60 escapeChance = 100.0f;
71 player->
state.varTable[0] = 100;
BSS s32 PopupMenu_SelectedIndex
s32 bgm_set_song(s32 playerIndex, s32 songID, s32 variation, s32 fadeOutTime, s16 volume)
BSS s32 BattleSubstateDelay
struct Evt * takeTurnScript
struct ActorBlueprint * actorBlueprint
@ DEBUG_CONTACT_AUTO_FLEE
@ BS_FLAGS2_OVERRIDE_INACTIVE_PARTNER
@ BS_FLAGS2_PLAYER_TURN_USED
@ BS_FLAGS2_OVERRIDE_INACTIVE_PLAYER
@ BS_FLAGS2_PARTNER_TURN_USED
@ BS_FLAGS2_DONT_STOP_MUSIC
@ BATTLE_STATE_TRANSFER_TURN
@ BATTLE_STATE_END_BATTLE
@ ACTOR_FLAG_TARGET_ONLY
Battle ends even if undefeated. No turn.
@ ACTOR_FLAG_NO_DMG_APPLY
Damage is not applied to actor HP.
s32 is_ability_active(s32 arg0)
void btl_start_blinking_starpoints(void)
void btl_stop_blinking_starpoints(void)
void status_bar_stop_blinking_starpoints(void)
void btl_cam_use_preset(s32)
void btl_cam_target_actor(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
void status_bar_start_blinking_starpoints(void)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
EvtScript EVS_Mario_HandlePhase
EncounterStatus gCurrentEncounter
void sfx_play_sound(s32 soundID)
BSS s32 RunAwayRewardStep
BSS s32 RunAwayRewardIncrement
@ BTL_SUBSTATE_EXEC_POST_FAILURE
@ BTL_SUBSTATE_GIVE_STAR_POINTS
@ BTL_SUBSTATE_AWAIT_SCRIPT
@ BTL_SUBSTATE_AWAIT_POST_FAILURE
@ BTL_SUBSTATE_EXEC_SCRIPT
BSS s32 RunAwayRewardTotal
void btl_state_draw_run_away(void)
void btl_state_update_run_away(void)
GameStatus * gGameStatusPtr
BattleStatus gBattleStatus