14 for (i = 0; i <= 14; i++) {
s32 Inventory_AddItem(s32 owner, s32 itemId)
Gives a unit one item, joining its first matching stack (up to 30) or taking the first free slot.
s32 Inventory_Equip(s32 owner, s32 slot)
Equips the item in slot, clearing the equipped bit of the item of the same type it replaces.
gOverflowItem, an item slot the spoils code uses when items are handed out.
static UNUSED void Scene_GiveAndEquipItem(s32 character, s32 item)
Gives the character the item, then equip every slot of their 15 that holds it.
A unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments.
u16 inventory[15]
Items held, one entry each: bits 15..11 quantity | 10 broken | 9 equipped | 8..0 item id (INVENTORY_*...
The integer types, TRUE, UNUSED and the fixed-address macros.
struct BattleUnit * UnitGet(u32 owner)
Returns the unit record of owner: 0 to 7 are the playable characters in the game state,...