;;; This patch will correct some bugs in the attack evade calculations:
;;;  * Target dark shouldn't matter if the target is asleep/paralyed
;;;  * Hit% should always be added, even if the target is stopped/asleep
;;;  * Don't clip hit chance until after all the math.

a6b0: ad 6d 68     LDA $686d   ; if category or element hit,
a6b3: 2d 76 68     AND $6876   ;  w[0]=w[0]+40 and w[1]=clamp255(w[1]+4)
a6b6: d0 08        BNE +$08  [$a6c0]
a6b8: ad 6e 68     LDA $686e
a6bb: 2d 77 68     AND $6877
a6be: f0 14        BEQ +$14  [$a6d4]
a6c0: a9 00        LDA #$00
a6c2: a2 28        LDX #$28
a6c4: 20 dd ae     JSR $aedd   ; w[A] = clamp(w[A] + X)
a6c7: ad 58 68     LDA $6858
a6ca: 18           CLC
a6cb: 69 04        ADC #$04
a6cd: 90 02        BCC +$02  [$a6d1]
a6cf: a9 ff        LDA #$ff
a6d1: 8d 58 68     STA $6858

a6d4: 4c f1 a6     JMP $a6f1  ; skip a bunch of NOPs
a6d7: ea           NOP
a6d8: ea           NOP
a6d9: ea           NOP
a6da: ea           NOP
a6db: ea           NOP
a6dc: ea           NOP
a6dd: ea           NOP
a6de: ea           NOP
a6df: ea           NOP
a6e0: ea           NOP
a6e1: ea           NOP
a6e2: ea           NOP
a6e3: ea           NOP
a6e4: ea           NOP
a6e5: ea           NOP
a6e6: ea           NOP
a6e7: ea           NOP
a6e8: ea           NOP
a6e9: ea           NOP
a6ea: ea           NOP
a6eb: ea           NOP
a6ec: ea           NOP
a6ed: ea           NOP
a6ee: ea           NOP
a6ef: ea           NOP
a6f0: ea           NOP

a6f1: a9 00        LDA #$00   ;; Add attacker hit %
a6f3: ae 6f 68     LDX $686f  ; attacker hit %
a6f6: 20 dd ae     JSR $aedd  ; w[A] = clamp(w[A] + X)

a6f9: ad 89 68     LDA $6889  ;; if target stopped or asleep, damage*=5/4
a6fc: 29 30        AND #$30   ;; else subtract target evade and add dark bonus
a6fe: f0 13        BEQ +$13  [$a713]

a700: ad 58 68     LDA $6858
a703: 4a           LSR
a704: 4a           LSR
a705: 18           CLC
a706: 6d 58 68     ADC $6858
a709: 90 02        BCC +$02  [$a70d]
a70b: a9 ff        LDA #$ff
a70d: 8d 58 68     STA $6858
a710: 4c 27 a7     JMP $a727

a713: ae 78 68     LDX $6878   ; subtract target evade (clamp 0)
a716: 20 0a af     JSR $af0a   ; w[A] = clamp(w[A] - X)

a719: ad 89 68     LDA $6889   ; if target dark, w[0]+=40
a71c: 29 08        AND #$08
a71e: f0 07        BEQ +$07  [$a727]
a720: a9 00        LDA #$00
a722: a2 28        LDX #$28
a724: 20 dd ae     JSR $aedd   ; w[A] = clamp(w[A] + X)

a727: ac 56 68     LDY $6856   ;; Now, clamp w[0] to 255
a72a: ae 57 68     LDX $6857
a72d: 20 aa a4     JSR $a4aa   ; Clamp XY to 255
a730: 8c 56 68     STY $6856
a733: 8e 57 68     STX $6857

a736: 4c 4b a7     JMP $a74b  ; skip a bunch of NOPs
a739: ea           NOP
a73a: ea           NOP
a73b: ea           NOP
a73c: ea           NOP
a73d: ea           NOP
a73e: ea           NOP
a73f: ea           NOP
a740: ea           NOP
a741: ea           NOP
a742: ea           NOP
a743: ea           NOP
a744: ea           NOP
a745: ea           NOP
a746: ea           NOP
a747: ea           NOP
a748: ea           NOP
a749: ea           NOP
a74a: ea           NOP
; a74b
