59 }
else if (
temp <= 90) {
64 }
else if (
temp <= 30) {
66 }
else if (
temp <= 60) {
68 }
else if (
temp <= 80) {
73 }
else if (
temp <= 30) {
75 }
else if (
temp <= 60) {
77 }
else if (
temp <= 80) {
115 }
else if (
temp <= 90) {
120 }
else if (
temp <= 30) {
122 }
else if (
temp <= 60) {
124 }
else if (
temp <= 80) {
129 }
else if (
temp <= 30) {
131 }
else if (
temp <= 60) {
133 }
else if (
temp <= 80) {
555 partner->disableDismissTimer = 0;
574 for (i = 0; i < numEnemyActors - 1; i++) {
575 for (
j = i + 1;
j < numEnemyActors;
j++) {
585 }
else if (
enemy1->turnPriority <
enemy2->turnPriority) {
739 partner->disableDismissTimer = 0;
888 if (player->
debuff != 0) {
929 if (player->
debuff != 0) {
953 if (debuffDuration > 0) {
956 }
else if (
temp != debuffDuration) {
1078 if (enemy !=
NULL) {
1133 if (
partner->koDuration > 0) {
1134 partner->disableEffect->data.disableX->koDuration =
partner->koDuration;
1138 partner->disableEffect->data.disableX->koDuration = 0;
1145 if (enemy !=
NULL) {
1221 if (enemy !=
NULL) {
1292 if (actor !=
NULL) {
1296 if (actor->
debuff != 0) {
1423 state->
angle = 0.0f;
1430 if (
partner->state.moveTime != 0) {
1440 partner->state.angle += 90.0f;
1442 if (
partner->state.moveTime != 0) {
1622 if (
partner->state.moveTime != 0) {
1632 partner->state.angle += 90.0f;
1633 if (
partner->state.moveTime != 0) {
1661 partner->disableDismissTimer = 0;
1805 partner->transparentStatus = 0;
1808 partner->disableEffect->data.disableX->koDuration = 0;
1842 if (
partner->state.moveTime != 0) {
1852 partner->state.angle += 90.0f;
1854 if (
partner->state.moveTime != 0) {
1976 partner->transparentStatus = 0;
1979 partner->disableEffect->data.disableX->koDuration = 0;
2227 if (enemy !=
NULL) {
2239 escapeChance = 100.0f;
2250 player->
state.varTable[0] = 100;
2382 if (player->
debuff != 0) {
2625 if (actor !=
NULL) {
2632 if (actor !=
NULL) {
2763 if (actor !=
NULL) {
2819 if (actor !=
NULL) {
2865 if (actor !=
NULL) {
3012 if (
script->varTable[10] > 99) {
3013 script->varTable[10] = 99;
3015 if (
script->varTable[11] > 99) {
3016 script->varTable[11] = 99;
3018 if (
script->varTable[12] > 99) {
3019 script->varTable[12] = 99;
3297 partner->disableDismissTimer = 0;
3460 if (enemy !=
NULL) {
3604 if (enemy !=
NULL) {
3611 if (enemy !=
NULL) {
3958 if (enemy !=
NULL) {
4046 level =
partner->actorBlueprint->level;
4152 if (actor !=
NULL) {
4164 if (actor !=
NULL) {
4218 s16 activeEnemyActorID;
4244 if (actor !=
NULL) {
4253 for (i = 0; i < count - 1; i++) {
4254 for (
j = i + 1;
j < count;
j++) {
4255 s32
iVal = enemyIDs[i];
4256 s32
jVal = enemyIDs[
j];
4370 if (actor !=
NULL) {
4463 if (enemy !=
NULL) {
Actor * create_actor(Formation formation)
BSS s32 PopupMenu_SelectedIndex
BSS Battle * gCurrentBattlePtr
void btl_state_draw_switch_to_partner(void)
void btl_state_update_end_battle(void)
void btl_state_update_end_turn(void)
void btl_state_draw_9(void)
void btl_state_update_end_training_battle(void)
BSS s32 BattleEnemiesCreated
void btl_state_update_prepare_menu(void)
b32 dispatch_damage_tick_event_player(s32 damageAmount, s32 event)
void btl_state_update_end_player_turn(void)
void btl_state_update_enemy_move(void)
BSS s32 RunAwayRewardStep
void btl_state_update_first_strike(void)
BSS s32 RunAwayRewardIncrement
void btl_state_draw_partner_striking_first(void)
void btl_state_update_enemy_striking_first(void)
void btl_state_draw_prepare_menu(void)
void btl_state_draw_1C(void)
void btl_state_update_normal_start(void)
void btl_state_draw_begin_player_turn(void)
void btl_state_update_begin_player_turn(void)
void btl_state_draw_defend(void)
void btl_state_update_defeat(void)
void btl_state_update_next_enemy(void)
void btl_state_update_1C(void)
void btl_state_draw_end_player_turn(void)
void btl_state_draw_victory(void)
void btl_state_update_victory(void)
void btl_state_draw_end_demo_battle(void)
void btl_state_update_9(void)
void btl_state_update_partner_striking_first(void)
void btl_state_draw_end_turn(void)
void btl_state_draw_partner_move(void)
void btl_state_update_change_partner(void)
void btl_state_update_partner_move(void)
void btl_state_update_begin_partner_turn(void)
void btl_merlee_on_first_strike(void)
EvtScript EVS_Peach_OnActorCreate
void btl_state_update_switch_to_player(void)
StageListRow * gCurrentStagePtr
BSS s32 BattleSubStateDelay
BSS s32 RunAwayRewardTotal
void btl_state_update_begin_turn(void)
void btl_state_draw_begin_partner_turn(void)
void btl_state_draw_player_move(void)
void btl_state_draw_end_partner_turn(void)
void btl_state_draw_begin_turn(void)
void btl_state_update_defend(void)
void btl_state_draw_enemy_move(void)
s32 bActorsIgnoreDuringCount[]
void btl_state_draw_switch_to_player(void)
EvtScript EVS_OnBattleInit
void btl_state_draw_next_enemy(void)
void btl_set_state(s32 battleState)
void btl_state_draw_normal_start(void)
EvtScript EVS_Mario_OnActorCreate
void btl_state_draw_run_away(void)
void btl_state_update_end_partner_turn(void)
void btl_merlee_on_start_turn(void)
void btl_state_draw_end_training_battle(void)
void btl_state_draw_defeat(void)
void btl_state_draw_end_battle(void)
void btl_state_update_end_demo_battle(void)
void btl_state_update_player_move(void)
void btl_state_draw_change_partner(void)
void btl_state_draw_enemy_striking_first(void)
void btl_state_draw_first_stike(void)
void btl_state_update_run_away(void)
void btl_state_update_switch_to_partner(void)
struct EffectInstance * disableEffect
struct Evt * handlePhaseScript
struct Evt * takeTurnScript
EvtScript * handleEventSource
struct ActorBlueprint * actorBlueprint
struct Evt * handleEventScript
struct ActorPart * partsTable
EvtScript * handlePhaseSource
struct EffectInstance * icePillarEffect
EvtScript * takeTurnSource
union Evt::@10 owner1
Initially -1.
s32 handleBatttlePhaseScriptID
struct DisableXFXData * disableX
@ FX_BUFF_DATA_TURBO_CHARGE
@ FX_BUFF_DATA_CLOUD_NINE
@ FX_BUFF_DATA_WATER_BLOCK
EffectInstanceDataPtr data
#define ASSERT(condition)
@ FX_INSTANCE_FLAG_DISMISS
@ MERLEE_SPELL_COIN_BOOST
@ BS_FLAGS1_PLAYER_IN_BACK
@ BS_FLAGS1_DISABLE_CELEBRATION
@ BS_FLAGS1_STAR_POINTS_DROPPED
@ BS_FLAGS1_SORT_ENEMIES_BY_POSX
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_HAMMER_CHARGED
@ BS_FLAGS1_SHOW_PLAYER_DECORATIONS
@ BS_FLAGS1_ACTORS_VISIBLE
@ BS_FLAGS1_EXECUTING_MOVE
@ BTL_MSG_PLAYER_POISONED
@ BTL_MSG_TURBO_CHARGE_END
@ BTL_MSG_PLAYER_PARALYZED
@ BTL_MSG_ENEMY_CANT_MOVE
@ BTL_MSG_ENEMY_PARALYZED
@ BTL_MSG_WATER_BLOCK_END
@ BTL_MSG_FIRST_ACTION_TIP
@ BTL_MSG_PARTNER_INJURED
@ BTL_MSG_ENEMY_ELECTRIFIED
@ DEBUG_CONTACT_DIE_IN_BATTLE
@ DEBUG_CONTACT_DIE_ON_TOUCH
@ DEBUG_CONTACT_AUTO_FLEE
@ PHASE_MERLEE_ATTACK_BONUS
@ PHASE_MERLEE_DEFENSE_BONUS
@ BTL_MENU_TYPE_CHANGE_PARTNER
@ BS_FLAGS2_OVERRIDE_INACTIVE_PARTNER
@ BS_FLAGS2_STORED_TURBO_CHARGE_TURN
@ BS_FLAGS2_IS_FIRST_STRIKE
@ BS_FLAGS2_PLAYER_TURN_USED
@ BS_FLAGS2_HAS_DRAINED_HP
@ BS_FLAGS2_OVERRIDE_INACTIVE_PLAYER
@ BS_FLAGS2_PARTNER_TURN_USED
@ BS_FLAGS2_DONT_STOP_MUSIC
@ BS_FLAGS2_IGNORE_DARKNESS
@ BS_FLAGS2_HIDE_BUFF_COUNTERS
@ BS_FLAGS2_DROP_WHACKA_BUMP
@ ENCOUNTER_TRIGGER_HAMMER
@ ENCOUNTER_TRIGGER_PARTNER
@ BTL_CAM_PARTNER_INJURED
@ BTL_CAM_PLAYER_STATUS_AFFLICTED
@ BTL_SUBSTATE_FIRST_STRIKE_AWAIT_ENEMY_READY
@ BTL_SUBSTATE_PARTNER_MOVE_EXECUTE_MOVE
@ BTL_SUBSTATE_END_TRAINING_DONE
@ BTL_SUBSTATE_PARTNER_FIRST_STRIKE_AWAIT_ENEMY_DONE
@ BTL_SUBSTATE_PLAYER_MOVE_EXECUTE_MOVE
@ BTL_SUBSTATE_FIRST_STRIKE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_CHANGE_PARTNER_EXEC_PUT_AWAY
@ BTL_SUBSTATE_END_TURN_PERFORM_SWAP
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_CHECK_CLOUD_NINE
@ BTL_SUBSTATE_BEGIN_PARTNER_TURN_AWAIT_TURN_SCRIPT
@ BTL_SUBSTATE_DEFEAT_INIT
@ BTL_SUBSTATE_DEFEAT_CHECK_LIFE_SHROOM
@ BTL_SUBSTATE_END_DEMO_BATTLE_EXEC_STAGE_SCRIPT
@ BTL_SUBSTATE_END_BATTLE_CLEANUP
@ BTL_SUBSTATE_NORMAL_START_FADE_IN
@ BTL_SUBSTATE_VICTORY_DONE
@ BTL_SUBSTATE_BEGIN_PARTNER_TURN_EXEC_TURN_SCRIPT
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_RESET_STATE
@ BTL_SUBSTATE_NEXT_ENEMY_DONE
@ BTL_SUBSTATE_PARTNER_FIRST_STRIKE_AWAIT_ENEMY_READY
@ BTL_SUBSTATE_NORMAL_START_CREATE_ENEMIES
@ BTL_SUBSTATE_END_BATTLE_INIT
@ BTL_SUBSTATE_BEGIN_PARTNER_TURN_INIT
@ BTL_SUBSTATE_PARTNER_MOVE_AWAIT_ENEMY_STATUS_POPUP
@ BTL_SUBSTATE_RUN_AWAY_EXEC_SCRIPT
@ BTL_SUBSTATE_ENEMY_FIRST_STRIKE_INIT
@ BTL_SUBSTATE_CHANGE_PARTNER_EXEC_PHASE
@ BTL_SUBSTATE_PLAYER_MOVE_POST_PLAYER_STATUS_POPUP
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_AWAIT_WATER_BLOCK
@ BTL_SUBSTATE_BEGIN_PARTNER_TURN_END_DELAY
@ BTL_SUBSTATE_END_TURN_CHECK_FOR_SWAP
@ BTL_SUBSTATE_PARTNER_MOVE_AWAIT_PARTNER_STATUS_POPUP
@ BTL_SUBSTATE_RUN_AWAY_GIVE_STAR_POINTS
@ BTL_SUBSTATE_NEXT_ENEMY_UNUSED_1
@ BTL_SUBSTATE_FIRST_STRIKE_AWAIT_ENEMY_DONE
@ BTL_SUBSTATE_PARTNER_FIRST_STRIKE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_RUN_AWAY_AWAIT_SCRIPT
@ BTL_SUBSTATE_END_TRAINING_CHECK_OUTTA_SIGHT
@ BTL_SUBSTATE_ENEMY_MOVE_AWAIT_PLAYER_POPUP_DONE
@ BTL_SUBSTATE_VICTORY_AWAIT_SWAP
@ BTL_SUBSTATE_ENEMY_MOVE_EXECUTE
@ BTL_SUBSTATE_END_DEMO_BATTLE_CLEANUP
@ BTL_SUBSTATE_PARTNER_FIRST_STRIKE_INIT
@ BTL_SUBSTATE_ENEMY_MOVE_POST_PARTNER_POPUP_DELAY
@ BTL_SUBSTATE_ENEMY_MOVE_UNUSED_1
@ BTL_SUBSTATE_PARTNER_MOVE_DONE
@ BTL_SUBSTATE_BEGIN_PARTNER_TURN_AWAIT_RECOVER_DONE
@ BTL_SUBSTATE_CHANGE_PARTNER_INIT
@ BTL_SUBSTATE_END_TRAINING_AWAIT_OUTTA_SIGHT
@ BTL_SUBSTATE_END_BATTLE_EXEC_STAGE_SCRIPT
@ BTL_SUBSTATE_END_PLAYER_TURN_AWAIT_HAPPY
@ BTL_SUBSTATE_VICTORY_AWAIT_RECOVER_KO
@ BTL_SUBSTATE_ENEMY_MOVE_AWAIT_PARTNER_POPUP_DONE
@ BTL_SUBSTATE_END_TRAINING_INIT
@ BTL_SUBSTATE_PARTNER_MOVE_POST_ENEMY_STATUS_POPUP
@ BTL_SUBSTATE_BEGIN_TURN_INIT
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_TRY_STATUS_RECOVER
@ BTL_SUBSTATE_END_TURN_AWAIT_SCRIPTS
@ BTL_SUBSTATE_END_TURN_INIT
@ BTL_SUBSTATE_END_DEMO_BATTLE_FADE_OUT
@ BTL_SUBSTATE_END_BATTLE_FADE_OUT
@ BTL_SUBSTATE_PLAYER_MOVE_SHOW_TIP_DELAY
@ BTL_SUBSTATE_END_PLAYER_TURN_AWAIT_SWAP
@ BTL_SUBSTATE_DEFEND_AWAIT_SCRIPT
@ BTL_SUBSTATE_PARTNER_MOVE_POST_PARTNER_STATUS_POPUP
@ BATTLE_SUBSTATE_PREPARE_MENU_DIPPING
@ BTL_SUBSTATE_VICTORY_CHECK_SWAP
@ BTL_SUBSTATE_PLAYER_MOVE_AWAIT_PLAYER_STATUS_POPUP
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_TRY_COMMAND_RECOVER
@ BTL_SUBSTATE_CHANGE_PARTNER_DONE
@ BTL_SUBSTATE_RUN_AWAY_DONE
@ BTL_SUBSTATE_PLAYER_MOVE_AWAIT_DONE
@ BTL_SUBSTATE_END_TRAINING_RESET_CAM
@ BTL_SUBSTATE_NORMAL_START_CHECK_FIRST_STRIKE
@ BTL_SUBSTATE_END_TURN_UNUSED_4
@ BTL_SUBSTATE_FIRST_STRIKE_INIT
@ BTL_SUBSTATE_END_TURN_START_SCRIPTS
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_END_DELAY
@ BTL_SUBSTATE_RUN_AWAY_AWAIT_POST_FAILURE
@ BTL_SUBSTATE_VICTORY_CHECK_OUTTA_SIGHT
@ BTL_SUBSTATE_PARTNER_MOVE_HANDLE_RESULTS
@ BTL_SUBSTATE_END_TRAINING_AWAIT_RECOVERING
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_INIT
@ BTL_SUBSTATE_END_BATTLE_AWAIT_STAGE_SCRIPT
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_TRY_STATUS_DAMAGE
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_CHECK_TURBO_CHARGE
@ BTL_SUBSTATE_NORMAL_START_INIT
@ BTL_SUBSTATE_PLAYER_MOVE_CHECK_PLAYER_STATUS
@ BTL_SUBSTATE_VICTORY_CHECK_MERLEE
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_CHECK_WATER_BLOCK
@ BTL_SUBSTATE_CHANGE_PARTNER_LOAD_NEW_PARTNER
@ BTL_SUBSTATE_PARTNER_MOVE_CHECK_ENEMY_STATUS
@ BTL_SUBSTATE_NEXT_ENEMY_INIT
@ BTL_SUBSTATE_END_DEMO_BATTLE_AWAIT_STAGE_SCRIPT
@ BTL_SUBSTATE_PARTNER_MOVE_INIT
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_AWAIT_TURBO_CHARGE
@ BTL_SUBSTATE_VICTORY_AWAIT_OUTTA_SIGHT
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_AWAIT_OUTTA_SIGHT
@ BTL_SUBSTATE_BEGIN_PARTNER_TURN_RESET_STATE
@ BTL_SUBSTATE_CHANGE_PARTNER_EXEC_BRING_OUT
@ BTL_SUBSTATE_END_PLAYER_TURN_DONE
@ BTL_SUBSTATE_END_TURN_BEGIN_NEXT
@ BTL_SUBSTATE_VICTORY_RECOVER_STATUS
@ BTL_SUBSTATE_BEGIN_TURN_AWAIT_ENEMY_DEATH
@ BTL_SUBSTATE_ENEMY_MOVE_POST_PLAYER_POPUP_DELAY
@ BTL_SUBSTATE_PLAYER_MOVE_POST_ENEMY_STATUS_POPUP
@ BTL_SUBSTATE_BEGIN_TURN_AWAIT_ENEMY_SCRIPTS
@ BTL_SUBSTATE_ENEMY_MOVE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_PLAYER_MOVE_INIT
@ BTL_SUBSTATE_DEFEAT_DONE
@ BTL_SUBSTATE_ENEMY_MOVE_DONE
@ BTL_SUBSTATE_RUN_AWAY_EXEC_POST_FAILURE
@ BTL_SUBSTATE_END_PLAYER_TURN_CHECK_HAPPY
@ BTL_SUBSTATE_ENEMY_MOVE_CHECK_PARTNER
@ BTL_SUBSTATE_NORMAL_START_DONE
@ BTL_SUBSTATE_DEFEND_INIT
@ BTL_SUBSTATE_ENEMY_FIRST_STRIKE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_VICTORY_AWAIT_MERLEE
@ BTL_SUBSTATE_END_DEMO_BATTLE_INIT
@ BTL_SUBSTATE_PLAYER_MOVE_BEGIN_SHOW_TIP
@ BTL_SUBSTATE_BEGIN_PLAYER_TURN_AWAIT_CLOUD_NINE
@ BTL_SUBSTATE_DEFEAT_AWAIT_LIFE_SHROOM
@ BTL_SUBSTATE_PLAYER_MOVE_AWAIT_ENEMY_STATUS_POPUP
@ BTL_SUBSTATE_CHANGE_PARTNER_AWAIT_PHASE
@ BTL_SUBSTATE_PLAYER_MOVE_HANDLE_RESULTS
@ BATTLE_STATE_BEGIN_PARTNER_TURN
@ BATTLE_STATE_ENEMY_MOVE
@ BATTLE_STATE_NEXT_ENEMY
@ BATTLE_STATE_ENEMY_FIRST_STRIKE
@ BATTLE_STATE_FIRST_STRIKE
@ BATTLE_STATE_PREPARE_MENU
@ BATTLE_STATE_SWITCH_TO_PARTNER
@ BATTLE_STATE_PLAYER_MENU
@ BATTLE_STATE_END_DEMO_BATTLE
@ BATTLE_STATE_CELEBRATION
@ BATTLE_STATE_SWITCH_TO_PLAYER
@ BATTLE_STATE_BEGIN_TURN
@ BATTLE_STATE_PARTNER_FIRST_STRIKE
@ BATTLE_STATE_END_PARTNER_TURN
@ BATTLE_STATE_END_PLAYER_TURN
@ BATTLE_STATE_PEACH_MENU
@ BATTLE_STATE_PARTNER_MENU
@ BATTLE_STATE_BEGIN_PLAYER_TURN
@ BATTLE_STATE_TWINK_MENU
@ BATTLE_STATE_END_BATTLE
@ SOUND_DESTROY_WATER_BLOCK
@ ACTOR_FLAG_HEALTH_BAR_HIDDEN
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_HEALTH_BAR
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_FLAG_USING_IDLE_ANIM
@ BTL_MENU_IDX_STAR_POWER
@ EVENT_BEGIN_FIRST_STRIKE
@ ACTOR_PART_FLAG_TRANSPARENT
@ BTL_SUBSTATE_PLAYER_MENU_DIPPING_1
@ BTL_DARKNESS_STATE_NONE
@ EVT_FLAG_RUN_IMMEDIATELY
don't wait for next update_scripts call
void load_partner_actor(void)
void disable_partner_blur(void)
void set_screen_overlay_params_back(u8, f32)
s32 btl_are_all_enemies_defeated(void)
s32 is_ability_active(s32 arg0)
s32 player_team_is_ability_active(Actor *actor, s32 ability)
void kill_all_scripts(void)
void get_map_IDs_by_name_checked(const char *mapName, s16 *areaID, s16 *mapID)
Same as get_map_IDs_by_name, but will panic if the map doesn't exist.
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
void setup_status_bar_for_battle(void)
void * load_asset_by_name(const char *assetName, u32 *decompressedSize)
void remove_status_debuff(s32)
void reset_all_actor_sounds(Actor *)
s32 btl_check_player_defeated(void)
void set_background(BackgroundHeader *)
void decrement_status_bar_disabled(void)
void btl_cam_set_zoom(s16)
void dispatch_event_actor(Actor *, s32)
void load_battle_hit_asset(const char *hitName)
void load_data_for_models(struct ModelNode *model, s32 romOffset, s32 size)
void btl_update_ko_status(void)
void remove_status_static(s32)
void enable_partner_blur(void)
void reset_actor_turn_info(void)
void btl_cam_set_target_pos(f32, f32, f32)
void set_screen_overlay_params_front(u8, f32)
void close_action_command_instruction_popup(void)
void load_map_bg(char *optAssetName)
s32 get_asset_offset(char *, s32 *)
void remove_all_effects(void)
void remove_status_transparent(s32)
void dispatch_event_player(s32)
void btl_set_player_idle_anims(void)
void status_bar_stop_blinking_starpoints(void)
void btl_cam_use_preset(s32)
void btl_cam_target_actor(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 find_item(s32)
Search player inventory for itemID and return first matching array index.
void btl_cam_set_zoffset(s16)
s32 func_80263230(Actor *, Actor *)
void status_bar_start_blinking_starpoints(void)
void set_screen_overlay_center(s32, s32, s32, s32)
Actor * get_actor(s32 actorID)
void set_screen_overlay_color(s32, u8, u8, u8)
void btl_show_battle_message(s32 messageIndex, s32 duration)
s32 general_heap_free(void *data)
void deduct_current_move_fp(void)
void btl_delete_player_actor(Actor *player)
s32 btl_cam_is_moving_done(void)
void decode_yay0(void *src, void *dst)
void set_windows_visible(s32 groupIdx)
s32 dispatch_damage_event_actor_0(Actor *actor, s32 damageAmount, s32 event)
s32 inflict_status_set_duration(Actor *actor, s32 statusTypeKey, s32 statusDurationKey, s32 duration)
s32 does_script_exist(s32 id)
void load_player_actor(void)
void btl_delete_actor(Actor *actor)
s32 btl_is_popup_displayed(void)
void create_current_pos_target_list(Actor *actor)
void btl_cam_unfreeze(void)
s32 btl_check_enemies_defeated(void)
void set_curtain_scale_goal(f32 scale)
void remove_status_chill_out(s32)
void increment_status_bar_disabled(void)
void dispatch_event_partner(s32)
void set_game_mode(s32 modeID)
EvtScript BtlPutPartnerAway
EvtScript EVS_PeachEnterStage
EvtScript EVS_ApplyDizzyAttack
EvtScript EVS_PlayerRegainAbility
EvtScript EVS_Peach_HandlePhase
EvtScript BtlBringPartnerOut
EvtScript EVS_Mario_HandlePhase
EvtScript EVS_MarioEnterStage
void func_8003E514(s8 arg0)
EncounterStatus gCurrentEncounter
void sfx_play_sound(s32 soundID)
#define DMA_COPY_SEGMENT(segment)
#define LAST_DEMO_SCENE_IDX
Formation * stageFormation
s8 lastPlayerMenuSelection[16]
struct Actor * partnerActor
struct Actor * playerActor
struct Actor * enemyActors[24]
u8 Addr[]
Linker symbol address, as in ld_addrs.h.
BackgroundHeader gBackgroundImage
GameStatus * gGameStatusPtr
struct Battle * gOverrideBattlePtr
BattleStatus gBattleStatus