#ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H #define GUARD_BATTLE_SCRIPT_COMMANDS_H #include "constants/battle_script_commands.h" // Arguments for 'flags' in HandleBattleWindow #define WINDOW_CLEAR (1 << 0) #define WINDOW_BG1 (1 << 7) struct StatFractions { u8 dividend; u8 divisor; }; s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbility); s8 GetInverseCritChance(u8 battlerAtk, u8 battlerDef, u32 move); u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move, u32 atkAbility, u32 defAbility, u32 atkHoldEffect, u32 defHoldEffect); u8 GetBattlerTurnOrderNum(u8 battlerId); bool32 NoAliveMonsForEitherParty(void); void SetMoveEffect(bool32 primary, u32 certain); bool32 CanBattlerSwitch(u32 battlerId); void BattleDestroyYesNoCursorAt(u8 cursorPosition); void BattleCreateYesNoCursorAt(u8 cursorPosition); void BufferMoveToLearnIntoBattleTextBuff2(void); void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags); bool8 UproarWakeUpCheck(u8 battlerId); bool32 DoesSubstituteBlockMove(u8 battlerAtk, u8 battlerDef, u32 move); bool32 DoesDisguiseBlockMove(u8 battlerAtk, u8 battlerDef, u32 move); bool32 CanPoisonType(u8 battlerAttacker, u8 battlerTarget); bool32 CanParalyzeType(u8 battlerAttacker, u8 battlerTarget); bool32 CanUseLastResort(u8 battlerId); u32 IsFlowerVeilProtected(u32 battler); u32 IsLeafGuardProtected(u32 battler); bool32 IsShieldsDownProtected(u32 battler); u32 IsAbilityStatusProtected(u32 battler); bool32 TryResetBattlerStatChanges(u8 battler); bool32 CanCamouflage(u8 battlerId); u16 GetNaturePowerMove(void); u16 GetSecretPowerMoveEffect(void); void StealTargetItem(u8 battlerStealer, u8 battlerItem); u8 GetCatchingBattler(void); extern void (* const gBattleScriptingCommandsTable[])(void); extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4]; extern const struct StatFractions gAccuracyStageRatios[]; #endif // GUARD_BATTLE_SCRIPT_COMMANDS_H