4#define NAMESPACE action_command_fire_shell
16#define METER_FILL_TICK 950
20#define GET_DRAIN_RATE(pct) PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
28API_CALLABLE(N(
init)) {
45 acs->hudPrepareTime = 30;
48 acs->meterFillLevel = 0;
49 acs->meterFillWidth = 0;
76API_CALLABLE(N(start)) {
95 acs->meterFillLevel = 0;
96 acs->meterFillWidth = 0;
99 battleStatus->maxActionQuality =
acs->mashMeterCutoffs[(
acs->mashMeterNumIntervals - 1)];
116 switch (
acs->state) {
137 if (
acs->hudPosX > 50) {
145 if (
acs->prepareTime != 0) {
150 acs->meterFillLevel = 0;
153 acs->stateTimer =
acs->duration;
162 if (!
acs->isMeterFilled) {
163 cutoff =
acs->mashMeterCutoffs[
acs->mashMeterNumIntervals];
165 if (
acs->meterFillLevel < 0) {
166 acs->meterFillLevel = 0;
171 if (!
acs->isMeterFilled) {
173 acs->fireShell.holdingLeft =
TRUE;
177 if (
acs->fireShell.holdingLeft != 0) {
191 if (
acs->meterFillLevel < 0) {
192 acs->meterFillLevel = 0;
208 switch (
partner->actorBlueprint->level) {
235 if (
acs->stateTimer != 0) {
240 if (
acs->meterFillLevel == 0) {
246 cutoff =
acs->mashMeterCutoffs[
acs->mashMeterNumIntervals - 1];
264 if (
acs->stateTimer != 0) {
BSS s32 PopupMenu_SelectedIndex
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_attempt_count(void)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void increment_action_command_success_count(void)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
HudScript HES_StickNeutral
#define SCALE_BY_PCT(x, pct)
HudScript HES_StickMashLeft
@ ACTION_COMMAND_FIRE_SHELL
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_NOT_ENOUGH
#define GET_DRAIN_RATE(pct)
s32 actionCmdTableFireShell[]
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_set_alpha(s32 id, s32 opacity)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_set_render_depth(s32 id, s32 z)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
@ HUD_ELEMENT_FLAG_DISABLED
void sfx_stop_sound(s32 soundID)
void sfx_adjust_env_sound_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
void sfx_play_sound_with_params(s32 soundID, u8 volume, u8 pan, s16 pitchShift)
BattleStatus gBattleStatus
void N init(Npc *bombette)