Has Status Effect (For Status Window)
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# ROUTINE: HAS STATUS EFFECT (FOR STATUS WINDOW) # Determines if the specified unit has at least one status effect. # Return value of this routine determines if status window shows or not. (Comes up when pressing O button on a character screen in battle) # # Parameters: # r4 = [Unit index] # Returns: # r2 = { # 1, If the unit specified by ([Unit index]) has at least one status effect # 0, Otherwise # } 00133c98: 27bdffe8 addiu r29,r29,0xffe8 00133c9c: afbf0010 sw r31,0x0010(r29) 00133ca0: 0c0602bf jal 0x00180afc # ROUTINE: Get Unit's Data Pointer (In-battle unit data) 00133ca4: 00000000 nop 00133ca8: 00402021 addu r4,r2,r0 # Unit in-battle pointer 00133cac: 00001821 addu r3,r0,r0 # [Status byte index] = 0 00133cb0: 00831021 addu r2,r4,r3 # do { 00133cb4: 90420058 lbu r2,0x0058(r2) # Get [Current Status byte] (Offset by [Status byte index]) for this unit 00133cb8: 00000000 nop 00133cbc: 10400003 beq r2,r0,0x00133ccc 00133cc0: 24630001 addiu r3,r3,0x0001 # [Status byte index] = [Status byte index] + 1 # if ([Current Status byte] != 0) 00133cc4: 0804cf37 j 0x00133cdc # return 1 00133cc8: 34020001 ori r2,r0,0x0001 00133ccc: 28620005 slti r2,r3,0x0005 # (Check if [Status byte index] < 5) 00133cd0: 1440fff8 bne r2,r0,0x00133cb4 00133cd4: 00831021 addu r2,r4,r3 # (Point to next status byte based on [Status byte index]) # } while ([Status byte index] < 5) 00133cd8: 00001021 addu r2,r0,r0 # return 0 00133cdc: 8fbf0010 lw r31,0x0010(r29) 00133ce0: 27bd0018 addiu r29,r29,0x0018 00133ce4: 03e00008 jr r31 00133ce8: 00000000 nop