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 ActorBlueprint |
Data Fields | ||
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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 StaticFormationActor |
Data Fields | ||
---|---|---|
char | unk_00[0x4] |
struct StaticFormationEntry |
Data Fields | ||
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StaticFormationActor * | actors | |
s32 | numActors | |
char * | sjisName | |
char * | stageName | |
char | unk_10[0x4] |
struct Stage |
struct Battle |
struct BattleArea |
struct ActorSounds |
#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 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 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 STAGE_MODEL_LIST_END 0 |
typedef FormationRow Formation[] |
typedef StageListRow StageList[] |
Referenced by btl_state_update_normal_start().
Referenced by state_step_demo().
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extern |
Referenced by btl_state_draw_select_target().
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extern |
Referenced by update_nonplayer_actor_shadow().
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extern |
Referenced by create_actor(), load_partner_actor(), load_player_actor(), and reset_all_actor_sounds().
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extern |
Referenced by load_battle_section().
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extern |