162 {
182
190
193 }
194
196
198
199 target->lastDamageTaken = 0;
200
205 } else {
209 ) {
211 }
212
217
220 } else {
222 }
223 }
224
227 }
228
229
232 ) {
237 }
238
239
242 ) {
244
249 }
250
252
255 } else {
257 }
258 }
259
260
264 ) {
269 }
270
271
275 ) {
280 }
281
282
286 ) {
289
292 } else {
294 }
295 }
296
297
302 ) {
307 }
308
309
314 ) {
319 }
320
321
325 ) {
328
331 } else {
333 }
334 }
335
336
342 ) {
347 } else {
349 }
350 }
351
355 }
356
360 }
361
365 }
366
370 }
371
376 ) {
378 }
379
382 }
383
385
388 }
389
391
395 ) {
398 }
399 }
400
404 }
405
409
412 }
413 }
414 }
415
418 }
419
422 }
423
425 target->hpChangeCounter = 0;
426
429 }
430
433
436 }
437 }
438
440
442 target->hpChangeCounter = 0;
443
448 } else {
452 } else {
454 }
455 }
456
458 } else {
464
469 ) {
471
475 }
476 }
477
480 target->hpChangeCounter = 0;
481 }
482
488 ) {
495 } else {
497 }
498 }
499
504 }
505 }
506
510 }
511
514 }
515
519 }
520 }
523 }
524
527 }
528
533 }
534
537 }
538
540 }
541
546 }
547
550 }
551
554 }
555
558 }
559
562 }
563 }
564
569 }
570
573 }
574
576 }
577
582 }
583
586 }
587
590 }
591 }
592 }
593 }
594 }
595 }
596
600 ) {
603 }
604
607 }
608
611 }
612 }
613
617 ) {
620 }
621
624 }
625
628 }
629
632 }
633
638 }
639
642 }
643
645 }
646
653 ) {
654 #define INFLICT_STATUS(STATUS_TYPE) \
655 if ((battleStatus->curAttackStatus & STATUS_FLAG_##STATUS_TYPE) && \
656 try_inflict_status(target, STATUS_KEY_##STATUS_TYPE, STATUS_TURN_MOD_##STATUS_TYPE)) { \
657 wasSpecialHit = TRUE; \
658 wasStatusInflicted = TRUE; \
659 } \
660
669
670 #undef INFLICT_STATUS
671
675 wasStatusInflicted =
TRUE;
676 }
677
679
682 }
683
685
695 ) {
697 wasStatusInflicted =
TRUE;
706 } else {
709 }
710 } else {
713 }
714 }
715
716 if (wasStatusInflicted) {
719 }
720
723 }
724 }
725 }
726 }
727
730
741 wasStatusInflicted =
TRUE;
750 } else {
753 }
754 } else {
757 }
758 }
759 }
760
763
768 }
772 } else {
774 }
775
778 }
779 }
780 }
781
784 ) {
787 }
788
792 } else {
794 }
795 }
796 }
797
800 }
801
804 if (
partner->actorTypeData1[5] != 0) {
806 }
807
809
816 } else {
818 }
819 }
820 }
821
825 ) {
827 }
828
835 }
836
843 }
844
851 }
852
859 }
860
867 }
868
876 }
877
885 }
886
889 }
890
892
896 }
899 }
900 }
901
909 }
910
912}
#define INFLICT_STATUS(STATUS_TYPE)
@ ACTION_RATING_SUPER
sets nice hits = 2
@ ACTION_RATING_NICE
sets nice hits = 1
@ BS_FLAGS1_TUTORIAL_BATTLE
@ BS_FLAGS1_FORCE_IMMUNE_HIT
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_SHOW_PLAYER_DECORATIONS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ BS_FLAGS1_ACTORS_VISIBLE
@ 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_FIRE_EXPLODE
Fire attacks trigger an explosion, used only by bullet/bombshell bills.
@ ACTOR_EVENT_FLAG_POWER_BOUNCE
Actor listens for Power Bounce events.
@ ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
Attacks that contact will trigger an explosion.
@ 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_EXPLODE_ON_IGNITION
Blast and fire attacks trigger an explosion.
@ ACTOR_EVENT_FLAG_ENCHANTED
Actor glows and listens for the Star Beam event.
@ ACTOR_PART_TARGET_NO_DAMAGE
@ HIT_RESULT_NICE_NO_DAMAGE
@ SUPPRESS_EVENT_EXPLODE_CONTACT
@ ACTOR_FLAG_NO_DMG_POPUP
Hide damage popup.
@ ACTOR_FLAG_FLIPPED
Actor has been flipped over.
@ EVENT_POWER_BOUNCE_DEATH
@ ACTOR_PART_FLAG_DAMAGE_IMMUNE
electrified Plays extra hurt SFX?
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_POWER_BOUNCE
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_MULTIPLE_POPUPS
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a)
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32)
void show_actor_health_bar(Actor *)
void clear_part_pal_adjustment(ActorPart *)
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 *)
void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32 angle)
s32 get_defense(Actor *actor, s32 *defenseTable, s32 elementFlags)
void show_action_rating(s32, Actor *, f32, f32, f32)
EvtScript EVS_PlayStopHitFX
EvtScript EVS_PlayFreezeHitFX
EvtScript EVS_PlayShrinkHitFX
EvtScript EVS_PlayParalyzeHitFX
EvtScript EVS_PlayPoisonHitFX
EvtScript EVS_PlaySleepHitFX
EvtScript EVS_PlayDizzyHitFX