label and document battle windows
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@@ -606,7 +606,7 @@ struct BattleScripting
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u8 reshowMainState;
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u8 reshowHelperState;
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u8 field_23;
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u8 field_24;
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u8 windowsType; // 0 - normal, 1 - battle arena
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u8 multiplayerId;
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};
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@@ -1,13 +1,18 @@
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#ifndef GUARD_BATTLE_AI_SCRIPT_COMMANDS_H
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#define GUARD_BATTLE_AI_SCRIPT_COMMANDS_H
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// return values for BattleAI_ChooseMoveOrAction
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// 0 - 3 are move idx
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#define AI_CHOICE_FLEE 4
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#define AI_CHOICE_WATCH 5
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void BattleAI_HandleItemUseBeforeAISetup(u8 defaultScoreMoves);
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void BattleAI_SetupAIData(u8 defaultScoreMoves);
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u8 BattleAI_ChooseMoveOrAction(void);
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void ClearBattlerMoveHistory(u8 bank);
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void RecordAbilityBattle(u8 bank, u8 abilityId);
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void ClearBattlerAbilityHistory(u8 bank);
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void RecordItemEffectBattle(u8 bank, u8 itemEffect);
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void ClearBankItemEffectHistory(u8 bank);
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void ClearBattlerMoveHistory(u8 battlerId);
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void RecordAbilityBattle(u8 battlerId, u8 abilityId);
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void ClearBattlerAbilityHistory(u8 battlerId);
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void RecordItemEffectBattle(u8 battlerId, u8 itemEffect);
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void ClearBattlerItemEffectHistory(u8 battlerId);
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#endif // GUARD_BATTLE_AI_SCRIPT_COMMANDS_H
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@@ -1,13 +1,13 @@
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#ifndef GUARD_BATTLE_BG_H
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#define GUARD_BATTLE_BG_H
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void sub_8035658(void);
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void BattleInitBgsAndWindows(void);
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void sub_80356D0(void);
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void ApplyPlayerChosenFrameToBattleMenu(void);
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void LoadBattleMenuWindowGfx(void);
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void DrawMainBattleBackground(void);
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void LoadBattleTextboxAndBackground(void);
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void sub_8035D74(u8 taskId);
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void LoadBattleEntryBackground(void);
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void DrawBattleEntryBackground(void);
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bool8 LoadChosenBattleElement(u8 caseId);
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#endif // GUARD_BATTLE_BG_H
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@@ -212,7 +212,7 @@ struct StringInfoBattle
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void BufferStringBattle(u16 stringID);
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u32 BattleStringExpandPlaceholdersToDisplayedString(const u8* src);
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u32 BattleStringExpandPlaceholders(const u8* src, u8* dst);
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void BattleHandleAddTextPrinter(const u8* text, u8 arg1);
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void BattlePutTextOnWindow(const u8* text, u8 arg1);
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void SetPpNumbersPaletteInMoveSelection(void);
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u8 GetCurrentPpToMaxPpState(u8 currentPp, u8 maxPp);
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@@ -30,10 +30,14 @@
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#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#define ABILITY_ON_OPPOSING_FIELD(battlerId, abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battlerId, abilityId, 0, 0))
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#define ABILITY_ON_FIELD(abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, abilityId, 0, 0))
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#define ABILITY_ON_FIELD2(abilityId)(AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, abilityId, 0, 0))
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#define ITEMEFFECT_ON_SWITCH_IN 0x0
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#define WEATHER_HAS_EFFECT ((!AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_AIR_LOCK, 0, 0)))
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#define WEATHER_HAS_EFFECT2 ((!AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_AIR_LOCK, 0, 0)))
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#define WEATHER_HAS_EFFECT ((!ABILITY_ON_FIELD(ABILITY_CLOUD_NINE) && !ABILITY_ON_FIELD(ABILITY_AIR_LOCK)))
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#define WEATHER_HAS_EFFECT2 ((!ABILITY_ON_FIELD2(ABILITY_CLOUD_NINE) && !ABILITY_ON_FIELD2(ABILITY_AIR_LOCK)))
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#define BS_GET_TARGET 0
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#define BS_GET_ATTACKER 1
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@@ -13,10 +13,10 @@ extern const u8 gTextWindowFrame1_Gfx[];
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extern const u16 gTextWindowFrame1_Pal[];
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const struct TilesPal* GetWindowFrameTilesPal(u8 id);
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void copy_textbox_border_tile_patterns_to_vram(u8 windowId, u16 destOffset, u8 palOffset);
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void sub_809882C(u8 windowId, u16 destOffset, u8 palOffset);
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void sub_80987D4(u8 windowId, u8 frameId, u16 destOffset, u8 palOffset);
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void box_border_load_tiles_and_pal(u8 windowId, u16 destOffset, u8 palOffset);
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void LoadMessageBoxGfx(u8 windowId, u16 destOffset, u8 palOffset);
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void LoadSav2WindowGfx(u8 windowId, u16 destOffset, u8 palOffset);
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void LoadWindowGfx(u8 windowId, u8 frameId, u16 destOffset, u8 palOffset);
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void LoadSav2WindowGfx_(u8 windowId, u16 destOffset, u8 palOffset);
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void sub_8098858(u8 windowId, u16 tileNum, u8 palNum);
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void sub_80989E0(u8 windowId, u16 tileNum, u8 palNum);
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void rbox_fill_rectangle(u8 windowId);
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