ff0aed31b3
* Removed EFFECT_HURRICANE in favor of using EFFECT_THUNDER * Added EFFECT_BLIZZARD * Helping the IDE a little * Added EFFECT_RAIN_ALWAYS_HIT for Forces of Nature moves * Removed MOVE_SELF_DESTRUCT and MOVE_EXPLOSION hardcoding * Removed EFFECT_FRUSTRATION hardcoding MOVE_SELF_DESTRUCT * Cleaned up sPoints_MoveEffect * Removed MOVE_AURA_WHEEL and MOVE_PRESENT hardcoding * Fixed compile
31 lines
821 B
C
31 lines
821 B
C
#ifndef GUARD_BATTLE_Z_MOVE_H
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#define GUARD_BATTLE_Z_MOVE_H
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#include "constants/battle_z_move_effects.h"
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#define MOVE_Z_STATUS 0xFFFF
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struct SignatureZMove
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{
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u16 species;
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u16 item;
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u16 move;
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u16 zmove;
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};
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bool8 IsZMove(u16 move);
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void QueueZMove(u8 battler, u16 baseMove);
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bool32 IsViableZMove(u8 battler, u16 move);
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bool32 TryChangeZIndicator(u8 battler, u8 moveIndex);
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void CreateZMoveTriggerSprite(u8, bool8);
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void HideZMoveTriggerSprite(void);
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bool32 IsZMoveTriggerSpriteActive(void);
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void DestroyZMoveTriggerSprite(void);
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bool32 MoveSelectionDisplayZMove(u16 zmove, u32 battler);
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const u8 *GetZMoveName(u16 move);
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void SetZEffect(void);
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bool32 IsZMoveUsable(u8 battler, u16 moveIndex);
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void GetUsableZMoves(u8 battler, u16 *moves);
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u16 GetZMovePower(u16 move);
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#endif // GUARD_BATTLE_Z_MOVE_H
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