What every part of the battle object shares: its includes, in their original order, and the names two or more parts use. More...
Go to the source code of this file.
Macros | |
| #define | BATTLE_WININ |
| The battle's windows: window 0 shows BG0 to BG2, sprites and blending, window 1 BG0, BG2, sprites and blending, and outside them only BG0 and blending. | |
| #define | BATTLE_WINOUT (WINOUT_WIN01_BG0 | WINOUT_WIN01_CLR | WINOUT_WINOBJ_ALL) |
| #define | BATTLE_BG_PALETTE ((u16 *)&BG_PLTT_COLOR(6, 0)) |
| The battle background's colours: BG palettes 6 to 13, filled from BattleWork.palette, darkened or not. | |
| #define | CURTAIN_TILE(n) |
| The opening curtain's tiles: 4-bit tiles 128 to 136 of character block 1, which BG1 shows from its map in screen block 12. | |
| #define | BATTLE_BG1CNT (BGCNT_PRIORITY(3) | BGCNT_256_COLORS | BGCNT_SCREEN_BASE(31)) |
| BG1 during a battle: 256 colours, priority 3, its map in screen block 31. | |
| #define | VALUE_UNIT_NAME 1 |
| #define | VALUE_ITEM_NAME 2 |
| #define | VALUE_CLASS_NAME 3 |
| #define | VALUE_ABILITY_NAME 4 |
| #define | VALUE_NUMBER 5 |
| #define | FIRST_ENEMY_UNIT 128 |
| Unit ids from 128 are the enemies'; in a link battle the opponent's party takes the first three. | |
| #define | LINK_PARTY_SIZE 3 |
| #define | PARTY_BATTLE_SIZE 4 |
| The party fights four at a time, three in a link battle; six enemies at most, three in a link battle. | |
| #define | ENEMY_BATTLE_SIZE 6 |
| #define | ABILITY_ATTACK 1 |
| the ability "Attack" | |
| #define | ALLY_MAX 7 |
| the last party member's unit id | |
| #define | ENEMY_CLASS_FIRST 8 |
| An enemy's class id is its row of enemies.tsv plus 8 (Enemy_GetDefinition); class ids 0 to 7 are the party's. | |
| #define | ENEMY_DEFEATED_FLAG(classId) |
| The game flag of an enemy class the party has defeated, set by BattleEnemy_RecordDefeat outside the monster battles; the monster battles choose only formations of defeated enemies (BattleFormation_AverageLevel). | |
| #define | UNIT_NAME_LENGTH 14 |
| The length of a unit's name, its terminator excluded. | |
| #define | SIO_MULTI_PLAYER_ID() |
| This console's number in a link session (SIOCNT bits 4 and 5, which the hardware sets in multi-player mode): 0 for the parent, 1 for the child. | |
| #define | LINK_BOTH_CONNECTED 3 |
| gLinkStatus: both consoles are connected. | |
| #define | LINK_MAX_MISSED_FRAMES 24 |
| The frames a link battle tolerates without a connection before it gives up. | |
| #define | DJINN_RECOVERY_PARTY 0 |
| The Djinn recovery list's two tables (Djinn_GetRecoveryTableFar): the party's and the link opponent's. | |
| #define | DJINN_RECOVERY_OPPONENT 1 |
| #define | DJINN_RECOVERY_AFTER_BATTLE -1 |
| DjinnRecoveryEntry.turns of a Djinni waiting for the battle to end. | |
| #define | DJINN_PER_ELEMENT 20 |
| #define | FORMATION_SHUFFLED 0 |
| BattleWork.battleType, from the enemy formation (BattleFormation_BuildEnemyList): the random formations stand left to right in the order they were drawn, any other is laid out from the centre. | |
| #define | FORMATION_INTERLEAVED 1 |
| #define | SPRITE_WITH_SECOND_PART_A 476 |
| The two battle sprites whose next sprite is loaded with them (into a second free place), the pass after them loading animation + 1. | |
| #define | SPRITE_WITH_SECOND_PART_B 483 |
| #define | EQUIP_WEAPON 1 |
| The inventory's weapon slot, for Inventory_FindEquippedFar. | |
| #define | RECORDS_NONE 0 |
| #define | RECORDS_SINGLE 1 |
| #define | RECORDS_TABLE 2 |
| #define | RECORDS_KIND_MASK 15 |
| #define | RECORDS_TABLE_SIZE 4 |
| #define | POISON_NORMAL 1 |
| BattleUnit.poison: the poison takes a tenth of the maximum HP at the end of each turn, deadly poison a fifth. | |
| #define | POISON_DEADLY 2 |
| #define | GUARD_DEFEND 1 |
| BattleUnit.guardLevel: Defend and Granite halve the damage, Total Defense and Flash cut it to a tenth. | |
| #define | GUARD_TOTAL_DEFENSE 2 |
| #define | STAGING_KIND_MASK 0xfff |
| #define | STAGING_VARIANT_MASK 0x3000 |
| #define | STAGING_VARIANT_SHIFT 12 |
| #define | STAGING_BY_ID_RANGE 0x4000 |
| BattleFx_DispatchByIdRangeFar. | |
| #define | STAGING_SCENE 0x8000 |
| BattleFx_RunSceneEffectFar, actor's view. | |
| #define | STAGING_ON_DOWNED 0x10000 |
| shown on downed targets too (revivals) | |
| #define | STAGING_OTHER_SIDE 0x20000 |
| played from the other side | |
| #define | STAGING_VIEW_ACROSS 0x40000 |
| More of BattlePlan.presentationFlags: the camera takes the other side's view (an enemy's cast a view of its own), or turns right round. | |
| #define | STAGING_VIEW_REVERSED 0x80000 |
| #define | ITEM_USE_CONSUMED 1 |
| one is used up | |
| #define | ITEM_USE_MAY_BREAK 2 |
| breaks one time in eight | |
| #define | ITEM_USE_EMPTIES 4 |
| Hermes' Water leaves an Empty Bottle. | |
| #define | TARGET_MODE_NONE 0 |
| #define | TARGET_MODE_FOES 1 |
| #define | TARGET_MODE_ALLIES 2 |
| #define | TARGET_MODE_SELF 4 |
| #define | TARGET_NONE_ENEMY 0x100 |
| BattleActionRecord.target of an action that needs none: a held unit's lost turn (the enemies' and the party's), and an enemy's attack in auto battle, which picks a party place. | |
| #define | TARGET_NONE_PARTY 0x180 |
| #define | YAW_PARTY_TURN 0x2000 |
| The camera's yaw while a party member acts, and while an enemy does. | |
| #define | YAW_ENEMY_TURN -0x2000 |
| #define | BLEND_SPRITES_OVER_ALL (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL) |
| REG_BLDCNT: blend the semi-transparent sprites (OBJ mode 1) over every layer, to fade them. | |
| #define | KEY_ADVANCE (KEY_A | KEY_B | KEYS_SHOULDERS) |
| The keys that take the player on past a message: A, B, L and R. | |
Enumerations | |
| enum | BattlePlanStaging { PLAN_SHOW_MESSAGES = 1 , PLAN_SHOW_ATTACK = 2 , PLAN_SHOW_CAST = 3 , PLAN_SHOW_ITEM = 4 , PLAN_SHOW_SUMMON = 5 , PLAN_SHOW_DJINNI = 6 , PLAN_SHOW_FLEE = 7 , PLAN_SHOW_ENEMY_CAST = 8 , PLAN_SHOW_FULL_SCREEN = 9 } |
| BattlePlan.outcome: how BattlePresentation_DispatchAction shows the action, set by BattleCommand_BuildPlan from the ability (gBattle_ActionStatus where it gives one). More... | |
What every part of the battle object shares: its includes, in their original order, and the names two or more parts use.
battle.c includes it before the parts, and each part includes it too, so that a part read on its own still resolves. It places no bytes.
Definition in file battle_internal.h.
| #define BATTLE_WININ |
The battle's windows: window 0 shows BG0 to BG2, sprites and blending, window 1 BG0, BG2, sprites and blending, and outside them only BG0 and blending.
Definition at line 101 of file battle_internal.h.
Referenced by BattlePres_RunAttack(), and BattlePres_RunEntryTransition().
| #define BATTLE_WINOUT (WINOUT_WIN01_BG0 | WINOUT_WIN01_CLR | WINOUT_WINOBJ_ALL) |
Definition at line 105 of file battle_internal.h.
Referenced by BattlePres_RunAttack(), and BattlePres_RunEntryTransition().
| #define BATTLE_BG_PALETTE ((u16 *)&BG_PLTT_COLOR(6, 0)) |
The battle background's colours: BG palettes 6 to 13, filled from BattleWork.palette, darkened or not.
Definition at line 109 of file battle_internal.h.
Referenced by BattleBackground_Load(), BattleFx_PlayUnitElementEffect(), BattlePresentation_ConfigurePaletteFade(), and BattlePresentation_SetPaletteLevel().
| #define CURTAIN_TILE | ( | n | ) |
The opening curtain's tiles: 4-bit tiles 128 to 136 of character block 1, which BG1 shows from its map in screen block 12.
Definition at line 113 of file battle_internal.h.
Referenced by BattlePres_RunEntryTransition(), and BattlePresentation_UploadTileVariant().
| #define BATTLE_BG1CNT (BGCNT_PRIORITY(3) | BGCNT_256_COLORS | BGCNT_SCREEN_BASE(31)) |
BG1 during a battle: 256 colours, priority 3, its map in screen block 31.
Definition at line 116 of file battle_internal.h.
Referenced by BattleBackground_Load(), BattlePres_RunEntryTransition(), and BattlePresentation_ConfigurePaletteFade().
| #define VALUE_UNIT_NAME 1 |
Definition at line 122 of file battle_internal.h.
Referenced by Battle_AwardSpoils(), Battle_ProcessRoundEnd(), Battle_RunEncounter(), BattleCommand_BuildPlan(), BattleEv_DispatchQueued(), BattleEvent_Playback(), BattleIntro_AnnounceEncounter(), BattlePres_RunApproachAction(), BattlePres_ShowDefendMessage(), BattlePresentation_ApplyUnitDamage(), and DebugBattle_ViewMessages().
| #define VALUE_ITEM_NAME 2 |
Definition at line 123 of file battle_internal.h.
Referenced by Battle_AwardSpoils(), BattleCommand_BuildPlan(), BattleEv_DispatchQueued(), BattleEvent_Playback(), and DebugBattle_ViewMessages().
| #define VALUE_CLASS_NAME 3 |
Definition at line 124 of file battle_internal.h.
Referenced by Battle_AwardSpoils(), and DebugBattle_ViewMessages().
| #define VALUE_ABILITY_NAME 4 |
Definition at line 125 of file battle_internal.h.
Referenced by Battle_AwardSpoils(), BattleCommand_BuildPlan(), BattleEv_DispatchQueued(), BattleEvent_Playback(), and DebugBattle_ViewMessages().
| #define VALUE_NUMBER 5 |
Definition at line 126 of file battle_internal.h.
Referenced by Battle_AwardSpoils(), Battle_ProcessRoundEnd(), BattleEv_DispatchQueued(), BattleEvent_Playback(), BattlePresentation_ApplyUnitDamage(), and DebugBattle_ViewMessages().
| #define FIRST_ENEMY_UNIT 128 |
Unit ids from 128 are the enemies'; in a link battle the opponent's party takes the first three.
Definition at line 130 of file battle_internal.h.
Referenced by Battle_RunEncounter(), BattleActor_SpawnObjectsForList(), BattleEnemy_LetterFirstOfClass(), BattleEnemyList(), BattleFormation_BuildEnemyList(), BattleMotion_DestroyAllSlotObjects(), BattleObject_IsValidId(), BattleObjGet(), BattleParty_AssignMemberSlots(), BattleParty_ListLivingUnits(), BattlePlacement_ContainsId(), BattlePres_RunUnitAction(), BattlePresentation_AppendLinkedActions(), BattlePresentation_BuildSortedUnitEntries(), BattlePresentation_RunPairedUnitTransition(), BattleTarget_ReplaceDefeated(), EnemySlotGet(), LinkBattle_ReceiveParty(), and LinkBattle_SendParty().
| #define LINK_PARTY_SIZE 3 |
Definition at line 131 of file battle_internal.h.
Referenced by BattleEnemyList(), BattleParty_ListLivingUnits(), BattleParty_PrepareActiveOwners(), LinkBattle_ReceiveParty(), and LinkBattle_SendParty().
| #define PARTY_BATTLE_SIZE 4 |
The party fights four at a time, three in a link battle; six enemies at most, three in a link battle.
Definition at line 135 of file battle_internal.h.
Referenced by BattleParty_PrepareActiveOwners().
| #define ENEMY_BATTLE_SIZE 6 |
Definition at line 136 of file battle_internal.h.
Referenced by BattleEnemyList(), BattleFormation_BuildEnemyList(), BattleObject_IsValidId(), BattleParty_ListLivingUnits(), BattleUnit_RefreshPlacement(), EnemySlotGet(), and EnemyUpdate().
| #define ABILITY_ATTACK 1 |
the ability "Attack"
Definition at line 138 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), and BattleCommand_SelectAutomatic().
| #define ALLY_MAX 7 |
the last party member's unit id
Definition at line 139 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattleCommand_SelectAutomatic(), and Field_UsePsynergy().
| #define ENEMY_CLASS_FIRST 8 |
An enemy's class id is its row of enemies.tsv plus 8 (Enemy_GetDefinition); class ids 0 to 7 are the party's.
A formation lists its members by row.
Definition at line 143 of file battle_internal.h.
Referenced by BattleFormation_AverageLevel(), BattleFormation_BuildEnemyList(), and BattleGroupRandom().
| #define ENEMY_DEFEATED_FLAG | ( | classId | ) |
The game flag of an enemy class the party has defeated, set by BattleEnemy_RecordDefeat outside the monster battles; the monster battles choose only formations of defeated enemies (BattleFormation_AverageLevel).
Definition at line 148 of file battle_internal.h.
Referenced by BattleEnemy_RecordDefeat(), BattleFormation_AverageLevel(), and BattleFormation_SelectLevelMatchedCandidate().
| #define UNIT_NAME_LENGTH 14 |
The length of a unit's name, its terminator excluded.
Definition at line 151 of file battle_internal.h.
Referenced by DebugBattle_ViewMessages(), and LinkBattle_ReceiveParty().
| #define SIO_MULTI_PLAYER_ID | ( | ) |
This console's number in a link session (SIOCNT bits 4 and 5, which the hardware sets in multi-player mode): 0 for the parent, 1 for the child.
Definition at line 155 of file battle_internal.h.
Referenced by Battle_RunEncounter(), and BattlePresentation_UpdateCamera().
| #define LINK_BOTH_CONNECTED 3 |
gLinkStatus: both consoles are connected.
Definition at line 158 of file battle_internal.h.
Referenced by Battle_RunEncounter(), BattlePres_SyncTurn(), BattlePres_WaitSync(), BattlePresentation_AppendLinkedActions(), and BattlePresentation_UpdateCamera().
| #define LINK_MAX_MISSED_FRAMES 24 |
The frames a link battle tolerates without a connection before it gives up.
Definition at line 162 of file battle_internal.h.
Referenced by Battle_RunEncounter(), BattlePres_SyncTurn(), BattlePres_WaitSync(), BattlePresentation_AppendLinkedActions(), and BattlePresentation_UpdateCamera().
| #define DJINN_RECOVERY_PARTY 0 |
The Djinn recovery list's two tables (Djinn_GetRecoveryTableFar): the party's and the link opponent's.
Definition at line 166 of file battle_internal.h.
Referenced by Battle_RunEncounter(), BattleParty_ReconcileDjinnRecovery(), BattleSummon_UpdateAvailability(), and LinkBattle_SendParty().
| #define DJINN_RECOVERY_OPPONENT 1 |
Definition at line 167 of file battle_internal.h.
Referenced by BattleParty_ReconcileDjinnRecovery(), and LinkBattle_ReceiveParty().
| #define DJINN_RECOVERY_AFTER_BATTLE -1 |
DjinnRecoveryEntry.turns of a Djinni waiting for the battle to end.
Definition at line 170 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattleParty_CountStandbyDjinn(), and BattleParty_ReconcileDjinnRecovery().
| #define DJINN_PER_ELEMENT 20 |
Definition at line 172 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattleParty_ReconcileDjinnRecovery(), and DjinnMenu_DrawElementList().
| #define FORMATION_SHUFFLED 0 |
BattleWork.battleType, from the enemy formation (BattleFormation_BuildEnemyList): the random formations stand left to right in the order they were drawn, any other is laid out from the centre.
Definition at line 177 of file battle_internal.h.
Referenced by Battle_RunEncounter(), BattleFormation_BuildEnemyList(), and BattleParty_CollectUnitList().
| #define FORMATION_INTERLEAVED 1 |
Definition at line 178 of file battle_internal.h.
Referenced by BattleFormation_BuildEnemyList(), and BattleParty_CollectUnitList().
| #define SPRITE_WITH_SECOND_PART_A 476 |
The two battle sprites whose next sprite is loaded with them (into a second free place), the pass after them loading animation + 1.
Definition at line 182 of file battle_internal.h.
Referenced by BattleActor_SpawnObjectsForList(), and SummonSlot_RegisterActorSprites().
| #define SPRITE_WITH_SECOND_PART_B 483 |
Definition at line 183 of file battle_internal.h.
Referenced by BattleActor_SpawnObjectsForList(), and SummonSlot_RegisterActorSprites().
| #define EQUIP_WEAPON 1 |
The inventory's weapon slot, for Inventory_FindEquippedFar.
Definition at line 186 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattleObjMake(), and BattleUnit_LookupWeaponValueByClass().
| #define RECORDS_NONE 0 |
Definition at line 190 of file battle_internal.h.
Referenced by BattleActor_SpawnObjectsForList(), and ReleaseBattleObjectRecords().
| #define RECORDS_SINGLE 1 |
Definition at line 191 of file battle_internal.h.
Referenced by BattleActor_SpawnObjectsForList(), BattleActor_UpdateSpritePriorities(), BattleMotion_SpawnSlotEffectAndWait(), BattlePres_SetActorRecordMode(), GetMotionRecord(), and ResetBattleObjectRecordGroups().
| #define RECORDS_TABLE 2 |
Definition at line 192 of file battle_internal.h.
Referenced by BattleActor_SpawnObjectsForList(), BattleActor_UpdateSpritePriorities(), BattlePres_SetActorRecordMode(), GetMotionRecord(), and ResetBattleObjectRecordGroups().
| #define RECORDS_KIND_MASK 15 |
Definition at line 193 of file battle_internal.h.
Referenced by BattleActor_UpdateSpritePriorities(), BattleMotion_SpawnSlotEffectAndWait(), BattlePres_SetActorRecordMode(), GetMotionRecord(), and ResetBattleObjectRecordGroups().
| #define RECORDS_TABLE_SIZE 4 |
Definition at line 194 of file battle_internal.h.
Referenced by BattleActor_UpdateSpritePriorities(), BattlePres_SetActorRecordMode(), and ResetBattleObjectRecordGroups().
| #define POISON_NORMAL 1 |
BattleUnit.poison: the poison takes a tenth of the maximum HP at the end of each turn, deadly poison a fifth.
Definition at line 198 of file battle_internal.h.
Referenced by BattleTargetExec(), and BattleUnit_BuildStatusFlags().
| #define POISON_DEADLY 2 |
Definition at line 199 of file battle_internal.h.
Referenced by BattleTargetExec(), and BattleUnit_BuildStatusFlags().
| #define GUARD_DEFEND 1 |
BattleUnit.guardLevel: Defend and Granite halve the damage, Total Defense and Flash cut it to a tenth.
Definition at line 203 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattlePresentation_BuildActions(), and BattleTargetExec().
| #define GUARD_TOTAL_DEFENSE 2 |
Definition at line 204 of file battle_internal.h.
Referenced by BattlePresentation_BuildActions(), and BattleTargetExec().
| #define STAGING_KIND_MASK 0xfff |
Definition at line 224 of file battle_internal.h.
Referenced by BattlePres_BuildTargetList().
| #define STAGING_VARIANT_MASK 0x3000 |
Definition at line 225 of file battle_internal.h.
Referenced by BattlePres_BuildTargetList().
| #define STAGING_VARIANT_SHIFT 12 |
Definition at line 226 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), and BattlePres_BuildTargetList().
| #define STAGING_BY_ID_RANGE 0x4000 |
BattleFx_DispatchByIdRangeFar.
Definition at line 227 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattlePres_RunAttack(), BattlePres_RunItem(), BattlePres_RunPsynergyCast(), and BattlePresentation_RunUnitTransition().
| #define STAGING_SCENE 0x8000 |
BattleFx_RunSceneEffectFar, actor's view.
Definition at line 228 of file battle_internal.h.
Referenced by BattlePresentation_RunUnitTransition().
| #define STAGING_ON_DOWNED 0x10000 |
shown on downed targets too (revivals)
Definition at line 229 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), and BattlePres_BuildTargetList().
| #define STAGING_OTHER_SIDE 0x20000 |
played from the other side
Definition at line 230 of file battle_internal.h.
Referenced by BattlePresentation_RunUnitTransition().
| #define STAGING_VIEW_ACROSS 0x40000 |
More of BattlePlan.presentationFlags: the camera takes the other side's view (an enemy's cast a view of its own), or turns right round.
Definition at line 234 of file battle_internal.h.
Referenced by BattlePres_RunPsynergyCast().
| #define STAGING_VIEW_REVERSED 0x80000 |
Definition at line 235 of file battle_internal.h.
Referenced by BattlePres_RunPsynergyCast().
| #define ITEM_USE_CONSUMED 1 |
one is used up
Definition at line 238 of file battle_internal.h.
Referenced by BattleCommand_SelectAutomatic(), BattlePres_RunItem(), and GomaCaveEntrance_GiveShamansRod().
| #define ITEM_USE_MAY_BREAK 2 |
breaks one time in eight
Definition at line 239 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattlePres_RunItem(), and Shop_RepairItem().
| #define ITEM_USE_EMPTIES 4 |
Hermes' Water leaves an Empty Bottle.
Definition at line 240 of file battle_internal.h.
Referenced by BattlePres_RunItem().
| #define TARGET_MODE_NONE 0 |
Definition at line 243 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), and BattleTarget_SelectForAction().
| #define TARGET_MODE_FOES 1 |
Definition at line 244 of file battle_internal.h.
Referenced by BattleCommand_SelectAutomatic(), and BattleTarget_SelectForAction().
| #define TARGET_MODE_ALLIES 2 |
Definition at line 245 of file battle_internal.h.
Referenced by BattleCommand_SelectAutomatic(), and BattleTarget_SelectForAction().
| #define TARGET_MODE_SELF 4 |
Definition at line 246 of file battle_internal.h.
Referenced by BattleCommand_BuildPlan(), BattleCommand_SelectAutomatic(), and BattleTarget_SelectForAction().
| #define TARGET_NONE_ENEMY 0x100 |
BattleActionRecord.target of an action that needs none: a held unit's lost turn (the enemies' and the party's), and an enemy's attack in auto battle, which picks a party place.
Definition at line 251 of file battle_internal.h.
Referenced by BattlePres_BuildOpponentEntries().
| #define TARGET_NONE_PARTY 0x180 |
Definition at line 252 of file battle_internal.h.
Referenced by BattlePres_BuildUnitEntries().
| #define YAW_PARTY_TURN 0x2000 |
The camera's yaw while a party member acts, and while an enemy does.
Definition at line 255 of file battle_internal.h.
Referenced by BattlePres_RunAction(), BattlePres_RunApproachAction(), BattlePres_RunEscape(), BattlePres_RunItem(), BattlePres_RunPsynergyCast(), BattlePres_RunUnitAction(), BattlePresentation_BuildActions(), BattlePresentation_DispatchAction(), BattlePresentation_RunPairedUnitTransition(), and BattlePresentation_RunUnitTransition().
| #define YAW_ENEMY_TURN -0x2000 |
Definition at line 256 of file battle_internal.h.
Referenced by BattlePres_RunAction(), BattlePres_RunItem(), BattlePres_RunPsynergyCast(), BattlePres_RunUnitAction(), and BattlePresentation_RunUnitTransition().
| #define BLEND_SPRITES_OVER_ALL (BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL) |
REG_BLDCNT: blend the semi-transparent sprites (OBJ mode 1) over every layer, to fade them.
Definition at line 260 of file battle_internal.h.
Referenced by BattlePres_RunEntryTransition(), BattlePresentation_RunPairedUnitTransition(), and BattlePresentation_RunUnitTransition().
| #define KEY_ADVANCE (KEY_A | KEY_B | KEYS_SHOULDERS) |
The keys that take the player on past a message: A, B, L and R.
Definition at line 263 of file battle_internal.h.
Referenced by BattleEvent_Playback(), BattlePresentation_WaitForAdvance(), and BattlePresentation_WaitForPromptAt().
| enum BattlePlanStaging |
BattlePlan.outcome: how BattlePresentation_DispatchAction shows the action, set by BattleCommand_BuildPlan from the ability (gBattle_ActionStatus where it gives one).
Definition at line 209 of file battle_internal.h.