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Decomped MonsterHasLeechSeedStatus
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@@ -15,5 +15,6 @@ bool8 MonsterHasImmobilizingStatus(struct entity *monster);
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bool8 MonsterHasAttackInterferingStatus(struct entity *monster);
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// Checks if a monster has one of the non-self-inflicted statuses in the "curse" group, which loosely includes status conditions that interfere with the monster's skills or ability to do things: STATUS_CURSED, STATUS_DECOY, STATUS_GASTRO_ACID, STATUS_HEAL_BLOCK, STATUS_EMBARGO.
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bool8 MonsterHasSkillInterferingStatus(struct entity *monster);
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bool8 MonsterHasLeechSeedStatus(struct entity *monster);
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#endif //PMDSKY_DUNGEON_LOGIC_0_H
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@@ -174,6 +174,20 @@ struct curse_class_status {
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u8 curse_damage_countdown;
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};
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struct leech_seed_class_status {
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u8 leech_seed; // 0x0: STATUS_LEECH_SEED if 1
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// 0x4: Used to track the statuses::statuses_unique_id of the relevant monster for
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// statuses like Leech Seed and Destiny Bond.
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u32 statuses_applier_id;
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// 0x8: Index into entity_table_hdr::monster_slot_ptrs in the dungeon that the user
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// (drainer) is held.
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u8 leech_seed_source_monster_index;
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u8 leech_seed_turns; // 0x9: Turns left for the status in statuses::leech_seed
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// 0xA: Turns left until residual damage for the status in statuses::leech_seed, if applicable.
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// Behaves weirdly without an afflictor
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u8 leech_seed_damage_countdown;
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};
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struct long_toss_class_status {
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u8 status; // 0x0: STATUS_LONG_TOSS if 1
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};
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@@ -296,21 +310,7 @@ struct monster {
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struct bide_class_status bide_class_status; // 0xD2
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struct reflect_class_status reflect_class_status; // 0xD5
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struct curse_class_status curse_class_status; // 0xD8
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u8 leech_seed; // 0xE0: STATUS_LEECH_SEED if 1
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u8 field_0xe1;
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u8 field_0xe2;
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u8 field_0xe3;
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// 0xE4: Used to track the statuses::statuses_unique_id of the relevant monster for
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// statuses like Leech Seed and Destiny Bond.
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u32 statuses_applier_id;
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// 0xE8: Index into entity_table_hdr::monster_slot_ptrs in the dungeon that the user
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// (drainer) is held.
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u8 leech_seed_source_monster_index;
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u8 leech_seed_turns; // 0xE9: Turns left for the status in statuses::leech_seed
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// 0xEA: Turns left until residual damage for the status in statuses::leech_seed, if applicable.
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// Behaves weirdly without an afflictor
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u8 leech_seed_damage_countdown;
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u8 field_0xEB;
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struct leech_seed_class_status leech_seed_class_status; // 0xE0
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u8 sure_shot; // 0xEC: STATUS_SURE_SHOT if 1
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u8 sure_shot_turns; // 0xED: Turns left for the status in statuses::sure_shot
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struct long_toss_class_status long_toss_class_status; // 0xEE
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