25 if (handleEventScript !=
NULL) {
43 if (handleEventScript !=
NULL) {
174 s32 wasStatusInflicted =
FALSE;
199 target->lastDamageTaken = 0;
425 target->hpChangeCounter = 0;
442 target->hpChangeCounter = 0;
480 target->hpChangeCounter = 0;
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; \
671 #undef INFLICT_STATUS
692 wasStatusInflicted =
TRUE;
711 if (wasStatusInflicted) {
736 wasStatusInflicted =
TRUE;
799 if (
partner->actorTypeData1[5] != 0) {
1019 actorID =
script->owner1.enemyID;
1040 actorID =
script->owner1.enemyID;
1395 if (actionQuality < 0) {
1399 if (
quality < actionQuality) {
BSS s32 PopupMenu_SelectedIndex
struct Evt * takeTurnScript
EvtScript * handleEventSource
struct Evt * handleEventScript
struct SelectableTarget targetData[24]
HitResult calc_partner_test_enemy(void)
#define INFLICT_STATUS(STATUS_TYPE)
s32 dispatch_damage_event_partner_0(s32 damageAmount, s32 event, s32 stopMotion)
s32 dispatch_damage_event_partner_1(s32, s32)
HitResult calc_partner_damage_enemy(void)
s32 dispatch_damage_event_partner(s32 damageAmount, s32 event, s32 stopMotion)
void dispatch_event_partner_continue_turn(s8 lastEventType)
void dispatch_event_partner(s32 lastEventType)
#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_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_ELECTRIFIED
Player takes shock damage upon contact.
@ ACTOR_EVENT_FLAG_SPIKY_FRONT
Player takes spike damage from hammer attacks.
@ ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT
Attacks that contact will trigger an explosion.
@ ACTOR_EVENT_FLAG_FIREY
Player takes burn damage upon contact.
@ ACTOR_EVENT_FLAG_BURIED
Actor can only by hit by quake-element attacks.
@ ACTOR_EVENT_FLAG_ALT_SPIKY
Additional spiky quality associated with Pokeys and Spinies.
@ 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_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
@ SUPPRESS_EVENT_EXPLODE_CONTACT
@ SUPPRESS_EVENT_SPIKY_TOP
@ SUPPRESS_EVENT_ALT_SPIKY
@ SUPPRESS_EVENT_SHOCK_CONTACT
@ SUPPRESS_EVENT_SPIKY_FRONT
@ SUPPRESS_EVENT_BURN_CONTACT
@ ACTOR_FLAG_NO_DMG_POPUP
Hide damage popup.
@ ACTOR_FLAG_HEALTH_BAR_HIDDEN
@ ACTOR_FLAG_UPSIDE_DOWN
HP bar offset below actor (e.g. Swooper when upside-down).
@ 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
@ EVT_FLAG_RUN_IMMEDIATELY
don't wait for next update_scripts call
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)
s32 player_team_is_ability_active(Actor *actor, s32 ability)
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 clear_part_pal_adjustment(ActorPart *)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void set_actor_flash_mode(Actor *actor, s32 arg1)
void show_damage_fx(Actor *actor, f32 x, f32 y, f32 z, s32 damage)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 inflict_status(Actor *, s32, s32)
ActorPart * get_actor_part(Actor *actor, s32 partID)
s32 get_defense(Actor *actor, s32 *defenseTable, s32 elementFlags)
Actor * get_actor(s32 actorID)
void kill_script_by_ID(s32 id)
void func_80266970(Actor *)
void set_goal_pos_to_part(ActorState *state, s32 actorID, s32 partID)
void btl_delete_actor(Actor *actor)
void show_next_damage_popup(f32 x, f32 y, f32 z, s32 damageAmount, s32)
void apply_shock_effect(Actor *)
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
s32 curAttackEventSuppression
BattleStatus gBattleStatus
PlayerStatus gPlayerStatus