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C2/3A19: BD 18 3B LDA $3B18,X (enemy level)
C2/3A1C: EB XBA
C2/3A1D: A9 14 LDA #$14 (enemy will swipe: level * 256 + 20 gold)
C2/3A1F: C2 20 REP #$20 (set 16-bit A)
C2/3A21: 20 B6 37 JSR $37B6 (subtract swiped gold from party's inventory)
C2/3A24: F0 DB BEQ $3A01 (branch if party had zero gold before
the steal)
C2/3A26: 8D 38 2F STA $2F38 (save gold swiped for message output)
does this formula seem weird to anybody else? enemies generally have high levels compared to characters at the point of the game in which the two meet. in fact, a level of 5 is putridly low for an enemy. yet that level in the formula yields:
gold stolen = (5 * 256) + 20 = 1280 + 20 = 1300
so even when involving a foe with a teensy, weensy level (ignoring the anomaly Vomammoth here), the addition of 20 will sway the total amount by a whopping 1.6%. who designs like this, unless they were trying to mitigate the effects of Dischord? spending so much time looking at Bank C2, i can't help but envision a "JSR $4781" (16-bit A = top of A * bottom of A) after C2/3A1D.

and honestly, i think the way the game works currently is better balanced than the intent i'm theorizing. Ursus swiping 8724 GP is hardly that punitive, given how readily you can pile up cash in this game.