5#define NAMESPACE action_command_water_block
7INCLUDE_IMG(
"battle/action_cmd/water_block_1.png", battle_action_cmd_water_block_1_png);
8INCLUDE_PAL(
"battle/action_cmd/water_block_1.pal", battle_action_cmd_water_block_1_pal);
10INCLUDE_IMG(
"battle/action_cmd/water_block_2.png", battle_action_cmd_water_block_2_png);
11INCLUDE_PAL(
"battle/action_cmd/water_block_2.pal", battle_action_cmd_water_block_2_pal);
13INCLUDE_IMG(
"battle/action_cmd/water_block_3.png", battle_action_cmd_water_block_3_png);
14INCLUDE_PAL(
"battle/action_cmd/water_block_3.pal", battle_action_cmd_water_block_3_pal);
16INCLUDE_IMG(
"battle/action_cmd/water_block_0.png", battle_action_cmd_water_block_0_png);
17INCLUDE_PAL(
"battle/action_cmd/water_block_0.pal", battle_action_cmd_water_block_0_pal);
19INCLUDE_IMG(
"battle/action_cmd/water_block_block.png", battle_action_cmd_water_block_block_png);
20INCLUDE_PAL(
"battle/action_cmd/water_block_block.pal", battle_action_cmd_water_block_block_pal);
22INCLUDE_IMG(
"battle/action_cmd/water_block_circle.png", battle_action_cmd_water_block_circle_png);
23INCLUDE_PAL(
"battle/action_cmd/water_block_circle.pal", battle_action_cmd_water_block_circle_pal);
25INCLUDE_IMG(
"battle/action_cmd/water_block_cloud.png", battle_action_cmd_water_block_cloud_png);
26INCLUDE_PAL(
"battle/action_cmd/water_block_cloud.pal", battle_action_cmd_water_block_cloud_pal);
28INCLUDE_IMG(
"battle/action_cmd/water_block_4.png", battle_action_cmd_water_block_4_png);
29INCLUDE_PAL(
"battle/action_cmd/water_block_4.pal", battle_action_cmd_water_block_4_pal);
35 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_1_png, (s32)battle_action_cmd_water_block_1_pal,
44 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_2_png, (s32)battle_action_cmd_water_block_2_pal,
53 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_3_png, (s32)battle_action_cmd_water_block_3_pal,
62 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_0_png, (s32)battle_action_cmd_water_block_0_pal,
71 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_4_png, (s32)battle_action_cmd_water_block_4_pal,
80 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_block_png, (s32)battle_action_cmd_water_block_block_pal,
89 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_circle_png, (s32)battle_action_cmd_water_block_circle_pal,
98 HUD_ELEMENT_OP_SetCI, 60, (s32)battle_action_cmd_water_block_cloud_png, (s32)battle_action_cmd_water_block_cloud_pal,
108 &
HES_WaterBlock1, &
HES_WaterBlock2, &
HES_WaterBlock3, &
HES_WaterBlock4, &
HES_WaterBlock4, &
HES_WaterBlock4, &
HES_WaterBlock4, &
HES_WaterBlock4, &
HES_WaterBlock4, 0, 0
113API_CALLABLE(N(
init)) {
116 Bytecode* args = script->ptrReadPos;
129 actionCommandStatus->
state = 0;
136 actionCommandStatus->
hudPosX = -48;
137 actionCommandStatus->
hudPosY = 80;
218API_CALLABLE(N(start)) {
221 Bytecode* args = script->ptrReadPos;
239 actionCommandStatus->
state = 10;
240 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
253 switch (actionCommandStatus->
state) {
257 if (actionCommandStatus->
showHud) {
263 if (actionCommandStatus->
showHud) {
268 if (actionCommandStatus->
showHud) {
273 if (actionCommandStatus->
showHud) {
278 if (actionCommandStatus->
showHud) {
283 if (actionCommandStatus->
showHud) {
288 if (actionCommandStatus->
showHud) {
293 if (actionCommandStatus->
showHud) {
298 if (actionCommandStatus->
showHud) {
301 actionCommandStatus->
state = 1;
309 actionCommandStatus->
hudPosX += 20;
310 if (actionCommandStatus->
hudPosX > 50) {
311 actionCommandStatus->
hudPosX = 50;
347 actionCommandStatus->
state = 11;
367 actionCommandStatus->
unk_5D = 0;
368 actionCommandStatus->
state = 12;
369 actionCommandStatus->
unk_5C = 0;
388 for (i = 0; i < limit;
pos++, i++) {
399 actionCommandStatus->
unk_5C = 1;
408 if (actionCommandStatus->
unk_5C != 0) {
417 if (actionCommandStatus->
unk_5D == -5) {
419 if (actionCommandStatus->
unk_5C != 0) {
428 actionCommandStatus->
unk_5D--;
437 actionCommandStatus->
unk_5D = 0;
438 actionCommandStatus->
state = 13;
439 actionCommandStatus->
unk_5C = 0;
461 for (i = 0; i < limit;
pos++, i++) {
474 actionCommandStatus->
unk_5C = 1;
483 if (actionCommandStatus->
unk_5C != 0) {
491 if (actionCommandStatus->
unk_5D == -5) {
493 if (actionCommandStatus->
unk_5C != 0) {
502 actionCommandStatus->
unk_5D--;
511 actionCommandStatus->
unk_5D = 0;
512 actionCommandStatus->
state = 14;
513 actionCommandStatus->
unk_5C = 0;
535 for (i = 0; i < limit;
pos++, i++) {
548 actionCommandStatus->
unk_5C = 1;
554 if (actionCommandStatus->
unk_5D >= -4) {
557 if (actionCommandStatus->
unk_5C != 0) {
566 if (actionCommandStatus->
unk_5D == -5) {
568 if (actionCommandStatus->
unk_5C != 0) {
576 actionCommandStatus->
state = 16;
579 actionCommandStatus->
unk_5D--;
593 actionCommandStatus->
state = 17;
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 arg0)
void action_command_init_status(void)
HudScript HES_TimingCharge3
HudScript HES_TimingReady
HudScript HES_TimingCharge4b
HudScript HES_TimingBar3Chances
HudScript HES_TimingCharge4c
HudScript HES_AButtonDown
HudScript HES_TimingCharge2
@ ACTION_COMMAND_MODE_NOT_LEARNED
HudScript HES_WaterBlock4
HudScript HES_WaterBlockBlock
HudScript HES_WaterBlockCloud
HudScript HES_WaterBlock0
HudScript HES_WaterBlock1
HudScript * D_802AB180_42C670[]
HudScript HES_WaterBlock2
HudScript HES_WaterBlockCircle
HudScript HES_WaterBlock3
s32 actionCmdTableWaterBlock[]
HudScript * D_802AB184_42C674[]
@ ACTION_COMMAND_WATER_BLOCK
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)
HudScript * hud_element_get_script(s32 id)
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_OP_SetVisible
@ HUD_ELEMENT_OP_SetTileSize
@ HUD_ELEMENT_FLAG_DISABLED
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
void sfx_play_sound(s32 soundID)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)