#ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H #define GUARD_BATTLE_SCRIPT_COMMANDS_H #define CMP_EQUAL 0x0 #define CMP_NOT_EQUAL 0x1 #define CMP_GREATER_THAN 0x2 #define CMP_LESS_THAN 0x3 #define CMP_COMMON_BITS 0x4 #define CMP_NO_COMMON_BITS 0x5 #define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update #define BS_GET_ATTACKER_SIDE 8 // for atk1E_jumpifability #define BS_GET_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability #define ATK48_STAT_NEGATIVE 0x1 #define ATK48_STAT_BY_TWO 0x2 #define ATK48_BIT_x4 0x4 #define ATK48_LOWER_FAIL_CHECK 0x8 #define ATK4F_DONT_CHECK_STATUSES 0x80 #define VARIOUS_CANCEL_MULTI_TURN_MOVES 0 #define VARIOUS_SET_MAGIC_COAT_TARGET 1 #define VARIOUS_CAN_RUN_FROM_BATTLE 2 #define VARIOUS_GET_MOVE_TARGET 3 #define VARIOUS_RESET_INTIMIDATE_TRACE_BITS 5 #define VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP 6 #define VARIOUS_EMIT_YESNOBOX 13 #define VARIOUS_WAIT_CRY 18 #define VARIOUS_RETURN_OPPONENT_MON1 19 #define VARIOUS_RETURN_OPPONENT_MON2 20 #define VARIOUS_SET_TELEPORT_OUTCOME 25 #define VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC 26 #define ATK80_DMG_CHANGE_SIGN 0 #define ATK80_DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP 1 #define ATK80_DMG_DOUBLED 2 #define STAT_CHANGE_BS_PTR 0x1 #define STAT_CHANGE_NOT_PROTECT_AFFECTED 0x20 #define STAT_CHANGE_WORKED 0 #define STAT_CHANGE_DIDNT_WORK 1 #define WINDOW_CLEAR 0x1 #define WINDOW_x80 0x80 void AI_CalcDmg(u8 bankAtk, u8 bankDef); u8 TypeCalc(u16 move, u8 bankAtk, u8 bankDef); u8 AI_TypeCalc(u16 move, u16 targetSpecies, u8 targetAbility); u8 BankGetTurnOrder(u8 bank); void SetMoveEffect(bool8 primary, u8 certain); 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 bank); extern void (* const gBattleScriptingCommandsTable[])(void); extern const u8 gUnknown_0831C494[]; #endif // GUARD_BATTLE_SCRIPT_COMMANDS_H