4#define NAMESPACE action_command_jump
14API_CALLABLE(N(
init)) {
51API_CALLABLE(N(start)) {
71 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
72 battleStatus->
flags1 &= ~BS_FLAGS1_2000;
131 if (((acs->
prepareTime - successWindow) - 2) <= 0) {
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_attempt_count(void)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void increment_action_command_success_count(void)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
HudScript HES_AButtonDown
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
void hud_element_draw_clipped(s32 id)
void hud_element_free(s32 id)
@ HUD_ELEMENT_FLAG_DISABLED
s32 * actionCmdDifficultyTable
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus
void N init(Npc *bombette)