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43 lines
2.4 KiB
C
43 lines
2.4 KiB
C
#ifndef GUARD_STATUS_H
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#define GUARD_STATUS_H
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#include "structs/dungeon_entity.h"
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#include "number_util.h"
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#define FLASH_FIRE_STATUS_NONE 0
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#define FLASH_FIRE_STATUS_MAXED 1
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#define FLASH_FIRE_STATUS_NOT_MAXED 2
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u8 GetFlashFireStatus(Entity *pokemon);
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void UpdateFlashFireBoost(Entity * pokemon, Entity *target);
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void ChangeAttackMultiplierTarget(Entity *pokemon, Entity *target, u32 statStage, s24_8 param_4, bool8 displayMessage);
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void ChangeDefenseMultiplierTarget(Entity *pokemon, Entity *target, u32 statStage, s24_8 param_4, bool8 displayMessage);
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void RaiseAccuracyStageTarget(Entity * pokemon, Entity * target, s32 statStage);
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void LowerAccuracyStageTarget(Entity * pokemon, Entity * target, s32 statStage, bool8 displayMessage);
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void CringeStatusTarget(Entity * pokemon,Entity * target, bool8 displayMessage);
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void ParalyzeStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void RaiseMovementSpeedTarget(Entity * pokemon, Entity * target, s32 turns, bool8 diplayMessage);
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void LowerMovementSpeedTarget(Entity * pokemon, Entity * target, s32 levels, bool8 displayMessage);
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void ConfuseStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void CowerStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage);
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void HealTargetHP(Entity *pokemon, Entity *target, s32 param_3, s32 param_4, bool32 displayMessage);
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void HandleScannerOrb(Entity* pokemon, Entity* target);
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void HandleStairsOrb(Entity* pokemon, Entity* target);
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void HandleRadarOrb(Entity* pokemon, Entity* target);
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void HandleLeechSeed(Entity * pokemon, Entity * target, bool8 displayMessage);
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void DestinyBondStatusTarget(Entity * pokemon, Entity * target);
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void SureShotStatusTarget(Entity *pokemon, Entity * target, s32 turns);
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void WhifferStatusTarget(Entity *pokemon, Entity * target, s32 turns);
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void FixedDamageStatusTarget(Entity *pokemon, Entity * target);
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void FocusEnergyStatusTarget(Entity *pokemon, Entity * target);
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void CurseStatusTarget(Entity *pokemon, Entity * target);
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void SnatchStatusTarget(Entity * pokemon, Entity * target);
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void TauntStatusTarget(Entity * pokemon, Entity * target);
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void HandleStockpile(Entity * pokemon, Entity * target);
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void InvisibleStatusTarget(Entity * pokemon, Entity * target);
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void PerishSongTarget(Entity * pokemon, Entity * target);
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void EncoreStatusTarget(Entity * pokemon, Entity * target);
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void sub_8078A58(struct Entity *pokemon, struct Entity *target, s32 param_3, s32 param_4);
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#endif
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