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enums.h

VolumeLevels

enum VolumeLevels source

Perceptual volume levels, 0 (mute) to 8 (max). Only attenuates, never amplifies.

VOL_LEVEL_MUTE
VOL_LEVEL_1
VOL_LEVEL_2
VOL_LEVEL_3
VOL_LEVEL_4
VOL_LEVEL_5
VOL_LEVEL_6
VOL_LEVEL_7
VOL_LEVEL_FULL

ActionRatings

enum ActionRatings source
ACTION_RATING_NICE

sets nice hits = 1

ACTION_RATING_MISS

clears nice hits

ACTION_RATING_LUCKY

clears nice hits

ACTION_RATING_SUPER

sets nice hits = 2

ACTION_RATING_NICE_NO_COMBO

clears nice hits

ACTION_RATING_NICE_SUPER_COMBO

'Nice' but becomes 'Super' if nice hits > 2

ActionStates

enum ActionStates source

Areas

enum Areas source

PlayerStatusAnimFlags

enum PlayerStatusAnimFlags source

ActorFlags

enum ActorFlags source
ACTOR_FLAG_INVISIBLE

Actor is not rendered.

ACTOR_FLAG_NO_SHADOW

Hide shadow.

ACTOR_FLAG_LOW_PRIORITY_TARGET
ACTOR_FLAG_MINOR_TARGET
ACTOR_FLAG_NO_TATTLE
ACTOR_FLAG_FLYING

Quake Hammer can't hit.

ACTOR_FLAG_FLIPPED

Actor has been flipped over.

ACTOR_FLAG_UPSIDE_DOWN

HP bar offset below actor (e.g. Swooper when upside-down).

ACTOR_FLAG_TYPE_CHANGED

Indicates actors type has changed, triggers recheck for if HP bar should be shown based on tattle status.

ACTOR_FLAG_DAMAGE_IMMUNE
ACTOR_FLAG_TARGET_ONLY

Battle ends even if undefeated. No turn.

ACTOR_FLAG_HALF_HEIGHT
ACTOR_FLAG_SKIP_TURN
ACTOR_FLAG_NO_HEALTH_BAR
ACTOR_FLAG_HEALTH_BAR_HIDDEN
ACTOR_FLAG_NO_ATTACK

Skip attack turn.

ACTOR_FLAG_NO_DMG_APPLY

Damage is not applied to actor HP.

ACTOR_FLAG_NO_DMG_POPUP

Hide damage popup.

ACTOR_FLAG_USING_IDLE_ANIM
ACTOR_FLAG_SHOW_STATUS_ICONS
ACTOR_FLAG_BLUR_ENABLED
ACTOR_FLAG_NO_INACTIVE_ANIM

ActorPartFlags

enum ActorPartFlags source

ActorEventFlags

enum ActorEventFlags source
ACTOR_EVENT_FLAGS_NONE
ACTOR_EVENT_FLAG_FIREY

Player takes burn damage upon contact.

ACTOR_EVENT_FLAG_ICY

No known effect, but is used.

ACTOR_EVENT_FLAG_SPIKY_TOP

Player takes spike damage from jump attacks.

ACTOR_EVENT_FLAG_ILLUSORY

Player attacks pass through and miss.

ACTOR_EVENT_FLAG_ELECTRIFIED

Player takes shock damage upon contact.

ACTOR_EVENT_FLAG_MONSTAR

Set by Monstar, but has no effect

ACTOR_EVENT_FLAG_EXPLODE_ON_IGNITION

Blast and fire attacks trigger an explosion.

ACTOR_EVENT_FLAG_FIRE_EXPLODE

Fire attacks trigger an explosion, used only by bullet/bombshell bills.

ACTOR_EVENT_FLAG_BURIED

Actor can only by hit by quake-element attacks.

ACTOR_EVENT_FLAG_FLIPABLE

Actor can be flipped; triggered by jump and quake attacks.

ACTOR_EVENT_FLAG_EXTREME_DEFENSE

Actor has 127 extra defense during damage calculation, unaffected by IGNORE_DEFENSE.

ACTOR_EVENT_FLAG_GROUNDABLE

Actor can be knocked down from flight; triggered by jump attacks.

ACTOR_EVENT_FLAG_EXPLODE_ON_CONTACT

Attacks that contact will trigger an explosion.

ACTOR_EVENT_FLAG_SPIKY_FRONT

Player takes spike damage from hammer attacks.

ACTOR_EVENT_FLAG_ENCHANTED

Actor glows and listens for the Star Beam event.

ACTOR_EVENT_FLAG_STAR_ROD_ENCHANTED

Actor glows and listens for Star Beam and Peach Beam events.

ACTOR_EVENT_FLAG_POWER_BOUNCE

Actor listens for Power Bounce events.

ACTOR_EVENT_FLAG_ALT_SPIKY

Additional spiky quality associated with Pokeys and Spinies

ACTOR_EVENT_FLAG_ATTACK_CHARGED

Actor has charged an attack that can be removed with Star Beam.

ACTOR_EVENT_FLAG_RIDING_BROOMSTICK

Actor is on Magikoopa Broomstick, effect seems to be redundant.

SurfaceType

enum SurfaceType source

EncounterFlags

enum EncounterFlags source

WindowFlags

enum WindowFlags source

DrawNumberStyleFlags

enum DrawNumberStyleFlags source