; [ action $11: scare ]

35/AD16: A9 01     LDA #$01           ; action script $01: magic/command
35/AD18: 8D D5 78  STA $78D5		
35/AD1B: A9 4A     LDA #$4A           ; $0631: "????" / "Scare"
35/AD1D: 8D D7 78  STA $78D7
35/AD20: AD D8 7E  LDA $7ED8	 	; battle flags
35/AD23: 29 01     AND #$01		; disable run/scare/escape
35/AD25: F0 06     BEQ $AD2D		; branch if scare enabled
35/AD27: A9 3B     LDA #$3B           ; $065B: "????????" / "Ineffective"
35/AD29: 8D DA 78  STA $78DA
35/AD2C: 60        RTS 
35/AD2D: A9 07     LDA #$07		; 8 monsters (loop 7 more times after first)
35/AD2F: 85 25     STA $25
35/AD31: A0 00     LDY #$00
35/AD33: 4A        LSR 			; reduce by (7/2) = 3
35/AD34: 85 24     STA $24		
35/AD36: A0 00     LDY #$00
35/AD38: 38        SEC 
35/AD39: B1 5D     LDA ($5D),Y		; monster properties, first property is level
35/AD3B: E5 24     SBC $24		
35/AD3D: B0 02     BCS $AD41		; cap at 0
35/AD3F: A9 00     LDA #$00		
35/AD41: 85 24     STA $24		
35/AD43: A5 24     LDA $24
35/AD45: 91 5D     STA ($5D),Y		; store new level
35/AD47: 18        CLC 
35/AD48: A5 5D     LDA $5D		
35/AD4A: 69 40     ADC #$40		; next monster address
35/AD4C: 85 5D     STA $5D
35/AD4E: A5 5E     LDA $5E
35/AD50: 69 00     ADC #$00
35/AD52: 85 5E     STA $5E
35/AD54: C6 25     DEC $25
35/AD56: A5 25     LDA $25
35/AD58: 10 E9     BPL $AD43		; loop for the rest of the monsters
35/AD5A: A9 75     LDA #$75
35/AD5C: 85 5D     STA $5D
35/AD5E: A9 76     LDA #$76
35/AD60: 85 5E     STA $5E
35/AD62: A9 32     LDA #$32           ; $0652: "???????????" / "Scared the monsters"
35/AD64: 8D DA 78  STA $78DA
35/AD67: 20 CE 91  JSR $91CE          ; clear target message
35/AD6A: 60        RTS 


;new code:
;they're reusing the loop length (7) to get the amount to reduce level by
;default divides it by 2, so reduces by 3
;we're just changing one byte
35/AD33: 0A        ASL 			; reduce by (7*2) = 14

; if this ends up too good (though I don't see how)
; EA for NOP would subtract 7
; 1A for INC would subtract 8
