sovereignx/include/battle_z_move.h
Eduardo Quezada D'Ottone ff0aed31b3
Removed some hardcoded move IDs (#3982)
* 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
2024-01-12 22:41:46 +01:00

31 lines
821 B
C

#ifndef GUARD_BATTLE_Z_MOVE_H
#define GUARD_BATTLE_Z_MOVE_H
#include "constants/battle_z_move_effects.h"
#define MOVE_Z_STATUS 0xFFFF
struct SignatureZMove
{
u16 species;
u16 item;
u16 move;
u16 zmove;
};
bool8 IsZMove(u16 move);
void QueueZMove(u8 battler, u16 baseMove);
bool32 IsViableZMove(u8 battler, u16 move);
bool32 TryChangeZIndicator(u8 battler, u8 moveIndex);
void CreateZMoveTriggerSprite(u8, bool8);
void HideZMoveTriggerSprite(void);
bool32 IsZMoveTriggerSpriteActive(void);
void DestroyZMoveTriggerSprite(void);
bool32 MoveSelectionDisplayZMove(u16 zmove, u32 battler);
const u8 *GetZMoveName(u16 move);
void SetZEffect(void);
bool32 IsZMoveUsable(u8 battler, u16 moveIndex);
void GetUsableZMoves(u8 battler, u16 *moves);
u16 GetZMovePower(u16 move);
#endif // GUARD_BATTLE_Z_MOVE_H