Get Ability ID From Skillset
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# ROUTINE: Get Ability ID From Skillset DUPLICATED : Load_Ability_From_Skillset # Parameters: # r4 = (skillsetID) Skillset ID # r5 = (abilityIndex) Ability index within the specified skillset # Returns: # r2 = Ability ID at slot (abilityIndex) of skillset with ID (skillsetID) 8005a568: 288200b0 slti r2,r4,0x00b0 8005a56c: 10400017 beq r2,r0,0x8005a5cc 8005a570: 28a20016 slti r2,r5,0x0016 # if (skillsetID < 0xB0) { // If this is NOT a monster skillset 8005a574: 1040002d beq r2,r0,0x8005a62c # if (skillsetID == 0) return 0; // Skillset 0 only contains Attack 8005a578: 00a03021 addu r6,r5,r0 # abilityIndex 8005a57c: 3c038006 lui r3,0x8006 8005a580: 24634a94 addiu r3,r3,0x4a94 # skillsets 8005a584: 00041040 sll r2,r4,0x01 8005a588: 00441021 addu r2,r2,r4 8005a58c: 000210c0 sll r2,r2,0x03 8005a590: 00441021 addu r2,r2,r4 8005a594: 04a10002 bgez r5,0x8005a5a0 8005a598: 00432021 addu r4,r2,r3 # skillsets[skillsetID] 8005a59c: 24a60007 addiu r6,r5,0x0007 8005a5a0: 000618c3 sra r3,r6,0x03 # abilityFlagsIndex = abilityIndex / 8 8005a5a4: 00831021 addu r2,r4,r3 # &skillsets[skillsetID].flags[abilityFlagsIndex] 8005a5a8: 000318c0 sll r3,r3,0x03 # abilityIndex / 8 * 8 8005a5ac: 00a31823 subu r3,r5,r3 # abilityIndex % 8 (abilityIndex - (abilityIndex / 8 * 8)) 8005a5b0: 90420000 lbu r2,0x0000(r2) # skillsets[skillsetID].flags[abilityFlagsIndex] 8005a5b4: 24630001 addiu r3,r3,0x0001 # (abilityIndex % 8) + 1 8005a5b8: 00621004 sllv r2,r2,r3 # skillsets[skillsetID].flags[abilityFlagsIndex] << ((abilityIndex % 8) + 1) 8005a5bc: 00851821 addu r3,r4,r5 8005a5c0: 90630003 lbu r3,0x0003(r3) # abilityIDLowByte = skillsets[skillsetID].abilityIDLowBytes[abilityIndex] 8005a5c4: 08016989 j 0x8005a624 8005a5c8: 30420100 andi r2,r2,0x0100 # abilityIDHighBit = (skillsets[skillsetID].flags[abilityFlagsIndex] << ((abilityIndex % 8) + 1)) & 0x100 # } else { 8005a5cc: 288200e0 slti r2,r4,0x00e0 8005a5d0: 10400016 beq r2,r0,0x8005a62c # if (skillsetID >= 0xE0) return 0; // Skillset ID exceeds maximum value 8005a5d4: 28a20004 slti r2,r5,0x0004 8005a5d8: 10400014 beq r2,r0,0x8005a62c # if (abilityIndex >= 4) return 0; 8005a5dc: 00a03021 addu r6,r5,r0 # abilityIndex 8005a5e0: 3c038006 lui r3,0x8006 8005a5e4: 24635854 addiu r3,r3,0x5854 8005a5e8: 00041080 sll r2,r4,0x02 8005a5ec: 00441021 addu r2,r2,r4 8005a5f0: 04a10002 bgez r5,0x8005a5fc 8005a5f4: 00432021 addu r4,r2,r3 # monsterSkillset = monsterSkillsets[skillsetID - 0xB0] 8005a5f8: 24a60007 addiu r6,r5,0x0007 8005a5fc: 000618c3 sra r3,r6,0x03 # abilityFlagsIndex = abilityIndex / 8 8005a600: 00831021 addu r2,r4,r3 # &monsterSkillset.flags[abilityFlagsIndex] 8005a604: 000318c0 sll r3,r3,0x03 # abilityIndex / 8 * 8 8005a608: 00a31823 subu r3,r5,r3 # abilityIndex % 8 (abilityIndex - (abilityIndex / 8 * 8)) 8005a60c: 90420000 lbu r2,0x0000(r2) # monsterSkillset.flags[abilityFlagsIndex] 8005a610: 24630001 addiu r3,r3,0x0001 # (abilityIndex % 8) + 1 8005a614: 00621004 sllv r2,r2,r3 # monsterSkillset.flags[abilityFlagsIndex] << ((abilityIndex % 8) + 1) 8005a618: 00851821 addu r3,r4,r5 # 8005a61c: 90630001 lbu r3,0x0001(r3) # abilityIDLowByte = monsterSkillset.abilityIDLowBytes[abilityIndex] 8005a620: 30420100 andi r2,r2,0x0100 # abilityIDHighBit = (monsterSkillset.flags[abilityFlagsIndex] << ((abilityIndex % 8) + 1)) & 0x100 # } 8005a624: 0801698c j 0x8005a630 # return abilityIDLowByte | abilityIDHighBit; 8005a628: 00621025 or r2,r3,r2 8005a62c: 00001021 addu r2,r0,r0 8005a630: 03e00008 jr r31 8005a634: 00000000 nop