15#define NAMESPACE action_command_power_shock
29#define METER_FILL_TICK 850
31s32 N(DrainRateTable)[] = { 0, 25, 50, 75, 75 };
33#define GET_DRAIN_RATE(pct) (N(DrainRateTable)[((pct) / (ONE_PCT_MASH / 5))])
37API_CALLABLE(N(
init)) {
61 N(HasStarted) = FALSE;
95API_CALLABLE(N(start)) {
119 battleStatus->
flags1 &= ~BS_FLAGS1_FREE_ACTION_COMMAND;
134 switch (acs->
state) {
167 offsetX = 29 - (amt * 60) / 100;
180 N(HasStarted) = TRUE;
191 if (acs->statusChance != 0) {
207 if (acs->statusChance != 0) {
238 if (acs->statusChance == 0) {
269 if (acs->statusChance == 0) {
285 switch (acs->
state) {
320 if (!N(HasStarted)) {
void draw_mash_meter_blink_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
BSS ActionCommandStatus gActionCommandStatus
void action_command_free(void)
void increment_action_command_attempt_count(void)
void draw_mash_meter_multicolor_with_divisor(s32 posX, s32 posY, s32 fillValue, s32 divisor)
s32 adjust_action_command_difficulty(s32 difficultyLevel)
void increment_action_command_success_count(void)
void action_command_init_status(void)
#define AC_QUALITY_FAILED
#define SCALE_BY_PCT(x, pct)
HudScript HES_MashAButton
@ ACTION_COMMAND_POWER_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 actionCmdTablePowerShock[]
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)