#ifndef GUARD_MOVE_ORB_EFFECTS_1_H #define GUARD_MOVE_ORB_EFFECTS_1_H #include "structs/dungeon_entity.h" #include "structs/str_stat_index.h" #include "number_util.h" #define FLASH_FIRE_STATUS_NONE 0 #define FLASH_FIRE_STATUS_MAXED 1 #define FLASH_FIRE_STATUS_NOT_MAXED 2 u8 sub_8075BF4(Entity * pokemon, s32 sleepClassStatusTurns); void SleepStatusTarget(Entity * pokemon, Entity * target, s32 turns, bool8 displayMessage); bool8 CannotSleep(Entity * pokemon, Entity * target, u8 param_3, bool8 displayMessage); void NightmareStatusTarget(Entity * pokemon, Entity * target, s32 turns); void NappingStatusTarget(Entity * pokemon, Entity * target, s32 turns); void YawnedStatusTarget(Entity * pokemon, Entity * target, s32 turns); void SleeplessStatusTarget(Entity * pokemon, Entity * target); void PausedStatusTarget(Entity * pokemon, Entity * target, u8 param_3, s32 turns, bool8 displayMessage); void InfatuateStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void BurnedStatusTarget(Entity * pokemon, Entity * target, u8 param_3, bool8 displayMessage); void PoisonedStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void BadlyPoisonedStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void FrozenStatusTarget(Entity * pokemon, Entity * target, bool8 displayMessage); void SqueezedStatusTarget(Entity * pokemon, Entity * target, s32 param_3, bool32 displayMessage); void ImmobilizedStatusTarget(Entity * pokemon, Entity * target); void IngrainedStatusTarget(Entity * pokemon, Entity * target); void WrapTarget(Entity * pokemon, Entity * target); void sub_8076CB4(s32 param_1); void PetrifiedStatusTarget(Entity * pokemon, Entity * target); void LowerOffensiveStat(Entity *user, Entity *target, StatIndex stat, s32 nStages, bool8 checkProtected, bool8 logMsgProtected); void LowerDefensiveStat(Entity *user, Entity *target, StatIndex stat, s32 nStages, bool8 checkProtected, bool8 logMsgProtected); void BoostOffensiveStat(Entity *user, Entity *target, StatIndex stat, s32 nStages); void BoostDefensiveStat(Entity *user, Entity *target, StatIndex stat, s32 nStages); u8 GetFlashFireStatus(Entity *pokemon); void ActivateFlashFire(Entity * pokemon, Entity *target); void ApplyOffensiveStatMultiplier(Entity *user, Entity *target, StatIndex stat, s24_8 multiplier, bool8 displayMessage); void ApplyDefensiveStatMultiplier(Entity *user, Entity *target, StatIndex stat, s24_8 multiplier, bool8 displayMessage); void BoostHitChanceStat(Entity *user, Entity *target, StatIndex stat); void LowerHitChanceStat(Entity *user, Entity *target, StatIndex stat, bool8 displayMessage); void TryInflictCringeStatus(Entity *user ,Entity *target, bool8 displayMessage); void TryInflictParalysisStatus(Entity *user, Entity *target, bool8 displayMessage); void BoostSpeed(Entity *user, Entity *target, s32 turns, bool8 displayMessage); void LowerSpeed(Entity *user, Entity *target, s32 nStages, bool8 displayMessage); #endif