7#define NAMESPACE action_command_mega_shock
20#define METER_FILL_TICK 780
22s32 N(DrainRateTable)[] = { 0, 25, 50, 75, 75 };
24#define GET_DRAIN_RATE(pct) PCT_TO_TABLE_RATE(N(DrainRateTable), pct)
26API_CALLABLE(N(
init)) {
77API_CALLABLE(N(start)) {
101 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
118 switch (acs->
state) {
178 if (acs->statusChance != 0) {
202 for (i = 1; i >= 0; i--) {
211 if ((buttonsPushed & buttonsAB) == buttonsAB) {
212 if (acs->statusChance != 0) {
241 for (i = 1; i >= 0; i--) {
270 if (acs->statusChance == 0) {
274 if (buttonsPushed == 0) {
299 if (acs->statusChance == 0) {
BSS ActionCommandStatus gActionCommandStatus
void draw_mash_meter_multicolor(s32 posX, s32 posY, s32 fillValue)
void action_command_free(void)
void increment_action_command_attempt_count(void)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void draw_mash_meter_blink(s32 posX, s32 posY, s32 fillValue)
void increment_action_command_success_count(void)
void action_command_init_status(void)
HudScript HES_MashBButton1
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_MashAButton
@ ACTION_COMMAND_MEGA_SHOCK
@ SOUND_LOOP_CHARGE_METER
@ ACTION_RESULT_METER_BELOW_HALF
void btl_set_popup_duration(s32 duration)
s32 evt_get_variable(Evt *script, Bytecode var)
void hud_element_get_render_pos(s32 id, s32 *x, s32 *y)
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.
void hud_element_draw_clipped(s32 id)
void hud_element_free(s32 id)
@ HUD_ELEMENT_FLAG_DISABLED
#define GET_DRAIN_RATE(pct)
s32 actionCmdTableMegaShock[]
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)
s32 * actionCmdDifficultyTable
BattleStatus gBattleStatus
void N init(Npc *bombette)