1#ifndef ALCHEMY_BATTLE_TYPE_H
2#define ALCHEMY_BATTLE_TYPE_H
22#define HIT_NOT_ROLLED -1
BattleCritical
BattlePlan.targetCritical: the critical hit rolled for each target.
@ CRITICAL_STRONG
an ability's (effects 36 to 40): half as much again
@ CRITICAL_HIT
an attack's: a quarter more damage
BattleUnit, a party member's or enemy's battle state, with the elements, abilities and actions it use...
STATIC_ASSERT, a compile-time check that emits nothing.
#define STATIC_ASSERT(condition)
C89 permits repeated extern declarations of the same array.
#define offsetof(type, member)
One action, as BattleCommand_BuildPlan lays it out for BattleTargetExec to apply target by target.
s32 outcome
enum BattlePlanStaging: how the action is shown
u32 presentationFlags
How the effect is staged (STAGING_ in battle_internal.h).
u32 hauntDamage
The damage the evil spirit deals a haunted actor at the end of its turn.
s8 targetCount
targets in targetIds
u8 actorId
the acting unit
u8 targetIds[BATTLE_TARGET_CAPACITY]
in battlefield order
s8 targetHit[BATTLE_TARGET_CAPACITY]
1, 0 or HIT_NOT_ROLLED
s8 targetOffset[BATTLE_TARGET_CAPACITY]
Each target's place relative to the aimed one: negative to one side.
s8 targetCritical[BATTLE_TARGET_CAPACITY]
enum BattleCritical
s16 command
enum BattleCommand
s32 failure
0 cast; 1 the Psynergy is sealed, 2 too little PP
s8 targetMultiplier[BATTLE_TARGET_CAPACITY]
The damage multiplier: 0 a miss, 1 a blow, 2 or 3 a double or triple.
u8 unk4a[2]
not named by TBS code