait > 200)
+			{
+				npc->act_no = 20;
+				npc->act_wait = 0;
+				npc->ani_no = 4;
+			}
+
+			break;
+
+		case 20:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 6)
+				npc->ani_no = 4;
+
+			if (++npc->act_wait > 50)
+			{
+				npc->act_no = 30;
+				npc->act_wait = 0;
+				npc->ani_no = 7;
+			}
+
+			break;
+
+		case 30:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 9)
+				npc->ani_no = 7;
+
+			if (++npc->act_wait % 5 == 1)
+			{
+				SetNpChar(214, npc->x, npc->y, (Random(2, 12) * 0x200) / 4, Random(-0x200, 0x200), 0, 0, 0x100);
+				PlaySoundObject(21, 1);
+			}
+
+			if (npc->act_wait > 50)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 40:
+			if (npc->tgt_y > npc->y)
+				npc->ym += 0x40;
+			else
+				npc->ym -= 0x40;
+
+			if (npc->ym < -0x400)
+				npc->ym = -0x400;
+			if (npc->ym > 0x400)
+				npc->ym = 0x400;
+
+			if (npc->shock)
+				npc->y += npc->ym / 2;
+			else
+				npc->y += npc->ym;
+
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 6)
+				npc->ani_no = 4;
+
+			if (gMC.y < npc->tgt_y + 0x1E000 && gMC.y > npc->tgt_y - 0x1E000)
+			{
+				npc->act_no = 20;
+				npc->act_wait = 0;
+				npc->ani_no = 4;
+			}
+			break;
+	}
+
+	if (npc->act_no >= 10 && npc->act_no <= 30)
+	{
+		if (gMC.y > npc->y)
+			npc->ym += 25;
+		else
+			npc->ym -= 25;
+
+		if (npc->ym < -0x400)
+			npc->ym = -0x400;
+		if (npc->ym > 0x400)
+			npc->ym = 0x400;
+
+		if (npc->flag & 2)
+			npc->ym = 0x200;
+		if (npc->flag & 8)
+			npc->ym = -0x200;
+
+		if (npc->shock)
+			npc->y += npc->ym / 2;
+		else
+			npc->y += npc->ym;
+
+		if ( gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000 )
+			npc->act_no = 40;
+	}
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Night Spirit projectile
+void ActNpc214(NPCHAR *npc)
+{
+	RECT rect[3];
+
+	rect[0] = {144, 48, 176, 64};
+	rect[1] = {176, 48, 208, 64};
+	rect[2] = {208, 48, 240, 64};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->bits |= 8;
+			// Fallthrough
+		case 1:
+			if (++npc->ani_wait > 2)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 2)
+				npc->ani_no = 0;
+
+			npc->xm -= 25;
+
+			npc->x += npc->xm;
+			npc->y += npc->ym;
+
+			if (npc->xm < 0)
+				npc->bits &= ~8;
+
+			if (npc->flag & 0xFF)
+			{
+				SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+				PlaySoundObject(28, 1);
+				npc->cond = 0;
+			}
+
+			break;
+	}
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Sandcroc (Outer Wall)
+void ActNpc215(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->ani_no = 0;
+			npc->act_no = 1;
+			npc->act_wait = 0;
+			npc->tgt_y = npc->y;
+			npc->bits &= ~0x20;
+			npc->bits &= ~4;
+			npc->bits &= ~1;
+			npc->bits &= ~8;
+			// Fallthrough
+		case 1:
+			if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y && gMC.y < npc->y + 0x1000)
+			{
+				npc->act_no = 15;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 15:
+			if (++npc->act_wait > 10)
+			{
+				PlaySoundObject(102, 1);
+				npc->act_no = 20;
+			}
+
+			break;
+
+		case 20:
+			if (++npc->ani_wait > 3)
+			{
+				++npc->ani_no;
+				npc->ani_wait = 0;
+			}
+
+			if (npc->ani_no == 3)
+				npc->damage = 15;
+
+			if (npc->ani_no == 4)
+			{
+				npc->bits |= 0x20;
+				npc->act_no = 30;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 30:
+			npc->bits |= 1;
+			npc->damage = 0;
+			++npc->act_wait;
+
+			if (npc->shock)
+			{
+				npc->act_no = 40;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 40:
+			npc->bits |= 8;
+			npc->y += 0x200;
+
+			if (++npc->act_wait == 32)
+			{
+				npc->bits &= ~1;
+				npc->bits &= ~0x20;
+				npc->act_no = 50;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 50:
+			if (npc->act_wait < 100)
+			{
+				++npc->act_wait;
+			}
+			else
+			{
+				npc->y = npc->tgt_y;
+				npc->ani_no = 0;
+				npc->act_no = 0;
+			}
+
+			break;
+	}
+
+	RECT rect[5];
+
+	rect[0] = {0, 0, 0, 0};
+	rect[1] = {0, 96, 48, 128};
+	rect[2] = {48, 96, 96, 128};
+	rect[3] = {96, 96, 144, 128};
+	rect[4] = {144, 96, 192, 128};
+
+	npc->rect = rect[npc->ani_no];
+}
+
+//Debug Cat
+void ActNpc216(NPCHAR *npc)
+{
+	RECT rect = {256, 192, 272, 216};
+
+	npc->rect = rect;
+}
+
+//Itoh
+void ActNpc217(NPCHAR *npc)
+{
+	RECT rect[8];
+
+	rect[0] = {144, 64, 160, 80};
+	rect[1] = {160, 64, 176, 80};
+	rect[2] = {176, 64, 192, 80};
+	rect[3] = {192, 64, 208, 80};
+	rect[4] = {144, 80, 160, 96};
+	rect[5] = {160, 80, 176, 96};
+	rect[6] = {144, 80, 160, 96};
+	rect[7] = {176, 80, 192, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->xm = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 10:
+			npc->ani_no = 2;
+			npc->xm = 0;
+			break;
+
+		case 20:
+			npc->act_no = 21;
+			npc->ani_no = 2;
+			npc->xm += 0x200;
+			npc->ym -= 0x400;
+			break;
+
+		case 21:
+			if (npc->flag & 8)
+			{
+				npc->ani_no = 3;
+				npc->act_no = 30;
+				npc->act_wait = 0;
+				npc->xm = 0;
+				npc->tgt_x = npc->x;
+			}
+
+			break;
+
+		case 30:
+			npc->ani_no = 3;
+
+			if (++npc->act_wait / 2 % 2)
+				npc->x = npc->tgt_x + 0x200;
+			else
+				npc->x = npc->tgt_x;
+
+			break;
+
+		case 40:
+			npc->act_no = 41;
+			npc->ym = -0x200;
+			npc->ani_no = 2;
+			// Fallthrough
+		case 41:
+			if (npc->flag & 8)
+			{
+				npc->act_no = 42;
+				npc->ani_no = 4;
+			}
+
+			break;
+
+		case 42:
+			npc->xm = 0;
+			npc->ani_no = 4;
+			break;
+
+		case 50:
+			npc->act_no = 51;
+			npc->act_wait = 0;
+			// Fallthrough
+		case 51:
+			if (++npc->act_wait > 32)
+				npc->act_no = 42;
+
+			npc->xm = 0x200;
+
+			if (++npc->ani_wait > 3)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 7)
+				npc->ani_no = 4;
+
+			break;
+	}
+
+	npc->ym += 0x40;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rect[npc->ani_no];
 }
 
 // Core giant energy ball projectile
--- /dev/null
+++ b/src/NpcAct220.cpp
@@ -1,0 +1,512 @@
+#include "WindowsWrapper.h"
+
+#include "NpcAct.h"
+
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Game.h"
+#include "Sound.h"
+#include "Back.h"
+#include "Triangle.h"
+#include "Bullet.h"
+#include "Caret.h"
+#include "Frame.h"
+
+//Shovel Brigade
+void ActNpc220(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+	RECT rcRight[2];
+
+	rcLeft[0] = {0, 64, 16, 80};
+	rcLeft[1] = {16, 64, 32, 80};
+
+	rcRight[0] = {0, 80, 16, 96};
+	rcRight[1] = {16, 80, 32, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 120) == 10)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Shovel Brigade (walking)
+void ActNpc221(NPCHAR *npc)
+{
+	RECT rcLeft[6];
+	RECT rcRight[6];
+
+	rcLeft[0] = {0, 64, 16, 80};
+	rcLeft[1] = {16, 64, 32, 80};
+	rcLeft[2] = {32, 64, 48, 80};
+	rcLeft[3] = {0, 64, 16, 80};
+	rcLeft[4] = {48, 64, 64, 80};
+	rcLeft[5] = {0, 64, 16, 80};
+
+	rcRight[0] = {0, 80, 16, 96};
+	rcRight[1] = {16, 80, 32, 96};
+	rcRight[2] = {32, 80, 48, 96};
+	rcRight[3] = {0, 80, 16, 96};
+	rcRight[4] = {48, 80, 64, 96};
+	rcRight[5] = {0, 80, 16, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->xm = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 60) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			if (Random(0, 60) == 1)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->act_wait = Random(0, 16);
+			npc->ani_no = 2;
+			npc->ani_wait = 0;
+
+			if (Random(0, 9) % 2)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+			// Fallthrough
+		case 11:
+			if (npc->direct == 0 && npc->flag & 1)
+				npc->direct = 2;
+			else if ( npc->direct == 2 && npc->flag & 4 )
+				npc->direct = 0;
+
+			if (npc->direct == 0)
+				npc->xm = -0x200;
+			else
+				npc->xm = 0x200;
+
+			if (++npc->ani_wait > 4)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 5)
+				npc->ani_no = 2;
+
+			if (++npc->act_wait > 32)
+				npc->act_no = 0;
+
+			break;
+	}
+
+	npc->ym += 0x20;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Prison bars
+void ActNpc222(NPCHAR *npc)
+{
+	RECT rc = {96, 168, 112, 200};
+
+	if (npc->act_no == 0)
+	{
+		++npc->act_no;
+		npc->y -= 0x1000;
+	}
+
+	npc->rect = rc;
+}
+
+//Momorin
+void ActNpc223(NPCHAR *npc)
+{
+	RECT rcLeft[3];
+	RECT rcRight[3];
+
+	rcLeft[0] = {80, 192, 96, 216};
+	rcLeft[1] = {96, 192, 112, 216};
+	rcLeft[2] = {112, 192, 128, 216};
+
+	rcRight[0] = {80, 216, 96, 240};
+	rcRight[1] = {96, 216, 112, 240};
+	rcRight[2] = {112, 216, 128, 240};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 160) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 12)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 3:
+			npc->ani_no = 2;
+			break;
+	}
+
+	if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
+	{
+		if (gMC.x < npc->x)
+			npc->direct = 0;
+		else
+			npc->direct = 2;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Chie
+void ActNpc224(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+	RECT rcRight[2];
+
+	rcLeft[0] = {112, 32, 128, 48};
+	rcLeft[1] = {128, 32, 144, 48};
+
+	rcRight[0] = {112, 48, 128, 64};
+	rcRight[1] = {128, 48, 144, 64};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 160) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 12 )
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
+	{
+		if (gMC.x < npc->x)
+			npc->direct = 0;
+		else
+			npc->direct = 2;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Megane
+void ActNpc225(NPCHAR *npc)
+{
+	RECT rcLeft[2];
+	RECT rcRight[2];
+
+	rcLeft[0] = {64, 64, 80, 80};
+	rcLeft[1] = {80, 64, 96, 80};
+
+	rcRight[0] = {64, 80, 80, 96};
+	rcRight[1] = {80, 80, 96, 96};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 160) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 12 )
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+	}
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
+
+//Kanpachi
+void ActNpc226(NPCHAR *npc)
+{
+	RECT rcRight[7];
+
+	rcRight[0] = {256, 56, 272, 80};
+	rcRight[1] = {272, 56, 288, 80};
+	rcRight[2] = {288, 56, 304, 80};
+	rcRight[3] = {256, 56, 272, 80};
+	rcRight[4] = {304, 56, 320, 80};
+	rcRight[5] = {256, 56, 272, 80};
+	rcRight[6] = {240, 56, 256, 80};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->ani_no = 0;
+			npc->ani_wait = 0;
+			npc->xm = 0;
+			// Fallthrough
+		case 1:
+			if (Random(0, 60) == 1)
+			{
+				npc->act_no = 2;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 2:
+			if (++npc->act_wait > 8)
+			{
+				npc->act_no = 1;
+				npc->ani_no = 0;
+			}
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->ani_no = 2;
+			npc->ani_wait = 0;
+			// Fallthrough
+		case 11:
+			npc->xm = 0x200;
+
+			if (++npc->ani_wait > 4)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 5)
+				npc->ani_no = 2;
+
+			++npc->act_wait;
+			break;
+
+		case 20:
+			npc->xm = 0;
+			npc->ani_no = 6;
+			break;
+	}
+
+	npc->ym += 0x20;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	npc->rect = rcRight[npc->ani_no];
+}
+
+//Bucket
+void ActNpc227(NPCHAR *npc)
+{
+	RECT rc = {208, 32, 224, 48};
+	npc->rect = rc;
+}
+
+//Droll (guard)
+void ActNpc228(NPCHAR *npc)
+{
+	RECT rcLeft[4];
+	RECT rcRight[4];
+
+	rcLeft[0] = {0, 0, 32, 40};
+	rcLeft[1] = {32, 0, 64, 40};
+	rcLeft[2] = {64, 0, 96, 40};
+	rcLeft[3] = {96, 0, 128, 40};
+
+	rcRight[0] = {0, 40, 32, 80};
+	rcRight[1] = {32, 40, 64, 80};
+	rcRight[2] = {64, 40, 96, 80};
+	rcRight[3] = {96, 40, 128, 80};
+
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			npc->y -= 0x1000;
+			// Fallthrough
+		case 1:
+			npc->xm = 0;
+			npc->act_no = 2;
+			npc->ani_no = 0;
+			// Fallthrough
+		case 2:
+			if (gMC.x < npc->x)
+				npc->direct = 0;
+			else
+				npc->direct = 2;
+
+			if (++npc->ani_wait > 50)
+			{
+				npc->ani_wait = 0;
+				++npc->ani_no;
+			}
+
+			if (npc->ani_no > 1)
+				npc->ani_no = 0;
+
+			break;
+
+		case 10:
+			npc->act_no = 11;
+			npc->ani_no = 2;
+			npc->act_wait = 0;
+			// Fallthrough
+		case 11:
+			if (++npc->act_wait > 10)
+			{
+				npc->act_no = 12;
+				npc->ani_no = 3;
+				npc->ym = -0x600;
+
+				if (npc->direct == 0)
+					npc->xm = -0x200;
+				else
+					npc->xm = 0x200;
+			}
+
+			break;
+
+		case 12:
+			if (npc->flag & 8)
+			{
+				npc->ani_no = 2;
+				npc->act_no = 13;
+				npc->act_wait = 0;
+			}
+
+			break;
+
+		case 13:
+			npc->xm /= 2;
+
+			if (++npc->act_wait > 10)
+				npc->act_no = 1;
+
+			break;
+	}
+
+	npc->ym += 0x40;
+	if (npc->ym > 0x5FF)
+		npc->ym = 0x5FF;
+
+	npc->x += npc->xm;
+	npc->y += npc->ym;
+
+	if (npc->direct == 0)
+		npc->rect = rcLeft[npc->ani_no];
+	else
+		npc->rect = rcRight[npc->ani_no];
+}
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -10,6 +10,110 @@
 #include "Back.h"
 #include "Triangle.h"
 
+//Hoppy
+void ActNpc347(NPCHAR *npc)
+{
+	switch (npc->act_no)
+	{
+		case 0:
+			npc->act_no = 1;
+			// Fallthrough
+		case 1:
+			npc->ani_no = 0;
+
+			if (gMC.y < npc->y + 0x10000 && gMC.y > npc->y - 0x10000)
+			{
+				npc->act_no = 10;
+				npc->act_wait = 0;
+				npc->ani_no = 1;
+			}
+
+			break;
+
+		case 10:
+			if (++npc->act_wait == 4)
+				npc->ani_no = 2;
+
+			if (npc->act_wait > 12)
+			{
+				npc->act_no = 12;
+				npc->xm = 0x700;
+				PlaySoundObject(6, 1);
+				npc->ani_no = 3;
+			}
+
+			break;
+
+		case 12:
+			if (gMC.y < npc->y)
+				npc->ym = -0xAAu;
+			else
+				npc->ym = 0xAA;
+
+			if (npc->flag & 1)
+			{
+				npc->act_no = 13;
+				npc->act_wait = 0;
+				npc->ani_no = 2;
+				npc->xm = 0;
+				npc->ym = 0;
+			}
+			else
+			{
+				npc->xm -= 42;
+
+				if (npc->xm < -0x5FF)
+					npc->xm = -0x5FF;
+
+				npc->x += npc->xm;
+				npc->y += npc->ym;
+			}
+
+			break;
+
+		case 13:
+			++npc->act_wait;
+
+			if (++npc->act_wait == 2)
+				npc->ani_no = 1;
+
+			if (npc->act_wait == 6)
+				npc->ani_no = 0;
+
+			if (npc->act_wait > 16)
+				npc->act_no = 1;
+
+			break;
+	}
+
+	RECT rc[4];
+
+	rc[0] = {256, 48, 272, 64};
+	rc[1] = {272, 48, 288, 64};
+	rc[2] = {288, 48, 304, 64};
+	rc[3] = {304, 48, 320, 64};
+
+	npc->rect = rc[npc->ani_no];
+}
+
+//Statue
+void ActNpc349(NPCHAR *npc)
+{
+	RECT rect = {0, 0, 16, 16};
+
+	if (npc->act_no == 0)
+	{
+		npc->act_no = 1;
+
+		if (npc->direct == 0)
+			npc->x += 0x1000;
+		if (npc->direct == 2)
+			npc->y += 0x2000;
+	}
+
+	npc->rect = rect;
+}
+
 //Quote and Curly on Balrog's back
 void ActNpc355(NPCHAR *npc)
 {
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -268,14 +268,23 @@
 	ActNpc209,
 	ActNpc210,
 	ActNpc211,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc212,
+	ActNpc213,
+	ActNpc214,
+	ActNpc215,
+	ActNpc216,
+	ActNpc217,
 	ActNpc218,
 	ActNpc219,
+	ActNpc220,
+	ActNpc221,
+	ActNpc222,
+	ActNpc223,
+	ActNpc224,
+	ActNpc225,
+	ActNpc226,
+	ActNpc227,
+	ActNpc228,
 	nullptr,
 	nullptr,
 	nullptr,
@@ -306,15 +315,6 @@
 	nullptr,
 	nullptr,
 	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
-	nullptr,
 	ActNpc259,
 	nullptr,
 	nullptr,
@@ -403,9 +403,9 @@
 	nullptr,
 	nullptr,
 	nullptr,
+	ActNpc347,
 	nullptr,
-	nullptr,
-	nullptr,
+	ActNpc349,
 	nullptr,
 	nullptr,
 	nullptr,