222 if (
partner->state.moveTime != 0) {
234 if (
partner->state.moveTime != 0) {
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
@ BTL_SUBSTATE_TRY_MERLEE_DEF
@ BTL_SUBSTATE_RESET_ENEMIES
@ BTL_SUBSTATE_NOTIFY_ENEMY_PHASE
@ BTL_SUBSTATE_RESET_POSITIONS
@ BTL_SUBSTATE_AWAIT_ENEMY_PHASE
void btl_state_update_transfer_turn(void)
void btl_state_draw_transfer_turn(void)
BattleStatus gBattleStatus