Difference between revisions of "Does Unit Have Status In Set"
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+ | Duplicated here : [[Status_Checks_(r5_%3D_set_to_check)]] | ||
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# ROUTINE: DOES UNIT HAVE STATUS IN SET | # ROUTINE: DOES UNIT HAVE STATUS IN SET | ||
# Checks if a unit has a status in the specified Status Set (from RAM location 0x800662d0). Returns true (1) if so, and false (0) if not. | # Checks if a unit has a status in the specified Status Set (from RAM location 0x800662d0). Returns true (1) if so, and false (0) if not. |
Latest revision as of 13:09, 27 November 2021
Duplicated here : Status_Checks_(r5_=_set_to_check) # ROUTINE: DOES UNIT HAVE STATUS IN SET # Checks if a unit has a status in the specified Status Set (from RAM location 0x800662d0). Returns true (1) if so, and false (0) if not. # Parameters: # r4 = (unit) Unit in-battle data pointer # r5 = (statusSetIndex) Index of Status Set to check against # Sets: # 0 - KO (0x01 in 0x04) # Crystal, Dead, Petrify, Invite, Blood Suck, Treasure # 1 - Team Loss (0x02 in 0x04) # Crystal, Invite, Treasure # 2 - Team Loss (Ally?) (0x04 in 0x04) # Crystal, Treasure # 3 - Freeze CT (0x80 in 0x04) # Crystal, Petrify, Treasure, Stop, Sleep # 4 - (0x80 in 0x05) (unit is in water and isn't a monster?) # Crystal, Dead, Jump, Petrify, Confusion, Blood Suck, Treasure, # Berserk, Chicken, Frog, Stop, Sleep, Don't Act # 5 - Immortal Immunities (0x01 in 0x05) # Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck. # Treasure, Chicken, Frog, Charm, Sleep, Don't Act, Death Sentence # 6 - Guest Immunities (0x02 in 0x05) # Crystal, Dead, Undead, Petrify, Invite, Blood Suck, Treasure, # Chicken, Frog, Charm, Death Sentence # 7 - (0x04 in 0x05) # Darkness, Confusion, Transparent, Berserk, Chicken, Frog, Stop, # Charm, Sleep, Don't Move, Don't Act # 8 - (0x08 in 0x05) # Crystal, Dead, Undead, Jump, Petrify, Invite, Treasure, Critical # 9 - (0x10 in 0x5) # Confusion, Berserk, Poison, Stop, Sleep, Don't Move, Don't Act, # Death Sentence # 10 - Unmountable (Job ID 5e-60, hardcoded statuses) # Crystal, Dead, Petrify, Blood Suck, Treasure, Berserk, Chicken, # Frog, Charm # Returns: # r2 = true (1) if unit has at least one status in the set, false (0) otherwise 8005e1b0: 00003021 addu r6,r0,r0 # index = 0 8005e1b4: 3c038006 lui r3,0x8006 8005e1b8: 246362d0 addiu r3,r3,0x62d0 # statusSets 8005e1bc: 00051080 sll r2,r5,0x02 # statusSetIndex * 4 8005e1c0: 00451021 addu r2,r2,r5 # statusSetIndex * 5 8005e1c4: 00432821 addu r5,r2,r3 # statusBytePtr = statusSets[statusSetIndex] # do { 8005e1c8: 00861021 addu r2,r4,r6 8005e1cc: 90420058 lbu r2,0x0058(r2) # unit.currentStatues[index] 8005e1d0: 90a30000 lbu r3,0x0000(r5) # statusByte = *statusBytePtr 8005e1d4: 00000000 nop 8005e1d8: 00431024 and r2,r2,r3 8005e1dc: 14400006 bne r2,r0,0x8005e1f8 # if ((unit.currentStatues[index] & statusByte) != 0) return true; 8005e1e0: 34020001 ori r2,r0,0x0001 8005e1e4: 24c60001 addiu r6,r6,0x0001 # index = index + 1 8005e1e8: 28c20005 slti r2,r6,0x0005 8005e1ec: 1440fff6 bne r2,r0,0x8005e1c8 8005e1f0: 24a50001 addiu r5,r5,0x0001 # statusBytePtr = statusBytePtr + 1 # } while (index < 5); 8005e1f4: 00001021 addu r2,r0,r0 # return false; 8005e1f8: 03e00008 jr r31 8005e1fc: 00000000 nop
Return Locations
BATTLE.BIN 001743f0 001832ec 001833dc 00183454 0018c97c 0018dd80 0018e788 0019b600 0019cc2c
Could be moved exclusively to BATTLE.BIN