46 source += (
u8 *)&((
struct BattleUnit *)0)->djinnActiveCounts -
48 for (i = 3; i >= 0; i--) {
51 *cursor++ = value * 10;
175 if (character ==
ISAAC)
177 if (character ==
GARET)
180 if (character ==
JENNA)
187 if (best < levels[i]) {
195 if (i != primary && best < levels[i]) {
204 for (i = 202; i >= 0; i--) {
struct ClassDefinition gClass_DefinitionTable[]
s32 GameFlag_Test(s32 flag)
Returns 1 when flag is set.
#define FLAG_CHILDHOOD
the prologue: Isaac and Garet are children
void Unit_UpdateClass(s32 ownerId)
Works out a character's class again after its Djinn change, then its Psynergy list and its base eleme...
struct ElementLevelBonus gElement_PowerResistByLevel[16]
struct ClassDefinition * Class_GetDefinition(s32 classId)
Returns class classId's definition: its series, element requirements, stat multipliers and the Psyner...
s32 Class_Determine(s32 character, const u8 *djinn)
Returns the class a character has with djinn set: the series is chosen by its two strongest elements,...
s32 Enemy_GetAttackElement(struct BattleUnit *unit)
Returns the element an enemy attacks with, from its element preset.
u32 Unit_CalcBaseElements(s32 owner, s16 destination[4][2])
s32 Unit_GetElementLevel(s32 owner, s32 element)
Returns a unit's level in element (0 to 3).
s32 Unit_GetElementLevels(s32 record, const u8 *source, s32 output[4])
Writes ten times each element level to output: an enemy's from its element preset,...
s32 Class_GetSeries(s32 primaryElement, s32 secondaryElement)
Returns the class series of a character whose strongest element is primaryElement and second secondar...
s32 gOwner_FourColumnValues[]
struct PresetValues gEnemy_ElementPresetTable[]
What every part of the game object shares: its includes and the inventory helper two parts use.
s32 Unit_RefreshPsynergy(s32 owner)
Rebuilds a character's Psynergy list: drops the actions its class and items gave, closes up the list,...
struct CharacterDefinition * Character_GetDefinition(s32 index)
Returns character index's definition: growth curves, starting level and equipment.
A unit's elemental power and resistance in one element.
A unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments.
s8 elementLevels[4]
A summon's boost to each element: the Djinn of that element the summon spent, adding (n * n + n) * 5 ...
struct BattleElementStats element[4]
Power and resistance in each element, 0 to 200, after equipment, element levels and Resistance stages...
u8 classId
Who the unit is: a character's id (ISAAC to JENNA, below 8) or an enemy's id (BattleUnitSet).
struct BattleElementStats baseElement[4]
Power and resistance before equipment and stages: an enemy's from its element preset,...
u8 classIndex
The character's class, worked out from its Djinn (Unit_UpdateClass); 0 marks an enemy,...
u32 djinnAvailable[4]
The Djinn held, one bit per Djinni (by its index) in each element's word.
u8 elementBonus[4]
Added to ten times the Djinn set in each element to give the character's element levels (Unit_GetElem...
A class: its series, the element levels it needs, its stat multipliers and the abilities it teaches.
The elemental power and resistance of one element level.
u16 power
base power, before the tenths of a level
u16 res
base resistance, likewise
An enemy's definition: its level and stats, items, element preset, the actions it chooses from and it...
u8 elementPreset
row of gEnemy_ElementPresetTable, 0 to 43
void * memcpy(void *destination, const void *source, unsigned long size)
const u8 * Enemy_GetDefinition(s32 selector)
Returns the definition of enemy selector - 8; an id past the first 250 gives the first.
struct BattleUnit * UnitGet(u32 owner)
Returns the unit record of owner: 0 to 7 are the playable characters in the game state,...