C2/3F22: A9 0C LDA #$0C (Special Effect 7 - Use MP for criticals - jumps here.
Featured in Rune Edge, Punisher, Ragnarok, and
Illumina.)
C2/3F24: 85 EE STA $EE
C2/3F26: A5 B2 LDA $B2
C2/3F28: 89 02 BIT #$02
C2/3F2A: D0 23 BNE $3F4F (Exit function if "No Critical and Ignore True Knight"
is set)
C2/3F2C: AD C9 3E LDA $3EC9
C2/3F2F: F0 1E BEQ $3F4F (Exit function if no targets)
C2/3F31: 7B TDC (Clear 16-bit A)
C2/3F32: 20 5A 4B JSR $4B5A (random #: 0 to 255)
C2/3F35: 29 07 AND #$07 (now random #: 0 to 7)
C2/3F37: 18 CLC
C2/3F38: 65 EE ADC $EE (Add to $EE [#$0C])
C2/3F3A: C2 20 REP #$20 (Set 16-bit Accumulator)
C2/3F3C: 85 EE STA $EE (Save MP consumed)
C2/3F3E: B9 08 3C LDA $3C08,Y (Attacker MP)
C2/3F41: C5 EE CMP $EE
C2/3F43: 90 0A BCC $3F4F (Exit function if weapon would drain more MP than the
wielder currently has)
C2/3F45: E5 EE SBC $EE
C2/3F47: 99 08 3C STA $3C08,Y (Current MP = Current MP - MP consumed)
C2/3F4A: A9 00 02 LDA #$0200
C2/3F4D: 14 B2 TRB $B2 (Set always critical)
C2/3F4F: 60 RTS