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