BSS s32 PopupMenu_SelectedIndex
struct Evt * handlePhaseScript
EvtScript * handlePhaseSource
BSS u8 NextEnemyWaitingOrdinal
void btl_state_update_next_enemy(void)
void btl_state_draw_next_enemy(void)
@ BS_FLAGS2_HIDE_BUFF_COUNTERS
@ BATTLE_STATE_ENEMY_MOVE
@ BATTLE_STATE_NEXT_ENEMY
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_FLAG_USING_IDLE_ANIM
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
Actor * get_actor(s32 actorID)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
struct Actor * partnerActor
struct Actor * playerActor
BattleStatus gBattleStatus