#ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H #define GUARD_BATTLE_SCRIPT_COMMANDS_H #include "global.h" #define NO_ACC_CALC 0xFFFE #define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF #define ACC_CURR_MOVE 0 #define ATK48_STAT_NEGATIVE 0x1 #define ATK48_STAT_BY_TWO 0x2 #define ATK48_BIT_x4 0x4 #define ATK48_LOWER_FAIL_CHECK 0x8 #define ATK4F_DONT_CHECK_STATUSES 0x80 #define ATK80_DMG_CHANGE_SIGN 0 #define ATK80_DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP 1 #define ATK80_DMG_DOUBLED 2 #define STAT_CHANGE_BS_PTR 0x1 #define STAT_CHANGE_NOT_PROTECT_AFFECTED 0x20 #define STAT_CHANGE_WORKED 0 #define STAT_CHANGE_DIDNT_WORK 1 #define WINDOW_CLEAR 0x1 #define WINDOW_x80 0x80 void SetMoveEffect(bool8 primary, u8 certain); bool8 UproarWakeUpCheck(u8 battlerId); u8 AI_TypeCalc(u16 move, u16 targetSpecies, u8 targetAbility); u8 TypeCalc(u16 move, u8 attacker, u8 defender); void AI_CalcDmg(u8 attacker, u8 defender); bool32 IsMonGettingExpSentOut(void); void BattleCreateYesNoCursorAt(void); void BattleDestroyYesNoCursorAt(void); void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags); u8 GetBattlerTurnOrderNum(u8 battlerId); void BufferMoveToLearnIntoBattleTextBuff2(void); extern void (* const gBattleScriptingCommandsTable[])(void); #endif // GUARD_BATTLE_SCRIPT_COMMANDS_H