BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
struct Evt * handleEventScript
EvtScript * takeTurnSource
void btl_state_update_enemy_move(void)
@ BTL_SUBSTATE_POST_PARTNER_POPUP_DELAY
@ BTL_SUBSTATE_POST_PLAYER_POPUP_DELAY
@ BTL_SUBSTATE_AWAIT_PARTNER_POPUP_DONE
@ BTL_SUBSTATE_CHECK_PARTNER
@ BTL_SUBSTATE_AWAIT_SCRIPTS
@ BTL_SUBSTATE_AWAIT_PLAYER_POPUP_DONE
void btl_state_draw_enemy_move(void)
@ BS_FLAGS1_EXECUTING_MOVE
@ BTL_MSG_PLAYER_POISONED
@ BTL_MSG_PLAYER_PARALYZED
@ BTL_MSG_PARTNER_INJURED
@ BS_FLAGS2_IGNORE_DARKNESS
@ BTL_CAM_PARTNER_INJURED
@ BTL_CAM_PLAYER_STATUS_AFFLICTED
@ BATTLE_STATE_NEXT_ENEMY
@ BATTLE_STATE_END_DEMO_BATTLE
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_FLAG_USING_IDLE_ANIM
void reset_all_actor_sounds(Actor *)
s32 btl_check_player_defeated(void)
void btl_update_ko_status(void)
void reset_actor_turn_info(void)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void btl_show_battle_message(s32 messageIndex, s32 duration)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_is_popup_displayed(void)
s32 btl_check_enemies_defeated(void)
struct Actor * partnerActor
struct Actor * playerActor
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus