Rename battlerId to battler for consistency (#2126)

This commit is contained in:
Alex
2025-05-09 13:43:23 +02:00
committed by GitHub
parent 384b8f127e
commit 2044bea883
47 changed files with 1391 additions and 1390 deletions

View File

@@ -465,11 +465,11 @@ STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLER
#define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0))
#define IS_BATTLER_OF_TYPE(battlerId, type) ((gBattleMons[battlerId].types[0] == type || gBattleMons[battlerId].types[1] == type))
#define SET_BATTLER_TYPE(battlerId, type) \
#define IS_BATTLER_OF_TYPE(battler, type) ((gBattleMons[battler].types[0] == type || gBattleMons[battler].types[1] == type))
#define SET_BATTLER_TYPE(battler, type) \
{ \
gBattleMons[battlerId].types[0] = type; \
gBattleMons[battlerId].types[1] = type; \
gBattleMons[battler].types[0] = type; \
gBattleMons[battler].types[1] = type; \
}
#define GET_STAT_BUFF_ID(n) ((n & 0xF)) // first four bits 0x1, 0x2, 0x4, 0x8

View File

@@ -9,10 +9,10 @@
void BattleAI_HandleItemUseBeforeAISetup(u8 defaultScoreMoves);
void BattleAI_SetupAIData(u8 defaultScoreMoves);
u8 BattleAI_ChooseMoveOrAction(void);
void ClearBattlerMoveHistory(u8 battlerId);
void RecordAbilityBattle(u8 battlerId, u8 abilityId);
void ClearBattlerAbilityHistory(u8 battlerId);
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect);
void ClearBattlerItemEffectHistory(u8 battlerId);
void ClearBattlerMoveHistory(u8 battler);
void RecordAbilityBattle(u8 battler, u8 abilityId);
void ClearBattlerAbilityHistory(u8 battler);
void RecordItemEffectBattle(u8 battler, u8 itemEffect);
void ClearBattlerItemEffectHistory(u8 battler);
#endif // GUARD_BATTLE_AI_SCRIPT_COMMANDS_H

View File

@@ -57,8 +57,8 @@ void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMo
void DestroyAnimSprite(struct Sprite *sprite);
void DestroyAnimVisualTask(u8 taskId);
void DestroyAnimSoundTask(u8 taskId);
bool8 IsBattlerSpriteVisible(u8 battlerId);
void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible);
bool8 IsBattlerSpriteVisible(u8 battler);
void MoveBattlerSpriteToBG(u8 battler, bool8 toBG_2, bool8 setSpriteInvisible);
bool8 IsContest(void);
s8 BattleAnimAdjustPanning(s8 pan);
s8 BattleAnimAdjustPanning2(s8 pan);
@@ -80,7 +80,7 @@ void AnimTranslateLinearAndFlicker_Flipped(struct Sprite *sprite);
void AnimWeatherBallUp(struct Sprite *sprite);
void AnimWeatherBallDown(struct Sprite *sprite);
void AnimSpinningSparkle(struct Sprite *sprite);
void SetAverageBattlerPositions(u8 battlerId, bool8 respectMonPicOffsets, s16 *x, s16 *y);
void SetAverageBattlerPositions(u8 battler, bool8 respectMonPicOffsets, s16 *x, s16 *y);
void DestroySpriteAndMatrix(struct Sprite *sprite);
void TranslateSpriteLinearFixedPoint(struct Sprite *sprite);
void InitSpritePosToAnimAttacker(struct Sprite *sprite, bool8 respectMonPicOffsets);
@@ -89,7 +89,7 @@ void StartAnimLinearTranslation(struct Sprite *sprite);
void InitAnimArcTranslation(struct Sprite *sprite);
bool8 AnimTranslateLinear(struct Sprite *sprite);
void TranslateAnimSpriteToTargetMonLocation(struct Sprite *sprite);
u8 GetBattlerSpriteCoord2(u8 battlerId, u8 attributeId);
u8 GetBattlerSpriteCoord2(u8 battler, u8 attributeId);
void InitAnimLinearTranslationWithSpeed(struct Sprite *sprite);
u16 ArcTan2Neg(s16 x, s16 y);
void TrySetSpriteRotScale(struct Sprite *sprite, bool8 recalcCenterVector, s16 xScale, s16 yScale, u16 rotation);
@@ -98,19 +98,19 @@ void TranslateSpriteLinearAndFlicker(struct Sprite *sprite);
void SetSpriteCoordsToAnimAttackerCoords(struct Sprite *sprite);
void RunStoredCallbackWhenAnimEnds(struct Sprite *sprite);
void SetAnimSpriteInitialXOffset(struct Sprite *sprite, s16 xOffset);
s16 GetBattlerSpriteCoordAttr(u8 battlerId, u8 attr);
u8 GetBattlerYCoordWithElevation(u8 battlerId);
s16 GetBattlerSpriteCoordAttr(u8 battler, u8 attr);
u8 GetBattlerYCoordWithElevation(u8 battler);
void WaitAnimForDuration(struct Sprite *sprite);
void AnimTravelDiagonally(struct Sprite *sprite);
void InitAnimLinearTranslation(struct Sprite *sprite);
void AnimTranslateLinear_WithFollowup(struct Sprite *sprite);
u8 GetBattlerSpriteBGPriority(u8 battlerId);
u8 GetBattlerSpriteBGPriority(u8 battler);
void *LoadPointerFromVars(s16 bottom, s16 top);
void StorePointerInVars(s16 *bottom, s16 *top, const void *ptr);
void InitPrioritiesForVisibleBattlers(void);
void GetBattleAnimBg1Data(struct BattleAnimBgData *);
void GetBattleAnimBgData(struct BattleAnimBgData *, u32 bgId);
u8 GetBattlerSpriteSubpriority(u8 battlerId);
u8 GetBattlerSpriteSubpriority(u8 battler);
bool8 TranslateAnimHorizontalArc(struct Sprite *sprite);
void TranslateSpriteLinearByIdFixedPoint(struct Sprite *sprite);
void ResetSpriteRotScale(u8 spriteId);
@@ -145,8 +145,8 @@ void SetGrayscaleOrOriginalPalette(u16 palNum, bool8 restoreOriginal);
void PrepareAffineAnimInTaskData(struct Task *task, u8 spriteId, const union AffineAnimCmd *affineAnimCmds);
bool8 RunAffineAnimFromTaskData(struct Task *task);
void AnimThrowProjectile(struct Sprite *sprite);
void GetBgDataForTransform(struct BattleAnimBgData *dest, u8 battlerId);
u8 CreateAdditionalMonSpriteForMoveAnim(u16 species, bool8 isBackpic, u8 id, s16 x, s16 y, u8 subpriority, u32 personality, u32 trainerId, u32 battlerId, bool32 ignoreDeoxysForm);
void GetBgDataForTransform(struct BattleAnimBgData *dest, u8 battler);
u8 CreateAdditionalMonSpriteForMoveAnim(u16 species, bool8 isBackpic, u8 id, s16 x, s16 y, u8 subpriority, u32 personality, u32 trainerId, u32 battler, bool32 ignoreDeoxysForm);
void ResetSpriteRotScale_PreserveAffine(struct Sprite *sprite);
void Trade_MoveSelectedMonToTarget(struct Sprite *sprite);
void DestroyAnimVisualTaskAndDisableBlend(u8 taskId);
@@ -178,18 +178,18 @@ enum
BATTLER_COORD_ATTR_RAW_BOTTOM,
};
u8 GetBattlerSpriteCoord(u8 battlerId, u8 attributeId);
u8 GetBattlerSpriteCoord(u8 battler, u8 attributeId);
bool8 IsBattlerSpritePresent(u8 battlerId);
bool8 IsBattlerSpritePresent(u8 battler);
void ClearBattleAnimBg(u32 bgId);
u8 GetAnimBattlerSpriteId(u8 wantedBattler);
bool8 IsDoubleBattle(void);
u8 GetBattleBgPaletteNum(void);
u8 GetBattlerSpriteBGPriorityRank(u8 battlerId);
u8 GetBattlerSpriteBGPriorityRank(u8 battler);
void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite *));
void SetSpritePrimaryCoordsFromSecondaryCoords(struct Sprite *sprite);
u8 GetBattlerSpriteDefault_Y(u8 battlerId);
u8 GetSubstituteSpriteDefault_Y(u8 battlerId);
u8 GetBattlerSpriteDefault_Y(u8 battler);
u8 GetSubstituteSpriteDefault_Y(u8 battler);
// battle_anim_status_effects.c
#define STAT_ANIM_PLUS1 14
@@ -212,7 +212,7 @@ enum {
STAT_ANIM_PAL_MULTIPLE = 0xFF
};
void LaunchStatusAnimation(u8 battlerId, u8 statusAnimId);
void LaunchStatusAnimation(u8 battler, u8 statusAnimId);
// battle_anim_ground.c
void AnimTask_HorizontalShake(u8 taskId);

View File

@@ -66,46 +66,46 @@ enum {
// Accessors for gBattleControllerExecFlags.
//
// These are provided for documentation purposes, to make the battle
// controller internals and the link communication internals more
// legible. Several of these have functions that you should call
// (e.g. MarkBattlerForControllerExec) instead of using these macros
// These are provided for documentation purposes, to make the battle
// controller internals and the link communication internals more
// legible. Several of these have functions that you should call
// (e.g. MarkBattlerForControllerExec) instead of using these macros
// directly.
#define MARK_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battlerId) \
gBattleControllerExecFlags |= gBitTable[battlerId]
#define MARK_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battler) \
gBattleControllerExecFlags |= gBitTable[battler]
#define MARK_BATTLE_CONTROLLER_IDLE_ON_LOCAL(battlerId) \
gBattleControllerExecFlags &= ~gBitTable(battlerId)
#define MARK_BATTLE_CONTROLLER_IDLE_ON_LOCAL(battler) \
gBattleControllerExecFlags &= ~gBitTable(battler)
#define IS_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battlerId) \
(gBattleControllerExecFlags & gBitTable[battlerId])
#define IS_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battler) \
(gBattleControllerExecFlags & gBitTable[battler])
#define MARK_BATTLE_CONTROLLER_MESSAGE_OUTBOUND_OVER_LINK(battlerId) \
gBattleControllerExecFlags |= gBitTable[battlerId] << (32 - MAX_BATTLERS_COUNT)
#define MARK_BATTLE_CONTROLLER_MESSAGE_OUTBOUND_OVER_LINK(battler) \
gBattleControllerExecFlags |= gBitTable[battler] << (32 - MAX_BATTLERS_COUNT)
#define MARK_BATTLE_CONTROLLER_MESSAGE_SYNCHRONIZED_OVER_LINK(battlerId) \
gBattleControllerExecFlags &= ~((1 << 28) << (battlerId))
#define MARK_BATTLE_CONTROLLER_MESSAGE_SYNCHRONIZED_OVER_LINK(battler) \
gBattleControllerExecFlags &= ~((1 << 28) << (battler))
#define MARK_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battlerId, playerId) \
gBattleControllerExecFlags |= gBitTable[battlerId] << ((playerId) << 2)
#define MARK_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battler, playerId) \
gBattleControllerExecFlags |= gBitTable[battler] << ((playerId) << 2)
#define MARK_BATTLE_CONTROLLER_IDLE_FOR_PLAYER(battlerId, playerId) \
gBattleControllerExecFlags &= ~(gBitTable[battlerId] << ((playerId) * 4))
#define MARK_BATTLE_CONTROLLER_IDLE_FOR_PLAYER(battler, playerId) \
gBattleControllerExecFlags &= ~(gBitTable[battler] << ((playerId) * 4))
#define IS_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battlerId, playerId) \
(gBattleControllerExecFlags & (gBitTable[battlerId] << ((playerId) * 4)))
#define IS_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battler, playerId) \
(gBattleControllerExecFlags & (gBitTable[battler] << ((playerId) * 4)))
// This actually checks if a specific controller is active on any player or if
// *any* controller is pending sync over link communications, but the macro name
// This actually checks if a specific controller is active on any player or if
// *any* controller is pending sync over link communications, but the macro name
// can only be so specific before it just gets ridiculous.
#define IS_BATTLE_CONTROLLER_ACTIVE_OR_PENDING_SYNC_ANYWHERE(battlerId) \
#define IS_BATTLE_CONTROLLER_ACTIVE_OR_PENDING_SYNC_ANYWHERE(battler) \
(gBattleControllerExecFlags & ( \
(gBitTable[battlerId]) \
(gBitTable[battler]) \
| (0xF << 28) \
| (gBitTable[battlerId] << 4) \
| (gBitTable[battlerId] << 8) \
| (gBitTable[battlerId] << 12) \
| (gBitTable[battler] << 4) \
| (gBitTable[battler] << 8) \
| (gBitTable[battler] << 12) \
))
// Special arguments for Battle Controller functions.
@@ -113,14 +113,14 @@ enum {
enum {
// For commands sent from the core battle engine to a controller.
B_COMM_TO_CONTROLLER, // gBattleBufferA
// For replies sent from a controller to the core battle engine.
B_COMM_TO_ENGINE, // gBattleBufferB
// During local play, a controller must directly mark itself as
// inactive when it's done processing, whether or not it sends
// a reply. During multiplayer, it must NOT directly mark itself
// as inactive, but instead send one of these, with the player's
// During local play, a controller must directly mark itself as
// inactive when it's done processing, whether or not it sends
// a reply. During multiplayer, it must NOT directly mark itself
// as inactive, but instead send one of these, with the player's
// multiplayer ID as data.
B_COMM_CONTROLLER_IS_DONE
};

View File

@@ -10,36 +10,36 @@ void InitAndLaunchChosenStatusAnimation(bool8 isStatus2, u32 status);
bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattlerId, u8 attacker, u8 target, u8 tableId, u16 argument);
void InitAndLaunchSpecialAnimation(u8 activeBattlerId, u8 attacker, u8 target, u8 tableId);
bool8 IsMoveWithoutAnimation(u16 moveId, u8 animationTurn);
bool8 IsBattleSEPlaying(u8 battlerId);
void BattleLoadOpponentMonSpriteGfx(struct Pokemon *mon, u8 battlerId);
void BattleLoadPlayerMonSpriteGfx(struct Pokemon *mon, u8 battlerId);
bool8 IsBattleSEPlaying(u8 battler);
void BattleLoadOpponentMonSpriteGfx(struct Pokemon *mon, u8 battler);
void BattleLoadPlayerMonSpriteGfx(struct Pokemon *mon, u8 battler);
void BattleGfxSfxDummy2(u16 species);
void DecompressTrainerFrontPic(u16 frontPicId, u8 battlerId);
void DecompressTrainerBackPic(u16 backPicId, u8 battlerId);
void DecompressTrainerFrontPic(u16 frontPicId, u8 battler);
void DecompressTrainerBackPic(u16 backPicId, u8 battler);
void BattleGfxSfxDummy3(u8 gender);
void FreeTrainerFrontPicPalette(u16 frontPicId);
bool8 BattleLoadAllHealthBoxesGfx(u8 state);
void LoadBattleBarGfx(u8 unused);
bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId);
bool8 BattleInitAllSprites(u8 *state1, u8 *battler);
void ClearSpritesHealthboxAnimData(void);
void CopyAllBattleSpritesInvisibilities(void);
void CopyBattleSpriteInvisibility(u8 battlerId);
void CopyBattleSpriteInvisibility(u8 battler);
void HandleSpeciesGfxDataChange(u8 attacker, u8 target, bool8 notTransform);
void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite);
void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId);
void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move);
void ClearBehindSubstituteBit(u8 battlerId);
void HandleLowHpMusicChange(struct Pokemon *mon, u8 battlerId);
void BattleLoadSubstituteOrMonSpriteGfx(u8 battler, bool8 loadMonSprite);
void LoadBattleMonGfxAndAnimate(u8 battler, bool8 loadMonSprite, u8 spriteId);
void TrySetBehindSubstituteSpriteBit(u8 battler, u16 move);
void ClearBehindSubstituteBit(u8 battler);
void HandleLowHpMusicChange(struct Pokemon *mon, u8 battler);
void BattleStopLowHpSound(void);
u8 GetMonHPBarLevel(struct Pokemon *mon);
void HandleBattleLowHpMusicChange(void);
void SetBattlerSpriteAffineMode(u8 affineMode);
void LoadAndCreateEnemyShadowSprites(void);
void SpriteCB_SetInvisible(struct Sprite *sprite);
void SetBattlerShadowSpriteCallback(u8 battlerId, u16 species);
void HideBattlerShadowSprite(u8 battlerId);
void SetBattlerShadowSpriteCallback(u8 battler, u16 species);
void HideBattlerShadowSprite(u8 battler);
void FillAroundBattleWindows(void);
void ClearTemporarySpeciesSpriteData(u8 battlerId, bool8 dontClearSubstitute);
void ClearTemporarySpeciesSpriteData(u8 battler, bool8 dontClearSubstitute);
void AllocateMonSpritesGfx(void);
void FreeMonSpritesGfx(void);
bool32 ShouldPlayNormalMonCry(struct Pokemon *mon);

View File

@@ -69,12 +69,12 @@ void SwitchInClearSetData(void);
void FaintClearSetData(void);
void BattleTurnPassed(void);
u8 IsRunningFromBattleImpossible(void);
void SwitchPartyOrder(u8 battlerId);
void SwitchPartyOrder(u8 battler);
void SwapTurnOrder(u8 id1, u8 id2);
u8 GetWhoStrikesFirst(u8 battlerId1, u8 battlerId2, bool8 ignoreChosenMoves);
void RunBattleScriptCommands_PopCallbacksStack(void);
void RunBattleScriptCommands(void);
bool8 TryRunFromBattle(u8 battlerId);
bool8 TryRunFromBattle(u8 battler);
void SpecialStatusesClear(void);
extern struct MultiPartnerMenuPokemon gMultiPartnerParty[MULTI_PARTY_SIZE];

View File

@@ -4,7 +4,7 @@
extern u8 gRecordsWindowId;
void ClearPlayerLinkBattleRecords(void);
void UpdatePlayerLinkBattleRecords(s32 battlerId);
void UpdatePlayerLinkBattleRecords(s32 battler);
void ShowLinkBattleRecords(void);
void RemoveRecordsWindow(void);
void ShowTrainerHillRecords(void);

View File

@@ -13,13 +13,13 @@
void AI_CalcDmg(u8 battlerIdAtk, u8 battlerIdDef);
u8 TypeCalc(u16 move, u8 battlerIdAtk, u8 battlerIdDef);
u8 AI_TypeCalc(u16 move, u16 targetSpecies, u8 targetAbility);
u8 GetBattlerTurnOrderNum(u8 battlerId);
u8 GetBattlerTurnOrderNum(u8 battler);
void SetMoveEffect(bool8 primary, u8 certain);
void BattleDestroyYesNoCursorAt(u8 cursorPosition);
void BattleCreateYesNoCursorAt(u8 cursorPosition);
void BufferMoveToLearnIntoBattleTextBuff2(void);
void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags);
bool8 UproarWakeUpCheck(u8 battlerId);
bool8 UproarWakeUpCheck(u8 battler);
extern void (* const gBattleScriptingCommandsTable[])(void);
extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4];

View File

@@ -6,6 +6,6 @@ void BattleTv_SetDataBasedOnMove(u16 move, u16 weatherFlags, struct DisableStruc
void BattleTv_SetDataBasedOnAnimation(u8 animationId);
void TryPutLinkBattleTvShowOnAir(void);
void BattleTv_ClearExplosionFaintCause(void);
u8 GetBattlerMoveSlotId(u8 battlerId, u16 moveId);
u8 GetBattlerMoveSlotId(u8 battler, u16 moveId);
#endif // GUARD_BATTLE_TV_H

View File

@@ -33,7 +33,7 @@
#define ABILITYEFFECT_WATER_SPORT 254
#define ABILITYEFFECT_SWITCH_IN_WEATHER 255
#define ABILITY_ON_OPPOSING_FIELD(battlerId, abilityId) (AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battlerId, abilityId, 0, 0))
#define ABILITY_ON_OPPOSING_FIELD(battler, abilityId) (AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battler, abilityId, 0, 0))
#define ABILITY_ON_FIELD(abilityId) (AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, abilityId, 0, 0))
#define ABILITY_ON_FIELD2(abilityId) (AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, abilityId, 0, 0))
@@ -64,34 +64,34 @@ u8 GetBattlerForBattleScript(u8 caseId);
void PressurePPLose(u8 target, u8 attacker, u16 move);
void PressurePPLoseOnUsingPerishSong(u8 attacker);
void PressurePPLoseOnUsingImprison(u8 attacker);
void MarkBattlerForControllerExec(u8 battlerId);
void MarkBattlerReceivedLinkData(u8 battlerId);
void CancelMultiTurnMoves(u8 battlerId);
bool8 WasUnableToUseMove(u8 battlerId);
void PrepareStringBattle(u16 stringId, u8 battlerId);
void MarkBattlerForControllerExec(u8 battler);
void MarkBattlerReceivedLinkData(u8 battler);
void CancelMultiTurnMoves(u8 battler);
bool8 WasUnableToUseMove(u8 battler);
void PrepareStringBattle(u16 stringId, u8 battler);
void ResetSentPokesToOpponentValue(void);
void OpponentSwitchInResetSentPokesToOpponentValue(u8 battlerId);
void UpdateSentPokesToOpponentValue(u8 battlerId);
void OpponentSwitchInResetSentPokesToOpponentValue(u8 battler);
void UpdateSentPokesToOpponentValue(u8 battler);
void BattleScriptPush(const u8 *bsPtr);
void BattleScriptPushCursor(void);
void BattleScriptPop(void);
u8 TrySetCantSelectMoveBattleScript(void);
u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
u8 CheckMoveLimitations(u8 battler, u8 unusableMoves, u8 check);
bool8 AreAllMovesUnusable(void);
u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
u8 GetImprisonedMovesCount(u8 battler, u16 move);
u8 DoFieldEndTurnEffects(void);
u8 DoBattlerEndTurnEffects(void);
bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
void TryClearRageStatuses(void);
u8 AtkCanceller_UnableToUseMove(void);
bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
u8 CastformDataTypeChange(u8 battlerId);
u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u8 ability, u8 special, u16 moveArg);
bool8 HasNoMonsToSwitch(u8 battler, u8 r1, u8 r2);
u8 CastformDataTypeChange(u8 battler);
u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveArg);
void BattleScriptExecute(const u8 *BS_ptr);
void BattleScriptPushCursorAndCallback(const u8 *BS_ptr);
u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
u8 ItemBattleEffects(u8 caseID, u8 battler, bool8 moveTurn);
void ClearFuryCutterDestinyBondGrudge(u8 battler);
void HandleAction_RunBattleScript(void);
u8 GetMoveTarget(u16 move, u8 setTarget);
u8 IsMonDisobedient(void);

View File

@@ -71,8 +71,8 @@ void ChooseMonForWirelessMinigame(void);
void OpenPartyMenuInBattle(u8 partyAction);
void ChooseMonForInBattleItem(void);
void BufferBattlePartyCurrentOrder(void);
void BufferBattlePartyCurrentOrderBySide(u8 battlerId, u8 flankId);
void SwitchPartyOrderLinkMulti(u8 battlerId, u8 slot, u8 arrayIndex);
void BufferBattlePartyCurrentOrderBySide(u8 battler, u8 flankId);
void SwitchPartyOrderLinkMulti(u8 battler, u8 slot, u8 arrayIndex);
void SwitchPartyMonSlots(u8 slot, u8 slot2);
u8 GetPartyIdFromBattlePartyId(u8 slot);
void ShowPartyMenuToShowcaseMultiBattleParty(void);

View File

@@ -408,7 +408,7 @@ void CreateBattleTowerMon_HandleLevel(struct Pokemon *mon, struct BattleTowerPok
void CreateApprenticeMon(struct Pokemon *mon, const struct Apprentice *src, u8 monId);
void CreateMonWithEVSpreadNatureOTID(struct Pokemon *mon, u16 species, u8 level, u8 nature, u8 fixedIV, u8 evSpread, u32 otId);
void ConvertPokemonToBattleTowerPokemon(struct Pokemon *mon, struct BattleTowerPokemon *dest);
bool8 ShouldIgnoreDeoxysForm(u8 caseId, u8 battlerId);
bool8 ShouldIgnoreDeoxysForm(u8 caseId, u8 battler);
void SetDeoxysStats(void);
u16 GetUnionRoomTrainerPic(void);
u16 GetUnionRoomTrainerClass(void);
@@ -428,7 +428,7 @@ void DeleteFirstMoveAndGiveMoveToMon(struct Pokemon *mon, u16 move);
void DeleteFirstMoveAndGiveMoveToBoxMon(struct BoxPokemon *boxMon, u16 move);
s32 CalculateBaseDamage(struct BattlePokemon *attacker, struct BattlePokemon *defender, u32 move, u16 sideStatus, u16 powerOverride, u8 typeOverride, u8 bankAtk, u8 bankDef);
u8 CountAliveMonsInBattle(u8 caseId);
u8 GetDefaultMoveTarget(u8 battlerId);
u8 GetDefaultMoveTarget(u8 battler);
u8 GetMonGender(struct Pokemon *mon);
u8 GetBoxMonGender(struct BoxPokemon *boxMon);
u8 GetGenderFromSpeciesAndPersonality(u16 species, u32 personality);
@@ -467,10 +467,10 @@ void GetSpeciesName(u8 *name, u16 species);
u8 CalculatePPWithBonus(u16 move, u8 ppBonuses, u8 moveIndex);
void RemoveMonPPBonus(struct Pokemon *mon, u8 moveIndex);
void RemoveBattleMonPPBonus(struct BattlePokemon *mon, u8 moveIndex);
void CopyPlayerPartyMonToBattleData(u8 battlerId, u8 partyIndex);
void CopyPlayerPartyMonToBattleData(u8 battler, u8 partyIndex);
bool8 ExecuteTableBasedItemEffect(struct Pokemon *mon, u16 item, u8 partyIndex, u8 moveIndex);
bool8 PokemonUseItemEffects(struct Pokemon *mon, u16 item, u8 partyIndex, u8 moveIndex, u8 e);
bool8 HealStatusConditions(struct Pokemon *mon, u32 battlePartyId, u32 healMask, u8 battlerId);
bool8 HealStatusConditions(struct Pokemon *mon, u32 battlePartyId, u32 healMask, u8 battler);
u8 GetItemEffectParamOffset(u16 itemId, u8 effectByte, u8 effectBit);
u8 *UseStatIncreaseItem(u16 itemId);
u8 GetNature(struct Pokemon *mon);

View File

@@ -10,9 +10,9 @@ extern u8 gRecordedBattleMultiplayerId;
void RecordedBattle_Init(u8 mode);
void RecordedBattle_SetTrainerInfo(void);
void RecordedBattle_SetBattlerAction(u8 battlerId, u8 action);
void RecordedBattle_ClearBattlerAction(u8 battlerId, u8 bytesToClear);
u8 RecordedBattle_GetBattlerAction(u8 battlerId);
void RecordedBattle_SetBattlerAction(u8 battler, u8 action);
void RecordedBattle_ClearBattlerAction(u8 battler, u8 bytesToClear);
u8 RecordedBattle_GetBattlerAction(u8 battler);
u8 RecordedBattle_BufferNewBattlerData(u8 *dst);
void RecordedBattle_RecordAllBattlerData(u8 *data);
bool32 CanCopyRecordedBattleSaveData(void);