pokeemerald/include/battle_script_commands.h
AgustinGDLV 86242c1c70
MOVE_REVIVAL_BLESSING Effect (#2883)
* implemented Revival Blessing
2023-04-12 01:14:25 +01:00

56 lines
2.2 KiB
C

#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)
// Arguments for 'xStart, yStart, xEnd, yEnd' in HandleBattleWindow
#define YESNOBOX_X_Y 24, 8, 29, 13
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);
u32 GetHighestStatId(u32 battlerId);
bool32 ProteanTryChangeType(u32 battler, u32 ability, u32 move, u32 moveType);
bool32 DoSwitchInAbilitiesItems(u32 battlerId);
u8 GetFirstFaintedPartyIndex(u8 battlerId);
extern void (* const gBattleScriptingCommandsTable[])(void);
extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4];
extern const struct StatFractions gAccuracyStageRatios[];
#endif // GUARD_BATTLE_SCRIPT_COMMANDS_H