16 {
25
27
31 return;
32 }
33
37 return;
38 }
39 }
40
46 }
47
54 }
55
57
64 } else {
66 }
67 }
68 }
70 return;
71 }
72
74
75
78
80 continue;
81 }
82
85
93 ) {
95 }
102 }
103 }
104
111 }
112 }
113
120 }
121 }
122
128 }
129 }
130
139 }
144 }
145 }
147 }
148
150
153 return;
154 } else {
156 }
157 }
158
159
163 return;
164 } else {
166 }
167 }
168 }
169
170
177 } else {
179 }
180 }
181 }
183 return;
184 }
185
187 return;
188 }
189
191
196 } else {
207 } else {
214 }
218 }
219 }
220
222 if (
partner->state.moveTime != 0) {
227 }
233
234 if (
partner->state.moveTime != 0) {
236 } else {
246 } else {
249 }
252 }
253 }
254
258 return;
259 }
260
269 }
276 }
282 }
283
285
288 return;
289 } else {
291 }
292 }
293
294
303 }
304 }
305
307 }
308
310
314
315
319 }
320 }
321 }
323 return;
324 }
325
327 }
328
331 }
332}
BSS s32 PopupMenu_SelectedIndex
BSS s32 BattleStatusUpdateDelay
struct EffectInstance * disableEffect
struct Evt * handlePhaseScript
struct Evt * takeTurnScript
struct Evt * handleEventScript
EvtScript * handlePhaseSource
struct DisableXFXData * disableX
EffectInstanceDataPtr data
@ BS_FLAGS1_PLAYER_IN_BACK
@ BS_FLAGS1_TRIGGER_EVENTS
@ PHASE_MERLEE_DEFENSE_BONUS
@ BS_FLAGS2_PLAYER_TURN_USED
@ BS_FLAGS2_PARTNER_TURN_USED
@ BATTLE_STATE_NEXT_ENEMY
@ BATTLE_STATE_SWITCH_TO_PARTNER
@ BATTLE_STATE_SWITCH_TO_PLAYER
@ ACTOR_FLAG_SHOW_STATUS_ICONS
@ ACTOR_FLAG_NO_ATTACK
Skip attack turn.
@ ACTOR_FLAG_USING_IDLE_ANIM
void remove_status_debuff(s32)
s32 btl_check_player_defeated(void)
void dispatch_event_actor(Actor *, s32)
void remove_status_static(s32)
void reset_actor_turn_info(void)
void remove_status_transparent(s32)
void btl_cam_use_preset(s32)
Evt * start_script(EvtScript *source, s32 priority, s32 initialState)
s32 dispatch_damage_event_actor_0(Actor *actor, s32 damageAmount, s32 event)
s32 does_script_exist(s32 id)
void btl_set_state(s32 battleState)
s32 btl_check_enemies_defeated(void)
EvtScript EVS_Mario_HandlePhase
BattleStatus gBattleStatus