240 {
261 s32 wasStatusInflicted;
263
271 wasStatusInflicted =
FALSE;
273
280 state = &player->
state;
281
284 }
285
287
289
290 target->lastDamageTaken = 0;
291
295 } else {
299 }
300 }
301
305 ) {
307 }
308
315 } else {
317 }
318 }
319
322 }
323
324
328 {
333 }
334
335
342 }
343
348 ) {
353 }
354 }
355
356
360 ) {
365 } else {
367 }
368 }
369
370
375 ) {
380 }
381
385 }
386
390 }
391
395 }
396
400 }
401
403
406
408 case 1:
410 break;
411 case 2:
413 break;
414 case 3:
416 break;
417 case 4:
419 break;
420 case 5:
422 break;
423 case 6:
425 break;
426 }
427 }
428
434 ) {
437 }
438
441 }
442
444
447 }
448
451 }
452
455
458 ) {
460 }
461
465 }
466
470 }
471
474 }
475
478 }
479
482 }
483
486 }
487
490 }
491
493
497
500 }
501
503
506 }
507 }
508
512
515 }
516
518
521 }
522 }
523
526 ) {
529 }
530
533 }
535 }
536
539 ) {
541
545#if !VERSION_JP
547#endif
552 }
553 }
554
558
561 }
562 }
563 }
564
568 ) {
571 }
572
576 }
577
580 }
581
584 }
585
586 target->hpChangeCounter = 0;
588
591 }
592
595
598 }
599 }
600
602
604 target->hpChangeCounter = 0;
606
610 } else {
613 } else {
615 }
616 }
617
619 } else {
624
629 ) {
631
635 }
636 }
637
640 target->hpChangeCounter = 0;
641 }
642
650 ) {
655 } else {
658 } else {
660 }
666 } else {
668 }
669 }
670 }
671
682 ) {
686 } else {
688 }
689 }
690 }
691 }
692
696 }
697
700 }
701
705 }
706 }
709 }
710
713 }
714
715
717
720
721 if (
target->actorBlueprint->spinSmashReq != 255
725 ) {
728 }
729
732 }
733
736 }
737
740 }
741
744 }
745 }
746 }
747
748
752 ) {
755 }
756
759 }
760
763 }
764
767 }
768
771 }
772 }
773
774
778 ) {
781 }
782
785 }
786
788 }
789
790
794 ) {
797 }
798
801 }
802
805 }
806 }
807 }
808
809
813 ) {
816 }
817
820 }
821
824 }
825 }
826
827
831 ) {
834 }
835
838 }
840 }
841
842
845 ) {
848 }
849
852 }
853
855 }
856
857
864 ) {
865 #define INFLICT_STATUS(STATUS_TYPE) \
866 if ((battleStatus->curAttackStatus & STATUS_FLAG_##STATUS_TYPE) && \
867 try_inflict_status(target, STATUS_KEY_##STATUS_TYPE, STATUS_TURN_MOD_##STATUS_TYPE)) { \
868 wasSpecialHit = TRUE; \
869 wasStatusInflicted = TRUE; \
870 } \
871
880
881 #undef INFLICT_STATUS
882
886 wasStatusInflicted =
TRUE;
887 }
888
889 if (wasStatusInflicted) {
892 }
893
896 }
897 }
898 }
899
902
907 }
911 } else {
913 }
914
917 }
918 }
919 }
920
925 }
926
929 }
930
934 } else {
936 }
937 }
938 }
939 }
940
943 }
944
947 }
948
951
958 } else {
960 }
961 }
962
965 }
966
973 }
974
981 }
982
989 }
990
997 }
998
1005 }
1006
1014 }
1015
1023 }
1024
1027 }
1028
1030
1034 }
1037 }
1038 }
1039
1045 ) {
1050 }
1051
1053}
EvtScript EVS_PlayStopHitFX
#define INFLICT_STATUS(STATUS_TYPE)
EvtScript EVS_PlayFreezeHitFX
EvtScript EVS_PlayShrinkHitFX
EvtScript EVS_PlayParalyzeHitFX
EvtScript EVS_PlayPoisonHitFX
EvtScript EVS_PlaySleepHitFX
EvtScript EVS_PlayDizzyHitFX
@ ACTION_RATING_NICE_SUPER_COMBO
'Nice' but becomes 'Super' if nice hits > 2
@ ACTION_RATING_MISS
clears nice hits
@ ACTION_RATING_NICE
sets nice hits = 1
@ BS_FLAGS1_TUTORIAL_BATTLE
@ BS_FLAGS1_FORCE_IMMUNE_HIT
@ BS_FLAGS1_TRIGGER_EVENTS
@ BS_FLAGS1_INCLUDE_POWER_UPS
@ 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_EXTREME_DEFENSE
Actor has 127 extra defense during damage calculation, unaffected by IGNORE_DEFENSE.
@ 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_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_ENCHANTED
Actor glows and listens for the Star Beam event.
@ ACTOR_PART_TARGET_NO_DAMAGE
@ BS_FLAGS2_IS_FIRST_STRIKE
@ BS_FLAGS2_HAS_DRAINED_HP
@ HIT_RESULT_NICE_NO_DAMAGE
@ SUPPRESS_EVENT_ALT_SPIKY
@ SUPPRESS_EVENT_SHOCK_CONTACT
@ SUPPRESS_EVENT_BURN_CONTACT
@ SOUND_SLIDE_WHISTLE_OUT
@ SOUND_LIFE_SHROOM_CHIME
@ 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_MULTI_BOUNCE
@ DAMAGE_TYPE_SHELL_CRACK
@ DAMAGE_TYPE_STATUS_ALWAYS_HITS
@ DAMAGE_TYPE_POWER_BOUNCE
@ DAMAGE_TYPE_IGNORE_DEFENSE
@ DAMAGE_TYPE_QUAKE_HAMMER
@ DAMAGE_TYPE_MULTIPLE_POPUPS
void show_primary_damage_popup(f32 x, f32 y, f32 z, s32 attack, s32 a)
s32 is_ability_active(s32 arg0)
void show_immune_bonk(f32 x, f32 y, f32 z, s32, s32, s32)
s32 count_power_plus(s32)
void show_actor_health_bar(Actor *)
void clear_part_pal_adjustment(ActorPart *)
void cancel_action_rating_combo(Actor *)
s32 get_defense(Actor *actor, s32 *defenseTable, s32 elementFlags)
void apply_shock_effect(Actor *)
void show_action_rating(s32, Actor *, f32, f32, f32)
void sfx_play_sound(s32 soundID)