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40 lines
3.0 KiB
C
40 lines
3.0 KiB
C
#ifndef GUARD_STATUS_H
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#define GUARD_STATUS_H
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#include "dungeon_entity.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 GetFlashFireStatus(struct DungeonEntity *pokemon);
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void UpdateFlashFireBoost(struct DungeonEntity * pokemon, struct DungeonEntity *target);
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void ChangeAttackMultiplierTarget(struct DungeonEntity *pokemon, struct DungeonEntity *target, u32 statStage, s32 param_4, bool8 displayMessage);
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void ChangeDefenseMultiplierTarget(struct DungeonEntity *pokemon, struct DungeonEntity *target, u32 statStage, s32 param_4, bool8 displayMessage);
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void RaiseAccuracyStageTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, s32 statStage);
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void LowerAccuracyStageTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, s32 statStage, bool8 displayMessage);
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void CringeStatusTarget(struct DungeonEntity * pokemon,struct DungeonEntity * target, bool8 displayMessage);
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void ParalyzeStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, bool8 displayMessage);
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void RaiseMovementSpeedTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, s32 turns, bool8 diplayMessage);
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void LowerMovementSpeedTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, s32 levels, bool8 displayMessage);
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void ConfuseStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, bool8 displayMessage);
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void CowerStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target, bool8 displayMessage);
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void HealTargetHP(struct DungeonEntity *pokemon, struct DungeonEntity *target, s32 param_3, s32 param_4, bool32 displayMessage);
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void HandleScannerOrb(struct DungeonEntity* pokemon, struct DungeonEntity* target);
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void HandleStairsOrb(struct DungeonEntity* pokemon, struct DungeonEntity* target);
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void HandleRadarOrb(struct DungeonEntity* pokemon, struct DungeonEntity* target);
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void HandleLeechSeed(struct DungeonEntity * pokemon, struct DungeonEntity * target, bool8 displayMessage);
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void DestinyBondStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target);
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void SureShotStatusTarget(struct DungeonEntity *pokemon, struct DungeonEntity * target, s32 turns);
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void WhifferStatusTarget(struct DungeonEntity *pokemon, struct DungeonEntity * target, s32 turns);
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void FixedDamageStatusTarget(struct DungeonEntity *pokemon, struct DungeonEntity * target);
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void FocusEnergyStatusTarget(struct DungeonEntity *pokemon, struct DungeonEntity * target);
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void CurseStatusTarget(struct DungeonEntity *pokemon, struct DungeonEntity * target);
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void SnatchStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target);
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void TauntStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target);
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void HandleStockpile(struct DungeonEntity * pokemon, struct DungeonEntity * target);
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void InvisibleStatusTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target);
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void PerishSongTarget(struct DungeonEntity * pokemon, struct DungeonEntity * target);
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#endif
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