#ifndef GUARD_BATTLE_DYNAMAX_H #define GUARD_BATTLE_DYNAMAX_H #define DYNAMAX_TURNS 3 enum MaxMoveEffect { MAX_EFFECT_NONE, MAX_EFFECT_RAISE_TEAM_ATTACK, MAX_EFFECT_RAISE_TEAM_DEFENSE, MAX_EFFECT_RAISE_TEAM_SPEED, MAX_EFFECT_RAISE_TEAM_SP_ATK, MAX_EFFECT_RAISE_TEAM_SP_DEF, MAX_EFFECT_LOWER_ATTACK, MAX_EFFECT_LOWER_DEFENSE, MAX_EFFECT_LOWER_SPEED, MAX_EFFECT_LOWER_SP_ATK, MAX_EFFECT_LOWER_SP_DEF, MAX_EFFECT_SUN, MAX_EFFECT_RAIN, MAX_EFFECT_SANDSTORM, MAX_EFFECT_HAIL, MAX_EFFECT_MISTY_TERRAIN, MAX_EFFECT_GRASSY_TERRAIN, MAX_EFFECT_ELECTRIC_TERRAIN, MAX_EFFECT_PSYCHIC_TERRAIN, MAX_EFFECT_VINE_LASH, MAX_EFFECT_WILDFIRE, MAX_EFFECT_CANNONADE, MAX_EFFECT_EFFECT_SPORE_FOES, MAX_EFFECT_PARALYZE_FOES, MAX_EFFECT_CONFUSE_FOES_PAY_DAY, MAX_EFFECT_CRIT_PLUS, MAX_EFFECT_MEAN_LOOK, MAX_EFFECT_AURORA_VEIL, MAX_EFFECT_INFATUATE_FOES, MAX_EFFECT_RECYCLE_BERRIES, MAX_EFFECT_POISON_FOES, MAX_EFFECT_STEALTH_ROCK, MAX_EFFECT_DEFOG, MAX_EFFECT_POISON_PARALYZE_FOES, MAX_EFFECT_HEAL_TEAM, MAX_EFFECT_SPITE, MAX_EFFECT_GRAVITY, MAX_EFFECT_VOLCALITH, MAX_EFFECT_SANDBLAST_FOES, MAX_EFFECT_YAWN_FOE, MAX_EFFECT_LOWER_EVASIVENESS_FOES, MAX_EFFECT_AROMATHERAPY, MAX_EFFECT_CONFUSE_FOES, MAX_EFFECT_STEELSURGE, MAX_EFFECT_TORMENT_FOES, MAX_EFFECT_LOWER_SPEED_2_FOES, MAX_EFFECT_FIRE_SPIN_FOES, MAX_EFFECT_FIXED_POWER, MAX_EFFECT_BYPASS_PROTECT, }; bool8 IsDynamaxed(u16 battlerId); bool8 CanDynamax(u16 battlerId); void PrepareBattlerForDynamax(u16 battlerId); void UndoDynamax(u16 battlerId); bool8 ShouldUseMaxMove(u16 battlerId, u16 baseMove); u16 GetMaxMove(u16 battlerId, u16 baseMove); u8 GetMaxMovePower(u16 move); bool8 IsMaxMove(u16 move); const u8 *GetMaxMoveName(u16 move); void ChooseDamageNonTypesString(u8 type); u32 GetMaxMoveStatusEffect(u16 move); u16 SetMaxMoveEffect(u16 move); #endif