5#define NAMESPACE action_command_dizzy_shell
17#define METER_FILL_TICK 850
19s32 N(DrainRateTable)[] = { 0, 25, 50, 75, 75 };
21#define GET_DRAIN_RATE(pct) PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
23API_CALLABLE(N(
init)) {
71API_CALLABLE(N(start)) {
95 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
110 switch (acs->
state) {
155 if (acs->statusChance != 0) {
174 s32 fillAmt = (difficultyPct * effectivenessPct) / (100 * 100);
204 if (acs->statusChance == 0) {
208 if (fillLevel == 0) {
232 if (acs->statusChance == 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_MashAButton
#define GET_DRAIN_RATE(pct)
s32 actionCmdTableDizzyShell[]
@ ACTION_COMMAND_DIZZY_SHELL
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_NOT_ENOUGH
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.
@ HUD_ELEMENT_FLAG_DISABLED
void sfx_stop_sound(s32 soundID)
void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)