Data Structures | |
struct | BattleMoveEntry |
struct | ActorBlueprint |
struct | FormationRow |
struct | StaticFormationActor |
struct | StaticFormationEntry |
struct | Stage |
struct | Battle |
Zero-terminated. More... | |
struct | StageListRow |
Zero-terminated. More... | |
struct | BattleArea |
struct | ActorSounds |
struct | ActorOffsets |
struct | PlayerCelebrationAnimOptions |
union | FormationRow.home |
Macros | |
#define | STAGE_MODEL_LIST_END 0 |
#define | BTL_MOVE(name, script) |
#define | BTL_ITEM(name) |
#define | BATTLE(formation, stage, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage } |
#define | BATTLE_WITH_SCRIPT(formation, stage, script, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage, &script } |
#define | ACTOR_BY_IDX(_name, _idx, _priority, args...) { .actor = &_name, .home = { .index = _idx }, .priority = _priority, args } |
#define | ACTOR_BY_POS(_name, _pos, _priority, args...) { .actor = &_name, .home = { .vec = &_pos }, .priority = _priority, args } |
#define | STAGE(_name, _stage) { .name = _name, .stage = &_stage } |
#define | EXEC_DEATH_NO_SPINNING -12345 |
#define | ACTOR_API_SKIP_ARG -12345678 |
#define | DANGER_THRESHOLD 5 |
#define | PERIL_THRESHOLD 1 |
#define | POPUP_MSG_ON 99 |
#define | POPUP_MSG_OFF 0 |
Typedefs | |
typedef FormationRow | Formation[] |
typedef Battle | BattleList[] |
typedef StageListRow | StageList[] |
Functions | |
void | func_80072BCC (s32 arg0) |
void | load_demo_battle (u32 index) |
Actor * | create_actor (Formation formation) |
Variables | |
s32 | bActorNames [] |
BattleArea | gBattleAreas [0x30] |
ActorSounds | bActorSoundTable [] |
Battle * | gCurrentBattlePtr |
ActorOffsets | bActorOffsets [] |
struct BattleMoveEntry |
Data Fields | ||
---|---|---|
EvtScript * | mainScript | |
u8 * | romEnd | |
u8 * | romStart | |
u8 * | vramStart |
struct ActorBlueprint |
Data Fields | ||
---|---|---|
u8 | airLiftChance | |
u8 | coinReward | |
u8 | escapeChance | |
s32 | flags | |
Vec2b | healthBarOffset | |
u8 | hurricaneChance | |
EvtScript * | initScript | |
u8 | level | |
u8 | maxHP | |
s16 | partCount | |
struct ActorPartBlueprint * | partsData | |
u8 | powerBounceChance | |
Vec2b | size | |
u8 | spinSmashReq | |
u8 | spookChance | |
Vec2b | statusIconOffset | |
s32 * | statusTable | |
Vec2b | statusTextOffset | |
u8 | type | |
char | unk_04 | |
char | unk_0A[2] | |
u8 | upAndAwayChance |
struct FormationRow |
Data Fields | ||
---|---|---|
ActorBlueprint * | actor | |
union FormationRow.home | home | |
s32 | priority | Actors with higher priority values take their turn first. |
s32 | var0 | |
s32 | var1 | |
s32 | var2 | |
s32 | var3 |
struct StaticFormationEntry |
Data Fields | ||
---|---|---|
StaticFormationActor * | actors | |
s32 | numActors | |
char * | sjisName | |
char * | stageName | |
char | unk_10[0x4] |
struct Stage |
struct Battle |
struct StageListRow |
Data Fields | ||
---|---|---|
const char * | name | Map ID. |
Stage * | stage |
struct BattleArea |
Data Fields | ||
---|---|---|
BattleList * | battles | |
void * | dmaDest | |
void * | dmaEnd | |
void * | dmaStart | |
DmaTable * | dmaTable | |
char * | name | JP debug name. |
StageList * | stages | |
s32 | unused_18 |
struct ActorSounds |
struct ActorOffsets |
Data Fields | ||
---|---|---|
s8 | shadow | |
Vec3b | tattleCam |
union FormationRow.home |
Data Fields | ||
---|---|---|
s32 | index | |
Vec3i * | vec |
#define ACTOR_API_SKIP_ARG -12345678 |
#define ACTOR_BY_IDX | ( | _name, | |
_idx, | |||
_priority, | |||
args... ) { .actor = &_name, .home = { .index = _idx }, .priority = _priority, args } |
Referenced by A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), A(), and A().
#define ACTOR_BY_POS | ( | _name, | |
_pos, | |||
_priority, | |||
args... ) { .actor = &_name, .home = { .vec = &_pos }, .priority = _priority, args } |
#define BATTLE | ( | formation, | |
stage, | |||
name ) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage } |
Referenced by A().
#define BATTLE_WITH_SCRIPT | ( | formation, | |
stage, | |||
script, | |||
name ) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage, &script } |
Referenced by A().
#define BTL_ITEM | ( | name | ) |
#define BTL_MOVE | ( | name, | |
script ) |
#define DANGER_THRESHOLD 5 |
#define EXEC_DEATH_NO_SPINNING -12345 |
#define PERIL_THRESHOLD 1 |
#define POPUP_MSG_OFF 0 |
Referenced by action_command_free(), and update().
#define POPUP_MSG_ON 99 |
Referenced by update().
#define STAGE | ( | _name, | |
_stage ) { .name = _name, .stage = &_stage } |
Referenced by A().
#define STAGE_MODEL_LIST_END 0 |
typedef Battle BattleList[] |
typedef FormationRow Formation[] |
typedef StageListRow StageList[] |
enum BattleAreaIDs |
enum BattlePositions |
enum BattleVars |
enum CommonActorVars |
Referenced by btl_state_update_normal_start().
void func_80072BCC | ( | s32 | arg0 | ) |
void load_demo_battle | ( | u32 | index | ) |
Referenced by state_step_demo().
|
extern |
Referenced by btl_state_draw_select_target().
|
extern |
Referenced by update_nonplayer_actor_shadow().
|
extern |
Referenced by create_actor(), load_partner_actor(), load_player_actor(), and reset_all_actor_sounds().
|
extern |
Referenced by load_battle_section().
|
extern |