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battle/battle.h

BattleAreaIDs

enum BattleAreaIDs source

BattlePositions

enum BattlePositions source

BattleVars

enum BattleVars source

CommonActorVars

enum CommonActorVars source

bActorNames

extern s32 bActorNames[] source

BattleMoveEntry

struct BattleMoveEntry source
Fields

romStart: u8*

romEnd: u8*

vramStart: u8*

mainScript: EvtScript*

ActorBlueprint

struct ActorBlueprint source
Fields

flags: s32

maxHP: s16

type: u8

level: u8

partCount: s16

partsData: structActorPartBlueprint*

initScript: EvtScript*

statusTable: s32*

escapeChance: u8

airLiftChance: u8

hurricaneChance: u8

spookChance: u8

upAndAwayChance: u8

spinSmashReq: u8

powerBounceChance: u8

coinReward: u8

size: Vec2b

healthBarOffset: Vec2b

statusIconOffset: Vec2b

statusTextOffset: Vec2b

FormationRow

struct FormationRow source
Fields

actor: ActorBlueprint*

home: union { ... }

priority: s32Actors with higher priority values take their turn first.

var0: s32

var1: s32

var2: s32

var3: s32

Formation

typedef Formation source

StaticFormationActor

struct StaticFormationActor source

StaticFormationEntry

struct StaticFormationEntry source
Fields

sjisName: char*

numActors: s32

actors: StaticFormationActor*

stageName: char*

Stage

struct Stage source
Fields

texture: char*

shape: constchar*

hit: constchar*

preBattle: EvtScript*

postBattle: EvtScript*

bg: char*

foregroundModelList: s32*

stageEnemyCount: s32

stageFormation: Formation*

stageEnemyChance: s32

Battle

struct Battle source

Zero-terminated.

Fields

name: constchar*Debug SJIS name.

formationSize: s32

formation: Formation*

stage: Stage*

onBattleStart: EvtScript*

BattleList

typedef BattleList source

StageListRow

struct StageListRow source

Zero-terminated.

Fields

name: constchar*Map ID.

stage: Stage*

StageList

typedef StageList source

BattleArea

struct BattleArea source
Fields

name: char*JP debug name.

dmaStart: void*

dmaEnd: void*

dmaDest: void*

battles: BattleList*

stages: StageList*

dmaTable: DmaTable*

gBattleAreas

extern BattleArea gBattleAreas[48] source

ActorSounds

struct ActorSounds source
Fields

walk: s32 [2];

fly: s32 [2];

jump: s32

hurt: s32

delay: s16 [2];Number of frames to wait between walk/fly sounds. Negative values are in distance.

bActorSoundTable

extern ActorSounds bActorSoundTable[] source

ActorOffsets

struct ActorOffsets source
Fields

tattleCam: Vec3b

shadow: s8

CelebrationAnimEntry

struct CelebrationAnimEntry source
Fields

weight: s32

anim: u32

CelebrationOptionSet

typedef CelebrationOptionSet source

CelebrationAnimOptions

struct CelebrationAnimOptions source
Fields

randomChance: s16

hpBasedChance: s16

options: CelebrationOptionSet [5];

gCurrentBattlePtr

extern Battle * gCurrentBattlePtr source

bActorOffsets

extern ActorOffsets bActorOffsets[] source

load_demo_battle

void load_demo_battle(u32 index) source

create_actor

Actor* create_actor(Formation formation) source