4#define NAMESPACE action_command_break_free
17#define METER_FILL_RATE 100
19API_CALLABLE(N(
init)) {
73API_CALLABLE(N(start)) {
101 acs->breakFree.dir = 0;
103 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
113 switch (acs->
state) {
169 if (acs->breakFree.dir == 0) {
173 acs->breakFree.dir = 1;
179 acs->breakFree.dir = 0;
192 inputBufPos -= windowLen;
193 if (inputBufPos < 0) {
197 for (i = 0; i < windowLen; i++, inputBufPos++) {
247 hudX = 60 - ((maxMeterValue - acs->
escapeThreshold) * 60 / maxMeterValue);
BSS ActionCommandStatus gActionCommandStatus
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
void action_command_free(void)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_MashAButton
HudScript HES_RunningAway
s32 actionCmdTableBreakFree[]
@ ACTION_COMMAND_BREAK_FREE
@ ACTION_RESULT_METER_NOT_ENOUGH
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_get_render_pos(s32 id, s32 *x, s32 *y)
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
BattleStatus gBattleStatus
void N init(Npc *bombette)