#ifndef GUARD_STATUS_H #define GUARD_STATUS_H #include "dungeon_entity.h" #define FLASH_FIRE_STATUS_NONE 0 #define FLASH_FIRE_STATUS_MAXED 1 #define FLASH_FIRE_STATUS_NOT_MAXED 2 u8 GetFlashFireStatus(struct Entity *pokemon); void UpdateFlashFireBoost(struct Entity * pokemon, struct Entity *target); void ChangeAttackMultiplierTarget(struct Entity *pokemon, struct Entity *target, u32 statStage, s32 param_4, bool8 displayMessage); void ChangeDefenseMultiplierTarget(struct Entity *pokemon, struct Entity *target, u32 statStage, s32 param_4, bool8 displayMessage); void RaiseAccuracyStageTarget(struct Entity * pokemon, struct Entity * target, s32 statStage); void LowerAccuracyStageTarget(struct Entity * pokemon, struct Entity * target, s32 statStage, bool8 displayMessage); void CringeStatusTarget(struct Entity * pokemon,struct Entity * target, bool8 displayMessage); void ParalyzeStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void RaiseMovementSpeedTarget(struct Entity * pokemon, struct Entity * target, s32 turns, bool8 diplayMessage); void LowerMovementSpeedTarget(struct Entity * pokemon, struct Entity * target, s32 levels, bool8 displayMessage); void ConfuseStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void CowerStatusTarget(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void HealTargetHP(struct Entity *pokemon, struct Entity *target, s32 param_3, s32 param_4, bool32 displayMessage); void HandleScannerOrb(struct Entity* pokemon, struct Entity* target); void HandleStairsOrb(struct Entity* pokemon, struct Entity* target); void HandleRadarOrb(struct Entity* pokemon, struct Entity* target); void HandleLeechSeed(struct Entity * pokemon, struct Entity * target, bool8 displayMessage); void DestinyBondStatusTarget(struct Entity * pokemon, struct Entity * target); void SureShotStatusTarget(struct Entity *pokemon, struct Entity * target, s32 turns); void WhifferStatusTarget(struct Entity *pokemon, struct Entity * target, s32 turns); void FixedDamageStatusTarget(struct Entity *pokemon, struct Entity * target); void FocusEnergyStatusTarget(struct Entity *pokemon, struct Entity * target); void CurseStatusTarget(struct Entity *pokemon, struct Entity * target); void SnatchStatusTarget(struct Entity * pokemon, struct Entity * target); void TauntStatusTarget(struct Entity * pokemon, struct Entity * target); void HandleStockpile(struct Entity * pokemon, struct Entity * target); void InvisibleStatusTarget(struct Entity * pokemon, struct Entity * target); void PerishSongTarget(struct Entity * pokemon, struct Entity * target); void EncoreStatusTarget(struct Entity * pokemon, struct Entity * target); #endif