19 if (actor ==
nullptr) {
69 s32 wasStatusInflicted;
78 wasStatusInflicted =
false;
89 target->lastDamageTaken = 0;
92 state = &player->
state;
157 target->hpChangeCounter = 0;
160 target->hpChangeCounter = 0;
190 target->hpChangeCounter = 0;
225 wasStatusInflicted =
true;
229 wasStatusInflicted =
true;
240 if ((
target->attackBoost > 0 ||
target->defenseBoost > 0) ||
241 ((
target->staticStatus == 0 &&
target->transparentStatus != 0) ||
target->staticStatus != 0))
245 target->isGlowing =
false;
247 if (
target->staticStatus != 0) {
249 target->staticDuration = 0;
252 if (
target->transparentStatus != 0) {
253 target->transparentStatus = 0;
254 target->transparentDuration = 0;
257 wasStatusInflicted =
true;
268 wasStatusInflicted =
true;
272 wasStatusInflicted =
true;
344 #define INFLICT_STATUS(STATUS_TYPE) \
345 if ((battleStatus->curAttackStatus & STATUS_FLAG_##STATUS_TYPE) && \
346 try_inflict_status(target, STATUS_KEY_##STATUS_TYPE, STATUS_TURN_MOD_##STATUS_TYPE)) { \
347 wasStatusInflicted = true; \
359 #undef INFLICT_STATUS
363 wasStatusInflicted =
true;
366 if (wasStatusInflicted) {
394 wasStatusInflicted =
true;
BSS s32 PopupMenu_SelectedIndex
HitResult calc_item_check_hit(void)
HitResult calc_item_damage_enemy(void)
#define INFLICT_STATUS(STATUS_TYPE)
#define sfx_play_sound_at_position
#define ASSERT(condition)
@ ACTION_RATING_SUPER
sets nice hits = 2
@ ACTION_RATING_NICE
sets nice hits = 1
@ BS_FLAGS1_PARTNER_ACTING
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_SHOW_PLAYER_DECORATIONS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BS_FLAGS1_ACTORS_VISIBLE
@ ACTOR_EVENT_FLAG_RIDING_BROOMSTICK
Actor is on Magikoopa Broomstick, effect seems to be redundant.
@ ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED
Actor glows and listens for Star Beam and Peach Beam events.
@ ACTOR_EVENT_FLAG_GROUNDABLE
Actor can be knocked down from flight; triggered by jump attacks.
@ ACTOR_EVENT_FLAG_ATTACK_CHARGED
Actor has charged an attack that can be removed with Star Beam.
@ ACTOR_EVENT_FLAG_BURIED
Actor can only by hit by quake-element attacks.
@ ACTOR_EVENT_FLAG_FLIPABLE
Actor can be flipped; triggered by jump and quake attacks.
@ ACTOR_EVENT_FLAG_ILLUSORY
Player attacks pass through and miss.
@ ACTOR_EVENT_FLAG_SPIKY_TOP
Player takes spike damage from jump attacks.
@ ACTOR_EVENT_FLAG_ENCHANTED
Actor glows and listens for the Star Beam event.
@ ACTOR_PART_TARGET_NO_DAMAGE
@ HIT_RESULT_LANDED_ON_SPIKE
@ HIT_RESULT_NICE_NO_DAMAGE
@ ACTOR_FLAG_DAMAGE_IMMUNE
@ ACTOR_FLAG_NO_DMG_POPUP
Hide damage popup.
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
@ EVENT_INVUNERABLE_TAUNT
@ ACTOR_PART_FLAG_DAMAGE_IMMUNE
electrified Plays extra hurt SFX?
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_REMOVE_BUFFS
@ DAMAGE_TYPE_MULTIPLE_POPUPS
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a)
s32 does_script_exist_by_ref(Evt *script)
s32 evt_get_variable(Evt *script, Bytecode var)
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32)
void dispatch_event_actor(Actor *, s32)
void show_actor_health_bar(Actor *)
void remove_status_static(s32)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void remove_status_transparent(s32)
void set_actor_flash_mode(Actor *actor, s32 arg1)
void show_damage_fx(Actor *actor, f32 x, f32 y, f32 z, s32 damage)
void cancel_action_rating_combo(Actor *)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 inflict_status(Actor *, s32, s32)
ActorPart * get_actor_part(Actor *actor, s32 partID)
void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32 angle)
s32 get_defense(Actor *actor, s32 *defenseTable, s32 elementFlags)
Actor * get_actor(s32 actorID)
void apply_shock_effect(Actor *)
void show_action_rating(s32, Actor *, f32, f32, f32)
s32 try_inflict_status(Actor *, s32, s32)
EvtScript EVS_PlayStopHitFX
EvtScript EVS_PlayFreezeHitFX
EvtScript EVS_PlayShrinkHitFX
EvtScript EVS_PlayParalyzeHitFX
EvtScript EVS_PlayPoisonHitFX
EvtScript EVS_PlaySleepHitFX
EvtScript EVS_PlayDizzyHitFX
BattleStatus gBattleStatus