Created
September 19, 2025 21:45
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Change to the "make unable to concentrate" battle action that checks for the presence of a Brain Stone
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| // Brain Stone concentration fix by PhoenixBound | |
| // Last updated: 2025-09-18 | |
| // --- | |
| // The Brain Stone's description says it prevents the one holding the item | |
| // from losing concentration, the status that makes you unable to use PSI. | |
| // But BTLACT_DISTRACT doesn't actually check for the presence of the Brain | |
| // Stone. This script adds a check there. | |
| // If you'd like to add a special message when the Brain Stone allows a | |
| // character to keep their concentration, you can do that by replacing the | |
| // BEQ(4) JML(0xC28DAB) with a BNE_a to more code that displays a different | |
| // message. Then jump back to $C28DB9 to return from the function. | |
| ROM[0xC28D92] = JML (distract_check_for_brain_stone) | |
| distract_check_for_brain_stone: { | |
| LDX_a (0xA972) | |
| LDA_x (0x000E) // target's "side." 0 for allies, 1 for enemies | |
| AND_i (0x00FF) | |
| BNE_a (_success) | |
| LDA_x (0x0010) // character index, for non-NPC party members | |
| AND_i (0x00FF) | |
| INC // Add 1 to turn it into a 1-based ID | |
| LDX_i (0x00C9) // Brain stone | |
| JSL (0xC45683) // Does that character have a brain stone? | |
| CMP_i (0x0000) | |
| BEQ (4) | |
| JML (0xC28DAB) // if they do, fail to inflict the status | |
| _success: | |
| // Restore the previous state of the registers | |
| LDA_a (0xA972) | |
| CLC | |
| ADC_i (0x0021) | |
| TAX | |
| // Clobbered code | |
| SEP (0x20) | |
| LDA_8 (0x04) | |
| JML (0xC28D96) | |
| } |
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