Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
story.h File Reference

The story: the points of GAME.progress, and the event flags by name. More...

This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Macros

#define FLAG_CARD_BATTLE_WON   FLAG(0, 0x10)
 set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00.cardBattleWon, which the card battle sets), else 0
 
#define FLAG_CARD_BATTLE_ENDED   FLAG(0, 0x11)
 set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clear it
 
#define FLAG_ASUKA_SEWERS_300_BIT_FOUND   FLAG(2, 0)
 wstag320: chest that gives 300 BIT ("I got 300 BIT!"); its conditions test it 0
 
#define FLAG_CENTRAL_PARK_POWER_CHARGE_FOUND   FLAG(2, 1)
 wstag330: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_WEST_WIRE_FOREST_BUCKLER_FOUND   FLAG(2, 2)
 wstag350: chest that gives the Buckler, "I got" text; its conditions test it 0
 
#define FLAG_DIVERMON_LAKE_BANDANNA_FOUND   FLAG(2, 3)
 wstag380: chest that gives the Bandanna, "I got" text; its conditions test it 0
 
#define FLAG_BULK_BRIDGE_TIN_MAIL_FOUND   FLAG(2, 4)
 wstag450: chest that gives the Tin Mail, "I got" text; its conditions test it 0
 
#define FLAG_JUNGLE_SHRINE_POWER_CHARGE_FOUND   FLAG(2, 5)
 wstag530: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_ASUKA_BRIDGE_IRON_GLOVE_FOUND   FLAG(2, 6)
 wstag205: chest that gives the Iron Glove, "I got" text; its conditions test it 0
 
#define FLAG_ASUKA_SEWERS_CRIMSON_BLADE_FOUND   FLAG(2, 7)
 wstag320: chest that gives the Crimson Blade, "I got" text; its conditions test it 0
 
#define FLAG_SUZAKU_LAKE_CROSSBOW_FOUND   FLAG(2, 8)
 wstag525: chest that gives the Crossbow, "I got" text; its conditions test it 0
 
#define FLAG_NORTH_BADLAND_W_POWER_CHARGE_FOUND   FLAG(2, 9)
 wstag565: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_NORTH_BADLAND_W_100_BIT_FOUND   FLAG(2, 0xA)
 wstag565: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0
 
#define FLAG_NORTH_BADLAND_W_ENERGY_DISK_FOUND   FLAG(2, 0xB)
 wstag565: chest that gives the Energy Disk, "I got" text; its conditions test it 0
 
#define FLAG_NORTH_BADLAND_E_600_BIT_FOUND   FLAG(2, 0xC)
 wstag570: chest that gives 600 BIT ("I got 600 BIT!"); its conditions test it 0
 
#define FLAG_DUCT_ROOM_01_HP_CHIP_FOUND   FLAG(2, 0xD)
 wstag585: chest that gives the HP Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1D6
 
#define FLAG_DUCT_ROOM_04_MIND_CHIP_FOUND   FLAG(2, 0xE)
 wstag600: chest that gives the Mind Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1E0
 
#define FLAG_DUCT_ROOM_02_MP_CHIP_FOUND   FLAG(2, 0xF)
 wstag590: chest that gives the MP Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1EA
 
#define FLAG_DUCT_ROOM_03_POWER_CHIP_FOUND   FLAG(2, 0x10)
 wstag595: chest that gives the Power Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1F4
 
#define FLAG_ASUKA_ADMIN_B1F_POWER_CHARGE_FOUND   FLAG(2, 0x11)
 wstag315: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_ASUKA_ADMIN_B1F_100_BIT_FOUND   FLAG(2, 0x12)
 wstag315: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0
 
#define FLAG_ASUKA_ADMIN_B1F_LIFE_DISK_FOUND   FLAG(2, 0x13)
 wstag315: chest that gives the Life Disk, "I got" text; its conditions test it 0
 
#define FLAG_ASUKA_ADMIN_2F_POWER_CHARGE_FOUND   FLAG(2, 0x14)
 wstag300: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_ASUKA_ADMIN_1F_METAL_HORN_FOUND   FLAG(2, 0x15)
 wstag285: chest that gives the Metal Horn, "I got" text; its conditions test it 0
 
#define FLAG_ASUKA_CITY_1000_BIT_FOUND   FLAG(2, 0x16)
 wstag218: chest that gives 1000 BIT ("I got 1000 BIT!"); its conditions test it 0
 
#define FLAG_ASUKA_CITY_POWER_CHARGE_FOUND   FLAG(2, 0x17)
 wstag218: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_BUG_MAZE_RUBBER_SUIT_FOUND   FLAG(2, 0x18)
 wstag540: chest that gives the Rubber Suit, "I got" text; its conditions test it 0
 
#define FLAG_BUG_MAZE_POWER_CHARGE_FOUND   FLAG(2, 0x19)
 wstag540: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_BUG_MAZE_1600_BIT_FOUND   FLAG(2, 0x1A)
 wstag540: chest that gives 1600 BIT ("I got 1600 BIT!"); its conditions test it 0
 
#define FLAG_BUG_MAZE_PIT_DIGITAMA_MAIL_FOUND   FLAG(2, 0x1B)
 wstag545: chest that gives the Digitama Mail, "I got" text; its conditions test it 0
 
#define FLAG_DIVERMON_LAKE_KNIGHT_SHIELD_FOUND   FLAG(2, 0x1C)
 wstag381: chest that gives the Knight Shield, "I got" text; its conditions test it 0
 
#define FLAG_CENTRAL_PARK_SUPER_CHARGE_FOUND   FLAG(2, 0x1D)
 wstag331: chest that gives the Super Charge, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_JUNGLE_SHRINE_POWER_CHARGE_FOUND   FLAG(2, 0x1E)
 wstag531: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_ZHU_QUE_LAKE_EVIL_FANG_FOUND   FLAG(2, 0x1F)
 wstag526: chest that gives the Evil Fang, "I got" text; its conditions test it 0
 
#define FLAG_BOOT_MOUNTAIN_NEEDLE_GLOVE_FOUND   FLAG(2, 0x20)
 wstag690: chest that gives the Needle Glove, "I got" text; its conditions test it 0
 
#define FLAG_BOOT_MOUNTAIN_POWER_CHARGE_FOUND   FLAG(2, 0x21)
 wstag690: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_SNOW_MOUNTAIN_3000_BIT_FOUND   FLAG(2, 0x22)
 wstag695: chest that gives 3000 BIT ("I got 3000 BIT!"); its conditions test it 0
 
#define FLAG_SNOW_MOUNTAIN_SHAMSHIR_FOUND   FLAG(2, 0x23)
 wstag695: chest that gives the Shamshir, "I got" text; its conditions test it 0
 
#define FLAG_FREEZE_MOUNTAIN_POWER_CHARGE_FOUND   FLAG(2, 0x24)
 wstag705: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_FREEZE_MOUNTAIN_KNIGHT_SHIELD_FOUND   FLAG(2, 0x25)
 wstag705: chest that gives the Knight Shield, "I got" text; its conditions test it 0
 
#define FLAG_GENBU_CITY_LIFE_DISK_FOUND   FLAG(2, 0x26)
 wstag760: chest that gives the Life Disk, "I got" text; its conditions test it 0
 
#define FLAG_WIND_PRAIRIE_KULON_ARMOR_FOUND   FLAG(2, 0x27)
 wstag395: chest that gives the Kulon Armor, "I got" text; its conditions test it 0
 
#define FLAG_KICKING_FOREST_DOWN_JACKET_FOUND   FLAG(2, 0x28)
 wstag400: chest that gives the Down Jacket, "I got" text; its conditions test it 0
 
#define FLAG_PELCHE_OASIS_CHARISMA_CHIP_FOUND   FLAG(2, 0x29)
 wstag560: chest that gives the Charisma Chip, "I got" text; its conditions test it 0
 
#define FLAG_WIND_PRAIRIE_1600_BIT_FOUND   FLAG(2, 0x2A)
 wstag396: chest that gives 1600 BIT ("I got 1600 BIT!"); its conditions test it 0
 
#define FLAG_KICKING_FOREST_GOLD_ID_FOUND   FLAG(2, 0x2B)
 wstag401: chest that gives the Gold ID, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_CHARISMA_CHIP_FOUND   FLAG(2, 0x2C)
 wstag860: chest that gives the Charisma Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_HP_CHIP_FOUND   FLAG(2, 0x2D)
 wstag880: chest that gives the HP Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_MP_CHIP_FOUND   FLAG(2, 0x2E)
 wstag880: chest that gives the MP Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_POWER_CHIP_FOUND   FLAG(2, 0x2F)
 wstag880: chest that gives the Power Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_ARMOR_CHIP_FOUND   FLAG(2, 0x30)
 wstag880: chest that gives the Armor Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_MIND_CHIP_FOUND   FLAG(2, 0x31)
 wstag880: chest that gives the Mind Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_WISDOM_CHIP_FOUND   FLAG(2, 0x32)
 wstag880: chest that gives the Wisdom Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_BOOST_CHIP_FOUND   FLAG(2, 0x33)
 wstag880: chest that gives the Boost Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_FIRE_CHIP_FOUND   FLAG(2, 0x34)
 wstag880: chest that gives the Fire Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_WATER_CHIP_FOUND   FLAG(2, 0x35)
 wstag880: chest that gives the Water Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_ICE_CHIP_FOUND   FLAG(2, 0x36)
 wstag880: chest that gives the Ice Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_WIND_CHIP_FOUND   FLAG(2, 0x37)
 wstag880: chest that gives the Wind Chip, "I got" text; its conditions test it 0
 
#define FLAG_DARK_DUNGEON_5000_BIT_FOUND   FLAG(2, 0x38)
 wstag745: chest that gives 5000 BIT ("I got 5000 BIT!"); its conditions test it 0
 
#define FLAG_MAGASTA_B1F_TRIHORN_FOUND   FLAG(2, 0x39)
 wstag795: chest that gives the Trihorn, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B1F_POWER_CHARGE_FOUND   FLAG(2, 0x3B)
 wstag795: chest that gives the Power Charge, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B1F_GREY_SWORD_FOUND   FLAG(2, 0x3E)
 wstag795: chest that gives the Grey Sword, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B1F_ROYAL_SPEAR_FOUND   FLAG(2, 0x3F)
 wstag795: chest that gives the Royal Spear, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B1F_SUPER_CHARGE_FOUND   FLAG(2, 0x41)
 wstag795: chest that gives the Super Charge, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B1F_TENJINMARU_FOUND   FLAG(2, 0x42)
 wstag795: chest that gives the Tenjinmaru, "I got" text; its conditions test it 0 (the US text says 300 BIT; the item code and JP text say otherwise)
 
#define FLAG_MAGASTA_B1F_VENOM_FANG_FOUND   FLAG(2, 0x43)
 wstag795: chest that gives the Venom Fang, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B1F_HIGH_SECURITY_FOUND   FLAG(2, 0x44)
 wstag795: chest that gives the High Security, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B2F_BERET_FOUND   FLAG(2, 0x45)
 wstag800: chest that gives the Beret, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B2F_ROYAL_CROWN_FOUND   FLAG(2, 0x46)
 wstag800: chest that gives the Royal Crown, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B2F_SUPER_CHARGE_FOUND   FLAG(2, 0x47)
 wstag800: chest that gives the Super Charge, "I got" text; its conditions test it 0
 
#define FLAG_MAGASTA_B2F_MISTY_ARMOR_FOUND   FLAG(2, 0x49)
 wstag800: chest that gives the Misty Armor, "I got" text; its conditions test it 0
 
#define FLAG_NORTH_BADLAND_W_SUPER_CHARGE_FOUND   FLAG(2, 0x4A)
 wstag566: chest that gives the Super Charge, "I got" text; its conditions test it 0
 
#define FLAG_NORTH_BADLAND_W_LIFE_DISK_FOUND   FLAG(2, 0x4B)
 wstag566: chest that gives the Life Disk, "I got" text; its conditions test it 0
 
#define FLAG_DUCT_ROOM_01_ARMOR_CHIP_FOUND   FLAG(2, 0x4C)
 wstag586: chest that gives the Armor Chip, "I got" text; its conditions test it 0
 
#define FLAG_DUCT_ROOM_02_WISDOM_CHIP_FOUND   FLAG(2, 0x4D)
 wstag591: chest that gives the Wisdom Chip, "I got" text; its conditions test it 0 (the US text says Mind Chip; the item code and JP text say otherwise)
 
#define FLAG_DUCT_ROOM_03_BOOST_CHIP_FOUND   FLAG(2, 0x4E)
 wstag596: chest that gives the Boost Chip, "I got" text; its conditions test it 0
 
#define FLAG_DUCT_ROOM_04_CHARISMA_CHIP_FOUND   FLAG(2, 0x4F)
 wstag601: chest that gives the Charisma Chip, "I got" text; its conditions test it 0
 
#define FLAG_BOOT_MOUNTAIN_SUPER_CHARGE_FOUND   FLAG(2, 0x50)
 wstag691: chest that gives the Super Charge, "I got" text; its conditions test it 0
 
#define FLAG_FREEZE_MOUNTAIN_3000_BIT_FOUND   FLAG(2, 0x52)
 wstag706: chest that gives 3000 BIT ("I got 3000 BIT!"); its conditions test it 0
 
#define FLAG_XUAN_WU_CITY_KULON_SHIELD_FOUND   FLAG(2, 0x53)
 wstag761: chest that gives the Kulon Shield, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_PELCHE_OASIS_CHARISMA_CHIP_FOUND   FLAG(2, 0x54)
 wstag561: chest that gives the Charisma Chip, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_TRAIN_CHIP_3_FOUND   FLAG(2, 0x55)
 wstag860: chest that gives the Train Chip 3, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_THUNDER_CHIP_FOUND   FLAG(2, 0x56)
 wstag880: chest that gives the Thunder Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_METAL_CHIP_FOUND   FLAG(2, 0x57)
 wstag880: chest that gives the Metal Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_DEVIL_CHIP_FOUND   FLAG(2, 0x58)
 wstag880: chest that gives the Devil Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_WILD_GLOVE_FOUND   FLAG(2, 0x59)
 wstag880: chest that gives the Wild Glove, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_YIN_YANG_WARD_FOUND   FLAG(2, 0x5A)
 wstag880: chest that gives the Yin Yang Ward, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_RONIN_SHIELD_FOUND   FLAG(2, 0x5B)
 wstag880: chest that gives the Ronin Shield, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_DIVINE_ROBE_FOUND   FLAG(2, 0x5C)
 wstag880: chest that gives the Divine Robe, "I got" text; its conditions test it 0
 
#define FLAG_DARK_DUNGEON_HAZARD_ARMOR_FOUND   FLAG(2, 0x5D)
 wstag746: chest that gives the Hazard Armor, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_BRIDGE_100_BIT_FOUND   FLAG(2, 0x5E)
 wstag206: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0
 
#define FLAG_AMATERASU_ADMIN_1F_ULTRA_CHARGE_FOUND   FLAG(2, 0x5F)
 wstag286: chest that gives the Ultra Charge, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_ADMIN_B1F_8500_BIT_FOUND   FLAG(2, 0x61)
 wstag316: chest that gives 8500 BIT ("I got 8500 BIT!"); its conditions test it 0
 
#define FLAG_AMATERASU_ADMIN_B1F_ULTRA_CHARGE_FOUND   FLAG(2, 0x62)
 wstag316: chest that gives the Ultra Charge, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_SEWER_HIGH_SECURITY_FOUND   FLAG(2, 0x64)
 wstag321: chest that gives the High Security, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_SEWER_5000_BIT_FOUND   FLAG(2, 0x65)
 wstag321: chest that gives 5000 BIT ("I got 5000 BIT!"); its conditions test it 0
 
#define FLAG_AMATERASU_BRIDGE_BOOST_CHIP_FOUND   FLAG(2, 0x66)
 wstag922 (extra chapter): chest that gives the Boost Chip, "I got" text; its conditions test it 0 (EU text says Armor Chip; item code and JP say Boost)
 
#define FLAG_AMATERASU_SEWER_FIRE_CHIP_FOUND   FLAG(2, 0x67)
 wstag938 (extra chapter): chest that gives the Fire Chip, "I got" text; its conditions test it 0
 
#define FLAG_AMATERASU_SEWER_WATER_CHIP_FOUND   FLAG(2, 0x68)
 wstag938 (extra chapter): chest that gives the Water Chip, "I got" text; its conditions test it 0
 
#define FLAG_CENTRAL_PARK_ARMOR_CHIP_FOUND   FLAG(2, 0x69)
 wstag940 (extra chapter): chest that gives the Armor Chip, "I got" text; its conditions test it 0
 
#define FLAG_WEST_WIRE_FOREST_ICE_CHIP_FOUND   FLAG(2, 0x6A)
 wstag944 (extra chapter): chest that gives the Ice Chip, "I got" text; its conditions test it 0
 
#define FLAG_DIVERMON_LAKE_MIND_CHIP_FOUND   FLAG(2, 0x6B)
 wstag950 (extra chapter): chest that gives the Mind Chip, "I got" text; its conditions test it 0
 
#define FLAG_WIND_PRAIRIE_WIND_CHIP_FOUND   FLAG(2, 0x6C)
 wstag952 (extra chapter): chest that gives the Wind Chip, "I got" text; its conditions test it 0
 
#define FLAG_KICKING_FOREST_THUNDER_CHIP_FOUND   FLAG(2, 0x6D)
 wstag953 (extra chapter): chest that gives the Thunder Chip, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_SABER_FANG_FOUND   FLAG(2, 0x6E)
 wstag967 (extra chapter): chest that gives the Saber Fang, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_CLUSTER_CANNON_FOUND   FLAG(2, 0x6F)
 wstag964 (extra chapter): chest that gives the Cluster Cannon, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_KHAKKHARA_FOUND   FLAG(2, 0x70)
 wstag964 (extra chapter): chest that gives the Khakkhara, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_ONIMARU_FOUND   FLAG(2, 0x71)
 wstag967 (extra chapter): chest that gives the Onimaru, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_KAISER_FIST_FOUND   FLAG(2, 0x72)
 wstag967 (extra chapter): chest that gives the Kaiser Fist, "I got" text; its conditions test it 0
 
#define FLAG_SEABED_WISDOM_CHIP_FOUND   FLAG(2, 0x73)
 wstag964 (extra chapter): chest that gives the Wisdom Chip, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_VENOM_FANG_FOUND   FLAG(2, 0x74)
 wstag973 (extra chapter): chest that gives the Venom Fang, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_LASER_CANNON_FOUND   FLAG(2, 0x75)
 wstag973 (extra chapter): chest that gives the Laser Cannon, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_CRYSTAL_ROD_FOUND   FLAG(2, 0x76)
 wstag973 (extra chapter): chest that gives the Crystal Rod, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_TENJINMARU_FOUND   FLAG(2, 0x77)
 wstag970 (extra chapter): chest that gives the Tenjinmaru, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_TEMPEST_ARM_FOUND   FLAG(2, 0x78)
 wstag972 (extra chapter): chest that gives the Tempest Arm, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_GOLD_ID_FOUND   FLAG(2, 0x79)
 wstag973 (extra chapter): chest that gives the Gold ID, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_PLATINUM_ID_FOUND   FLAG(2, 0x7A)
 wstag970 (extra chapter): chest that gives the Platinum ID, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_RUSTY_KATANA_FOUND   FLAG(2, 0x7B)
 wstag972 (extra chapter): chest that gives the Rusty Katana, "I got" text; its conditions test it 0
 
#define FLAG_CIRCUIT_BOARD_OLD_WAND_FOUND   FLAG(2, 0x7C)
 wstag972 (extra chapter): chest that gives the Old Wand, "I got" text; its conditions test it 0
 
#define FLAG_DIVINE_BARRIER_AUCTION_SEEN   FLAG(4, 0)
 Field story event at progress 5: Mr.
 
#define FLAG_HAZARD_SHIELD_AUCTION_SEEN   FLAG(4, 1)
 Field story event at progress 8: Mr.
 
#define FLAG_SNIPER_GUARD_AUCTION_SEEN   FLAG(4, 2)
 Field story event at progress 12: Mr.
 
#define FLAG_DRAMON_SHIELD_AUCTION_SEEN   FLAG(4, 3)
 Field story event at progress 14: Mr.
 
#define FLAG_YIN_YANG_WAND_AUCTION_SEEN   FLAG(4, 4)
 Field story event at progress 16: Mr.
 
#define FLAG_HAZARD_FANG_AUCTION_SEEN   FLAG(4, 5)
 Field story event at progress 22: Mr.
 
#define FLAG_SNIPER_CANNON_AUCTION_SEEN   FLAG(4, 6)
 Field story event at progress 24: Mr.
 
#define FLAG_RONIN_BLADE_AUCTION_SEEN   FLAG(4, 7)
 Field story event at progress 26: Mr.
 
#define FLAG_SNIPER_GOGGLE_AUCTION_SEEN   FLAG(4, 8)
 Field story event at progress 28: Mr.
 
#define FLAG_DIVINE_CROWN_AUCTION_SEEN   FLAG(4, 9)
 Field story event at progress 30: Mr.
 
#define FLAG_BRAVE_HELMET_AUCTION_SEEN   FLAG(4, 0xA)
 Field story event at progress 31: Mr.
 
#define FLAG_RONIN_HELMET_AUCTION_SEEN   FLAG(4, 0xB)
 Field story event at progress 34: Mr.
 
#define FLAG_YIN_YANG_SUIT_AUCTION_SEEN   FLAG(4, 0xC)
 Field story event at progress 36: Mr.
 
#define FLAG_RONIN_ARMOR_AUCTION_SEEN   FLAG(4, 0xD)
 Field story event at progress 37: Mr.
 
#define FLAG_WILD_SUIT_AUCTION_SEEN   FLAG(4, 0xE)
 Field story event at progress 38: Mr.
 
#define FLAG_OIOI_OINK_AUCTION_SEEN   FLAG(4, 0xF)
 Field story event at progress 39: Mr.
 
#define FLAG_AGUMON_DDNA_REQUESTED   FLAG(6, 0)
 wstag405: DRI Johann asks the player to get Agumon's DDNA from MetalGreymon; tested in wstag445 with the DDNA not yet had
 
#define FLAG_GUILMON_DDNA_REQUESTED   FLAG(6, 1)
 wstag420: DRI Jimmy asks the player to get Guilmon DDNA from WarGrowlmon; tested in wstag490 with the DDNA not yet had
 
#define FLAG_PATAMON_DDNA_REQUESTED   FLAG(6, 2)
 wstag330: DRI Kazuki asks for Patamon's DDNA; tested at MagnaAngemon in wstag550 with the DDNA not yet had
 
#define FLAG_RENAMON_DDNA_REQUESTED   FLAG(6, 3)
 wstag330: DRI Michael asks for Renamon's DDNA; tested at Taomon in wstag565 with the DDNA not yet had
 
#define FLAG_KOTEMON_DDNA_REQUESTED   FLAG(6, 4)
 wstag635: DRI Ken wants Kotemon DDNA from Kyukimon; tested at Kyukimon in wstag525 with the DDNA not yet had
 
#define FLAG_KUMAMON_DDNA_REQUESTED   FLAG(6, 5)
 wstag635: DRI Yuji wants Kumamon DDNA from GrapLeomon; tested at GrapLeomon in wstag490 with the DDNA not yet had
 
#define FLAG_MONMON_DDNA_REQUESTED   FLAG(6, 6)
 wstag635: DRI Yang asks for Monmon DDNA from Armormon; tested at Armormon in wstag385 with the DDNA not yet had
 
#define FLAG_PHARAOHMON_BEATEN   FLAG(0xA, 0)
 wstag375 Protocol Ruins: set when Pharaohmon's event 1260 starts ("I lose!", gives the Old Wand); later talks praise the win
 
#define FLAG_MASTER_TYRANNO_BEATEN   FLAG(0xA, 1)
 wstag405 Tyranno Valley: set with event 60, MasterTyranno lost and gives the Old Claw for the Seiryu Leader; never tested
 
#define FLAG_ZANBAMON_BEATEN   FLAG(0xA, 2)
 wstag535/537 Catacomb: set with Zanbamon's event 1262/1455 ("I lost...", gives the Rusty Katana); tested 0 to offer the fight
 
#define FLAG_DATAMON_BEATEN   FLAG(0xA, 3)
 wstag325 Asuka Control Room: set with event 375, Datamon gives the Rusty Gloves for winning; tested 1 for his later talks
 
#define FLAG_HIANDROMON_BEATEN   FLAG(0xA, 4)
 wstag605 Operation Room: set with event 510, HiAndromon says "You pass!", opens the Secret Stairs and gives the Rusty Rifle
 
#define FLAG_BK_MAGNAGARGOMON_BEATEN   FLAG(0xA, 7)
 wstag376 Protocol Ruins: set with event 1283, BK MagnaGargomon lost and gives the Wild Helmet; later talks after the win
 
#define FLAG_BK_IMPERIALDRAMON_BEATEN   FLAG(0xA, 9)
 wstag406 Tyranno Valley: set with event 1285, BK Imperialdramon says "Hey, I lost" and gives an item
 
#define FLAG_BK_SERAPHIMON_BEATEN   FLAG(0xA, 0xA)
 wstag538 Catacomb (Amaterasu server): set with event 1287, BK Seraphimon says the player passed and gives an item
 
#define FLAG_BK_WARGROWLMON_BEATEN   FLAG(0xA, 0xB)
 wstag606 Operation Room: set with event 1289, BK WarGrowlmon lost and gives the Hazard Armor
 
#define FLAG_BK_KINGNUMEMON_BEATEN   FLAG(0xA, 0xC)
 wstag616 Sewers: set with event 1291, BK KingNumemon says "I, the King, lost" and gives an item
 
#define FLAG_BK_WARGREYMON_BEATEN   FLAG(0xA, 0xD)
 wstag326 Amaterasu Control Room: set with event 1281, BK WarGreymon lost and gives the Platinum ID
 
#define FLAG_B_SENT_GARGOYLEMON_FOUGHT   FLAG(0xA, 0xE)
 wstag973 Circuit Board (extra chapter): B-Sent Gargoylemon accepts the challenge and starts a battle; set with it
 
#define FLAG_B_IP_DORAMON_FOUGHT   FLAG(0xA, 0xF)
 wstag973 Circuit Board (extra chapter): B-IP Doramon ("you're still here!") starts a battle; set with it
 
#define FLAG_B_SERAPHIMON_FOUGHT   FLAG(0xA, 0x10)
 wstag972 Circuit Board (extra chapter): B Seraphimon ("you must first defeat me") starts a battle; set with it
 
#define FLAG_B_MEGAROGROWLMON_FOUGHT   FLAG(0xA, 0x11)
 wstag973 Circuit Board (extra chapter): B MegaroGrowlmon ("You have the audacity to challenge me?") starts a battle; set with it
 
#define FLAG_B_WARGREYMON_FOUGHT   FLAG(0xA, 0x12)
 wstag973 Circuit Board (extra chapter): B WarGreymon ("since you insist I will destroy you") starts a battle; set with it
 
#define FLAG_B_KING_NUMEMON_FOUGHT   FLAG(0xA, 0x13)
 wstag972 Circuit Board (extra chapter): B King Numemon ("You still insist on fighting?") starts a battle; set with it
 
#define FLAG_METALGREYMON_FOUGHT   FLAG(0xA, 0x14)
 wstag971 Circuit Board (extra chapter): MetalGreymon ("Alright, let's battle!") starts a battle, rewards an item; set with it
 
#define FLAG_MEGAROGROWLMON_FOUGHT   FLAG(0xA, 0x15)
 wstag971 Circuit Board (extra chapter): MegaroGrowlmon, woken from his sleep, starts a battle; set with it
 
#define FLAG_PILEDRIMON_FOUGHT   FLAG(0xA, 0x16)
 wstag970 Circuit Board (extra chapter): Piledrimon ("If you win, I'll give you a valuable item") starts a battle; set with it
 
#define FLAG_TAOMON_FOUGHT   FLAG(0xA, 0x17)
 wstag971 Circuit Board (extra chapter): Taomon, disturbed while meditating, starts a battle; set with it
 
#define FLAG_HOLYANGEMON_FOUGHT   FLAG(0xA, 0x18)
 wstag970 Circuit Board (extra chapter): HolyAngemon ("let's begin the battle") starts a battle; set with it
 
#define FLAG_KYUKIMON_FOUGHT   FLAG(0xA, 0x19)
 wstag970 Circuit Board (extra chapter): Kyukimon ("If you fight well... a gift") starts a battle; set with it
 
#define FLAG_ARMORMON_FOUGHT   FLAG(0xA, 0x1A)
 wstag971 Circuit Board (extra chapter): Armormon ("Are you up to a fight against me?") starts a battle; set with it
 
#define FLAG_GRAPLEOMON_FOUGHT   FLAG(0xA, 0x1B)
 wstag970 Circuit Board (extra chapter): GrapLeomon ("here I come!") starts a battle and gives an item after; set with it
 
#define FLAG_ASUKA_ADMIN_1F_TROOPER_A_FOUGHT   FLAG(0xC, 5)
 wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_1F_TROOPER_B_FOUGHT   FLAG(0xC, 6)
 wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_1F_TROOPER_C_FOUGHT   FLAG(0xC, 7)
 wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_A_FOUGHT   FLAG(0xC, 8)
 wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_B_FOUGHT   FLAG(0xC, 9)
 wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_C_FOUGHT   FLAG(0xC, 0xA)
 wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_TROOPER_A_FOUGHT   FLAG(0xC, 0xB)
 wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_TROOPER_B_FOUGHT   FLAG(0xC, 0xC)
 wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_TROOPER_C_FOUGHT   FLAG(0xC, 0xD)
 wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_TROOPER_D_FOUGHT   FLAG(0xC, 0xE)
 wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x135) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_SOLDIER_A_FOUGHT   FLAG(0xC, 0xF)
 wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x10)
 wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_2F_SOLDIER_C_FOUGHT   FLAG(0xC, 0x11)
 wstag300 Asuka Admin Center 2F: the Soldier "not letting you pass" (char 0x130); set with his battle, from his talk or the end of event 570
 
#define FLAG_ASUKA_AOA_HQ_GUARDS_FOUGHT   FLAG(0xC, 0x13)
 wstag310 A.o.A Headquarters (Asuka): set at the end of event 680 (Operation Sigma announced) with the battle against Guards A, B and C
 
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_A_FOUGHT   FLAG(0xC, 0x14)
 wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_B_FOUGHT   FLAG(0xC, 0x15)
 wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_C_FOUGHT   FLAG(0xC, 0x16)
 wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_D_FOUGHT   FLAG(0xC, 0x17)
 wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x136) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_E_FOUGHT   FLAG(0xC, 0x18)
 wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x137) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_LOBBY_ATTACKER_FOUGHT   FLAG(0xC, 0x23)
 wstag211 Amaterasu Main Lobby: set with the Attacker's battle, from his talk or the end of event 925; tested 0 so he appears
 
#define FLAG_AMATERASU_ADMIN_1F_SOLDIER_A_FOUGHT   FLAG(0xC, 0x25)
 wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_1F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x26)
 wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_1F_ATTACKER_A_FOUGHT   FLAG(0xC, 0x27)
 wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_A_FOUGHT   FLAG(0xC, 0x28)
 wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_B_FOUGHT   FLAG(0xC, 0x29)
 wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_BASEMENT_STAIRS_ATTACKER_A_FOUGHT   FLAG(0xC, 0x2A)
 wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_A_FOUGHT   FLAG(0xC, 0x2B)
 wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x2C)
 wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_C_FOUGHT   FLAG(0xC, 0x2D)
 wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x130) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_D_FOUGHT   FLAG(0xC, 0x2E)
 wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x131) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_2F_ATTACKER_A_FOUGHT   FLAG(0xC, 0x30)
 wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_2F_ATTACKER_B_FOUGHT   FLAG(0xC, 0x31)
 wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Attacker (char 0x12E) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_ROYAL_GUARDS_FOUGHT   FLAG(0xC, 0x33)
 wstag311 A.o.A Headquarters (Amaterasu): set at the end of event 931 (the Chief Officer) with the battle against the Royal Guard (actors 4-6 shown while 0)
 
#define FLAG_AMATERASU_ADMIN_B1F_SOLDIER_A_FOUGHT   FLAG(0xC, 0x34)
 wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_B1F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x35)
 wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_B1F_SOLDIER_C_FOUGHT   FLAG(0xC, 0x36)
 wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Soldier (char 0x130) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_B1F_ATTACKER_A_FOUGHT   FLAG(0xC, 0x38)
 wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_AMATERASU_ADMIN_B1F_ATTACKER_B_FOUGHT   FLAG(0xC, 0x39)
 wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Attacker (char 0x12E) starts a battle; set with it, tested 0 so he stands there
 
#define FLAG_GENJI_FOUGHT   FLAG(0xE, 0)
 wstag200 (Asuka City): Tamer Genji says "Let's see how well you've trained your Digimon.
 
#define FLAG_NATSUMI_FOUGHT   FLAG(0xE, 1)
 wstag330 (Central Park): Tamer Natsumi says "Hey, let's Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_MITCH_FOUGHT   FLAG(0xE, 2)
 wstag335 (Wire Forest Entrance): Tamer Mitch says "Hey you, let's Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_CATHERINE_FOUGHT   FLAG(0xE, 3)
 wstag350 (West Wire Forest): Tamer Catherine says "Let's Digimon Battle now... but go easy on me.
 
#define FLAG_LUCIA_FOUGHT   FLAG(0xE, 4)
 wstag355 (East Wire Forest): Tamer Lucia says "I'm still a pro at Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_ROBERT_FOUGHT   FLAG(0xE, 5)
 wstag355 (East Wire Forest): Tamer Robert says "I'm not doing anything, so I'll play with you in a Digimon B" and starts a Digimon battle; set with the battle
 
#define FLAG_AKIBA_FOUGHT   FLAG(0xE, 6)
 wstag395 (Wind Prairie): Tamer Akiba says "All I need is to Digimon Battle now!" and starts a Digimon battle; set with the battle
 
#define FLAG_BOB_FOUGHT   FLAG(0xE, 7)
 wstag400 (Kicking Forest): Tamer Bob says "I guess you must battle to get the answer.
 
#define FLAG_TOMOMI_FOUGHT   FLAG(0xE, 8)
 wstag410 (East Station): Tamer Tomomi says "I know, I'll decide with this!" and starts a Digimon battle; set with the battle
 
#define FLAG_CHRIS_FOUGHT   FLAG(0xE, 9)
 wstag420 (Seiryu City): Tamer Chris says "All right then! Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_ANDY_FOUGHT   FLAG(0xE, 0xA)
 wstag440 (South Station): Tamer Andy says "I'll prove it by showing you my powers.
 
#define FLAG_GEORGE_FOUGHT   FLAG(0xE, 0xB)
 wstag445 (Bulk Swamp): Tamer George says "I'll show who's the boss in Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_MEI_LIN_FOUGHT   FLAG(0xE, 0xC)
 wstag450 (Bulk Bridge): Tamer Mei Lin says "Then let's Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_JESSICA_FOUGHT   FLAG(0xE, 0xD)
 wstag465 (Tranquil Swamp): Tamer Jessica says "Well, shall we start this battle?" and starts a Digimon battle; set with the battle
 
#define FLAG_GORDON_FOUGHT   FLAG(0xE, 0xE)
 wstag495 (South Cape): Tamer Gordon says "Then let's Digimon Battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_ALICE_FOUGHT   FLAG(0xE, 0xF)
 wstag500 (Suzaku City): Tamer Alice says "...if it's... ...Digimon Battle..." and starts a Digimon battle; set with the battle
 
#define FLAG_NAKANO_FOUGHT   FLAG(0xE, 0x10)
 wstag650 (Mirage Hall): Tamer Nakano says "Oh - your Digimon look interesting.
 
#define FLAG_HARUKA_FOUGHT   FLAG(0xE, 0x11)
 wstag690 (Boot Mountain): Tamer Haruka says "I can defeat your Digimon so easily!" and starts a Digimon battle; set with the battle
 
#define FLAG_POEMY_FOUGHT   FLAG(0xE, 0x12)
 wstag695 (Snow Mountain): Tamer Poemy says "Oh, great Hero!" and starts a Digimon battle; set with the battle
 
#define FLAG_SHINGO_FOUGHT   FLAG(0xE, 0x13)
 wstag705 (Freeze Mountain): Tamer Shingo says "So, first I'll defeat you in a battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_MAKOTO_FOUGHT   FLAG(0xE, 0x14)
 wstag710 (Kulon Mine): Tamer Makoto says "So can you duel with me and throw the fight?" and starts a Digimon battle; set with the battle
 
#define FLAG_BROWN_FOUGHT   FLAG(0xE, 0x15)
 wstag710 (Kulon Mine): Tamer Brown says "I'm still an active tamer though.
 
#define FLAG_PIERRE_FOUGHT   FLAG(0xE, 0x16)
 wstag720 (Legendary Gym): Tamer Pierre says "Monsieur, how great are your Digimon? Please show me.
 
#define FLAG_MITAKA_FOUGHT   FLAG(0xE, 0x17)
 wstag725 (Kulon Pit): Tamer Mitaka says "Though I may perish, I will defeat you!" and starts a Digimon battle; set with the battle
 
#define FLAG_CENTRAL_PARK_TROOPER_FOUGHT   FLAG(0xE, 0x1B)
 wstag331 (Central Park): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_WEST_WIRE_FOREST_TROOPER_FOUGHT   FLAG(0xE, 0x1C)
 wstag351 (West Wire Forest): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_WIND_PRAIRIE_TROOPER_FOUGHT   FLAG(0xE, 0x1E)
 wstag396 (Wind Prairie): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_KICKING_FOREST_TROOPER_FOUGHT   FLAG(0xE, 0x1F)
 wstag401 (Kicking Forest): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_BULK_SWAMP_TROOPER_FOUGHT   FLAG(0xE, 0x20)
 wstag446 (Bulk Swamp): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_BULK_BRIDGE_TROOPER_FOUGHT   FLAG(0xE, 0x21)
 wstag451 (Bulk Bridge): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_TRANQUIL_SWAMP_TROOPER_FOUGHT   FLAG(0xE, 0x22)
 wstag466 (Tranquil Swamp): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_ZHU_QUE_CITY_TROOPER_FOUGHT   FLAG(0xE, 0x23)
 wstag501 (Zhu Que City): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_SOUTH_BADLAND_TROOPER_FOUGHT   FLAG(0xE, 0x25)
 wstag551 (South Badland): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_NOISE_DESERT_TROOPER_FOUGHT   FLAG(0xE, 0x26)
 wstag556 (Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_NORTH_BADLAND_WEST_TROOPER_FOUGHT   FLAG(0xE, 0x27)
 wstag566 (North Badland W): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_NORTH_BADLAND_EAST_TROOPER_FOUGHT   FLAG(0xE, 0x28)
 wstag571 (North Badland E): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_SOUTH_NOISE_DESERT_TROOPER_FOUGHT   FLAG(0xE, 0x29)
 wstag631 (S Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_HEINRICH_FOUGHT   FLAG(0xE, 0x2A)
 wstag646 (Mirage Tower): Tamer Heinrich says "Hey, since we're here, how about a battle?" and starts a Digimon battle; set with the battle
 
#define FLAG_TAKUYA_FOUGHT   FLAG(0xE, 0x2B)
 wstag651 (Mirage Hall): Tamer Takuya says "Well, let's see how good you are in a battle.
 
#define FLAG_MURDOCK_FOUGHT   FLAG(0xE, 0x2C)
 wstag651 (Mirage Hall): Tamer Murdock says "Worrying about it here won't make a difference.
 
#define FLAG_BANCH_FOUGHT   FLAG(0xE, 0x2D)
 wstag651 (Mirage Hall): Guard Banch says "If you're not a spy defeat me in battle!" and starts a Digimon battle; set with the battle
 
#define FLAG_BOOT_MOUNTAIN_TROOPER_FOUGHT   FLAG(0xE, 0x2F)
 wstag691 (Boot Mountain): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_SNOW_MOUNTAIN_TROOPER_FOUGHT   FLAG(0xE, 0x31)
 wstag696 (Snow Mountain): a Trooper says "You're suspicious." and starts a battle; set with it
 
#define FLAG_FREEZE_MOUNTAIN_TROOPER_FOUGHT   FLAG(0xE, 0x32)
 wstag706 (Freeze Mountain): a Trooper says "Hey, you wanna Digimon Battle with me?" and starts a battle; set with it
 
#define FLAG_MAI_FOUGHT   FLAG(0xE, 0x34)
 wstag721 (Legendary Gym): Tamer Mai says "It's safe here.
 
#define FLAG_GON_FOUGHT   FLAG(0xE, 0x35)
 wstag721 (Legendary Gym): Tamer Gon says "...I guess I'll fight as well!" and starts a Digimon battle; set with the battle
 
#define FLAG_XUAN_WU_CITY_TROOPER_FOUGHT   FLAG(0xE, 0x3B)
 wstag761 (Xuan Wu City): a Trooper says "Oh, you're that tamer! Let's battle!" and starts a battle; set with it
 
#define FLAG_KURT_ARENA_WIN_SEEN   FLAG(0x10, 0xC)
 wstag927 (extra chapter) event 1608: the player beat Kurt and is the new strongest tamer; set at its end, tested to start it
 
#define FLAG_CHINRON_LEADER_FOUGHT   FLAG(0x10, 0xD)
 wstag956 (extra chapter): the Chinron Leader sees the 5 strongest Epic Items and starts a battle; set with the battle
 
#define FLAG_ZHU_QUE_LEADER_FOUGHT   FLAG(0x10, 0xE)
 wstag949 (extra chapter): the Zhu Que Leader sees the 5 strongest Epic Items and starts a battle; set with the battle
 
#define FLAG_BAI_HU_LEADER_FOUGHT   FLAG(0x10, 0xF)
 wstag949 (extra chapter): the Bai Hu Leader sees the 5 strongest Epic Items and starts a battle; set with the battle
 
#define FLAG_XUAN_WU_LEADER_FOUGHT   FLAG(0x10, 0x10)
 wstag954 (extra chapter): the Xuan Wu Leader sees the 5 Epic Items and starts a battle; set with the battle
 
#define FLAG_CARD_KING_KEITH_BEATEN   FLAG(0x10, 0x11)
 wstag951 Duel Island (extra chapter): Keith loses the card battle and gives the KoC Trophy, "proof that you beat the Card King"
 
#define FLAG_DUEL_ISLAND_ALICE_BEATEN   FLAG(0x10, 0x12)
 wstag951 Duel Island (extra chapter): Tamer Alice loses the card battle ("I...lose") and lets the player pass
 
#define FLAG_DUEL_ISLAND_BOMUJII_BEATEN   FLAG(0x10, 0x13)
 wstag951 Duel Island (extra chapter): Tamer Bomujii loses the card battle and lets the player proceed
 
#define FLAG_DUEL_ISLAND_PIERRE_BEATEN   FLAG(0x10, 0x14)
 wstag951 Duel Island (extra chapter): Tamer Pierre is "defeated soundly" at cards and lets the player pass
 
#define FLAG_DUEL_ISLAND_POEMY_BEATEN   FLAG(0x10, 0x15)
 wstag951 Duel Island (extra chapter): Tamer Poemy loses the card battle and lets the "Hero" go on
 
#define FLAG_DUEL_ISLAND_HARUKA_BEATEN   FLAG(0x10, 0x16)
 wstag951 Duel Island (extra chapter): Tamer Haruka loses the card battle ("once in awhile one does have to let others win")
 
#define FLAG_AMATERASU_INN_BIT_FOUND   FLAG(0x18, 5)
 wstag928 Amaterasu Inn 1F (extra chapter): "Hey! There's something here! I got 8500 BIT!!"; afterwards "nothing here"
 
#define FLAG_PLATINUM_CARD_FOUND   FLAG(0x18, 6)
 wstag936 Water Tunnel (extra chapter): the player finds a Platinum Members Card in a crack (item 0x25 given)
 
#define FLAG_HELP_COUNTER_TALKED   FLAG(0x1A, 0)
 wstag210 Main Lobby: the Tamer Service / Guide at the Digimon Online Help Counter introduce the hints once; set there, later talks differ
 
#define FLAG_NAMI_SWAMP_CREST_TALKED   FLAG(0x1A, 2)
 wstag485 Phoenix Bay: Nami saw a Crest behind the Bios Swamp shrine; then the player recognises the Symbol of Sincerity there
 
#define FLAG_KADOMATSU_TALKED   FLAG(0x1A, 4)
 wstag220 Digimon Lab: Dr.
 
#define FLAG_PONCHOMON_TALKED   FLAG(0x1A, 5)
 wstag280 El Dorado: Ponchomon welcomes the player to the Item Maniac's El Dorado once; set there, later talks differ
 
#define FLAG_DIGIVOLVE_NAVI_TALKED   FLAG(0x1A, 6)
 wstag220 Digimon Lab: the Digivolve Navi explains its desk once; set there, later talks differ
 
#define FLAG_DIGIMON_NAVI_TALKED   FLAG(0x1A, 7)
 wstag220 Digimon Lab: the Digimon Navi explains its desk once; set there, later talks differ
 
#define FLAG_INN_GATOMON_TALKED   FLAG(0x1A, 8)
 Inns (wstag235/360/425/470): Gatomon says they manage the Inn once; set there, later talks differ.
 
#define FLAG_SAVE_GUARDROMON_TALKED   FLAG(0x1A, 9)
 Inns (wstag235/360/430/470): Save Officer Guardromon introduces saving once; set there, later talks differ.
 
#define FLAG_OINKMON_CITIZENS_RESTORED   FLAG(0x1A, 0xA)
 wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 stages (talks "back to normal")
 
#define FLAG_MASTER_JOHN_LOST_DIGIMON_TALKED   FLAG(0x1A, 0xC)
 wstag255 Lamb Chop: Master John says lost Digimon may enter the Admin Center; Kail's talk then picks up that idea
 
#define FLAG_ARMORY_GARGOMON_TALKED   FLAG(0x1A, 0xE)
 wstag245/425: Gargomon says the Armory is run by them once; set there, later talks differ
 
#define FLAG_ITEM_SHOP_WIZARDMON_TALKED   FLAG(0x1A, 0xF)
 wstag245/425: Wizardmon says they run the Item Shop once; set there, later talks differ
 
#define FLAG_PAWN_SHOP_GOMAMON_TALKED   FLAG(0x1A, 0x10)
 wstag245 Smith's Shop: Gomamon introduces the Pawn Shop once; set there, later talks differ
 
#define FLAG_MR_SMITH_TALKED   FLAG(0x1A, 0x11)
 wstag245 Smith's Shop: Mr.
 
#define FLAG_HEAVY_ARMORY_GARGOMON_TALKED   FLAG(0x1A, 0x12)
 wstag250 Junk Shop: Gargomon introduces the Heavy Armory once; set there, later talks differ
 
#define FLAG_BLACK_MARKET_WIZARDMON_TALKED   FLAG(0x1A, 0x13)
 wstag250 Junk Shop: Wizardmon introduces the Black Market once; set there, later talks differ
 
#define FLAG_SUIT_COUPLE_TALKED   FLAG(0x1A, 0x14)
 wstag202: Jake and Grandma Beth show their Digimon suits from Etemon; then a man replaces Etemon in the Asuka Sewers
 
#define FLAG_MISCHIEVOUS_MAT_TALKED   FLAG(0x1A, 0x15)
 wstag320 Asuka Sewers: Mischievous Mat says no Etemon was there; Kail then reacts to "a man instead of Etemon"
 
#define FLAG_KAIL_ETEMON_SUIT_TALKED   FLAG(0x1A, 0x16)
 wstag210 Main Lobby: Kail explains the man used an Etemon Suit and sends the player to ask about Digimon suits
 
#define FLAG_SEPIKMON_LOST_MASK_SEEN   FLAG(0x1A, 0x17)
 wstag475 Shaman House event 180: the player meets maskless Sepikmon ("A monster!"), who asks for his mask; keeps it from playing again
 
#define FLAG_BARONMON_SEPIKMON_TALKED   FLAG(0x1A, 0x18)
 wstag375 Protocol Ruins: Baronmon says Sepikmon had his mask and was last seen in Asuka City; Asuka talks of his pranks follow
 
#define FLAG_BRIDGE_SEPIKMON_TALKED   FLAG(0x1A, 0x19)
 wstag205 Asuka Bridge: a "Sepikmon" boasts he found his mask and won't help; then Etemon says Sepikmon ran to Divermon Lake
 
#define FLAG_ETEMON_DIVERMON_LAKE_TALKED   FLAG(0x1A, 0x1A)
 wstag202: Etemon says Sepikmon ran towards the Divermon Lake; set there, tested at Divermon's Lake
 
#define FLAG_BOOSTER_DIVERMON_TALKED   FLAG(0x1A, 0x1C)
 wstag270/425: Divermon says they handle Booster Packs once (also set after event 1415 with the Folder Bag); later talks differ
 
#define FLAG_DRI_KAZUKI_TALKED   FLAG(0x1A, 0x1F)
 wstag330 Central Park: DRI Kazuki introduces himself as the MagnaAngemon researcher once; set there, later talks differ
 
#define FLAG_DRI_MICHAEL_TALKED   FLAG(0x1A, 0x20)
 wstag330 Central Park: DRI Michael (Mike) introduces himself and asks for his Taomon once; set there, later talks differ
 
#define FLAG_TAI_KONG_WANG_POLE_TALKED   FLAG(0x1A, 0x21)
 wstag340 Shell Beach: Tai Kong Wang offers to make a fishing pole from a pole, string and hook; tested at Divermon's Lake
 
#define FLAG_HIDE_GABUMON_CARD_FOUND   FLAG(0x1A, 0x23)
 wstag235 Asuka Inn 1F: "Oh! It's Gabumon card! So that's where it was!" (card 0xB7 given); afterwards "nothing left"
 
#define FLAG_HIDE_GABUMON_CARD_GIVEN   FLAG(0x1A, 0x24)
 wstag345 Plug Cape: Soccer Kid Hide gets his Gabumon card back and tells about the Tree Boots and Veemon
 
#define FLAG_DEBBIE_VEEMON_TALKED   FLAG(0x1A, 0x25)
 wstag255 Lamb Chop: Waitress Debbie saw Veemon looking for something at Wind Prairie; makes Veemon appear there, cleared when his game starts
 
#define FLAG_VEEMON_HIDE_AND_SEEK_ACTIVE   FLAG(0x1A, 0x26)
 wstag395 Wind Prairie: set when Veemon asks "You want to play?"; Kicking Forest hiders appear; cleared on finding him or giving up
 
#define FLAG_VEEMON_TREE_BOOTS_SEEN   FLAG(0x1A, 0x28)
 wstag395 Wind Prairie event 1305: Veemon gives the player the Tree Boots; set at its end, keeps it from playing again
 
#define FLAG_DRI_BOB_TALKED   FLAG(0x1A, 0x29)
 wstag375 Protocol Ruins: DRI Bob introduces himself once ("I'll tell you a secret"); set there, later talks differ
 
#define FLAG_SINCERITY_SYMBOL_FOUND   FLAG(0x1A, 0x2A)
 wstag455 Bios Swamp: "There it is! The Symbol of Sincerity!" behind a wall; then Sepikmon advises asking Baronmon about bombs
 
#define FLAG_SEPIKMON_BOMB_HINT_TALKED   FLAG(0x1A, 0x2B)
 wstag475 Shaman House: Sepikmon says to ask his friend Baronmon about bombs; Baronmon then talks about the TNT Chip
 
#define FLAG_DIVERMON_RED_SNAPPER_TAKEN   FLAG(0x1A, 0x2C)
 wstag380 Divermon's Lake: the player frees a Red Snapper stuck in Divermon's throat and gets it (item 7); later talks differ
 
#define FLAG_DRI_JOHANN_TALKED   FLAG(0x1A, 0x2D)
 wstag405 Tyranno Valley: DRI Johann introduces himself as the Agumon researcher once; set there, later talks differ
 
#define FLAG_DRI_JIMMY_TALKED   FLAG(0x1A, 0x2E)
 wstag420 Seiryu City: DRI Jimmy introduces himself as a DRI researcher once; set there, later talks differ
 
#define FLAG_DRI_KEN_TALKED   FLAG(0x1A, 0x2F)
 wstag635 Mobius Desert: DRI Ken introduces himself as an athletic researcher once; set there, later talks differ
 
#define FLAG_DRI_YUJI_TALKED   FLAG(0x1A, 0x30)
 wstag635 Mobius Desert: DRI Yuji introduces himself once; set there, later talks differ
 
#define FLAG_DRI_YANG_TALKED   FLAG(0x1A, 0x31)
 wstag635 Mobius Desert: DRI Yang, with a twisted ankle, introduces himself once; set there, later talks differ
 
#define FLAG_SEIRYU_PIXIMON_TALKED   FLAG(0x1A, 0x33)
 wstag430 Seiryu Tower: Piximon says it handles Digimon data (switching) once; set there, later talks differ
 
#define FLAG_RESISTANCE_CHUCK_MET   FLAG(0x1A, 0x34)
 wstag656 Mirage Room: Leader Chuck recognises the player and an event starts; Lisa (Master Room) then asks "Did you find someone?"
 
#define FLAG_TAI_KONG_WANG_TALKED   FLAG(0x1A, 0x36)
 wstag340 Shell Beach: Fisherman Tai Kong Wang introduces himself once; set there, later talks differ
 
#define FLAG_DUEL_ISLAND_METALETEMON_BEATEN   FLAG(0x1A, 0x40)
 wstag386 Duel Island: MetalEtemon loses the card battle ("...I lost!"); cleared when KingEtemon loses
 
#define FLAG_MATRIX_CHAMBER_USED   FLAG(0x1C, 2)
 wstag750 Chamber Room: Chamber Clark checks the 4 Leader Badges and the player goes to the Real World; afterwards "the Matrix Chamber cannot be used"
 
#define FLAG_KAIL_LEAVES_SEEN   FLAG(0x1C, 0xC)
 wstag285 Admin Center 1F event 340: Kail suddenly leaves and the player sets off for West Sector after Lucky Mouse; keeps it from playing again
 
#define FLAG_GAME_MASTER_MEETING_SEEN   FLAG(0x1C, 0xD)
 wstag305 Master Room event 350: the Game Master finds the player and Kail looking for Teddy; set at its end, tested in 4 stages
 
#define FLAG_TOM_SEIRYU_LEADER_TALKED   FLAG(0x1C, 0xF)
 wstag430 Seiryu Tower: Repeating Tom says the Seiryu Leader trains at the Protocol Ruins; the Leader is named there afterwards
 
#define FLAG_SEIRYU_LEADER_REFUSED   FLAG(0x1C, 0x10)
 wstag375 Protocol Ruins: the Seiryu Leader won't fight until MasterTyranno is beaten; MasterTyranno then accepts a challenge
 
#define FLAG_METALGREYMON_DDNA_FOUGHT   FLAG(0x1C, 0x12)
 wstag445 Bulk Swamp: set when talking to MetalGreymon starts his Agumon DDNA challenge event; later he says to use the DNA well
 
#define FLAG_WARGROWLMON_DDNA_FOUGHT   FLAG(0x1C, 0x13)
 wstag490 Ether Jungle: set when talking to WarGrowlmon starts his Guilmon DDNA challenge event; later "That battle was great!"
 
#define FLAG_MAGNAANGEMON_DDNA_FOUGHT   FLAG(0x1C, 0x14)
 wstag550 South Badland: set when talking to MagnaAngemon starts his Patamon DDNA challenge event; later talks differ
 
#define FLAG_TAOMON_DDNA_FOUGHT   FLAG(0x1C, 0x15)
 wstag565 North Badland W: set when talking to Taomon starts her Renamon DDNA challenge event; later talks differ
 
#define FLAG_KYUKIMON_DDNA_FOUGHT   FLAG(0x1C, 0x16)
 wstag525 Suzaku UG Lake: set when talking to Kyukimon starts his Kotemon DDNA challenge event; later talks differ
 
#define FLAG_ARMORMON_DDNA_FOUGHT   FLAG(0x1C, 0x17)
 wstag385 Duel Island: set when talking to Armormon starts his Monmon DDNA challenge event; later "I lost to you..."
 
#define FLAG_GRAPLEOMON_DDNA_FOUGHT   FLAG(0x1C, 0x18)
 wstag490 Ether Jungle: set when talking to GrapLeomon starts his Kumamon DDNA challenge event; later talks differ
 
#define FLAG_PAILDRAMON_DDNA_FOUGHT   FLAG(0x1C, 0x19)
 wstag450 Bulk Bridge: set when talking to Paildramon starts his Veemon DDNA challenge event; later talks differ
 
#define FLAG_DATAMON_STAFF_PASS_TALKED   FLAG(0x1C, 0x1B)
 wstag325 Control Room: Datamon will open the basement gate only for a DO Staff Pass holder; set by that talk, later talks differ
 
#define FLAG_KEITH_NICK_SEARCH_STARTED   FLAG(0x1C, 0x1C)
 wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stages answer about them
 
#define FLAG_SMITH_EL_DORADO_ID_SHOWN   FLAG(0x1C, 0x1E)
 wstag245 Smith's Shop: with the El Dorado ID, talking to the staff starts the event where Smith Junior lets the player pass through
 
#define FLAG_MASTER_ROOM_SENSOR_M_TOUCHED   FLAG(0x1C, 0x27)
 wstag305 Master Room: the player touches the "M" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_O_TOUCHED   FLAG(0x1C, 0x28)
 wstag305 Master Room: the player touches the "O" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_N_TOUCHED   FLAG(0x1C, 0x29)
 wstag305 Master Room: the player touches the "N" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_S_TOUCHED   FLAG(0x1C, 0x2A)
 wstag305 Master Room: the player touches the "S" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_T_TOUCHED   FLAG(0x1C, 0x2B)
 wstag305 Master Room: the player touches the "T" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_E_TOUCHED   FLAG(0x1C, 0x2C)
 wstag305 Master Room: the player touches the "E" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_R_TOUCHED   FLAG(0x1C, 0x2D)
 wstag305 Master Room: the player touches the "R" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched
 
#define FLAG_MASTER_ROOM_SENSOR_M_IN_ORDER   FLAG(0x1C, 0x2E)
 wstag305 Master Room: set when the "M" sensor is touched right after the previous letters of MONSTER in order; cleared with the others
 
#define FLAG_MASTER_ROOM_SENSOR_O_IN_ORDER   FLAG(0x1C, 0x2F)
 wstag305 Master Room: set when the "O" sensor is touched right after the previous letters of MONSTER in order; cleared with the others
 
#define FLAG_MASTER_ROOM_SENSOR_N_IN_ORDER   FLAG(0x1C, 0x30)
 wstag305 Master Room: set when the "N" sensor is touched right after the previous letters of MONSTER in order; cleared with the others
 
#define FLAG_MASTER_ROOM_SENSOR_S_IN_ORDER   FLAG(0x1C, 0x31)
 wstag305 Master Room: set when the "S" sensor is touched right after the previous letters of MONSTER in order; cleared with the others
 
#define FLAG_MASTER_ROOM_SENSOR_T_IN_ORDER   FLAG(0x1C, 0x32)
 wstag305 Master Room: set when the "T" sensor is touched right after the previous letters of MONSTER in order; cleared with the others
 
#define FLAG_MASTER_ROOM_SENSOR_E_IN_ORDER   FLAG(0x1C, 0x33)
 wstag305 Master Room: set when the "E" sensor is touched right after the previous letters of MONSTER in order; cleared with the others
 
#define FLAG_ASUKA_INN_BIT_FOUND   FLAG(0x1C, 0x34)
 wstag235 Asuka Inn 1F: "Hey! Someone hid money here! I got 300 BIT!"; afterwards "There's nothing left"
 
#define FLAG_BARONMON_CHANGE_ACCOUNT_TALKED   FLAG(0x1C, 0x35)
 wstag475 Shaman House: Baronmon announces his "Change Account" art for renaming Digimon once; later talks differ
 
#define FLAG_MASTER_ROOM_SENSORS_ALL_TOUCHED   FLAG(0x1C, 0x36)
 wstag305 Master Room: "OK, I touched all the sensors, so now what?" (letter flags cleared, event starts); cleared after event 660
 
#define FLAG_LISA_RESISTANCE_REPORT_SEEN   FLAG(0x1C, 0x39)
 wstag305 Master Room event 894: the player tells Lisa he met the Resistance; set at its end, tested to start it
 
#define FLAG_LIFT_RAISED   FLAG(0x1C, 0x3D)
 lift.c / wstag261 Cargo Tower: "There's a switch here! Let's push it." sets it, "let's go downstairs" clears it; the lift is raised while set
 
#define FLAG_BK_AGUMON_BEATEN   FLAG(0x1C, 0x3F)
 wstag875 Circuit Board: BK Agumon loses ("What?! I lost!") and says the Black Kingz leader has Etemon's Mic; the leader then appears
 
#define FLAG_BKZ_LEADER_BEATEN   FLAG(0x1C, 0x40)
 wstag875 Circuit Board: the BKZ Leader loses and hands over Etemon's Mic (item 0x18D given)
 
#define FLAG_ETEMON_MIC_STOLEN_TALKED   FLAG(0x1C, 0x42)
 wstag386 Duel Island: Etemon says Black Agumon took his mic; makes BK Agumon appear in the Circuit Board
 
#define FLAG_SWAMP_INN_SEPIKMON_HINT_TALKED   FLAG(0x1C, 0x43)
 wstag470 Swamp Inn: Gatomon says Sepikmon of the Shaman House could stop Zanbamon but is missing; lets the Shaman House event start
 
#define FLAG_ASUKA_INN_GUILMON_TALKED   FLAG(0x1C, 0x44)
 wstag240 Asuka Inn 2F: Guilmon says his cousin has the Blue Card (gondola) and went to Seiryu City; a Guilmon then shows at Forest Inn
 
#define FLAG_FOREST_INN_GUILMON_TALKED   FLAG(0x1C, 0x45)
 wstag360 Forest Inn: Guilmon says another Guilmon has the Blue Card and went to Seiryu City; Tricky Guilmon then shows at Zephyr Tower
 
#define FLAG_FAKE_BLUE_CARD_TALKED   FLAG(0x1C, 0x47)
 wstag420 Seiryu City: a Guilmon says the card is a fake by Trickster Guilmon, hiding underground; then he is found in Forest Inn BF
 
#define FLAG_DUEL_ISLAND_ETEMON_FOUGHT   FLAG(0x1C, 0x4A)
 wstag386 Duel Island: Etemon gets his mic back ("Let's battle!") and starts a card battle; set with it, later he offers rematches
 
#define FLAG_BARONMON_TNT_BALL_TALKED   FLAG(0x1C, 0x4F)
 wstag375 Protocol Ruins: Baronmon can make the TNT Chip but needs a TNT Ball; then he says Triceramon has it
 
#define FLAG_FAKE_BLUE_CARD_TRIED   FLAG(0x1C, 0x50)
 wstag410 East Station: the player tries the fake Blue Card ("this time it should work"); afterwards the monitor says he has no Blue Card
 
#define FLAG_KING_DIVERMON_BEATEN   FLAG(0x1C, 0x53)
 wstag385 Duel Island: KingDivermon loses ("I lost... I must train more..."), gives item 0x12 and resets the five Divermon duelists
 
#define FLAG_KING_ETEMON_BEATEN   FLAG(0x1C, 0x54)
 wstag386 Duel Island: KingEtemon loses and gives the Sun Trophy (item 0x14); resets the Etemon duelists
 
#define FLAG_KING_DIVERMON_REMATCH_BEATEN   FLAG(0x1C, 0x55)
 wstag385 Duel Island: after the trophy, KingDivermon's "ultimate folder" rematch is won ("You defeated my ultimate folder...")
 
#define FLAG_KING_ETEMON_REMATCH_BEATEN   FLAG(0x1C, 0x56)
 wstag386 Duel Island: KingEtemon loses the rematch ("Why did I lose?!"); afterwards he won't battle "jinxes like you"
 
#define FLAG_GENBU_LEADER_WIN_SEEN   FLAG(0x40, 1)
 wstag755 event 780: "I won against Genbu Leader too!", he gives a reward; set at its end, tested 0 to start it and 1 to start event 781
 
#define FLAG_SUZAKU_LEADER_WIN_SEEN   FLAG(0x40, 2)
 wstag520 event 260: Suzaku Leader lost and gives the Suzaku Badge; set at its end, tested 1 to start event 261 with Kail
 
#define FLAG_SECURITY_HOLE_SEEN   FLAG(0x40, 3)
 wstag525 event 550: Suzaku Leader shows the security hole behind the earthquake; set at its end, tested 1 to start event 551 in wstag620
 
#define FLAG_DO_GUARD_BLOCK_SEEN   FLAG(0x40, 4)
 wstag212 event 271: the DO Guard lets only authorized personnel pass; set at its end, tested 0 to start it, 1 to start event 273
 
#define FLAG_KEITH_BRIDGE_WIN_SEEN   FLAG(0x40, 6)
 wstag205 event 100: the player beats Keith on Asuka Bridge; set at its end, tested 0 to start it and 1 to start event 101 with Etemon
 
#define FLAG_SINCERITY_EGG_FOUND   FLAG(0x40, 7)
 wstag455 event 360: "I got the Digi-Egg of Sincerity!"; set at its end, tested 0 to show actor 0 in Bios Swamp
 
#define FLAG_DATAMON_WIN_SEEN   FLAG(0x40, 8)
 wstag325 event 375: Datamon loses and gives the Rusty Gloves; set at its end, tested 1 to start event 376
 
#define FLAG_DATAMON_OPENS_GATE_SEEN   FLAG(0x40, 9)
 wstag325 event 376: Datamon sees the Staff Pass and opens the gate; set at its end, tested 0 to start it
 
#define FLAG_ZHU_QUE_CHIEF_WIN_SEEN   FLAG(0x40, 0xB)
 wstag537 event 700: "I won against Zhu Que Chief!", the player gets the Red ID Pass; set at its end, swaps Suzaku Leader actors 22/25
 
#define FLAG_GENJI_FIRST_BATTLE_SEEN   FLAG(0x40, 0xD)
 wstag200 event 50: after the first battle, Tamer Genji tells the player to learn more; set at its end, tested 0 to start it
 
#define FLAG_ICE_WITCH_WIN_SEEN   FLAG(0x40, 0xE)
 wstag735 event 790: Ice Witch admits defeat and lets the player go on; set at its end, tested 0 to start it and 1 to start event 791
 
#define FLAG_MASTERTYRANNO_WIN_SEEN   FLAG(0x40, 0xF)
 wstag405 event 60: MasterTyranno loses and gives the Old Claw for Seiryu Leader; set at its end, tested 1 to start event 61
 
#define FLAG_SEIRYU_LEADER_CHALLENGE_SEEN   FLAG(0x40, 0x10)
 wstag405 event 61: the player shows the Old Claw and Seiryu Leader accepts the battle; set at its end, tested 0 to start it
 
#define FLAG_NICK_FIRST_MEETING_SEEN   FLAG(0x40, 0x11)
 wstag395 event 80: the player meets Nick ("I'm only 21!") in Wind Prairie; set at its end, tested 0 to start it
 
#define FLAG_SEIRYU_LEADER_WIN_SEEN   FLAG(0x40, 0x12)
 wstag420 event 70: Seiryu Leader loses and gives the player his badge; set at its end, tested 1 to start event 71 (the earthquake)
 
#define FLAG_ETEMON_MASK_QUESTION_SEEN   FLAG(0x40, 0x16)
 wstag205 event 101: the player asks Etemon about Sepikmon's mask and he runs; set at its end, tested 0 to start it
 
#define FLAG_BYAKKO_DOME_WELCOME_SEEN   FLAG(0x40, 0x17)
 wstag675 event 390: Byakko citizens say they waited and send the player to their leader; set at its end, swaps actors 42/43
 
#define FLAG_FIRE_KNIGHT_BATTLE_SEEN   FLAG(0x40, 0x19)
 wstag735 event 791: Fire Knight, bored, challenges the player; set at its end (gives the Yin Yang Hat), tested 0 to start it
 
#define FLAG_TEDDY_FOREST_INN_SEEN   FLAG(0x40, 0x1D)
 wstag366 event 720: Teddy catches up before Amaterasu City and the player gets the Crony ID; set at its end, tested 0 to start it
 
#define FLAG_BYAKKO_LEADER_WIN_SEEN   FLAG(0x40, 0x1E)
 wstag675 event 410: Byakko Leader loses and sends the player to the badge room; set at its end, tested 1 to start event 411
 
#define FLAG_NUMEMON_FACTORY_FOUND_SEEN   FLAG(0x40, 0x21)
 wstag580 event 450: "OK, I found you!", the player corners Numemon in the Dum Dum Factory; set at its end, tested 0 to start it
 
#define FLAG_METALGREYMON_WIN_SEEN   FLAG(0x40, 0x23)
 wstag445 event 1265: MetalGreymon loses and gives the Agumon DDNA; set at its end, tested 1 to start event 1266
 
#define FLAG_WARGROWLMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x24)
 wstag445 event 1266: the player asks WarGrowlmon for the Guilmon DDNA and he wants a battle; set at its end, tested 0 to start it
 
#define FLAG_WARGROWLMON_WIN_SEEN   FLAG(0x40, 0x25)
 wstag490 event 1267: WarGrowlmon loses and gives the Guilmon DDNA; set at its end, tested 1 to start event 1268
 
#define FLAG_GRAPLEOMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x26)
 wstag490 event 1268: the player asks GrapLeomon for the Kumamon DDNA and he wants a battle; set at its end, tested 0 to start it
 
#define FLAG_MAGNAANGEMON_WIN_SEEN   FLAG(0x40, 0x27)
 wstag550 event 1269: MagnaAngemon loses and gives the Patamon DDNA; set at its end, tested 1 to start event 1270
 
#define FLAG_TAOMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x28)
 wstag550 event 1270: the player asks Taomon for the Renamon DDNA and she wants a battle; set at its end, tested 0 to start it
 
#define FLAG_TAOMON_WIN_SEEN   FLAG(0x40, 0x29)
 wstag565 event 1271: Taomon loses and gives the Renamon DDNA; set at its end, tested 1 to start event 1272
 
#define FLAG_KYUKIMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x2A)
 wstag565 event 1272: the player asks Kyukimon for the Kotemon DDNA and he wants a battle; set at its end, tested 0 to start it
 
#define FLAG_KYUKIMON_WIN_SEEN   FLAG(0x40, 0x2B)
 wstag525 event 1273: Kyukimon loses and gives the Kotemon DDNA; set at its end, tested 1 to start event 1274
 
#define FLAG_BK_SERAPHIMON_CHALLENGE_SEEN   FLAG(0x40, 0x2C)
 wstag525 event 1274: BK Seraphimon says the player must fight him; set at its end, tested 0 to start it
 
#define FLAG_ARMORMON_WIN_SEEN   FLAG(0x40, 0x2D)
 wstag385 event 1275: Armormon loses and gives the Monmon DDNA; set at its end, tested 1 to start event 1276
 
#define FLAG_BK_WARGREYMON_CHALLENGE_SEEN   FLAG(0x40, 0x2E)
 wstag385 event 1276: the player accepts BK WarGreymon's battle; set at its end, tested 0 to start it
 
#define FLAG_GRAPLEOMON_WIN_SEEN   FLAG(0x40, 0x2F)
 wstag490 event 1277: GrapLeomon loses and gives the Kumamon DDNA; set at its end, tested 1 to start event 1278
 
#define FLAG_PAILDRAMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x30)
 wstag490 event 1278: the player asks Paildramon for the Veemon DDNA and he wants a battle; set at its end, tested 0 to start it
 
#define FLAG_PAILDRAMON_WIN_SEEN   FLAG(0x40, 0x31)
 wstag450 event 1279: Paildramon loses and gives the Veemon DDNA; set at its end, tested 1 to start event 1280
 
#define FLAG_BK_IMPERIALDRAMON_CHALLENGE_SEEN   FLAG(0x40, 0x32)
 wstag450 event 1280: the player accepts BK Imperialdramon's battle; set at its end, tested 0 to start it
 
#define FLAG_NICK_KEITH_FACTORY_SEEN   FLAG(0x40, 0x38)
 wstag580 event 520: the player finds Nick and Keith arguing in the Dum Dum Factory; set at its end, tested 0 to start it
 
#define FLAG_PASS_CODE_SEARCH_SEEN   FLAG(0x40, 0x3A)
 wstag620 event 540: Lisa sets Nick and Keith to look for a pass code in the computer; set at its end, tested 0 to start it
 
#define FLAG_NUMEMON_MISSING_SEEN   FLAG(0x40, 0x3C)
 wstag580 event 440: "Numemon isn't here.", in the Dum Dum Factory; set at its end, tested 0 to start it
 
#define FLAG_BYAKKO_LEADER_APOLOGY_SEEN   FLAG(0x40, 0x3E)
 wstag655 event 430: Byakko Leader apologizes for mistaking the player for the A.o.A; set at its end, tested 1 to start event 431
 
#define FLAG_FIRE_KNIGHT_WIN_SEEN   FLAG(0x40, 0x3F)
 wstag740 event 800: "Man, I lost!", Fire Knight warns of the Dark Dungeon ahead; set at its end, tested 0 to start it
 
#define FLAG_DARK_KNIGHT_CHALLENGE_SEEN   FLAG(0x40, 0x40)
 wstag740 event 801: Dark Knight, the Dark Dungeon's strongest boss, blocks the player; set at its end (gives the Divine Rod), tested 0 to start it
 
#define FLAG_DARK_KNIGHT_WIN_SEEN   FLAG(0x40, 0x41)
 wstag745 event 810: Dark Knight, beaten, says the player will make a great tamer; set at its end, tested 1 to start event 811
 
#define FLAG_GENBU_LEADER_CHALLENGE_SEEN   FLAG(0x40, 0x42)
 wstag745 event 811: the player asks Genbu Leader for his badge and he won't give it for free; set at its end, tested 0 to start it
 
#define FLAG_MAGASTA_BUTTON_PRESSED   FLAG(0x40, 0x43)
 wstag795 event 830: the player pushes a button on a control panel in Magasta B1F; set at its end, tested there and in wstag800
 
#define FLAG_MECH_SOLDIER_WIN_SEEN   FLAG(0x40, 0x44)
 wstag800 event 870: the player wins and finds the Dramon Guard in Magasta B2F; set at its end, tested 1 to start event 871
 
#define FLAG_ROYAL_GUARD_CHALLENGE_SEEN   FLAG(0x40, 0x45)
 wstag800 event 871: the player tells the Royal Guard to stop the launch; set at its end, tested 0 to start it
 
#define FLAG_JUGGERNAUT_LAUNCH_SEEN   FLAG(0x40, 0x46)
 wstag805 event 880: the player wins but the field is gone and the Juggernaut launches; set at its end, tested in wstag750/805
 
#define FLAG_JUGGERNAUT_TAKEN_SEEN   FLAG(0x40, 0x47)
 wstag750 event 883: "...they took the Juggernaut...", in the Chamber Room; set at its end, tested 0 to start it
 
#define FLAG_FORCED_DIGITIZATION_SEEN   FLAG(0x40, 0x48)
 wstag750 event 860: the realize transfer limit is reached and the player is forced back to digital; set at its end, tested in wstag750/805
 
#define FLAG_STRANGE_DIGIMON_SEEN   FLAG(0x40, 0x4A)
 wstag300 event 570: "GUBIIIII!", a Digimon the player has never seen appears in Admin Center 2F; set at its end, tested 0 to start it
 
#define FLAG_GAME_MASTER_GUARDS_SEEN   FLAG(0x40, 0x4C)
 wstag300 event 572: the player spots the Game Master and three guards block the way; set at its end, tested 0 to start it
 
#define FLAG_OPERATION_SIGMA_SEEN   FLAG(0x40, 0x4E)
 wstag310 event 680: the fusion experiment succeeds and the A.o.A commence Operation Sigma; set at its end, tested to start events there
 
#define FLAG_GAME_MASTER_WIN_SEEN   FLAG(0x40, 0x4F)
 wstag310 event 681: the Game Master's Persiamon loses and Lisa, Teddy and Nick arrive to arrest her; set at its end
 
#define FLAG_ZHU_QUE_CHIEF_CHALLENGE_SEEN   FLAG(0x40, 0x51)
 wstag545 event 710: the player asks Zhu Que Chief where the Digi-Egg of Knowledge is; set at its end, tested to start it
 
#define FLAG_KNOWLEDGE_EGG_FOUND   FLAG(0x40, 0x52)
 wstag521 event 750: "I got the Digi-Egg of Knowledge!"; set at its end, tested 0 to show Zhu Que Chief (actor 16)
 
#define FLAG_PHARAOHMON_WIN_SEEN   FLAG(0x40, 0x53)
 wstag375 event 1260: Pharaohmon loses and gives the Old Wand; set at its end, tested 1 to start event 1261
 
#define FLAG_ZANBAMON_WIN_SEEN   FLAG(0x40, 0x55)
 wstag535 event 1262: Zanbamon loses and gives the Rusty Katana; set at its end, tested 1 to start event 1263
 
#define FLAG_MAGNAANGEMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x56)
 wstag535 event 1263: the player asks MagnaAngemon for the Patamon DDNA and he wants a battle; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_PLAN_SEEN   FLAG(0x40, 0x57)
 wstag305 event 890: Lisa and Nick plan how to get into Amaterasu City past the Knightmon Guard System; set at its end
 
#define FLAG_DESTROMON_REVEAL_SEEN   FLAG(0x40, 0x58)
 wstag295 event 891: the Game Master reveals Destromon, born from Vemmon and the Juggernaut; set at its end, tested to start it
 
#define FLAG_BAI_HU_CHIEF_WIN_SEEN   FLAG(0x40, 0x5A)
 wstag676 event 900: the player wins and gets the White ID Pass; set at its end, tested 11 times in Bai Hu Dome (troopers' talks)
 
#define FLAG_XUEN_WU_CHIEF_WIN_SEEN   FLAG(0x40, 0x5B)
 wstag756 event 910: "I won against Xuen Wu Chief!" and the Black ID Pass; set at its end, tested 0 to show Xuen Wu Chief
 
#define FLAG_CENTRAL_PARK_SECRET_DOOR_SEEN   FLAG(0x40, 0x5C)
 wstag331 event 920: the player finds Central Park empty and guesses the secret door's code; set at its end, tested 0 to start it
 
#define FLAG_CHIEF_OFFICER_MEETING_SEEN   FLAG(0x40, 0x5E)
 wstag311 event 931: the MAGAMI President asks to be called Chief Officer; set at its end, tested 0 to start it
 
#define FLAG_VEMMON_AT_HQ_SEEN   FLAG(0x40, 0x60)
 wstag311 event 934: looking for the Matrix System, the player finds Vemmon there; set at its end, tested 1 in the Login Room (wstag226)
 
#define FLAG_MECH_SOLDIER_ALERT_SEEN   FLAG(0x40, 0x61)
 wstag800 event 850: a Mech Soldier sounds the intruder alert at the Juggernaut launch; set at its end, tested 0 to start it
 
#define FLAG_CHIEF_OFFICER_ARREST_SEEN   FLAG(0x40, 0x67)
 wstag311 event 932: the Chief Officer turns himself in and Nick arrests him; set at its end, tested 0 to start it
 
#define FLAG_DIGITIZE_WAVE_PLAN_SEEN   FLAG(0x40, 0x6C)
 wstag311 event 981: the real goal was Gunslinger, the Digitize Wave will launch from Ragnarok; set at its end, tested 0 to start it
 
#define FLAG_GUNSLINGER_1F_SOLDIER_SEEN   FLAG(0x40, 0x6F)
 wstag810 event 1010: a Metal Soldier sounds the intruder alert in Gunslinger 1F; set at its end, tested 0 to start it
 
#define FLAG_GUNSLINGER_2F_SOLDIER_SEEN   FLAG(0x40, 0x70)
 wstag815 event 1020: a Metal Soldier sounds the intruder alert in Gunslinger 2F; set at its end, tested 0 to start it
 
#define FLAG_MEGADEATH_TAUNT_SEEN   FLAG(0x40, 0x71)
 wstag815 event 1030: Lord Megadeath taunts the player from beyond the Warp Gate; set at its end, tested 0 to start it
 
#define FLAG_MEGADEATH_MEETING_SEEN   FLAG(0x40, 0x73)
 wstag815 event 1050: Lord Megadeath, a life form born in the network, meets the player; set at its end, tested 0 to start it
 
#define FLAG_MEGADEATH_WIN_SEEN   FLAG(0x40, 0x74)
 wstag820 event 1060: beaten, Lord Megadeath calls it a test and brings out Snatchmon; set at its end, tested to start events there
 
#define FLAG_SNATCHMON_APPEARS_SEEN   FLAG(0x40, 0x75)
 wstag820 event 1070: Snatchmon appears and questions Lord Megadeath's orders; set at its end, tested 0 to start it
 
#define FLAG_BK_WARGREYMON_WIN_SEEN   FLAG(0x40, 0x76)
 wstag326 event 1281: BK WarGreymon loses and gives the Platinum ID; set at its end, tested 1 to start event 1282
 
#define FLAG_BK_MEGAGARGOMON_CHALLENGE_SEEN   FLAG(0x40, 0x77)
 wstag326 event 1282: the player accepts the battle of BK MegaGargomon, bored since no one comes; set at its end, tested 0 to start it
 
#define FLAG_BK_MEGAGARGOMON_WIN_SEEN   FLAG(0x40, 0x78)
 wstag376 event 1283: BK MegaGargomon loses and gives the Wild Helmet; set at its end, tested 1 to start event 1284
 
#define FLAG_BK_IMPERIALDRAMON_WIN_SEEN   FLAG(0x40, 0x7A)
 wstag406 event 1285: BK Imperialdramon loses and gives the player a reward; set at its end, tested 1 to start event 1286
 
#define FLAG_BK_SERAPHIMON_WIN_SEEN   FLAG(0x40, 0x7C)
 wstag538 event 1287: BK Seraphimon says the player has passed his test of courage; set at its end, tested 1 to start event 1288
 
#define FLAG_BK_WARGROWLMON_WIN_SEEN   FLAG(0x40, 0x7E)
 wstag606 event 1289: BK WarGrowlmon loses and gives the Hazard Armor; set at its end, tested 1 to start event 1290
 
#define FLAG_BK_KINGNUMEMON_CHALLENGE_SEEN   FLAG(0x40, 0x7F)
 wstag606 event 1290: BK KingNumemon claims to be far superior to other Numemon; set at its end, tested 0 to start it
 
#define FLAG_BK_KINGNUMEMON_WIN_SEEN   FLAG(0x40, 0x80)
 wstag616 event 1291: BK KingNumemon loses and gives the player a reward; set at its end, tested 1 to start event 1292
 
#define FLAG_FIRE_MASTER_WIN_SEEN   FLAG(0x40, 0x84)
 wstag741 event 1295: Fire Master loses and gives the Mind Chip; set at its end, tested 0 to start it
 
#define FLAG_DARK_MASTER_CHALLENGE_SEEN   FLAG(0x40, 0x85)
 wstag741 event 1296: the player challenges Dark Master; set at its end (gives the Mind Chip), tested 0 to show Fire Master
 
#define FLAG_DARK_MASTER_WIN_SEEN   FLAG(0x40, 0x86)
 wstag746 event 1297: Dark Master loses and gives the EXP Adaptor; set at its end, tested 0 to start it
 
#define FLAG_NUMEMON_BULLET_VALLEY_SEEN   FLAG(0x40, 0xA2)
 wstag575 event 422: the player finds Numemon in Bullet Valley, who has nothing to tell; set at its end, tested 0 to start it
 
#define FLAG_QING_LONG_CHIEF_WIN_SEEN   FLAG(0x40, 0xA3)
 wstag421 event 740: "Yeah, I beat Qing Long Chief!"; set at its end, tested 0 to show Qing Long Chief (actor 21)
 
#define FLAG_HIANDROMON_WIN_SEEN   FLAG(0x40, 0xA6)
 wstag605 event 510: HiAndromon lets the player pass, unlocks the Secret Stairs and gives the Rusty Rifle; set at its end
 
#define FLAG_ASUKA_FIRE_TRAP_9000_SPRUNG   FLAG(0x40, 0xAA)
 wstag740 event 9000: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9001_SPRUNG   FLAG(0x40, 0xAB)
 wstag740 event 9001: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9002_SPRUNG   FLAG(0x40, 0xAC)
 wstag740 event 9002: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9003_SPRUNG   FLAG(0x40, 0xAD)
 wstag740 event 9003: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9004_SPRUNG   FLAG(0x40, 0xAE)
 wstag740 event 9004: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9005_SPRUNG   FLAG(0x40, 0xAF)
 wstag740 event 9005: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9006_SPRUNG   FLAG(0x40, 0xB0)
 wstag740 event 9006: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9007_SPRUNG   FLAG(0x40, 0xB1)
 wstag740 event 9007: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9008_SPRUNG   FLAG(0x40, 0xB2)
 wstag740 event 9008: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9009_SPRUNG   FLAG(0x40, 0xB3)
 wstag740 event 9009: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9010_SPRUNG   FLAG(0x40, 0xB4)
 wstag740 event 9010: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9011_SPRUNG   FLAG(0x40, 0xB5)
 wstag740 event 9011: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9012_SPRUNG   FLAG(0x40, 0xB6)
 wstag740 event 9012: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9013_SPRUNG   FLAG(0x40, 0xB7)
 wstag740 event 9013: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9014_SPRUNG   FLAG(0x40, 0xB8)
 wstag740 event 9014: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_ASUKA_FIRE_TRAP_9015_SPRUNG   FLAG(0x40, 0xB9)
 wstag740 event 9015: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9000_SPRUNG   FLAG(0x40, 0xBA)
 wstag741 event 9000: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9001_SPRUNG   FLAG(0x40, 0xBB)
 wstag741 event 9001: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9002_SPRUNG   FLAG(0x40, 0xBC)
 wstag741 event 9002: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9003_SPRUNG   FLAG(0x40, 0xBD)
 wstag741 event 9003: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9004_SPRUNG   FLAG(0x40, 0xBE)
 wstag741 event 9004: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9005_SPRUNG   FLAG(0x40, 0xBF)
 wstag741 event 9005: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9006_SPRUNG   FLAG(0x40, 0xC0)
 wstag741 event 9006: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9007_SPRUNG   FLAG(0x40, 0xC1)
 wstag741 event 9007: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9008_SPRUNG   FLAG(0x40, 0xC2)
 wstag741 event 9008: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9009_SPRUNG   FLAG(0x40, 0xC3)
 wstag741 event 9009: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9010_SPRUNG   FLAG(0x40, 0xC4)
 wstag741 event 9010: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9011_SPRUNG   FLAG(0x40, 0xC5)
 wstag741 event 9011: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9012_SPRUNG   FLAG(0x40, 0xC6)
 wstag741 event 9012: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9013_SPRUNG   FLAG(0x40, 0xC7)
 wstag741 event 9013: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9014_SPRUNG   FLAG(0x40, 0xC8)
 wstag741 event 9014: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define FLAG_AMATERASU_FIRE_TRAP_9015_SPRUNG   FLAG(0x40, 0xC9)
 wstag741 event 9015: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it
 
#define SPECIAL_HAS_FISHING_POLE_PARTS   SPECIAL(0x3A)
 the player has a Red Snapper, a Spider Web and a Bamboo Spear (items 7, 0x59 and 0xA7, checkItemSet 0): what Tai Kong Wong asks for to make the Fishing Pole (wstag340)
 
#define SPECIAL_HAS_FIVE_EPIC_ITEMS   SPECIAL(0x96)
 the European and Japanese versions: the player has the Muramasa, Super Nova, Punishment, Eternally and Invincible (items 0x69, 0x77, 0x83, 0x90 and 0x9C, checkItemSet 1), the "5 strongest Epic Items" the extra chapter's leaders ask for (wstag949)
 
#define SPECIAL_BALANCED_PACK_CHOSEN   SPECIAL(0)
 the player chose the Balanced Pack at registration (GAME.partySet STARTER_PACK_BALANCED; NAMEET's string 10)
 
#define SPECIAL_POWERFUL_PACK_CHOSEN   SPECIAL(1)
 the player chose the Powerful Pack at registration (GAME.partySet STARTER_PACK_POWERFUL; NAMEET's string 11)
 
#define SPECIAL_MANIAC_PACK_CHOSEN   SPECIAL(2)
 the player chose the Maniac Pack at registration (GAME.partySet STARTER_PACK_MANIAC; NAMEET's string 12)
 
#define SPECIAL_KOTEMON_UNLOCKED   SPECIAL(0x10)
 PARTNER_KOTEMON is unlocked.
 
#define SPECIAL_KUMAMON_UNLOCKED   SPECIAL(0x12)
 PARTNER_KUMAMON is unlocked.
 
#define SPECIAL_MONMON_UNLOCKED   SPECIAL(0x11)
 PARTNER_MONMON is unlocked.
 
#define SPECIAL_AGUMON_UNLOCKED   SPECIAL(0xB)
 PARTNER_AGUMON is unlocked.
 
#define SPECIAL_VEEMON_UNLOCKED   SPECIAL(0xD)
 PARTNER_VEEMON is unlocked.
 
#define SPECIAL_GUILMON_UNLOCKED   SPECIAL(0xC)
 PARTNER_GUILMON is unlocked.
 
#define SPECIAL_RENAMON_UNLOCKED   SPECIAL(0xF)
 PARTNER_RENAMON is unlocked.
 
#define SPECIAL_PATAMON_UNLOCKED   SPECIAL(0xE)
 PARTNER_PATAMON is unlocked.
 
#define SPECIAL_KOTEMON_IN_PARTY   SPECIAL(0x42)
 PARTNER_KOTEMON is in the party.
 
#define SPECIAL_KUMAMON_IN_PARTY   SPECIAL(0x44)
 PARTNER_KUMAMON is in the party.
 
#define SPECIAL_MONMON_IN_PARTY   SPECIAL(0x43)
 PARTNER_MONMON is in the party.
 
#define SPECIAL_AGUMON_IN_PARTY   SPECIAL(0x47)
 PARTNER_AGUMON is in the party.
 
#define SPECIAL_VEEMON_IN_PARTY   SPECIAL(0x46)
 PARTNER_VEEMON is in the party.
 
#define SPECIAL_GUILMON_IN_PARTY   SPECIAL(0x45)
 PARTNER_GUILMON is in the party.
 
#define SPECIAL_RENAMON_IN_PARTY   SPECIAL(0x49)
 PARTNER_RENAMON is in the party.
 
#define SPECIAL_PATAMON_IN_PARTY   SPECIAL(0x48)
 PARTNER_PATAMON is in the party.
 
#define SPECIAL_UNLOCK_KOTEMON   SPECIAL(0x37)
 an action: unlocks PARTNER_KOTEMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_KUMAMON   SPECIAL(0x39)
 an action: unlocks PARTNER_KUMAMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_MONMON   SPECIAL(0x38)
 an action: unlocks PARTNER_MONMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_AGUMON   SPECIAL(0x31)
 an action: unlocks PARTNER_AGUMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_VEEMON   SPECIAL(0x32)
 an action: unlocks PARTNER_VEEMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_GUILMON   SPECIAL(0x33)
 an action: unlocks PARTNER_GUILMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_RENAMON   SPECIAL(0x35)
 an action: unlocks PARTNER_RENAMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_UNLOCK_PATAMON   SPECIAL(0x34)
 an action: unlocks PARTNER_PATAMON; the talks that take or give its DDNA apply it
 
#define SPECIAL_KOTEMON_LEVEL_45   SPECIAL(0x4A)
 PARTNER_KOTEMON is unlocked and at level 45 or more.
 
#define SPECIAL_KUMAMON_LEVEL_45   SPECIAL(0x4C)
 PARTNER_KUMAMON is unlocked and at level 45 or more.
 
#define SPECIAL_MONMON_LEVEL_45   SPECIAL(0x4B)
 PARTNER_MONMON is unlocked and at level 45 or more.
 
#define SPECIAL_AGUMON_LEVEL_45   SPECIAL(0x4F)
 PARTNER_AGUMON is unlocked and at level 45 or more.
 
#define SPECIAL_VEEMON_LEVEL_45   SPECIAL(0x4E)
 PARTNER_VEEMON is unlocked and at level 45 or more.
 
#define SPECIAL_GUILMON_LEVEL_45   SPECIAL(0x4D)
 PARTNER_GUILMON is unlocked and at level 45 or more.
 
#define SPECIAL_RENAMON_LEVEL_45   SPECIAL(0x51)
 PARTNER_RENAMON is unlocked and at level 45 or more.
 
#define SPECIAL_PATAMON_LEVEL_45   SPECIAL(0x50)
 PARTNER_PATAMON is unlocked and at level 45 or more.
 
#define SPECIAL_PARTY_LEVEL_TOTAL_30   SPECIAL(0x25)
 the party's levels add up to 30 or more (0 * 15 + 30)
 
#define SPECIAL_PARTY_LEVEL_TOTAL_45   SPECIAL(0x26)
 the party's levels add up to 45 or more (1 * 15 + 30)
 
#define SPECIAL_PARTY_LEVEL_TOTAL_60   SPECIAL(0x27)
 the party's levels add up to 60 or more (2 * 15 + 30)
 
#define SPECIAL_PARTY_LEVEL_TOTAL_75   SPECIAL(0x28)
 the party's levels add up to 75 or more (3 * 15 + 30)
 
#define SPECIAL_PARTY_LEVEL_TOTAL_90   SPECIAL(0x29)
 the party's levels add up to 90 or more (4 * 15 + 30)
 
#define SPECIAL_KOTEMON_LOCKED   SPECIAL(0x2E)
 PARTNER_KOTEMON is still locked.
 
#define SPECIAL_KUMAMON_LOCKED   SPECIAL(0x30)
 PARTNER_KUMAMON is still locked.
 
#define SPECIAL_MONMON_LOCKED   SPECIAL(0x2F)
 PARTNER_MONMON is still locked.
 
#define SPECIAL_AGUMON_LOCKED   SPECIAL(0x2A)
 PARTNER_AGUMON is still locked.
 
#define SPECIAL_VEEMON_LOCKED   SPECIAL(0x2B)
 PARTNER_VEEMON is still locked.
 
#define SPECIAL_GUILMON_LOCKED   SPECIAL(0x2C)
 PARTNER_GUILMON is still locked.
 
#define SPECIAL_RENAMON_LOCKED   SPECIAL(0x36)
 PARTNER_RENAMON is still locked.
 
#define SPECIAL_PATAMON_LOCKED   SPECIAL(0x2D)
 PARTNER_PATAMON is still locked.
 
#define SPECIAL_ALL_PARTNERS_LEVEL_45   SPECIAL(0x95)
 the European and Japanese versions: every unlocked partner is at level 45 or more
 
#define SPECIAL_HEAL_PARTY   SPECIAL(0x53)
 the European and Japanese versions, an action: restores the party's HP and MP
 
#define SPECIAL_ALL_PARTNERS_UNLOCKED   SPECIAL(0x55)
 the European and Japanese versions: all eight partners are unlocked
 
#define SPECIAL_HAS_800_BIT   SPECIAL(0x74)
 the player has 800 BIT or more (MONEY_REQUIRED[0])
 
#define SPECIAL_HAS_1600_BIT   SPECIAL(0x75)
 the player has 1600 BIT or more (MONEY_REQUIRED[1])
 
#define SPECIAL_HAS_2700_BIT   SPECIAL(0x76)
 the player has 2700 BIT or more (MONEY_REQUIRED[2])
 
#define SPECIAL_HAS_4000_BIT   SPECIAL(0x77)
 the player has 4000 BIT or more (MONEY_REQUIRED[3])
 
#define SPECIAL_HAS_6000_BIT   SPECIAL(0x78)
 the player has 6000 BIT or more (MONEY_REQUIRED[4])
 
#define SPECIAL_HAS_8700_BIT   SPECIAL(0x79)
 the player has 8700 BIT or more (MONEY_REQUIRED[5])
 
#define SPECIAL_HAS_11500_BIT   SPECIAL(0x7A)
 the player has 11500 BIT or more (MONEY_REQUIRED[6])
 
#define SPECIAL_HAS_17500_BIT   SPECIAL(0x7B)
 the player has 17500 BIT or more (MONEY_REQUIRED[7])
 
#define SPECIAL_HAS_24000_BIT   SPECIAL(0x7C)
 the player has 24000 BIT or more (MONEY_REQUIRED[8])
 
#define SPECIAL_HAS_32000_BIT   SPECIAL(0x7D)
 the player has 32000 BIT or more (MONEY_REQUIRED[9])
 
#define SPECIAL_GAIN_100_BIT   SPECIAL(0x8B)
 an action: gives the player 100 BIT (MONEY_GAINS[0])
 
#define SPECIAL_GAIN_300_BIT   SPECIAL(0x8C)
 an action: gives the player 300 BIT (MONEY_GAINS[1])
 
#define SPECIAL_GAIN_600_BIT   SPECIAL(0x8D)
 an action: gives the player 600 BIT (MONEY_GAINS[2])
 
#define SPECIAL_GAIN_1000_BIT   SPECIAL(0x8E)
 an action: gives the player 1000 BIT (MONEY_GAINS[3])
 
#define SPECIAL_GAIN_1600_BIT   SPECIAL(0x8F)
 an action: gives the player 1600 BIT (MONEY_GAINS[4])
 
#define SPECIAL_GAIN_3000_BIT   SPECIAL(0x90)
 an action: gives the player 3000 BIT (MONEY_GAINS[5])
 
#define SPECIAL_GAIN_5000_BIT   SPECIAL(0x91)
 an action: gives the player 5000 BIT (MONEY_GAINS[6])
 
#define SPECIAL_GAIN_8500_BIT   SPECIAL(0x92)
 an action: gives the player 8500 BIT (MONEY_GAINS[7])
 
#define SPECIAL_LOSE_800_BIT   SPECIAL(0x7E)
 an action: takes 800 BIT (MONEY_LOSSES[0])
 
#define SPECIAL_LOSE_1600_BIT   SPECIAL(0x7F)
 an action: takes 1600 BIT (MONEY_LOSSES[1])
 
#define SPECIAL_LOSE_2700_BIT   SPECIAL(0x80)
 an action: takes 2700 BIT (MONEY_LOSSES[2])
 
#define SPECIAL_LOSE_4000_BIT   SPECIAL(0x81)
 an action: takes 4000 BIT (MONEY_LOSSES[3])
 
#define SPECIAL_LOSE_6000_BIT   SPECIAL(0x82)
 an action: takes 6000 BIT (MONEY_LOSSES[4])
 
#define SPECIAL_LOSE_8700_BIT   SPECIAL(0x83)
 an action: takes 8700 BIT (MONEY_LOSSES[5])
 
#define SPECIAL_LOSE_11500_BIT   SPECIAL(0x84)
 an action: takes 11500 BIT (MONEY_LOSSES[6])
 
#define SPECIAL_LOSE_17500_BIT   SPECIAL(0x85)
 an action: takes 17500 BIT (MONEY_LOSSES[7])
 
#define SPECIAL_LOSE_24000_BIT   SPECIAL(0x86)
 an action: takes 24000 BIT (MONEY_LOSSES[8])
 
#define SPECIAL_LOSE_32000_BIT   SPECIAL(0x87)
 an action: takes 32000 BIT (MONEY_LOSSES[9])
 
#define SPECIAL_STORY_LOGGED_IN_TO_LISA_SAVED   SPECIAL(6)
 GAME.progress is from STORY_LOGGED_IN to STORY_LISA_SAVED (PROGRESS_RANGES[0])
 
#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT   SPECIAL(3)
 GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
 
#define SPECIAL_STORY_GENJI_BEATEN_TO_MOVIE_BATTLES   SPECIAL(0xA)
 GAME.progress is from STORY_GENJI_BEATEN to 0x2C (PROGRESS_RANGES[2]); nothing sets 0x2C, so to STORY_MOVIE_BATTLES.
 
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_GAME_MASTER_CAUGHT   SPECIAL(7)
 GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[3])
 
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE   SPECIAL(4)
 GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
 
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_GUNSLINGER   SPECIAL(5)
 GAME.progress is from STORY_ASUKA_HEADQUARTERS to 0x2A (PROGRESS_RANGES[5]); nothing sets 0x2A, so to STORY_GUNSLINGER.
 
#define SPECIAL_STORY_SINCE_GENJI_BEATEN   SPECIAL(9)
 GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
 
#define SPECIAL_STORY_SINCE_SOUTH_STATION_GHOST   SPECIAL(0x14)
 GAME.progress is STORY_SOUTH_STATION_GHOST or later (PROGRESS_RANGES[7], to 0x63)
 
#define SPECIAL_STORY_SINCE_KNIGHTMON_REPROGRAMMED   SPECIAL(8)
 GAME.progress is STORY_KNIGHTMON_REPROGRAMMED or later (PROGRESS_RANGES[8], to 0x63)
 
#define SPECIAL_STORY_CONTROL_ROOM_TO_GUNSLINGER   SPECIAL(0x3F)
 GAME.progress is from STORY_CONTROL_ROOM to 0x2A (PROGRESS_RANGES[9]); nothing sets 0x2A, so to STORY_GUNSLINGER.
 
#define SPECIAL_STORY_SINCE_LISA_SAVED   SPECIAL(0x40)
 GAME.progress is STORY_LISA_SAVED or later (PROGRESS_RANGES[0xA], to 0x63)
 
#define SPECIAL_STORY_SINCE_BYAKKO_LEADER_FOUGHT   SPECIAL(0x41)
 GAME.progress is STORY_BYAKKO_LEADER_FOUGHT or later (PROGRESS_RANGES[0xB], to 0x63)
 
#define SPECIAL_STORY_SINCE_DE_SINCERITY   SPECIAL(0x93)
 GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
 
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE   SPECIAL(0x94)
 GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
 
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF   SPECIAL(0x15)
 GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
 
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED   SPECIAL(0x16)
 GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
 
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM   SPECIAL(0x17)
 GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
 
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND   SPECIAL(0x18)
 GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
 
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE   SPECIAL(0x19)
 GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
 
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA   SPECIAL(0x1A)
 GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
 
#define SPECIAL_STORY_AMATERASU_BRIDGE_TO_PRESIDENT_ARRESTED   SPECIAL(0x1C)
 GAME.progress is from STORY_AMATERASU_BRIDGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x14])
 
#define SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS   SPECIAL(0x1D)
 GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
 
#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED   SPECIAL(0x21)
 GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])
 
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED   SPECIAL(0x1E)
 GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
 
#define SPECIAL_STORY_BLUE_ID_PASS_TO_AMATERASU_BRIDGE   SPECIAL(0x1F)
 GAME.progress is from STORY_BLUE_ID_PASS to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x18])
 
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE   SPECIAL(0x20)
 GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
 
#define SPECIAL_STORY_GENJI_BEATEN_TO_PRESIDENT_ARRESTED   SPECIAL(0x22)
 GAME.progress is from STORY_GENJI_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1A])
 
#define SPECIAL_STORY_GENJI_BEATEN_TO_STAFF_PASS   SPECIAL(0x23)
 GAME.progress is from STORY_GENJI_BEATEN to STORY_STAFF_PASS (PROGRESS_RANGES[0x1B])
 
#define SPECIAL_STORY_TEDDY_FOUND_TO_PRESIDENT_ARRESTED   SPECIAL(0x24)
 GAME.progress is from STORY_TEDDY_FOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1C])
 
#define SPECIAL_STORY_BYAKKO_BADGE_TO_PRESIDENT_ARRESTED   SPECIAL(0x3B)
 GAME.progress is from STORY_BYAKKO_BADGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1D])
 
#define SPECIAL_STORY_ZANBAMON_DRIVEN_OFF_TO_AGUMON_DISGUISE   SPECIAL(0x3C)
 GAME.progress is from STORY_ZANBAMON_DRIVEN_OFF to STORY_AGUMON_DISGUISE (PROGRESS_RANGES[0x1E])
 
#define SPECIAL_STORY_BULBMON_BEATEN_TO_PRESIDENT_ARRESTED   SPECIAL(0x3D)
 GAME.progress is from STORY_BULBMON_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1F])
 
#define SPECIAL_STORY_LOOKING_FOR_TEDDY_TO_CONTROL_ROOM   SPECIAL(0x3E)
 GAME.progress is from STORY_LOOKING_FOR_TEDDY to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x20])
 
#define SPECIAL_MASTER_ROOM_SENSOR_TOUCHED   SPECIAL(0x71)
 one of the Master Room's sensors or more is touched
 
#define SPECIAL_MASTER_ROOM_SENSORS_LEFT   SPECIAL(0x70)
 two of the Master Room's sensors or more are still untouched
 
#define SPECIAL_MASTER_ROOM_LAST_SENSOR_LEFT   SPECIAL(0x73)
 exactly one of the Master Room's sensors is untouched
 
#define SPECIAL_FOUR_LEADERS_FOUGHT   SPECIAL(0x54)
 the European and Japanese versions: FLAG_CHINRON_LEADER_FOUGHT, FLAG_ZHU_QUE_LEADER_FOUGHT, FLAG_BAI_HU_LEADER_FOUGHT and FLAG_XUAN_WU_LEADER_FOUGHT are all set, as the extra chapter's arena asks (wstag926)
 
#define SPECIAL_SHOW_ITEM_GET_ICON   SPECIAL(0x13)
 an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the talks that give an item or a partner apply it
 

Enumerations

enum  StoryProgress {
  STORY_START = 0x00 , STORY_ACCOUNT_REGISTERED = 0x01 , STORY_LOGGED_IN = 0x02 , STORY_PARTNERS_RECEIVED = 0x03 ,
  STORY_GENJI_BEATEN = 0x04 , STORY_SEIRYU_BADGE = 0x05 , STORY_FAKE_BLUE_CARD = 0x06 , STORY_SOUTH_STATION_GHOST = 0x07 ,
  STORY_SEPIKMON_MASK_LOST = 0x08 , STORY_AGUMON_SUITS = 0x09 , STORY_ZANBAMON_DRIVEN_OFF = 0x0A , STORY_SUZAKU_BADGE = 0x0B ,
  STORY_LOOKING_FOR_TEDDY = 0x0C , STORY_AGUMON_DISGUISE = 0x0D , STORY_TEDDY_FOUND = 0x0E , STORY_DE_SINCERITY = 0x0F ,
  STORY_NUMEMON_FOUND = 0x10 , STORY_BYAKKO_BADGE = 0x11 , STORY_LISA_SAVED = 0x12 , STORY_LUCKY_MOUSE = 0x13 ,
  STORY_BYAKKO_LEADER_FOUGHT = 0x14 , STORY_STAFF_PASS = 0x15 , STORY_CONTROL_ROOM = 0x16 , STORY_GAME_MASTER_CAUGHT = 0x17 ,
  STORY_KNIGHTMON_REPROGRAMMED = 0x18 , STORY_CODE_PASSES_NEEDED = 0x19 , STORY_BULBMON_FOUND = 0x1A , STORY_JUNGLE_SOUND = 0x1B ,
  STORY_BLUE_ID_PASS = 0x1C , STORY_BULBMON_BEATEN = 0x1D , STORY_DE_KNOWLEDGE = 0x1E , STORY_GENBU_BADGE = 0x1F ,
  STORY_REAL_WORLD = 0x20 , STORY_NETWORK_OFFLINE = 0x21 , STORY_WAY_TO_AMATERASU = 0x22 , STORY_WHITE_ID_PASS = 0x23 ,
  STORY_BLACK_ID_PASS = 0x24 , STORY_AMATERASU_BRIDGE = 0x25 , STORY_PRESIDENT_ARRESTED = 0x26 , STORY_ASUKA_HEADQUARTERS = 0x27 ,
  STORY_OPERATION_SIGMA = 0x28 , STORY_GUNSLINGER = 0x29 , STORY_MOVIE_BATTLES = 0x2B , STORY_EXTRA = 0x2D
}
 The points of the story (GAME.progress), each named after the event that moves the story on to it, in the order the game plays them. More...
 

Detailed Description

The story: the points of GAME.progress, and the event flags by name.

game_state.h includes it; FLAG(), PROGRESS() and the other condition codes are defined there.

Definition in file story.h.

Macro Definition Documentation

◆ FLAG_CARD_BATTLE_WON

#define FLAG_CARD_BATTLE_WON   FLAG(0, 0x10)

set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00.cardBattleWon, which the card battle sets), else 0

Definition at line 166 of file story.h.

◆ FLAG_CARD_BATTLE_ENDED

#define FLAG_CARD_BATTLE_ENDED   FLAG(0, 0x11)

set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clear it

Definition at line 169 of file story.h.

◆ FLAG_ASUKA_SEWERS_300_BIT_FOUND

#define FLAG_ASUKA_SEWERS_300_BIT_FOUND   FLAG(2, 0)

wstag320: chest that gives 300 BIT ("I got 300 BIT!"); its conditions test it 0

Definition at line 176 of file story.h.

◆ FLAG_CENTRAL_PARK_POWER_CHARGE_FOUND

#define FLAG_CENTRAL_PARK_POWER_CHARGE_FOUND   FLAG(2, 1)

wstag330: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 179 of file story.h.

◆ FLAG_WEST_WIRE_FOREST_BUCKLER_FOUND

#define FLAG_WEST_WIRE_FOREST_BUCKLER_FOUND   FLAG(2, 2)

wstag350: chest that gives the Buckler, "I got" text; its conditions test it 0

Definition at line 182 of file story.h.

◆ FLAG_DIVERMON_LAKE_BANDANNA_FOUND

#define FLAG_DIVERMON_LAKE_BANDANNA_FOUND   FLAG(2, 3)

wstag380: chest that gives the Bandanna, "I got" text; its conditions test it 0

Definition at line 185 of file story.h.

◆ FLAG_BULK_BRIDGE_TIN_MAIL_FOUND

#define FLAG_BULK_BRIDGE_TIN_MAIL_FOUND   FLAG(2, 4)

wstag450: chest that gives the Tin Mail, "I got" text; its conditions test it 0

Definition at line 188 of file story.h.

◆ FLAG_JUNGLE_SHRINE_POWER_CHARGE_FOUND

#define FLAG_JUNGLE_SHRINE_POWER_CHARGE_FOUND   FLAG(2, 5)

wstag530: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 191 of file story.h.

◆ FLAG_ASUKA_BRIDGE_IRON_GLOVE_FOUND

#define FLAG_ASUKA_BRIDGE_IRON_GLOVE_FOUND   FLAG(2, 6)

wstag205: chest that gives the Iron Glove, "I got" text; its conditions test it 0

Definition at line 194 of file story.h.

◆ FLAG_ASUKA_SEWERS_CRIMSON_BLADE_FOUND

#define FLAG_ASUKA_SEWERS_CRIMSON_BLADE_FOUND   FLAG(2, 7)

wstag320: chest that gives the Crimson Blade, "I got" text; its conditions test it 0

Definition at line 197 of file story.h.

◆ FLAG_SUZAKU_LAKE_CROSSBOW_FOUND

#define FLAG_SUZAKU_LAKE_CROSSBOW_FOUND   FLAG(2, 8)

wstag525: chest that gives the Crossbow, "I got" text; its conditions test it 0

Definition at line 200 of file story.h.

◆ FLAG_NORTH_BADLAND_W_POWER_CHARGE_FOUND

#define FLAG_NORTH_BADLAND_W_POWER_CHARGE_FOUND   FLAG(2, 9)

wstag565: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 203 of file story.h.

◆ FLAG_NORTH_BADLAND_W_100_BIT_FOUND

#define FLAG_NORTH_BADLAND_W_100_BIT_FOUND   FLAG(2, 0xA)

wstag565: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0

Definition at line 206 of file story.h.

◆ FLAG_NORTH_BADLAND_W_ENERGY_DISK_FOUND

#define FLAG_NORTH_BADLAND_W_ENERGY_DISK_FOUND   FLAG(2, 0xB)

wstag565: chest that gives the Energy Disk, "I got" text; its conditions test it 0

Definition at line 209 of file story.h.

◆ FLAG_NORTH_BADLAND_E_600_BIT_FOUND

#define FLAG_NORTH_BADLAND_E_600_BIT_FOUND   FLAG(2, 0xC)

wstag570: chest that gives 600 BIT ("I got 600 BIT!"); its conditions test it 0

Definition at line 212 of file story.h.

◆ FLAG_DUCT_ROOM_01_HP_CHIP_FOUND

#define FLAG_DUCT_ROOM_01_HP_CHIP_FOUND   FLAG(2, 0xD)

wstag585: chest that gives the HP Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1D6

Definition at line 215 of file story.h.

◆ FLAG_DUCT_ROOM_04_MIND_CHIP_FOUND

#define FLAG_DUCT_ROOM_04_MIND_CHIP_FOUND   FLAG(2, 0xE)

wstag600: chest that gives the Mind Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1E0

Definition at line 218 of file story.h.

◆ FLAG_DUCT_ROOM_02_MP_CHIP_FOUND

#define FLAG_DUCT_ROOM_02_MP_CHIP_FOUND   FLAG(2, 0xF)

wstag590: chest that gives the MP Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1EA

Definition at line 221 of file story.h.

◆ FLAG_DUCT_ROOM_03_POWER_CHIP_FOUND

#define FLAG_DUCT_ROOM_03_POWER_CHIP_FOUND   FLAG(2, 0x10)

wstag595: chest that gives the Power Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wstag580) tests it 1 to start event 0x1F4

Definition at line 224 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_POWER_CHARGE_FOUND

#define FLAG_ASUKA_ADMIN_B1F_POWER_CHARGE_FOUND   FLAG(2, 0x11)

wstag315: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 227 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_100_BIT_FOUND

#define FLAG_ASUKA_ADMIN_B1F_100_BIT_FOUND   FLAG(2, 0x12)

wstag315: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0

Definition at line 230 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_LIFE_DISK_FOUND

#define FLAG_ASUKA_ADMIN_B1F_LIFE_DISK_FOUND   FLAG(2, 0x13)

wstag315: chest that gives the Life Disk, "I got" text; its conditions test it 0

Definition at line 233 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_POWER_CHARGE_FOUND

#define FLAG_ASUKA_ADMIN_2F_POWER_CHARGE_FOUND   FLAG(2, 0x14)

wstag300: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 236 of file story.h.

◆ FLAG_ASUKA_ADMIN_1F_METAL_HORN_FOUND

#define FLAG_ASUKA_ADMIN_1F_METAL_HORN_FOUND   FLAG(2, 0x15)

wstag285: chest that gives the Metal Horn, "I got" text; its conditions test it 0

Definition at line 239 of file story.h.

◆ FLAG_ASUKA_CITY_1000_BIT_FOUND

#define FLAG_ASUKA_CITY_1000_BIT_FOUND   FLAG(2, 0x16)

wstag218: chest that gives 1000 BIT ("I got 1000 BIT!"); its conditions test it 0

Definition at line 242 of file story.h.

◆ FLAG_ASUKA_CITY_POWER_CHARGE_FOUND

#define FLAG_ASUKA_CITY_POWER_CHARGE_FOUND   FLAG(2, 0x17)

wstag218: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 245 of file story.h.

◆ FLAG_BUG_MAZE_RUBBER_SUIT_FOUND

#define FLAG_BUG_MAZE_RUBBER_SUIT_FOUND   FLAG(2, 0x18)

wstag540: chest that gives the Rubber Suit, "I got" text; its conditions test it 0

Definition at line 248 of file story.h.

◆ FLAG_BUG_MAZE_POWER_CHARGE_FOUND

#define FLAG_BUG_MAZE_POWER_CHARGE_FOUND   FLAG(2, 0x19)

wstag540: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 251 of file story.h.

◆ FLAG_BUG_MAZE_1600_BIT_FOUND

#define FLAG_BUG_MAZE_1600_BIT_FOUND   FLAG(2, 0x1A)

wstag540: chest that gives 1600 BIT ("I got 1600 BIT!"); its conditions test it 0

Definition at line 254 of file story.h.

◆ FLAG_BUG_MAZE_PIT_DIGITAMA_MAIL_FOUND

#define FLAG_BUG_MAZE_PIT_DIGITAMA_MAIL_FOUND   FLAG(2, 0x1B)

wstag545: chest that gives the Digitama Mail, "I got" text; its conditions test it 0

Definition at line 257 of file story.h.

◆ FLAG_DIVERMON_LAKE_KNIGHT_SHIELD_FOUND

#define FLAG_DIVERMON_LAKE_KNIGHT_SHIELD_FOUND   FLAG(2, 0x1C)

wstag381: chest that gives the Knight Shield, "I got" text; its conditions test it 0

Definition at line 260 of file story.h.

◆ FLAG_CENTRAL_PARK_SUPER_CHARGE_FOUND

#define FLAG_CENTRAL_PARK_SUPER_CHARGE_FOUND   FLAG(2, 0x1D)

wstag331: chest that gives the Super Charge, "I got" text; its conditions test it 0

Definition at line 263 of file story.h.

◆ FLAG_AMATERASU_JUNGLE_SHRINE_POWER_CHARGE_FOUND

#define FLAG_AMATERASU_JUNGLE_SHRINE_POWER_CHARGE_FOUND   FLAG(2, 0x1E)

wstag531: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 266 of file story.h.

◆ FLAG_ZHU_QUE_LAKE_EVIL_FANG_FOUND

#define FLAG_ZHU_QUE_LAKE_EVIL_FANG_FOUND   FLAG(2, 0x1F)

wstag526: chest that gives the Evil Fang, "I got" text; its conditions test it 0

Definition at line 269 of file story.h.

◆ FLAG_BOOT_MOUNTAIN_NEEDLE_GLOVE_FOUND

#define FLAG_BOOT_MOUNTAIN_NEEDLE_GLOVE_FOUND   FLAG(2, 0x20)

wstag690: chest that gives the Needle Glove, "I got" text; its conditions test it 0

Definition at line 272 of file story.h.

◆ FLAG_BOOT_MOUNTAIN_POWER_CHARGE_FOUND

#define FLAG_BOOT_MOUNTAIN_POWER_CHARGE_FOUND   FLAG(2, 0x21)

wstag690: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 275 of file story.h.

◆ FLAG_SNOW_MOUNTAIN_3000_BIT_FOUND

#define FLAG_SNOW_MOUNTAIN_3000_BIT_FOUND   FLAG(2, 0x22)

wstag695: chest that gives 3000 BIT ("I got 3000 BIT!"); its conditions test it 0

Definition at line 278 of file story.h.

◆ FLAG_SNOW_MOUNTAIN_SHAMSHIR_FOUND

#define FLAG_SNOW_MOUNTAIN_SHAMSHIR_FOUND   FLAG(2, 0x23)

wstag695: chest that gives the Shamshir, "I got" text; its conditions test it 0

Definition at line 281 of file story.h.

◆ FLAG_FREEZE_MOUNTAIN_POWER_CHARGE_FOUND

#define FLAG_FREEZE_MOUNTAIN_POWER_CHARGE_FOUND   FLAG(2, 0x24)

wstag705: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 284 of file story.h.

◆ FLAG_FREEZE_MOUNTAIN_KNIGHT_SHIELD_FOUND

#define FLAG_FREEZE_MOUNTAIN_KNIGHT_SHIELD_FOUND   FLAG(2, 0x25)

wstag705: chest that gives the Knight Shield, "I got" text; its conditions test it 0

Definition at line 287 of file story.h.

◆ FLAG_GENBU_CITY_LIFE_DISK_FOUND

#define FLAG_GENBU_CITY_LIFE_DISK_FOUND   FLAG(2, 0x26)

wstag760: chest that gives the Life Disk, "I got" text; its conditions test it 0

Definition at line 290 of file story.h.

◆ FLAG_WIND_PRAIRIE_KULON_ARMOR_FOUND

#define FLAG_WIND_PRAIRIE_KULON_ARMOR_FOUND   FLAG(2, 0x27)

wstag395: chest that gives the Kulon Armor, "I got" text; its conditions test it 0

Definition at line 293 of file story.h.

◆ FLAG_KICKING_FOREST_DOWN_JACKET_FOUND

#define FLAG_KICKING_FOREST_DOWN_JACKET_FOUND   FLAG(2, 0x28)

wstag400: chest that gives the Down Jacket, "I got" text; its conditions test it 0

Definition at line 296 of file story.h.

◆ FLAG_PELCHE_OASIS_CHARISMA_CHIP_FOUND

#define FLAG_PELCHE_OASIS_CHARISMA_CHIP_FOUND   FLAG(2, 0x29)

wstag560: chest that gives the Charisma Chip, "I got" text; its conditions test it 0

Definition at line 299 of file story.h.

◆ FLAG_WIND_PRAIRIE_1600_BIT_FOUND

#define FLAG_WIND_PRAIRIE_1600_BIT_FOUND   FLAG(2, 0x2A)

wstag396: chest that gives 1600 BIT ("I got 1600 BIT!"); its conditions test it 0

Definition at line 302 of file story.h.

◆ FLAG_KICKING_FOREST_GOLD_ID_FOUND

#define FLAG_KICKING_FOREST_GOLD_ID_FOUND   FLAG(2, 0x2B)

wstag401: chest that gives the Gold ID, "I got" text; its conditions test it 0

Definition at line 305 of file story.h.

◆ FLAG_SEABED_CHARISMA_CHIP_FOUND

#define FLAG_SEABED_CHARISMA_CHIP_FOUND   FLAG(2, 0x2C)

wstag860: chest that gives the Charisma Chip, "I got" text; its conditions test it 0

Definition at line 308 of file story.h.

◆ FLAG_CIRCUIT_BOARD_HP_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_HP_CHIP_FOUND   FLAG(2, 0x2D)

wstag880: chest that gives the HP Chip, "I got" text; its conditions test it 0

Definition at line 311 of file story.h.

◆ FLAG_CIRCUIT_BOARD_MP_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_MP_CHIP_FOUND   FLAG(2, 0x2E)

wstag880: chest that gives the MP Chip, "I got" text; its conditions test it 0

Definition at line 314 of file story.h.

◆ FLAG_CIRCUIT_BOARD_POWER_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_POWER_CHIP_FOUND   FLAG(2, 0x2F)

wstag880: chest that gives the Power Chip, "I got" text; its conditions test it 0

Definition at line 317 of file story.h.

◆ FLAG_CIRCUIT_BOARD_ARMOR_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_ARMOR_CHIP_FOUND   FLAG(2, 0x30)

wstag880: chest that gives the Armor Chip, "I got" text; its conditions test it 0

Definition at line 320 of file story.h.

◆ FLAG_CIRCUIT_BOARD_MIND_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_MIND_CHIP_FOUND   FLAG(2, 0x31)

wstag880: chest that gives the Mind Chip, "I got" text; its conditions test it 0

Definition at line 323 of file story.h.

◆ FLAG_CIRCUIT_BOARD_WISDOM_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_WISDOM_CHIP_FOUND   FLAG(2, 0x32)

wstag880: chest that gives the Wisdom Chip, "I got" text; its conditions test it 0

Definition at line 326 of file story.h.

◆ FLAG_CIRCUIT_BOARD_BOOST_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_BOOST_CHIP_FOUND   FLAG(2, 0x33)

wstag880: chest that gives the Boost Chip, "I got" text; its conditions test it 0

Definition at line 329 of file story.h.

◆ FLAG_CIRCUIT_BOARD_FIRE_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_FIRE_CHIP_FOUND   FLAG(2, 0x34)

wstag880: chest that gives the Fire Chip, "I got" text; its conditions test it 0

Definition at line 332 of file story.h.

◆ FLAG_CIRCUIT_BOARD_WATER_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_WATER_CHIP_FOUND   FLAG(2, 0x35)

wstag880: chest that gives the Water Chip, "I got" text; its conditions test it 0

Definition at line 335 of file story.h.

◆ FLAG_CIRCUIT_BOARD_ICE_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_ICE_CHIP_FOUND   FLAG(2, 0x36)

wstag880: chest that gives the Ice Chip, "I got" text; its conditions test it 0

Definition at line 338 of file story.h.

◆ FLAG_CIRCUIT_BOARD_WIND_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_WIND_CHIP_FOUND   FLAG(2, 0x37)

wstag880: chest that gives the Wind Chip, "I got" text; its conditions test it 0

Definition at line 341 of file story.h.

◆ FLAG_DARK_DUNGEON_5000_BIT_FOUND

#define FLAG_DARK_DUNGEON_5000_BIT_FOUND   FLAG(2, 0x38)

wstag745: chest that gives 5000 BIT ("I got 5000 BIT!"); its conditions test it 0

Definition at line 344 of file story.h.

◆ FLAG_MAGASTA_B1F_TRIHORN_FOUND

#define FLAG_MAGASTA_B1F_TRIHORN_FOUND   FLAG(2, 0x39)

wstag795: chest that gives the Trihorn, "I got" text; its conditions test it 0

Definition at line 347 of file story.h.

◆ FLAG_MAGASTA_B1F_POWER_CHARGE_FOUND

#define FLAG_MAGASTA_B1F_POWER_CHARGE_FOUND   FLAG(2, 0x3B)

wstag795: chest that gives the Power Charge, "I got" text; its conditions test it 0

Definition at line 350 of file story.h.

◆ FLAG_MAGASTA_B1F_GREY_SWORD_FOUND

#define FLAG_MAGASTA_B1F_GREY_SWORD_FOUND   FLAG(2, 0x3E)

wstag795: chest that gives the Grey Sword, "I got" text; its conditions test it 0

Definition at line 353 of file story.h.

◆ FLAG_MAGASTA_B1F_ROYAL_SPEAR_FOUND

#define FLAG_MAGASTA_B1F_ROYAL_SPEAR_FOUND   FLAG(2, 0x3F)

wstag795: chest that gives the Royal Spear, "I got" text; its conditions test it 0

Definition at line 356 of file story.h.

◆ FLAG_MAGASTA_B1F_SUPER_CHARGE_FOUND

#define FLAG_MAGASTA_B1F_SUPER_CHARGE_FOUND   FLAG(2, 0x41)

wstag795: chest that gives the Super Charge, "I got" text; its conditions test it 0

Definition at line 359 of file story.h.

◆ FLAG_MAGASTA_B1F_TENJINMARU_FOUND

#define FLAG_MAGASTA_B1F_TENJINMARU_FOUND   FLAG(2, 0x42)

wstag795: chest that gives the Tenjinmaru, "I got" text; its conditions test it 0 (the US text says 300 BIT; the item code and JP text say otherwise)

Definition at line 363 of file story.h.

◆ FLAG_MAGASTA_B1F_VENOM_FANG_FOUND

#define FLAG_MAGASTA_B1F_VENOM_FANG_FOUND   FLAG(2, 0x43)

wstag795: chest that gives the Venom Fang, "I got" text; its conditions test it 0

Definition at line 366 of file story.h.

◆ FLAG_MAGASTA_B1F_HIGH_SECURITY_FOUND

#define FLAG_MAGASTA_B1F_HIGH_SECURITY_FOUND   FLAG(2, 0x44)

wstag795: chest that gives the High Security, "I got" text; its conditions test it 0

Definition at line 369 of file story.h.

◆ FLAG_MAGASTA_B2F_BERET_FOUND

#define FLAG_MAGASTA_B2F_BERET_FOUND   FLAG(2, 0x45)

wstag800: chest that gives the Beret, "I got" text; its conditions test it 0

Definition at line 372 of file story.h.

◆ FLAG_MAGASTA_B2F_ROYAL_CROWN_FOUND

#define FLAG_MAGASTA_B2F_ROYAL_CROWN_FOUND   FLAG(2, 0x46)

wstag800: chest that gives the Royal Crown, "I got" text; its conditions test it 0

Definition at line 375 of file story.h.

◆ FLAG_MAGASTA_B2F_SUPER_CHARGE_FOUND

#define FLAG_MAGASTA_B2F_SUPER_CHARGE_FOUND   FLAG(2, 0x47)

wstag800: chest that gives the Super Charge, "I got" text; its conditions test it 0

Definition at line 378 of file story.h.

◆ FLAG_MAGASTA_B2F_MISTY_ARMOR_FOUND

#define FLAG_MAGASTA_B2F_MISTY_ARMOR_FOUND   FLAG(2, 0x49)

wstag800: chest that gives the Misty Armor, "I got" text; its conditions test it 0

Definition at line 381 of file story.h.

◆ FLAG_NORTH_BADLAND_W_SUPER_CHARGE_FOUND

#define FLAG_NORTH_BADLAND_W_SUPER_CHARGE_FOUND   FLAG(2, 0x4A)

wstag566: chest that gives the Super Charge, "I got" text; its conditions test it 0

Definition at line 384 of file story.h.

◆ FLAG_NORTH_BADLAND_W_LIFE_DISK_FOUND

#define FLAG_NORTH_BADLAND_W_LIFE_DISK_FOUND   FLAG(2, 0x4B)

wstag566: chest that gives the Life Disk, "I got" text; its conditions test it 0

Definition at line 387 of file story.h.

◆ FLAG_DUCT_ROOM_01_ARMOR_CHIP_FOUND

#define FLAG_DUCT_ROOM_01_ARMOR_CHIP_FOUND   FLAG(2, 0x4C)

wstag586: chest that gives the Armor Chip, "I got" text; its conditions test it 0

Definition at line 390 of file story.h.

◆ FLAG_DUCT_ROOM_02_WISDOM_CHIP_FOUND

#define FLAG_DUCT_ROOM_02_WISDOM_CHIP_FOUND   FLAG(2, 0x4D)

wstag591: chest that gives the Wisdom Chip, "I got" text; its conditions test it 0 (the US text says Mind Chip; the item code and JP text say otherwise)

Definition at line 394 of file story.h.

◆ FLAG_DUCT_ROOM_03_BOOST_CHIP_FOUND

#define FLAG_DUCT_ROOM_03_BOOST_CHIP_FOUND   FLAG(2, 0x4E)

wstag596: chest that gives the Boost Chip, "I got" text; its conditions test it 0

Definition at line 397 of file story.h.

◆ FLAG_DUCT_ROOM_04_CHARISMA_CHIP_FOUND

#define FLAG_DUCT_ROOM_04_CHARISMA_CHIP_FOUND   FLAG(2, 0x4F)

wstag601: chest that gives the Charisma Chip, "I got" text; its conditions test it 0

Definition at line 400 of file story.h.

◆ FLAG_BOOT_MOUNTAIN_SUPER_CHARGE_FOUND

#define FLAG_BOOT_MOUNTAIN_SUPER_CHARGE_FOUND   FLAG(2, 0x50)

wstag691: chest that gives the Super Charge, "I got" text; its conditions test it 0

Definition at line 403 of file story.h.

◆ FLAG_FREEZE_MOUNTAIN_3000_BIT_FOUND

#define FLAG_FREEZE_MOUNTAIN_3000_BIT_FOUND   FLAG(2, 0x52)

wstag706: chest that gives 3000 BIT ("I got 3000 BIT!"); its conditions test it 0

Definition at line 406 of file story.h.

◆ FLAG_XUAN_WU_CITY_KULON_SHIELD_FOUND

#define FLAG_XUAN_WU_CITY_KULON_SHIELD_FOUND   FLAG(2, 0x53)

wstag761: chest that gives the Kulon Shield, "I got" text; its conditions test it 0

Definition at line 409 of file story.h.

◆ FLAG_AMATERASU_PELCHE_OASIS_CHARISMA_CHIP_FOUND

#define FLAG_AMATERASU_PELCHE_OASIS_CHARISMA_CHIP_FOUND   FLAG(2, 0x54)

wstag561: chest that gives the Charisma Chip, "I got" text; its conditions test it 0

Definition at line 412 of file story.h.

◆ FLAG_SEABED_TRAIN_CHIP_3_FOUND

#define FLAG_SEABED_TRAIN_CHIP_3_FOUND   FLAG(2, 0x55)

wstag860: chest that gives the Train Chip 3, "I got" text; its conditions test it 0

Definition at line 415 of file story.h.

◆ FLAG_CIRCUIT_BOARD_THUNDER_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_THUNDER_CHIP_FOUND   FLAG(2, 0x56)

wstag880: chest that gives the Thunder Chip, "I got" text; its conditions test it 0

Definition at line 418 of file story.h.

◆ FLAG_CIRCUIT_BOARD_METAL_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_METAL_CHIP_FOUND   FLAG(2, 0x57)

wstag880: chest that gives the Metal Chip, "I got" text; its conditions test it 0

Definition at line 421 of file story.h.

◆ FLAG_CIRCUIT_BOARD_DEVIL_CHIP_FOUND

#define FLAG_CIRCUIT_BOARD_DEVIL_CHIP_FOUND   FLAG(2, 0x58)

wstag880: chest that gives the Devil Chip, "I got" text; its conditions test it 0

Definition at line 424 of file story.h.

◆ FLAG_CIRCUIT_BOARD_WILD_GLOVE_FOUND

#define FLAG_CIRCUIT_BOARD_WILD_GLOVE_FOUND   FLAG(2, 0x59)

wstag880: chest that gives the Wild Glove, "I got" text; its conditions test it 0

Definition at line 427 of file story.h.

◆ FLAG_CIRCUIT_BOARD_YIN_YANG_WARD_FOUND

#define FLAG_CIRCUIT_BOARD_YIN_YANG_WARD_FOUND   FLAG(2, 0x5A)

wstag880: chest that gives the Yin Yang Ward, "I got" text; its conditions test it 0

Definition at line 430 of file story.h.

◆ FLAG_CIRCUIT_BOARD_RONIN_SHIELD_FOUND

#define FLAG_CIRCUIT_BOARD_RONIN_SHIELD_FOUND   FLAG(2, 0x5B)

wstag880: chest that gives the Ronin Shield, "I got" text; its conditions test it 0

Definition at line 433 of file story.h.

◆ FLAG_CIRCUIT_BOARD_DIVINE_ROBE_FOUND

#define FLAG_CIRCUIT_BOARD_DIVINE_ROBE_FOUND   FLAG(2, 0x5C)

wstag880: chest that gives the Divine Robe, "I got" text; its conditions test it 0

Definition at line 436 of file story.h.

◆ FLAG_DARK_DUNGEON_HAZARD_ARMOR_FOUND

#define FLAG_DARK_DUNGEON_HAZARD_ARMOR_FOUND   FLAG(2, 0x5D)

wstag746: chest that gives the Hazard Armor, "I got" text; its conditions test it 0

Definition at line 439 of file story.h.

◆ FLAG_AMATERASU_BRIDGE_100_BIT_FOUND

#define FLAG_AMATERASU_BRIDGE_100_BIT_FOUND   FLAG(2, 0x5E)

wstag206: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0

Definition at line 442 of file story.h.

◆ FLAG_AMATERASU_ADMIN_1F_ULTRA_CHARGE_FOUND

#define FLAG_AMATERASU_ADMIN_1F_ULTRA_CHARGE_FOUND   FLAG(2, 0x5F)

wstag286: chest that gives the Ultra Charge, "I got" text; its conditions test it 0

Definition at line 445 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_8500_BIT_FOUND

#define FLAG_AMATERASU_ADMIN_B1F_8500_BIT_FOUND   FLAG(2, 0x61)

wstag316: chest that gives 8500 BIT ("I got 8500 BIT!"); its conditions test it 0

Definition at line 448 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_ULTRA_CHARGE_FOUND

#define FLAG_AMATERASU_ADMIN_B1F_ULTRA_CHARGE_FOUND   FLAG(2, 0x62)

wstag316: chest that gives the Ultra Charge, "I got" text; its conditions test it 0

Definition at line 451 of file story.h.

◆ FLAG_AMATERASU_SEWER_HIGH_SECURITY_FOUND

#define FLAG_AMATERASU_SEWER_HIGH_SECURITY_FOUND   FLAG(2, 0x64)

wstag321: chest that gives the High Security, "I got" text; its conditions test it 0

Definition at line 454 of file story.h.

◆ FLAG_AMATERASU_SEWER_5000_BIT_FOUND

#define FLAG_AMATERASU_SEWER_5000_BIT_FOUND   FLAG(2, 0x65)

wstag321: chest that gives 5000 BIT ("I got 5000 BIT!"); its conditions test it 0

Definition at line 457 of file story.h.

◆ FLAG_AMATERASU_BRIDGE_BOOST_CHIP_FOUND

#define FLAG_AMATERASU_BRIDGE_BOOST_CHIP_FOUND   FLAG(2, 0x66)

wstag922 (extra chapter): chest that gives the Boost Chip, "I got" text; its conditions test it 0 (EU text says Armor Chip; item code and JP say Boost)

Definition at line 461 of file story.h.

◆ FLAG_AMATERASU_SEWER_FIRE_CHIP_FOUND

#define FLAG_AMATERASU_SEWER_FIRE_CHIP_FOUND   FLAG(2, 0x67)

wstag938 (extra chapter): chest that gives the Fire Chip, "I got" text; its conditions test it 0

Definition at line 464 of file story.h.

◆ FLAG_AMATERASU_SEWER_WATER_CHIP_FOUND

#define FLAG_AMATERASU_SEWER_WATER_CHIP_FOUND   FLAG(2, 0x68)

wstag938 (extra chapter): chest that gives the Water Chip, "I got" text; its conditions test it 0

Definition at line 467 of file story.h.

◆ FLAG_CENTRAL_PARK_ARMOR_CHIP_FOUND

#define FLAG_CENTRAL_PARK_ARMOR_CHIP_FOUND   FLAG(2, 0x69)

wstag940 (extra chapter): chest that gives the Armor Chip, "I got" text; its conditions test it 0

Definition at line 470 of file story.h.

◆ FLAG_WEST_WIRE_FOREST_ICE_CHIP_FOUND

#define FLAG_WEST_WIRE_FOREST_ICE_CHIP_FOUND   FLAG(2, 0x6A)

wstag944 (extra chapter): chest that gives the Ice Chip, "I got" text; its conditions test it 0

Definition at line 473 of file story.h.

◆ FLAG_DIVERMON_LAKE_MIND_CHIP_FOUND

#define FLAG_DIVERMON_LAKE_MIND_CHIP_FOUND   FLAG(2, 0x6B)

wstag950 (extra chapter): chest that gives the Mind Chip, "I got" text; its conditions test it 0

Definition at line 476 of file story.h.

◆ FLAG_WIND_PRAIRIE_WIND_CHIP_FOUND

#define FLAG_WIND_PRAIRIE_WIND_CHIP_FOUND   FLAG(2, 0x6C)

wstag952 (extra chapter): chest that gives the Wind Chip, "I got" text; its conditions test it 0

Definition at line 479 of file story.h.

◆ FLAG_KICKING_FOREST_THUNDER_CHIP_FOUND

#define FLAG_KICKING_FOREST_THUNDER_CHIP_FOUND   FLAG(2, 0x6D)

wstag953 (extra chapter): chest that gives the Thunder Chip, "I got" text; its conditions test it 0

Definition at line 482 of file story.h.

◆ FLAG_SEABED_SABER_FANG_FOUND

#define FLAG_SEABED_SABER_FANG_FOUND   FLAG(2, 0x6E)

wstag967 (extra chapter): chest that gives the Saber Fang, "I got" text; its conditions test it 0

Definition at line 485 of file story.h.

◆ FLAG_SEABED_CLUSTER_CANNON_FOUND

#define FLAG_SEABED_CLUSTER_CANNON_FOUND   FLAG(2, 0x6F)

wstag964 (extra chapter): chest that gives the Cluster Cannon, "I got" text; its conditions test it 0

Definition at line 488 of file story.h.

◆ FLAG_SEABED_KHAKKHARA_FOUND

#define FLAG_SEABED_KHAKKHARA_FOUND   FLAG(2, 0x70)

wstag964 (extra chapter): chest that gives the Khakkhara, "I got" text; its conditions test it 0

Definition at line 491 of file story.h.

◆ FLAG_SEABED_ONIMARU_FOUND

#define FLAG_SEABED_ONIMARU_FOUND   FLAG(2, 0x71)

wstag967 (extra chapter): chest that gives the Onimaru, "I got" text; its conditions test it 0

Definition at line 494 of file story.h.

◆ FLAG_SEABED_KAISER_FIST_FOUND

#define FLAG_SEABED_KAISER_FIST_FOUND   FLAG(2, 0x72)

wstag967 (extra chapter): chest that gives the Kaiser Fist, "I got" text; its conditions test it 0

Definition at line 497 of file story.h.

◆ FLAG_SEABED_WISDOM_CHIP_FOUND

#define FLAG_SEABED_WISDOM_CHIP_FOUND   FLAG(2, 0x73)

wstag964 (extra chapter): chest that gives the Wisdom Chip, "I got" text; its conditions test it 0

Definition at line 500 of file story.h.

◆ FLAG_CIRCUIT_BOARD_VENOM_FANG_FOUND

#define FLAG_CIRCUIT_BOARD_VENOM_FANG_FOUND   FLAG(2, 0x74)

wstag973 (extra chapter): chest that gives the Venom Fang, "I got" text; its conditions test it 0

Definition at line 503 of file story.h.

◆ FLAG_CIRCUIT_BOARD_LASER_CANNON_FOUND

#define FLAG_CIRCUIT_BOARD_LASER_CANNON_FOUND   FLAG(2, 0x75)

wstag973 (extra chapter): chest that gives the Laser Cannon, "I got" text; its conditions test it 0

Definition at line 506 of file story.h.

◆ FLAG_CIRCUIT_BOARD_CRYSTAL_ROD_FOUND

#define FLAG_CIRCUIT_BOARD_CRYSTAL_ROD_FOUND   FLAG(2, 0x76)

wstag973 (extra chapter): chest that gives the Crystal Rod, "I got" text; its conditions test it 0

Definition at line 509 of file story.h.

◆ FLAG_CIRCUIT_BOARD_TENJINMARU_FOUND

#define FLAG_CIRCUIT_BOARD_TENJINMARU_FOUND   FLAG(2, 0x77)

wstag970 (extra chapter): chest that gives the Tenjinmaru, "I got" text; its conditions test it 0

Definition at line 512 of file story.h.

◆ FLAG_CIRCUIT_BOARD_TEMPEST_ARM_FOUND

#define FLAG_CIRCUIT_BOARD_TEMPEST_ARM_FOUND   FLAG(2, 0x78)

wstag972 (extra chapter): chest that gives the Tempest Arm, "I got" text; its conditions test it 0

Definition at line 515 of file story.h.

◆ FLAG_CIRCUIT_BOARD_GOLD_ID_FOUND

#define FLAG_CIRCUIT_BOARD_GOLD_ID_FOUND   FLAG(2, 0x79)

wstag973 (extra chapter): chest that gives the Gold ID, "I got" text; its conditions test it 0

Definition at line 518 of file story.h.

◆ FLAG_CIRCUIT_BOARD_PLATINUM_ID_FOUND

#define FLAG_CIRCUIT_BOARD_PLATINUM_ID_FOUND   FLAG(2, 0x7A)

wstag970 (extra chapter): chest that gives the Platinum ID, "I got" text; its conditions test it 0

Definition at line 521 of file story.h.

◆ FLAG_CIRCUIT_BOARD_RUSTY_KATANA_FOUND

#define FLAG_CIRCUIT_BOARD_RUSTY_KATANA_FOUND   FLAG(2, 0x7B)

wstag972 (extra chapter): chest that gives the Rusty Katana, "I got" text; its conditions test it 0

Definition at line 524 of file story.h.

◆ FLAG_CIRCUIT_BOARD_OLD_WAND_FOUND

#define FLAG_CIRCUIT_BOARD_OLD_WAND_FOUND   FLAG(2, 0x7C)

wstag972 (extra chapter): chest that gives the Old Wand, "I got" text; its conditions test it 0

Definition at line 527 of file story.h.

◆ FLAG_DIVINE_BARRIER_AUCTION_SEEN

#define FLAG_DIVINE_BARRIER_AUCTION_SEEN   FLAG(4, 0)

Field story event at progress 5: Mr.

Smith auctions the Divine Barrier; set by END_CHOICE(0) on either answer, tested 0 to start it

Definition at line 534 of file story.h.

◆ FLAG_HAZARD_SHIELD_AUCTION_SEEN

#define FLAG_HAZARD_SHIELD_AUCTION_SEEN   FLAG(4, 1)

Field story event at progress 8: Mr.

Smith auctions the Hazard Shield; set by END_CHOICE(1) on either answer, tested 0 to start it

Definition at line 537 of file story.h.

◆ FLAG_SNIPER_GUARD_AUCTION_SEEN

#define FLAG_SNIPER_GUARD_AUCTION_SEEN   FLAG(4, 2)

Field story event at progress 12: Mr.

Smith auctions the Sniper Guard; set by END_CHOICE(2) on either answer, tested 0 to start it

Definition at line 540 of file story.h.

◆ FLAG_DRAMON_SHIELD_AUCTION_SEEN

#define FLAG_DRAMON_SHIELD_AUCTION_SEEN   FLAG(4, 3)

Field story event at progress 14: Mr.

Smith auctions the Dramon Shield; set by END_CHOICE(3) on either answer, tested 0 to start it

Definition at line 543 of file story.h.

◆ FLAG_YIN_YANG_WAND_AUCTION_SEEN

#define FLAG_YIN_YANG_WAND_AUCTION_SEEN   FLAG(4, 4)

Field story event at progress 16: Mr.

Smith auctions the Yin Yang Wand; set by END_CHOICE(4) on either answer, tested 0 to start it

Definition at line 546 of file story.h.

◆ FLAG_HAZARD_FANG_AUCTION_SEEN

#define FLAG_HAZARD_FANG_AUCTION_SEEN   FLAG(4, 5)

Field story event at progress 22: Mr.

Smith auctions the Hazard Fang; set by END_CHOICE(5) on either answer, tested 0 to start it

Definition at line 549 of file story.h.

◆ FLAG_SNIPER_CANNON_AUCTION_SEEN

#define FLAG_SNIPER_CANNON_AUCTION_SEEN   FLAG(4, 6)

Field story event at progress 24: Mr.

Smith auctions the Sniper Cannon; set by END_CHOICE(6) on either answer, tested 0 to start it

Definition at line 552 of file story.h.

◆ FLAG_RONIN_BLADE_AUCTION_SEEN

#define FLAG_RONIN_BLADE_AUCTION_SEEN   FLAG(4, 7)

Field story event at progress 26: Mr.

Smith auctions the Ronin Blade; set by END_CHOICE(7) on either answer, tested 0 to start it

Definition at line 555 of file story.h.

◆ FLAG_SNIPER_GOGGLE_AUCTION_SEEN

#define FLAG_SNIPER_GOGGLE_AUCTION_SEEN   FLAG(4, 8)

Field story event at progress 28: Mr.

Smith auctions the Sniper Goggle; set by END_CHOICE(8) on either answer, tested 0 to start it

Definition at line 558 of file story.h.

◆ FLAG_DIVINE_CROWN_AUCTION_SEEN

#define FLAG_DIVINE_CROWN_AUCTION_SEEN   FLAG(4, 9)

Field story event at progress 30: Mr.

Smith auctions the Divine Crown; set by END_CHOICE(9) on either answer, tested 0 to start it

Definition at line 561 of file story.h.

◆ FLAG_BRAVE_HELMET_AUCTION_SEEN

#define FLAG_BRAVE_HELMET_AUCTION_SEEN   FLAG(4, 0xA)

Field story event at progress 31: Mr.

Smith auctions the Brave Helmet; set by END_CHOICE(10) on either answer, tested 0 to start it

Definition at line 564 of file story.h.

◆ FLAG_RONIN_HELMET_AUCTION_SEEN

#define FLAG_RONIN_HELMET_AUCTION_SEEN   FLAG(4, 0xB)

Field story event at progress 34: Mr.

Smith auctions the Ronin Helmet; set by END_CHOICE(11) on either answer, tested 0 to start it

Definition at line 567 of file story.h.

◆ FLAG_YIN_YANG_SUIT_AUCTION_SEEN

#define FLAG_YIN_YANG_SUIT_AUCTION_SEEN   FLAG(4, 0xC)

Field story event at progress 36: Mr.

Smith auctions the Yin Yang Suit; set by END_CHOICE(12) on either answer, tested 0 to start it

Definition at line 570 of file story.h.

◆ FLAG_RONIN_ARMOR_AUCTION_SEEN

#define FLAG_RONIN_ARMOR_AUCTION_SEEN   FLAG(4, 0xD)

Field story event at progress 37: Mr.

Smith auctions the Ronin Armor; set by END_CHOICE(13) on either answer, tested 0 to start it

Definition at line 573 of file story.h.

◆ FLAG_WILD_SUIT_AUCTION_SEEN

#define FLAG_WILD_SUIT_AUCTION_SEEN   FLAG(4, 0xE)

Field story event at progress 38: Mr.

Smith auctions the Wild Suit; set by END_CHOICE(14) on either answer, tested 0 to start it

Definition at line 576 of file story.h.

◆ FLAG_OIOI_OINK_AUCTION_SEEN

#define FLAG_OIOI_OINK_AUCTION_SEEN   FLAG(4, 0xF)

Field story event at progress 39: Mr.

Smith auctions the Oioi Oink; set by END_CHOICE(15) on either answer, tested 0 to start it

Definition at line 579 of file story.h.

◆ FLAG_AGUMON_DDNA_REQUESTED

#define FLAG_AGUMON_DDNA_REQUESTED   FLAG(6, 0)

wstag405: DRI Johann asks the player to get Agumon's DDNA from MetalGreymon; tested in wstag445 with the DDNA not yet had

Definition at line 585 of file story.h.

◆ FLAG_GUILMON_DDNA_REQUESTED

#define FLAG_GUILMON_DDNA_REQUESTED   FLAG(6, 1)

wstag420: DRI Jimmy asks the player to get Guilmon DDNA from WarGrowlmon; tested in wstag490 with the DDNA not yet had

Definition at line 588 of file story.h.

◆ FLAG_PATAMON_DDNA_REQUESTED

#define FLAG_PATAMON_DDNA_REQUESTED   FLAG(6, 2)

wstag330: DRI Kazuki asks for Patamon's DDNA; tested at MagnaAngemon in wstag550 with the DDNA not yet had

Definition at line 591 of file story.h.

◆ FLAG_RENAMON_DDNA_REQUESTED

#define FLAG_RENAMON_DDNA_REQUESTED   FLAG(6, 3)

wstag330: DRI Michael asks for Renamon's DDNA; tested at Taomon in wstag565 with the DDNA not yet had

Definition at line 594 of file story.h.

◆ FLAG_KOTEMON_DDNA_REQUESTED

#define FLAG_KOTEMON_DDNA_REQUESTED   FLAG(6, 4)

wstag635: DRI Ken wants Kotemon DDNA from Kyukimon; tested at Kyukimon in wstag525 with the DDNA not yet had

Definition at line 597 of file story.h.

◆ FLAG_KUMAMON_DDNA_REQUESTED

#define FLAG_KUMAMON_DDNA_REQUESTED   FLAG(6, 5)

wstag635: DRI Yuji wants Kumamon DDNA from GrapLeomon; tested at GrapLeomon in wstag490 with the DDNA not yet had

Definition at line 600 of file story.h.

◆ FLAG_MONMON_DDNA_REQUESTED

#define FLAG_MONMON_DDNA_REQUESTED   FLAG(6, 6)

wstag635: DRI Yang asks for Monmon DDNA from Armormon; tested at Armormon in wstag385 with the DDNA not yet had

Definition at line 603 of file story.h.

◆ FLAG_PHARAOHMON_BEATEN

#define FLAG_PHARAOHMON_BEATEN   FLAG(0xA, 0)

wstag375 Protocol Ruins: set when Pharaohmon's event 1260 starts ("I lose!", gives the Old Wand); later talks praise the win

Definition at line 609 of file story.h.

◆ FLAG_MASTER_TYRANNO_BEATEN

#define FLAG_MASTER_TYRANNO_BEATEN   FLAG(0xA, 1)

wstag405 Tyranno Valley: set with event 60, MasterTyranno lost and gives the Old Claw for the Seiryu Leader; never tested

Definition at line 612 of file story.h.

◆ FLAG_ZANBAMON_BEATEN

#define FLAG_ZANBAMON_BEATEN   FLAG(0xA, 2)

wstag535/537 Catacomb: set with Zanbamon's event 1262/1455 ("I lost...", gives the Rusty Katana); tested 0 to offer the fight

Definition at line 615 of file story.h.

◆ FLAG_DATAMON_BEATEN

#define FLAG_DATAMON_BEATEN   FLAG(0xA, 3)

wstag325 Asuka Control Room: set with event 375, Datamon gives the Rusty Gloves for winning; tested 1 for his later talks

Definition at line 618 of file story.h.

◆ FLAG_HIANDROMON_BEATEN

#define FLAG_HIANDROMON_BEATEN   FLAG(0xA, 4)

wstag605 Operation Room: set with event 510, HiAndromon says "You pass!", opens the Secret Stairs and gives the Rusty Rifle

Definition at line 621 of file story.h.

◆ FLAG_BK_MAGNAGARGOMON_BEATEN

#define FLAG_BK_MAGNAGARGOMON_BEATEN   FLAG(0xA, 7)

wstag376 Protocol Ruins: set with event 1283, BK MagnaGargomon lost and gives the Wild Helmet; later talks after the win

Definition at line 624 of file story.h.

◆ FLAG_BK_IMPERIALDRAMON_BEATEN

#define FLAG_BK_IMPERIALDRAMON_BEATEN   FLAG(0xA, 9)

wstag406 Tyranno Valley: set with event 1285, BK Imperialdramon says "Hey, I lost" and gives an item

Definition at line 627 of file story.h.

◆ FLAG_BK_SERAPHIMON_BEATEN

#define FLAG_BK_SERAPHIMON_BEATEN   FLAG(0xA, 0xA)

wstag538 Catacomb (Amaterasu server): set with event 1287, BK Seraphimon says the player passed and gives an item

Definition at line 630 of file story.h.

◆ FLAG_BK_WARGROWLMON_BEATEN

#define FLAG_BK_WARGROWLMON_BEATEN   FLAG(0xA, 0xB)

wstag606 Operation Room: set with event 1289, BK WarGrowlmon lost and gives the Hazard Armor

Definition at line 633 of file story.h.

◆ FLAG_BK_KINGNUMEMON_BEATEN

#define FLAG_BK_KINGNUMEMON_BEATEN   FLAG(0xA, 0xC)

wstag616 Sewers: set with event 1291, BK KingNumemon says "I, the King, lost" and gives an item

Definition at line 636 of file story.h.

◆ FLAG_BK_WARGREYMON_BEATEN

#define FLAG_BK_WARGREYMON_BEATEN   FLAG(0xA, 0xD)

wstag326 Amaterasu Control Room: set with event 1281, BK WarGreymon lost and gives the Platinum ID

Definition at line 639 of file story.h.

◆ FLAG_B_SENT_GARGOYLEMON_FOUGHT

#define FLAG_B_SENT_GARGOYLEMON_FOUGHT   FLAG(0xA, 0xE)

wstag973 Circuit Board (extra chapter): B-Sent Gargoylemon accepts the challenge and starts a battle; set with it

Definition at line 642 of file story.h.

◆ FLAG_B_IP_DORAMON_FOUGHT

#define FLAG_B_IP_DORAMON_FOUGHT   FLAG(0xA, 0xF)

wstag973 Circuit Board (extra chapter): B-IP Doramon ("you're still here!") starts a battle; set with it

Definition at line 645 of file story.h.

◆ FLAG_B_SERAPHIMON_FOUGHT

#define FLAG_B_SERAPHIMON_FOUGHT   FLAG(0xA, 0x10)

wstag972 Circuit Board (extra chapter): B Seraphimon ("you must first defeat me") starts a battle; set with it

Definition at line 648 of file story.h.

◆ FLAG_B_MEGAROGROWLMON_FOUGHT

#define FLAG_B_MEGAROGROWLMON_FOUGHT   FLAG(0xA, 0x11)

wstag973 Circuit Board (extra chapter): B MegaroGrowlmon ("You have the audacity to challenge me?") starts a battle; set with it

Definition at line 651 of file story.h.

◆ FLAG_B_WARGREYMON_FOUGHT

#define FLAG_B_WARGREYMON_FOUGHT   FLAG(0xA, 0x12)

wstag973 Circuit Board (extra chapter): B WarGreymon ("since you insist I will destroy you") starts a battle; set with it

Definition at line 654 of file story.h.

◆ FLAG_B_KING_NUMEMON_FOUGHT

#define FLAG_B_KING_NUMEMON_FOUGHT   FLAG(0xA, 0x13)

wstag972 Circuit Board (extra chapter): B King Numemon ("You still insist on fighting?") starts a battle; set with it

Definition at line 657 of file story.h.

◆ FLAG_METALGREYMON_FOUGHT

#define FLAG_METALGREYMON_FOUGHT   FLAG(0xA, 0x14)

wstag971 Circuit Board (extra chapter): MetalGreymon ("Alright, let's battle!") starts a battle, rewards an item; set with it

Definition at line 660 of file story.h.

◆ FLAG_MEGAROGROWLMON_FOUGHT

#define FLAG_MEGAROGROWLMON_FOUGHT   FLAG(0xA, 0x15)

wstag971 Circuit Board (extra chapter): MegaroGrowlmon, woken from his sleep, starts a battle; set with it

Definition at line 663 of file story.h.

◆ FLAG_PILEDRIMON_FOUGHT

#define FLAG_PILEDRIMON_FOUGHT   FLAG(0xA, 0x16)

wstag970 Circuit Board (extra chapter): Piledrimon ("If you win, I'll give you a valuable item") starts a battle; set with it

Definition at line 666 of file story.h.

◆ FLAG_TAOMON_FOUGHT

#define FLAG_TAOMON_FOUGHT   FLAG(0xA, 0x17)

wstag971 Circuit Board (extra chapter): Taomon, disturbed while meditating, starts a battle; set with it

Definition at line 669 of file story.h.

◆ FLAG_HOLYANGEMON_FOUGHT

#define FLAG_HOLYANGEMON_FOUGHT   FLAG(0xA, 0x18)

wstag970 Circuit Board (extra chapter): HolyAngemon ("let's begin the battle") starts a battle; set with it

Definition at line 672 of file story.h.

◆ FLAG_KYUKIMON_FOUGHT

#define FLAG_KYUKIMON_FOUGHT   FLAG(0xA, 0x19)

wstag970 Circuit Board (extra chapter): Kyukimon ("If you fight well... a gift") starts a battle; set with it

Definition at line 675 of file story.h.

◆ FLAG_ARMORMON_FOUGHT

#define FLAG_ARMORMON_FOUGHT   FLAG(0xA, 0x1A)

wstag971 Circuit Board (extra chapter): Armormon ("Are you up to a fight against me?") starts a battle; set with it

Definition at line 678 of file story.h.

◆ FLAG_GRAPLEOMON_FOUGHT

#define FLAG_GRAPLEOMON_FOUGHT   FLAG(0xA, 0x1B)

wstag970 Circuit Board (extra chapter): GrapLeomon ("here I come!") starts a battle and gives an item after; set with it

Definition at line 681 of file story.h.

◆ FLAG_ASUKA_ADMIN_1F_TROOPER_A_FOUGHT

#define FLAG_ASUKA_ADMIN_1F_TROOPER_A_FOUGHT   FLAG(0xC, 5)

wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there

Definition at line 687 of file story.h.

◆ FLAG_ASUKA_ADMIN_1F_TROOPER_B_FOUGHT

#define FLAG_ASUKA_ADMIN_1F_TROOPER_B_FOUGHT   FLAG(0xC, 6)

wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there

Definition at line 690 of file story.h.

◆ FLAG_ASUKA_ADMIN_1F_TROOPER_C_FOUGHT

#define FLAG_ASUKA_ADMIN_1F_TROOPER_C_FOUGHT   FLAG(0xC, 7)

wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there

Definition at line 693 of file story.h.

◆ FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_A_FOUGHT

#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_A_FOUGHT   FLAG(0xC, 8)

wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there

Definition at line 696 of file story.h.

◆ FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_B_FOUGHT

#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_B_FOUGHT   FLAG(0xC, 9)

wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there

Definition at line 699 of file story.h.

◆ FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_C_FOUGHT

#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_C_FOUGHT   FLAG(0xC, 0xA)

wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there

Definition at line 702 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_TROOPER_A_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_TROOPER_A_FOUGHT   FLAG(0xC, 0xB)

wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there

Definition at line 705 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_TROOPER_B_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_TROOPER_B_FOUGHT   FLAG(0xC, 0xC)

wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there

Definition at line 708 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_TROOPER_C_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_TROOPER_C_FOUGHT   FLAG(0xC, 0xD)

wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there

Definition at line 711 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_TROOPER_D_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_TROOPER_D_FOUGHT   FLAG(0xC, 0xE)

wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Trooper (char 0x135) starts a battle; set with it, tested 0 so he stands there

Definition at line 714 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_SOLDIER_A_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_SOLDIER_A_FOUGHT   FLAG(0xC, 0xF)

wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there

Definition at line 717 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_SOLDIER_B_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x10)

wstag300 Asuka Admin Center 2F (from progress 0x16): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there

Definition at line 720 of file story.h.

◆ FLAG_ASUKA_ADMIN_2F_SOLDIER_C_FOUGHT

#define FLAG_ASUKA_ADMIN_2F_SOLDIER_C_FOUGHT   FLAG(0xC, 0x11)

wstag300 Asuka Admin Center 2F: the Soldier "not letting you pass" (char 0x130); set with his battle, from his talk or the end of event 570

Definition at line 723 of file story.h.

◆ FLAG_ASUKA_AOA_HQ_GUARDS_FOUGHT

#define FLAG_ASUKA_AOA_HQ_GUARDS_FOUGHT   FLAG(0xC, 0x13)

wstag310 A.o.A Headquarters (Asuka): set at the end of event 680 (Operation Sigma announced) with the battle against Guards A, B and C

Definition at line 726 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_TROOPER_A_FOUGHT

#define FLAG_ASUKA_ADMIN_B1F_TROOPER_A_FOUGHT   FLAG(0xC, 0x14)

wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; set with it, tested 0 so he stands there

Definition at line 729 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_TROOPER_B_FOUGHT

#define FLAG_ASUKA_ADMIN_B1F_TROOPER_B_FOUGHT   FLAG(0xC, 0x15)

wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; set with it, tested 0 so he stands there

Definition at line 732 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_TROOPER_C_FOUGHT

#define FLAG_ASUKA_ADMIN_B1F_TROOPER_C_FOUGHT   FLAG(0xC, 0x16)

wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; set with it, tested 0 so he stands there

Definition at line 735 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_TROOPER_D_FOUGHT

#define FLAG_ASUKA_ADMIN_B1F_TROOPER_D_FOUGHT   FLAG(0xC, 0x17)

wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x136) starts a battle; set with it, tested 0 so he stands there

Definition at line 738 of file story.h.

◆ FLAG_ASUKA_ADMIN_B1F_TROOPER_E_FOUGHT

#define FLAG_ASUKA_ADMIN_B1F_TROOPER_E_FOUGHT   FLAG(0xC, 0x18)

wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x137) starts a battle; set with it, tested 0 so he stands there

Definition at line 741 of file story.h.

◆ FLAG_AMATERASU_LOBBY_ATTACKER_FOUGHT

#define FLAG_AMATERASU_LOBBY_ATTACKER_FOUGHT   FLAG(0xC, 0x23)

wstag211 Amaterasu Main Lobby: set with the Attacker's battle, from his talk or the end of event 925; tested 0 so he appears

Definition at line 744 of file story.h.

◆ FLAG_AMATERASU_ADMIN_1F_SOLDIER_A_FOUGHT

#define FLAG_AMATERASU_ADMIN_1F_SOLDIER_A_FOUGHT   FLAG(0xC, 0x25)

wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there

Definition at line 747 of file story.h.

◆ FLAG_AMATERASU_ADMIN_1F_SOLDIER_B_FOUGHT

#define FLAG_AMATERASU_ADMIN_1F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x26)

wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there

Definition at line 750 of file story.h.

◆ FLAG_AMATERASU_ADMIN_1F_ATTACKER_A_FOUGHT

#define FLAG_AMATERASU_ADMIN_1F_ATTACKER_A_FOUGHT   FLAG(0xC, 0x27)

wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there

Definition at line 754 of file story.h.

◆ FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_A_FOUGHT

#define FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_A_FOUGHT   FLAG(0xC, 0x28)

wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there

Definition at line 757 of file story.h.

◆ FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_B_FOUGHT

#define FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_B_FOUGHT   FLAG(0xC, 0x29)

wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there

Definition at line 760 of file story.h.

◆ FLAG_AMATERASU_BASEMENT_STAIRS_ATTACKER_A_FOUGHT

#define FLAG_AMATERASU_BASEMENT_STAIRS_ATTACKER_A_FOUGHT   FLAG(0xC, 0x2A)

wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there

Definition at line 764 of file story.h.

◆ FLAG_AMATERASU_ADMIN_2F_SOLDIER_A_FOUGHT

#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_A_FOUGHT   FLAG(0xC, 0x2B)

wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there

Definition at line 767 of file story.h.

◆ FLAG_AMATERASU_ADMIN_2F_SOLDIER_B_FOUGHT

#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x2C)

wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there

Definition at line 770 of file story.h.

◆ FLAG_AMATERASU_ADMIN_2F_SOLDIER_C_FOUGHT

#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_C_FOUGHT   FLAG(0xC, 0x2D)

wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x130) starts a battle; set with it, tested 0 so he stands there

Definition at line 773 of file story.h.

◆ FLAG_AMATERASU_ADMIN_2F_SOLDIER_D_FOUGHT

#define FLAG_AMATERASU_ADMIN_2F_SOLDIER_D_FOUGHT   FLAG(0xC, 0x2E)

wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Soldier (char 0x131) starts a battle; set with it, tested 0 so he stands there

Definition at line 776 of file story.h.

◆ FLAG_AMATERASU_ADMIN_2F_ATTACKER_A_FOUGHT

#define FLAG_AMATERASU_ADMIN_2F_ATTACKER_A_FOUGHT   FLAG(0xC, 0x30)

wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there

Definition at line 780 of file story.h.

◆ FLAG_AMATERASU_ADMIN_2F_ATTACKER_B_FOUGHT

#define FLAG_AMATERASU_ADMIN_2F_ATTACKER_B_FOUGHT   FLAG(0xC, 0x31)

wstag301 Amaterasu Admin Center 2F (from progress 0x25): an A.o.A Attacker (char 0x12E) starts a battle; set with it, tested 0 so he stands there

Definition at line 784 of file story.h.

◆ FLAG_ROYAL_GUARDS_FOUGHT

#define FLAG_ROYAL_GUARDS_FOUGHT   FLAG(0xC, 0x33)

wstag311 A.o.A Headquarters (Amaterasu): set at the end of event 931 (the Chief Officer) with the battle against the Royal Guard (actors 4-6 shown while 0)

Definition at line 788 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_SOLDIER_A_FOUGHT

#define FLAG_AMATERASU_ADMIN_B1F_SOLDIER_A_FOUGHT   FLAG(0xC, 0x34)

wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battle; set with it, tested 0 so he stands there

Definition at line 792 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_SOLDIER_B_FOUGHT

#define FLAG_AMATERASU_ADMIN_B1F_SOLDIER_B_FOUGHT   FLAG(0xC, 0x35)

wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battle; set with it, tested 0 so he stands there

Definition at line 796 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_SOLDIER_C_FOUGHT

#define FLAG_AMATERASU_ADMIN_B1F_SOLDIER_C_FOUGHT   FLAG(0xC, 0x36)

wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Soldier (char 0x130) starts a battle; set with it, tested 0 so he stands there

Definition at line 800 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_ATTACKER_A_FOUGHT

#define FLAG_AMATERASU_ADMIN_B1F_ATTACKER_A_FOUGHT   FLAG(0xC, 0x38)

wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a battle; set with it, tested 0 so he stands there

Definition at line 804 of file story.h.

◆ FLAG_AMATERASU_ADMIN_B1F_ATTACKER_B_FOUGHT

#define FLAG_AMATERASU_ADMIN_B1F_ATTACKER_B_FOUGHT   FLAG(0xC, 0x39)

wstag316 Amaterasu Admin Center B1F (from progress 0x25): an A.o.A Attacker (char 0x12E) starts a battle; set with it, tested 0 so he stands there

Definition at line 808 of file story.h.

◆ FLAG_GENJI_FOUGHT

#define FLAG_GENJI_FOUGHT   FLAG(0xE, 0)

wstag200 (Asuka City): Tamer Genji says "Let's see how well you've trained your Digimon.

" and starts a Digimon battle; set with the battle

Definition at line 815 of file story.h.

◆ FLAG_NATSUMI_FOUGHT

#define FLAG_NATSUMI_FOUGHT   FLAG(0xE, 1)

wstag330 (Central Park): Tamer Natsumi says "Hey, let's Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 818 of file story.h.

◆ FLAG_MITCH_FOUGHT

#define FLAG_MITCH_FOUGHT   FLAG(0xE, 2)

wstag335 (Wire Forest Entrance): Tamer Mitch says "Hey you, let's Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 821 of file story.h.

◆ FLAG_CATHERINE_FOUGHT

#define FLAG_CATHERINE_FOUGHT   FLAG(0xE, 3)

wstag350 (West Wire Forest): Tamer Catherine says "Let's Digimon Battle now... but go easy on me.

" and starts a Digimon battle; set with the battle

Definition at line 825 of file story.h.

◆ FLAG_LUCIA_FOUGHT

#define FLAG_LUCIA_FOUGHT   FLAG(0xE, 4)

wstag355 (East Wire Forest): Tamer Lucia says "I'm still a pro at Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 828 of file story.h.

◆ FLAG_ROBERT_FOUGHT

#define FLAG_ROBERT_FOUGHT   FLAG(0xE, 5)

wstag355 (East Wire Forest): Tamer Robert says "I'm not doing anything, so I'll play with you in a Digimon B" and starts a Digimon battle; set with the battle

Definition at line 832 of file story.h.

◆ FLAG_AKIBA_FOUGHT

#define FLAG_AKIBA_FOUGHT   FLAG(0xE, 6)

wstag395 (Wind Prairie): Tamer Akiba says "All I need is to Digimon Battle now!" and starts a Digimon battle; set with the battle

Definition at line 835 of file story.h.

◆ FLAG_BOB_FOUGHT

#define FLAG_BOB_FOUGHT   FLAG(0xE, 7)

wstag400 (Kicking Forest): Tamer Bob says "I guess you must battle to get the answer.

" and starts a Digimon battle; set with the battle

Definition at line 838 of file story.h.

◆ FLAG_TOMOMI_FOUGHT

#define FLAG_TOMOMI_FOUGHT   FLAG(0xE, 8)

wstag410 (East Station): Tamer Tomomi says "I know, I'll decide with this!" and starts a Digimon battle; set with the battle

Definition at line 841 of file story.h.

◆ FLAG_CHRIS_FOUGHT

#define FLAG_CHRIS_FOUGHT   FLAG(0xE, 9)

wstag420 (Seiryu City): Tamer Chris says "All right then! Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 844 of file story.h.

◆ FLAG_ANDY_FOUGHT

#define FLAG_ANDY_FOUGHT   FLAG(0xE, 0xA)

wstag440 (South Station): Tamer Andy says "I'll prove it by showing you my powers.

" and starts a Digimon battle; set with the battle

Definition at line 847 of file story.h.

◆ FLAG_GEORGE_FOUGHT

#define FLAG_GEORGE_FOUGHT   FLAG(0xE, 0xB)

wstag445 (Bulk Swamp): Tamer George says "I'll show who's the boss in Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 850 of file story.h.

◆ FLAG_MEI_LIN_FOUGHT

#define FLAG_MEI_LIN_FOUGHT   FLAG(0xE, 0xC)

wstag450 (Bulk Bridge): Tamer Mei Lin says "Then let's Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 853 of file story.h.

◆ FLAG_JESSICA_FOUGHT

#define FLAG_JESSICA_FOUGHT   FLAG(0xE, 0xD)

wstag465 (Tranquil Swamp): Tamer Jessica says "Well, shall we start this battle?" and starts a Digimon battle; set with the battle

Definition at line 856 of file story.h.

◆ FLAG_GORDON_FOUGHT

#define FLAG_GORDON_FOUGHT   FLAG(0xE, 0xE)

wstag495 (South Cape): Tamer Gordon says "Then let's Digimon Battle!" and starts a Digimon battle; set with the battle

Definition at line 859 of file story.h.

◆ FLAG_ALICE_FOUGHT

#define FLAG_ALICE_FOUGHT   FLAG(0xE, 0xF)

wstag500 (Suzaku City): Tamer Alice says "...if it's... ...Digimon Battle..." and starts a Digimon battle; set with the battle

Definition at line 862 of file story.h.

◆ FLAG_NAKANO_FOUGHT

#define FLAG_NAKANO_FOUGHT   FLAG(0xE, 0x10)

wstag650 (Mirage Hall): Tamer Nakano says "Oh - your Digimon look interesting.

" and starts a Digimon battle; set with the battle

Definition at line 865 of file story.h.

◆ FLAG_HARUKA_FOUGHT

#define FLAG_HARUKA_FOUGHT   FLAG(0xE, 0x11)

wstag690 (Boot Mountain): Tamer Haruka says "I can defeat your Digimon so easily!" and starts a Digimon battle; set with the battle

Definition at line 868 of file story.h.

◆ FLAG_POEMY_FOUGHT

#define FLAG_POEMY_FOUGHT   FLAG(0xE, 0x12)

wstag695 (Snow Mountain): Tamer Poemy says "Oh, great Hero!" and starts a Digimon battle; set with the battle

Definition at line 871 of file story.h.

◆ FLAG_SHINGO_FOUGHT

#define FLAG_SHINGO_FOUGHT   FLAG(0xE, 0x13)

wstag705 (Freeze Mountain): Tamer Shingo says "So, first I'll defeat you in a battle!" and starts a Digimon battle; set with the battle

Definition at line 874 of file story.h.

◆ FLAG_MAKOTO_FOUGHT

#define FLAG_MAKOTO_FOUGHT   FLAG(0xE, 0x14)

wstag710 (Kulon Mine): Tamer Makoto says "So can you duel with me and throw the fight?" and starts a Digimon battle; set with the battle

Definition at line 877 of file story.h.

◆ FLAG_BROWN_FOUGHT

#define FLAG_BROWN_FOUGHT   FLAG(0xE, 0x15)

wstag710 (Kulon Mine): Tamer Brown says "I'm still an active tamer though.

Ho ho ho ho." and starts a Digimon battle; set with the battle

Definition at line 880 of file story.h.

◆ FLAG_PIERRE_FOUGHT

#define FLAG_PIERRE_FOUGHT   FLAG(0xE, 0x16)

wstag720 (Legendary Gym): Tamer Pierre says "Monsieur, how great are your Digimon? Please show me.

" and starts a Digimon battle; set with the battle

Definition at line 884 of file story.h.

◆ FLAG_MITAKA_FOUGHT

#define FLAG_MITAKA_FOUGHT   FLAG(0xE, 0x17)

wstag725 (Kulon Pit): Tamer Mitaka says "Though I may perish, I will defeat you!" and starts a Digimon battle; set with the battle

Definition at line 887 of file story.h.

◆ FLAG_CENTRAL_PARK_TROOPER_FOUGHT

#define FLAG_CENTRAL_PARK_TROOPER_FOUGHT   FLAG(0xE, 0x1B)

wstag331 (Central Park): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 890 of file story.h.

◆ FLAG_WEST_WIRE_FOREST_TROOPER_FOUGHT

#define FLAG_WEST_WIRE_FOREST_TROOPER_FOUGHT   FLAG(0xE, 0x1C)

wstag351 (West Wire Forest): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 893 of file story.h.

◆ FLAG_WIND_PRAIRIE_TROOPER_FOUGHT

#define FLAG_WIND_PRAIRIE_TROOPER_FOUGHT   FLAG(0xE, 0x1E)

wstag396 (Wind Prairie): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 896 of file story.h.

◆ FLAG_KICKING_FOREST_TROOPER_FOUGHT

#define FLAG_KICKING_FOREST_TROOPER_FOUGHT   FLAG(0xE, 0x1F)

wstag401 (Kicking Forest): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 899 of file story.h.

◆ FLAG_BULK_SWAMP_TROOPER_FOUGHT

#define FLAG_BULK_SWAMP_TROOPER_FOUGHT   FLAG(0xE, 0x20)

wstag446 (Bulk Swamp): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 902 of file story.h.

◆ FLAG_BULK_BRIDGE_TROOPER_FOUGHT

#define FLAG_BULK_BRIDGE_TROOPER_FOUGHT   FLAG(0xE, 0x21)

wstag451 (Bulk Bridge): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 905 of file story.h.

◆ FLAG_TRANQUIL_SWAMP_TROOPER_FOUGHT

#define FLAG_TRANQUIL_SWAMP_TROOPER_FOUGHT   FLAG(0xE, 0x22)

wstag466 (Tranquil Swamp): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 908 of file story.h.

◆ FLAG_ZHU_QUE_CITY_TROOPER_FOUGHT

#define FLAG_ZHU_QUE_CITY_TROOPER_FOUGHT   FLAG(0xE, 0x23)

wstag501 (Zhu Que City): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 911 of file story.h.

◆ FLAG_SOUTH_BADLAND_TROOPER_FOUGHT

#define FLAG_SOUTH_BADLAND_TROOPER_FOUGHT   FLAG(0xE, 0x25)

wstag551 (South Badland): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 914 of file story.h.

◆ FLAG_NOISE_DESERT_TROOPER_FOUGHT

#define FLAG_NOISE_DESERT_TROOPER_FOUGHT   FLAG(0xE, 0x26)

wstag556 (Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 917 of file story.h.

◆ FLAG_NORTH_BADLAND_WEST_TROOPER_FOUGHT

#define FLAG_NORTH_BADLAND_WEST_TROOPER_FOUGHT   FLAG(0xE, 0x27)

wstag566 (North Badland W): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 920 of file story.h.

◆ FLAG_NORTH_BADLAND_EAST_TROOPER_FOUGHT

#define FLAG_NORTH_BADLAND_EAST_TROOPER_FOUGHT   FLAG(0xE, 0x28)

wstag571 (North Badland E): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 923 of file story.h.

◆ FLAG_SOUTH_NOISE_DESERT_TROOPER_FOUGHT

#define FLAG_SOUTH_NOISE_DESERT_TROOPER_FOUGHT   FLAG(0xE, 0x29)

wstag631 (S Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 926 of file story.h.

◆ FLAG_HEINRICH_FOUGHT

#define FLAG_HEINRICH_FOUGHT   FLAG(0xE, 0x2A)

wstag646 (Mirage Tower): Tamer Heinrich says "Hey, since we're here, how about a battle?" and starts a Digimon battle; set with the battle

Definition at line 929 of file story.h.

◆ FLAG_TAKUYA_FOUGHT

#define FLAG_TAKUYA_FOUGHT   FLAG(0xE, 0x2B)

wstag651 (Mirage Hall): Tamer Takuya says "Well, let's see how good you are in a battle.

" and starts a Digimon battle; set with the battle

Definition at line 932 of file story.h.

◆ FLAG_MURDOCK_FOUGHT

#define FLAG_MURDOCK_FOUGHT   FLAG(0xE, 0x2C)

wstag651 (Mirage Hall): Tamer Murdock says "Worrying about it here won't make a difference.

" and starts a Digimon battle; set with the battle

Definition at line 935 of file story.h.

◆ FLAG_BANCH_FOUGHT

#define FLAG_BANCH_FOUGHT   FLAG(0xE, 0x2D)

wstag651 (Mirage Hall): Guard Banch says "If you're not a spy defeat me in battle!" and starts a Digimon battle; set with the battle

Definition at line 938 of file story.h.

◆ FLAG_BOOT_MOUNTAIN_TROOPER_FOUGHT

#define FLAG_BOOT_MOUNTAIN_TROOPER_FOUGHT   FLAG(0xE, 0x2F)

wstag691 (Boot Mountain): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 941 of file story.h.

◆ FLAG_SNOW_MOUNTAIN_TROOPER_FOUGHT

#define FLAG_SNOW_MOUNTAIN_TROOPER_FOUGHT   FLAG(0xE, 0x31)

wstag696 (Snow Mountain): a Trooper says "You're suspicious." and starts a battle; set with it

Definition at line 944 of file story.h.

◆ FLAG_FREEZE_MOUNTAIN_TROOPER_FOUGHT

#define FLAG_FREEZE_MOUNTAIN_TROOPER_FOUGHT   FLAG(0xE, 0x32)

wstag706 (Freeze Mountain): a Trooper says "Hey, you wanna Digimon Battle with me?" and starts a battle; set with it

Definition at line 947 of file story.h.

◆ FLAG_MAI_FOUGHT

#define FLAG_MAI_FOUGHT   FLAG(0xE, 0x34)

wstag721 (Legendary Gym): Tamer Mai says "It's safe here.

You can battle here." and starts a Digimon battle; set with the battle

Definition at line 950 of file story.h.

◆ FLAG_GON_FOUGHT

#define FLAG_GON_FOUGHT   FLAG(0xE, 0x35)

wstag721 (Legendary Gym): Tamer Gon says "...I guess I'll fight as well!" and starts a Digimon battle; set with the battle

Definition at line 953 of file story.h.

◆ FLAG_XUAN_WU_CITY_TROOPER_FOUGHT

#define FLAG_XUAN_WU_CITY_TROOPER_FOUGHT   FLAG(0xE, 0x3B)

wstag761 (Xuan Wu City): a Trooper says "Oh, you're that tamer! Let's battle!" and starts a battle; set with it

Definition at line 956 of file story.h.

◆ FLAG_KURT_ARENA_WIN_SEEN

#define FLAG_KURT_ARENA_WIN_SEEN   FLAG(0x10, 0xC)

wstag927 (extra chapter) event 1608: the player beat Kurt and is the new strongest tamer; set at its end, tested to start it

Definition at line 962 of file story.h.

◆ FLAG_CHINRON_LEADER_FOUGHT

#define FLAG_CHINRON_LEADER_FOUGHT   FLAG(0x10, 0xD)

wstag956 (extra chapter): the Chinron Leader sees the 5 strongest Epic Items and starts a battle; set with the battle

Definition at line 965 of file story.h.

◆ FLAG_ZHU_QUE_LEADER_FOUGHT

#define FLAG_ZHU_QUE_LEADER_FOUGHT   FLAG(0x10, 0xE)

wstag949 (extra chapter): the Zhu Que Leader sees the 5 strongest Epic Items and starts a battle; set with the battle

Definition at line 968 of file story.h.

◆ FLAG_BAI_HU_LEADER_FOUGHT

#define FLAG_BAI_HU_LEADER_FOUGHT   FLAG(0x10, 0xF)

wstag949 (extra chapter): the Bai Hu Leader sees the 5 strongest Epic Items and starts a battle; set with the battle

Definition at line 971 of file story.h.

◆ FLAG_XUAN_WU_LEADER_FOUGHT

#define FLAG_XUAN_WU_LEADER_FOUGHT   FLAG(0x10, 0x10)

wstag954 (extra chapter): the Xuan Wu Leader sees the 5 Epic Items and starts a battle; set with the battle

Definition at line 974 of file story.h.

◆ FLAG_CARD_KING_KEITH_BEATEN

#define FLAG_CARD_KING_KEITH_BEATEN   FLAG(0x10, 0x11)

wstag951 Duel Island (extra chapter): Keith loses the card battle and gives the KoC Trophy, "proof that you beat the Card King"

Definition at line 977 of file story.h.

◆ FLAG_DUEL_ISLAND_ALICE_BEATEN

#define FLAG_DUEL_ISLAND_ALICE_BEATEN   FLAG(0x10, 0x12)

wstag951 Duel Island (extra chapter): Tamer Alice loses the card battle ("I...lose") and lets the player pass

Definition at line 980 of file story.h.

◆ FLAG_DUEL_ISLAND_BOMUJII_BEATEN

#define FLAG_DUEL_ISLAND_BOMUJII_BEATEN   FLAG(0x10, 0x13)

wstag951 Duel Island (extra chapter): Tamer Bomujii loses the card battle and lets the player proceed

Definition at line 983 of file story.h.

◆ FLAG_DUEL_ISLAND_PIERRE_BEATEN

#define FLAG_DUEL_ISLAND_PIERRE_BEATEN   FLAG(0x10, 0x14)

wstag951 Duel Island (extra chapter): Tamer Pierre is "defeated soundly" at cards and lets the player pass

Definition at line 986 of file story.h.

◆ FLAG_DUEL_ISLAND_POEMY_BEATEN

#define FLAG_DUEL_ISLAND_POEMY_BEATEN   FLAG(0x10, 0x15)

wstag951 Duel Island (extra chapter): Tamer Poemy loses the card battle and lets the "Hero" go on

Definition at line 989 of file story.h.

◆ FLAG_DUEL_ISLAND_HARUKA_BEATEN

#define FLAG_DUEL_ISLAND_HARUKA_BEATEN   FLAG(0x10, 0x16)

wstag951 Duel Island (extra chapter): Tamer Haruka loses the card battle ("once in awhile one does have to let others win")

Definition at line 992 of file story.h.

◆ FLAG_AMATERASU_INN_BIT_FOUND

#define FLAG_AMATERASU_INN_BIT_FOUND   FLAG(0x18, 5)

wstag928 Amaterasu Inn 1F (extra chapter): "Hey! There's something here! I got 8500 BIT!!"; afterwards "nothing here"

Definition at line 998 of file story.h.

◆ FLAG_PLATINUM_CARD_FOUND

#define FLAG_PLATINUM_CARD_FOUND   FLAG(0x18, 6)

wstag936 Water Tunnel (extra chapter): the player finds a Platinum Members Card in a crack (item 0x25 given)

Definition at line 1001 of file story.h.

◆ FLAG_HELP_COUNTER_TALKED

#define FLAG_HELP_COUNTER_TALKED   FLAG(0x1A, 0)

wstag210 Main Lobby: the Tamer Service / Guide at the Digimon Online Help Counter introduce the hints once; set there, later talks differ

Definition at line 1007 of file story.h.

◆ FLAG_NAMI_SWAMP_CREST_TALKED

#define FLAG_NAMI_SWAMP_CREST_TALKED   FLAG(0x1A, 2)

wstag485 Phoenix Bay: Nami saw a Crest behind the Bios Swamp shrine; then the player recognises the Symbol of Sincerity there

Definition at line 1010 of file story.h.

◆ FLAG_KADOMATSU_TALKED

#define FLAG_KADOMATSU_TALKED   FLAG(0x1A, 4)

wstag220 Digimon Lab: Dr.

Kadomatsu introduces himself and the lab once; set there, later talks differ

Definition at line 1013 of file story.h.

◆ FLAG_PONCHOMON_TALKED

#define FLAG_PONCHOMON_TALKED   FLAG(0x1A, 5)

wstag280 El Dorado: Ponchomon welcomes the player to the Item Maniac's El Dorado once; set there, later talks differ

Definition at line 1016 of file story.h.

◆ FLAG_DIGIVOLVE_NAVI_TALKED

#define FLAG_DIGIVOLVE_NAVI_TALKED   FLAG(0x1A, 6)

wstag220 Digimon Lab: the Digivolve Navi explains its desk once; set there, later talks differ

Definition at line 1019 of file story.h.

◆ FLAG_DIGIMON_NAVI_TALKED

#define FLAG_DIGIMON_NAVI_TALKED   FLAG(0x1A, 7)

wstag220 Digimon Lab: the Digimon Navi explains its desk once; set there, later talks differ

Definition at line 1022 of file story.h.

◆ FLAG_INN_GATOMON_TALKED

#define FLAG_INN_GATOMON_TALKED   FLAG(0x1A, 8)

Inns (wstag235/360/425/470): Gatomon says they manage the Inn once; set there, later talks differ.

Definition at line 1025 of file story.h.

◆ FLAG_SAVE_GUARDROMON_TALKED

#define FLAG_SAVE_GUARDROMON_TALKED   FLAG(0x1A, 9)

Inns (wstag235/360/430/470): Save Officer Guardromon introduces saving once; set there, later talks differ.

Definition at line 1028 of file story.h.

◆ FLAG_OINKMON_CITIZENS_RESTORED

#define FLAG_OINKMON_CITIZENS_RESTORED   FLAG(0x1A, 0xA)

wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 stages (talks "back to normal")

Definition at line 1031 of file story.h.

◆ FLAG_MASTER_JOHN_LOST_DIGIMON_TALKED

#define FLAG_MASTER_JOHN_LOST_DIGIMON_TALKED   FLAG(0x1A, 0xC)

wstag255 Lamb Chop: Master John says lost Digimon may enter the Admin Center; Kail's talk then picks up that idea

Definition at line 1034 of file story.h.

◆ FLAG_ARMORY_GARGOMON_TALKED

#define FLAG_ARMORY_GARGOMON_TALKED   FLAG(0x1A, 0xE)

wstag245/425: Gargomon says the Armory is run by them once; set there, later talks differ

Definition at line 1037 of file story.h.

◆ FLAG_ITEM_SHOP_WIZARDMON_TALKED

#define FLAG_ITEM_SHOP_WIZARDMON_TALKED   FLAG(0x1A, 0xF)

wstag245/425: Wizardmon says they run the Item Shop once; set there, later talks differ

Definition at line 1040 of file story.h.

◆ FLAG_PAWN_SHOP_GOMAMON_TALKED

#define FLAG_PAWN_SHOP_GOMAMON_TALKED   FLAG(0x1A, 0x10)

wstag245 Smith's Shop: Gomamon introduces the Pawn Shop once; set there, later talks differ

Definition at line 1043 of file story.h.

◆ FLAG_MR_SMITH_TALKED

#define FLAG_MR_SMITH_TALKED   FLAG(0x1A, 0x11)

wstag245 Smith's Shop: Mr.

Smith introduces himself as the manager once; set there, later talks differ

Definition at line 1046 of file story.h.

◆ FLAG_HEAVY_ARMORY_GARGOMON_TALKED

#define FLAG_HEAVY_ARMORY_GARGOMON_TALKED   FLAG(0x1A, 0x12)

wstag250 Junk Shop: Gargomon introduces the Heavy Armory once; set there, later talks differ

Definition at line 1049 of file story.h.

◆ FLAG_BLACK_MARKET_WIZARDMON_TALKED

#define FLAG_BLACK_MARKET_WIZARDMON_TALKED   FLAG(0x1A, 0x13)

wstag250 Junk Shop: Wizardmon introduces the Black Market once; set there, later talks differ

Definition at line 1052 of file story.h.

◆ FLAG_SUIT_COUPLE_TALKED

#define FLAG_SUIT_COUPLE_TALKED   FLAG(0x1A, 0x14)

wstag202: Jake and Grandma Beth show their Digimon suits from Etemon; then a man replaces Etemon in the Asuka Sewers

Definition at line 1055 of file story.h.

◆ FLAG_MISCHIEVOUS_MAT_TALKED

#define FLAG_MISCHIEVOUS_MAT_TALKED   FLAG(0x1A, 0x15)

wstag320 Asuka Sewers: Mischievous Mat says no Etemon was there; Kail then reacts to "a man instead of Etemon"

Definition at line 1058 of file story.h.

◆ FLAG_KAIL_ETEMON_SUIT_TALKED

#define FLAG_KAIL_ETEMON_SUIT_TALKED   FLAG(0x1A, 0x16)

wstag210 Main Lobby: Kail explains the man used an Etemon Suit and sends the player to ask about Digimon suits

Definition at line 1061 of file story.h.

◆ FLAG_SEPIKMON_LOST_MASK_SEEN

#define FLAG_SEPIKMON_LOST_MASK_SEEN   FLAG(0x1A, 0x17)

wstag475 Shaman House event 180: the player meets maskless Sepikmon ("A monster!"), who asks for his mask; keeps it from playing again

Definition at line 1064 of file story.h.

◆ FLAG_BARONMON_SEPIKMON_TALKED

#define FLAG_BARONMON_SEPIKMON_TALKED   FLAG(0x1A, 0x18)

wstag375 Protocol Ruins: Baronmon says Sepikmon had his mask and was last seen in Asuka City; Asuka talks of his pranks follow

Definition at line 1067 of file story.h.

◆ FLAG_BRIDGE_SEPIKMON_TALKED

#define FLAG_BRIDGE_SEPIKMON_TALKED   FLAG(0x1A, 0x19)

wstag205 Asuka Bridge: a "Sepikmon" boasts he found his mask and won't help; then Etemon says Sepikmon ran to Divermon Lake

Definition at line 1070 of file story.h.

◆ FLAG_ETEMON_DIVERMON_LAKE_TALKED

#define FLAG_ETEMON_DIVERMON_LAKE_TALKED   FLAG(0x1A, 0x1A)

wstag202: Etemon says Sepikmon ran towards the Divermon Lake; set there, tested at Divermon's Lake

Definition at line 1073 of file story.h.

◆ FLAG_BOOSTER_DIVERMON_TALKED

#define FLAG_BOOSTER_DIVERMON_TALKED   FLAG(0x1A, 0x1C)

wstag270/425: Divermon says they handle Booster Packs once (also set after event 1415 with the Folder Bag); later talks differ

Definition at line 1076 of file story.h.

◆ FLAG_DRI_KAZUKI_TALKED

#define FLAG_DRI_KAZUKI_TALKED   FLAG(0x1A, 0x1F)

wstag330 Central Park: DRI Kazuki introduces himself as the MagnaAngemon researcher once; set there, later talks differ

Definition at line 1079 of file story.h.

◆ FLAG_DRI_MICHAEL_TALKED

#define FLAG_DRI_MICHAEL_TALKED   FLAG(0x1A, 0x20)

wstag330 Central Park: DRI Michael (Mike) introduces himself and asks for his Taomon once; set there, later talks differ

Definition at line 1082 of file story.h.

◆ FLAG_TAI_KONG_WANG_POLE_TALKED

#define FLAG_TAI_KONG_WANG_POLE_TALKED   FLAG(0x1A, 0x21)

wstag340 Shell Beach: Tai Kong Wang offers to make a fishing pole from a pole, string and hook; tested at Divermon's Lake

Definition at line 1085 of file story.h.

◆ FLAG_HIDE_GABUMON_CARD_FOUND

#define FLAG_HIDE_GABUMON_CARD_FOUND   FLAG(0x1A, 0x23)

wstag235 Asuka Inn 1F: "Oh! It's Gabumon card! So that's where it was!" (card 0xB7 given); afterwards "nothing left"

Definition at line 1088 of file story.h.

◆ FLAG_HIDE_GABUMON_CARD_GIVEN

#define FLAG_HIDE_GABUMON_CARD_GIVEN   FLAG(0x1A, 0x24)

wstag345 Plug Cape: Soccer Kid Hide gets his Gabumon card back and tells about the Tree Boots and Veemon

Definition at line 1091 of file story.h.

◆ FLAG_DEBBIE_VEEMON_TALKED

#define FLAG_DEBBIE_VEEMON_TALKED   FLAG(0x1A, 0x25)

wstag255 Lamb Chop: Waitress Debbie saw Veemon looking for something at Wind Prairie; makes Veemon appear there, cleared when his game starts

Definition at line 1094 of file story.h.

◆ FLAG_VEEMON_HIDE_AND_SEEK_ACTIVE

#define FLAG_VEEMON_HIDE_AND_SEEK_ACTIVE   FLAG(0x1A, 0x26)

wstag395 Wind Prairie: set when Veemon asks "You want to play?"; Kicking Forest hiders appear; cleared on finding him or giving up

Definition at line 1097 of file story.h.

◆ FLAG_VEEMON_TREE_BOOTS_SEEN

#define FLAG_VEEMON_TREE_BOOTS_SEEN   FLAG(0x1A, 0x28)

wstag395 Wind Prairie event 1305: Veemon gives the player the Tree Boots; set at its end, keeps it from playing again

Definition at line 1100 of file story.h.

◆ FLAG_DRI_BOB_TALKED

#define FLAG_DRI_BOB_TALKED   FLAG(0x1A, 0x29)

wstag375 Protocol Ruins: DRI Bob introduces himself once ("I'll tell you a secret"); set there, later talks differ

Definition at line 1103 of file story.h.

◆ FLAG_SINCERITY_SYMBOL_FOUND

#define FLAG_SINCERITY_SYMBOL_FOUND   FLAG(0x1A, 0x2A)

wstag455 Bios Swamp: "There it is! The Symbol of Sincerity!" behind a wall; then Sepikmon advises asking Baronmon about bombs

Definition at line 1106 of file story.h.

◆ FLAG_SEPIKMON_BOMB_HINT_TALKED

#define FLAG_SEPIKMON_BOMB_HINT_TALKED   FLAG(0x1A, 0x2B)

wstag475 Shaman House: Sepikmon says to ask his friend Baronmon about bombs; Baronmon then talks about the TNT Chip

Definition at line 1109 of file story.h.

◆ FLAG_DIVERMON_RED_SNAPPER_TAKEN

#define FLAG_DIVERMON_RED_SNAPPER_TAKEN   FLAG(0x1A, 0x2C)

wstag380 Divermon's Lake: the player frees a Red Snapper stuck in Divermon's throat and gets it (item 7); later talks differ

Definition at line 1112 of file story.h.

◆ FLAG_DRI_JOHANN_TALKED

#define FLAG_DRI_JOHANN_TALKED   FLAG(0x1A, 0x2D)

wstag405 Tyranno Valley: DRI Johann introduces himself as the Agumon researcher once; set there, later talks differ

Definition at line 1115 of file story.h.

◆ FLAG_DRI_JIMMY_TALKED

#define FLAG_DRI_JIMMY_TALKED   FLAG(0x1A, 0x2E)

wstag420 Seiryu City: DRI Jimmy introduces himself as a DRI researcher once; set there, later talks differ

Definition at line 1118 of file story.h.

◆ FLAG_DRI_KEN_TALKED

#define FLAG_DRI_KEN_TALKED   FLAG(0x1A, 0x2F)

wstag635 Mobius Desert: DRI Ken introduces himself as an athletic researcher once; set there, later talks differ

Definition at line 1121 of file story.h.

◆ FLAG_DRI_YUJI_TALKED

#define FLAG_DRI_YUJI_TALKED   FLAG(0x1A, 0x30)

wstag635 Mobius Desert: DRI Yuji introduces himself once; set there, later talks differ

Definition at line 1124 of file story.h.

◆ FLAG_DRI_YANG_TALKED

#define FLAG_DRI_YANG_TALKED   FLAG(0x1A, 0x31)

wstag635 Mobius Desert: DRI Yang, with a twisted ankle, introduces himself once; set there, later talks differ

Definition at line 1127 of file story.h.

◆ FLAG_SEIRYU_PIXIMON_TALKED

#define FLAG_SEIRYU_PIXIMON_TALKED   FLAG(0x1A, 0x33)

wstag430 Seiryu Tower: Piximon says it handles Digimon data (switching) once; set there, later talks differ

Definition at line 1130 of file story.h.

◆ FLAG_RESISTANCE_CHUCK_MET

#define FLAG_RESISTANCE_CHUCK_MET   FLAG(0x1A, 0x34)

wstag656 Mirage Room: Leader Chuck recognises the player and an event starts; Lisa (Master Room) then asks "Did you find someone?"

Definition at line 1133 of file story.h.

◆ FLAG_TAI_KONG_WANG_TALKED

#define FLAG_TAI_KONG_WANG_TALKED   FLAG(0x1A, 0x36)

wstag340 Shell Beach: Fisherman Tai Kong Wang introduces himself once; set there, later talks differ

Definition at line 1136 of file story.h.

◆ FLAG_DUEL_ISLAND_METALETEMON_BEATEN

#define FLAG_DUEL_ISLAND_METALETEMON_BEATEN   FLAG(0x1A, 0x40)

wstag386 Duel Island: MetalEtemon loses the card battle ("...I lost!"); cleared when KingEtemon loses

Definition at line 1139 of file story.h.

◆ FLAG_MATRIX_CHAMBER_USED

#define FLAG_MATRIX_CHAMBER_USED   FLAG(0x1C, 2)

wstag750 Chamber Room: Chamber Clark checks the 4 Leader Badges and the player goes to the Real World; afterwards "the Matrix Chamber cannot be used"

Definition at line 1146 of file story.h.

◆ FLAG_KAIL_LEAVES_SEEN

#define FLAG_KAIL_LEAVES_SEEN   FLAG(0x1C, 0xC)

wstag285 Admin Center 1F event 340: Kail suddenly leaves and the player sets off for West Sector after Lucky Mouse; keeps it from playing again

Definition at line 1149 of file story.h.

◆ FLAG_GAME_MASTER_MEETING_SEEN

#define FLAG_GAME_MASTER_MEETING_SEEN   FLAG(0x1C, 0xD)

wstag305 Master Room event 350: the Game Master finds the player and Kail looking for Teddy; set at its end, tested in 4 stages

Definition at line 1152 of file story.h.

◆ FLAG_TOM_SEIRYU_LEADER_TALKED

#define FLAG_TOM_SEIRYU_LEADER_TALKED   FLAG(0x1C, 0xF)

wstag430 Seiryu Tower: Repeating Tom says the Seiryu Leader trains at the Protocol Ruins; the Leader is named there afterwards

Definition at line 1155 of file story.h.

◆ FLAG_SEIRYU_LEADER_REFUSED

#define FLAG_SEIRYU_LEADER_REFUSED   FLAG(0x1C, 0x10)

wstag375 Protocol Ruins: the Seiryu Leader won't fight until MasterTyranno is beaten; MasterTyranno then accepts a challenge

Definition at line 1158 of file story.h.

◆ FLAG_METALGREYMON_DDNA_FOUGHT

#define FLAG_METALGREYMON_DDNA_FOUGHT   FLAG(0x1C, 0x12)

wstag445 Bulk Swamp: set when talking to MetalGreymon starts his Agumon DDNA challenge event; later he says to use the DNA well

Definition at line 1161 of file story.h.

◆ FLAG_WARGROWLMON_DDNA_FOUGHT

#define FLAG_WARGROWLMON_DDNA_FOUGHT   FLAG(0x1C, 0x13)

wstag490 Ether Jungle: set when talking to WarGrowlmon starts his Guilmon DDNA challenge event; later "That battle was great!"

Definition at line 1164 of file story.h.

◆ FLAG_MAGNAANGEMON_DDNA_FOUGHT

#define FLAG_MAGNAANGEMON_DDNA_FOUGHT   FLAG(0x1C, 0x14)

wstag550 South Badland: set when talking to MagnaAngemon starts his Patamon DDNA challenge event; later talks differ

Definition at line 1167 of file story.h.

◆ FLAG_TAOMON_DDNA_FOUGHT

#define FLAG_TAOMON_DDNA_FOUGHT   FLAG(0x1C, 0x15)

wstag565 North Badland W: set when talking to Taomon starts her Renamon DDNA challenge event; later talks differ

Definition at line 1170 of file story.h.

◆ FLAG_KYUKIMON_DDNA_FOUGHT

#define FLAG_KYUKIMON_DDNA_FOUGHT   FLAG(0x1C, 0x16)

wstag525 Suzaku UG Lake: set when talking to Kyukimon starts his Kotemon DDNA challenge event; later talks differ

Definition at line 1173 of file story.h.

◆ FLAG_ARMORMON_DDNA_FOUGHT

#define FLAG_ARMORMON_DDNA_FOUGHT   FLAG(0x1C, 0x17)

wstag385 Duel Island: set when talking to Armormon starts his Monmon DDNA challenge event; later "I lost to you..."

Definition at line 1176 of file story.h.

◆ FLAG_GRAPLEOMON_DDNA_FOUGHT

#define FLAG_GRAPLEOMON_DDNA_FOUGHT   FLAG(0x1C, 0x18)

wstag490 Ether Jungle: set when talking to GrapLeomon starts his Kumamon DDNA challenge event; later talks differ

Definition at line 1179 of file story.h.

◆ FLAG_PAILDRAMON_DDNA_FOUGHT

#define FLAG_PAILDRAMON_DDNA_FOUGHT   FLAG(0x1C, 0x19)

wstag450 Bulk Bridge: set when talking to Paildramon starts his Veemon DDNA challenge event; later talks differ

Definition at line 1182 of file story.h.

◆ FLAG_DATAMON_STAFF_PASS_TALKED

#define FLAG_DATAMON_STAFF_PASS_TALKED   FLAG(0x1C, 0x1B)

wstag325 Control Room: Datamon will open the basement gate only for a DO Staff Pass holder; set by that talk, later talks differ

Definition at line 1185 of file story.h.

◆ FLAG_KEITH_NICK_SEARCH_STARTED

#define FLAG_KEITH_NICK_SEARCH_STARTED   FLAG(0x1C, 0x1C)

wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stages answer about them

Definition at line 1188 of file story.h.

◆ FLAG_SMITH_EL_DORADO_ID_SHOWN

#define FLAG_SMITH_EL_DORADO_ID_SHOWN   FLAG(0x1C, 0x1E)

wstag245 Smith's Shop: with the El Dorado ID, talking to the staff starts the event where Smith Junior lets the player pass through

Definition at line 1191 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_M_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_M_TOUCHED   FLAG(0x1C, 0x27)

wstag305 Master Room: the player touches the "M" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1194 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_O_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_O_TOUCHED   FLAG(0x1C, 0x28)

wstag305 Master Room: the player touches the "O" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1197 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_N_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_N_TOUCHED   FLAG(0x1C, 0x29)

wstag305 Master Room: the player touches the "N" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1200 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_S_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_S_TOUCHED   FLAG(0x1C, 0x2A)

wstag305 Master Room: the player touches the "S" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1203 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_T_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_T_TOUCHED   FLAG(0x1C, 0x2B)

wstag305 Master Room: the player touches the "T" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1206 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_E_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_E_TOUCHED   FLAG(0x1C, 0x2C)

wstag305 Master Room: the player touches the "E" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1209 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_R_TOUCHED

#define FLAG_MASTER_ROOM_SENSOR_R_TOUCHED   FLAG(0x1C, 0x2D)

wstag305 Master Room: the player touches the "R" letter sensor of MONSTER; all sensor flags are cleared once every letter is touched

Definition at line 1212 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_M_IN_ORDER

#define FLAG_MASTER_ROOM_SENSOR_M_IN_ORDER   FLAG(0x1C, 0x2E)

wstag305 Master Room: set when the "M" sensor is touched right after the previous letters of MONSTER in order; cleared with the others

Definition at line 1215 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_O_IN_ORDER

#define FLAG_MASTER_ROOM_SENSOR_O_IN_ORDER   FLAG(0x1C, 0x2F)

wstag305 Master Room: set when the "O" sensor is touched right after the previous letters of MONSTER in order; cleared with the others

Definition at line 1218 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_N_IN_ORDER

#define FLAG_MASTER_ROOM_SENSOR_N_IN_ORDER   FLAG(0x1C, 0x30)

wstag305 Master Room: set when the "N" sensor is touched right after the previous letters of MONSTER in order; cleared with the others

Definition at line 1221 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_S_IN_ORDER

#define FLAG_MASTER_ROOM_SENSOR_S_IN_ORDER   FLAG(0x1C, 0x31)

wstag305 Master Room: set when the "S" sensor is touched right after the previous letters of MONSTER in order; cleared with the others

Definition at line 1224 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_T_IN_ORDER

#define FLAG_MASTER_ROOM_SENSOR_T_IN_ORDER   FLAG(0x1C, 0x32)

wstag305 Master Room: set when the "T" sensor is touched right after the previous letters of MONSTER in order; cleared with the others

Definition at line 1227 of file story.h.

◆ FLAG_MASTER_ROOM_SENSOR_E_IN_ORDER

#define FLAG_MASTER_ROOM_SENSOR_E_IN_ORDER   FLAG(0x1C, 0x33)

wstag305 Master Room: set when the "E" sensor is touched right after the previous letters of MONSTER in order; cleared with the others

Definition at line 1230 of file story.h.

◆ FLAG_ASUKA_INN_BIT_FOUND

#define FLAG_ASUKA_INN_BIT_FOUND   FLAG(0x1C, 0x34)

wstag235 Asuka Inn 1F: "Hey! Someone hid money here! I got 300 BIT!"; afterwards "There's nothing left"

Definition at line 1233 of file story.h.

◆ FLAG_BARONMON_CHANGE_ACCOUNT_TALKED

#define FLAG_BARONMON_CHANGE_ACCOUNT_TALKED   FLAG(0x1C, 0x35)

wstag475 Shaman House: Baronmon announces his "Change Account" art for renaming Digimon once; later talks differ

Definition at line 1236 of file story.h.

◆ FLAG_MASTER_ROOM_SENSORS_ALL_TOUCHED

#define FLAG_MASTER_ROOM_SENSORS_ALL_TOUCHED   FLAG(0x1C, 0x36)

wstag305 Master Room: "OK, I touched all the sensors, so now what?" (letter flags cleared, event starts); cleared after event 660

Definition at line 1239 of file story.h.

◆ FLAG_LISA_RESISTANCE_REPORT_SEEN

#define FLAG_LISA_RESISTANCE_REPORT_SEEN   FLAG(0x1C, 0x39)

wstag305 Master Room event 894: the player tells Lisa he met the Resistance; set at its end, tested to start it

Definition at line 1242 of file story.h.

◆ FLAG_LIFT_RAISED

#define FLAG_LIFT_RAISED   FLAG(0x1C, 0x3D)

lift.c / wstag261 Cargo Tower: "There's a switch here! Let's push it." sets it, "let's go downstairs" clears it; the lift is raised while set

Definition at line 1245 of file story.h.

◆ FLAG_BK_AGUMON_BEATEN

#define FLAG_BK_AGUMON_BEATEN   FLAG(0x1C, 0x3F)

wstag875 Circuit Board: BK Agumon loses ("What?! I lost!") and says the Black Kingz leader has Etemon's Mic; the leader then appears

Definition at line 1248 of file story.h.

◆ FLAG_BKZ_LEADER_BEATEN

#define FLAG_BKZ_LEADER_BEATEN   FLAG(0x1C, 0x40)

wstag875 Circuit Board: the BKZ Leader loses and hands over Etemon's Mic (item 0x18D given)

Definition at line 1251 of file story.h.

◆ FLAG_ETEMON_MIC_STOLEN_TALKED

#define FLAG_ETEMON_MIC_STOLEN_TALKED   FLAG(0x1C, 0x42)

wstag386 Duel Island: Etemon says Black Agumon took his mic; makes BK Agumon appear in the Circuit Board

Definition at line 1254 of file story.h.

◆ FLAG_SWAMP_INN_SEPIKMON_HINT_TALKED

#define FLAG_SWAMP_INN_SEPIKMON_HINT_TALKED   FLAG(0x1C, 0x43)

wstag470 Swamp Inn: Gatomon says Sepikmon of the Shaman House could stop Zanbamon but is missing; lets the Shaman House event start

Definition at line 1257 of file story.h.

◆ FLAG_ASUKA_INN_GUILMON_TALKED

#define FLAG_ASUKA_INN_GUILMON_TALKED   FLAG(0x1C, 0x44)

wstag240 Asuka Inn 2F: Guilmon says his cousin has the Blue Card (gondola) and went to Seiryu City; a Guilmon then shows at Forest Inn

Definition at line 1260 of file story.h.

◆ FLAG_FOREST_INN_GUILMON_TALKED

#define FLAG_FOREST_INN_GUILMON_TALKED   FLAG(0x1C, 0x45)

wstag360 Forest Inn: Guilmon says another Guilmon has the Blue Card and went to Seiryu City; Tricky Guilmon then shows at Zephyr Tower

Definition at line 1263 of file story.h.

◆ FLAG_FAKE_BLUE_CARD_TALKED

#define FLAG_FAKE_BLUE_CARD_TALKED   FLAG(0x1C, 0x47)

wstag420 Seiryu City: a Guilmon says the card is a fake by Trickster Guilmon, hiding underground; then he is found in Forest Inn BF

Definition at line 1266 of file story.h.

◆ FLAG_DUEL_ISLAND_ETEMON_FOUGHT

#define FLAG_DUEL_ISLAND_ETEMON_FOUGHT   FLAG(0x1C, 0x4A)

wstag386 Duel Island: Etemon gets his mic back ("Let's battle!") and starts a card battle; set with it, later he offers rematches

Definition at line 1269 of file story.h.

◆ FLAG_BARONMON_TNT_BALL_TALKED

#define FLAG_BARONMON_TNT_BALL_TALKED   FLAG(0x1C, 0x4F)

wstag375 Protocol Ruins: Baronmon can make the TNT Chip but needs a TNT Ball; then he says Triceramon has it

Definition at line 1272 of file story.h.

◆ FLAG_FAKE_BLUE_CARD_TRIED

#define FLAG_FAKE_BLUE_CARD_TRIED   FLAG(0x1C, 0x50)

wstag410 East Station: the player tries the fake Blue Card ("this time it should work"); afterwards the monitor says he has no Blue Card

Definition at line 1275 of file story.h.

◆ FLAG_KING_DIVERMON_BEATEN

#define FLAG_KING_DIVERMON_BEATEN   FLAG(0x1C, 0x53)

wstag385 Duel Island: KingDivermon loses ("I lost... I must train more..."), gives item 0x12 and resets the five Divermon duelists

Definition at line 1278 of file story.h.

◆ FLAG_KING_ETEMON_BEATEN

#define FLAG_KING_ETEMON_BEATEN   FLAG(0x1C, 0x54)

wstag386 Duel Island: KingEtemon loses and gives the Sun Trophy (item 0x14); resets the Etemon duelists

Definition at line 1281 of file story.h.

◆ FLAG_KING_DIVERMON_REMATCH_BEATEN

#define FLAG_KING_DIVERMON_REMATCH_BEATEN   FLAG(0x1C, 0x55)

wstag385 Duel Island: after the trophy, KingDivermon's "ultimate folder" rematch is won ("You defeated my ultimate folder...")

Definition at line 1284 of file story.h.

◆ FLAG_KING_ETEMON_REMATCH_BEATEN

#define FLAG_KING_ETEMON_REMATCH_BEATEN   FLAG(0x1C, 0x56)

wstag386 Duel Island: KingEtemon loses the rematch ("Why did I lose?!"); afterwards he won't battle "jinxes like you"

Definition at line 1287 of file story.h.

◆ FLAG_GENBU_LEADER_WIN_SEEN

#define FLAG_GENBU_LEADER_WIN_SEEN   FLAG(0x40, 1)

wstag755 event 780: "I won against Genbu Leader too!", he gives a reward; set at its end, tested 0 to start it and 1 to start event 781

Definition at line 1294 of file story.h.

◆ FLAG_SUZAKU_LEADER_WIN_SEEN

#define FLAG_SUZAKU_LEADER_WIN_SEEN   FLAG(0x40, 2)

wstag520 event 260: Suzaku Leader lost and gives the Suzaku Badge; set at its end, tested 1 to start event 261 with Kail

Definition at line 1297 of file story.h.

◆ FLAG_SECURITY_HOLE_SEEN

#define FLAG_SECURITY_HOLE_SEEN   FLAG(0x40, 3)

wstag525 event 550: Suzaku Leader shows the security hole behind the earthquake; set at its end, tested 1 to start event 551 in wstag620

Definition at line 1300 of file story.h.

◆ FLAG_DO_GUARD_BLOCK_SEEN

#define FLAG_DO_GUARD_BLOCK_SEEN   FLAG(0x40, 4)

wstag212 event 271: the DO Guard lets only authorized personnel pass; set at its end, tested 0 to start it, 1 to start event 273

Definition at line 1303 of file story.h.

◆ FLAG_KEITH_BRIDGE_WIN_SEEN

#define FLAG_KEITH_BRIDGE_WIN_SEEN   FLAG(0x40, 6)

wstag205 event 100: the player beats Keith on Asuka Bridge; set at its end, tested 0 to start it and 1 to start event 101 with Etemon

Definition at line 1306 of file story.h.

◆ FLAG_SINCERITY_EGG_FOUND

#define FLAG_SINCERITY_EGG_FOUND   FLAG(0x40, 7)

wstag455 event 360: "I got the Digi-Egg of Sincerity!"; set at its end, tested 0 to show actor 0 in Bios Swamp

Definition at line 1309 of file story.h.

◆ FLAG_DATAMON_WIN_SEEN

#define FLAG_DATAMON_WIN_SEEN   FLAG(0x40, 8)

wstag325 event 375: Datamon loses and gives the Rusty Gloves; set at its end, tested 1 to start event 376

Definition at line 1312 of file story.h.

◆ FLAG_DATAMON_OPENS_GATE_SEEN

#define FLAG_DATAMON_OPENS_GATE_SEEN   FLAG(0x40, 9)

wstag325 event 376: Datamon sees the Staff Pass and opens the gate; set at its end, tested 0 to start it

Definition at line 1315 of file story.h.

◆ FLAG_ZHU_QUE_CHIEF_WIN_SEEN

#define FLAG_ZHU_QUE_CHIEF_WIN_SEEN   FLAG(0x40, 0xB)

wstag537 event 700: "I won against Zhu Que Chief!", the player gets the Red ID Pass; set at its end, swaps Suzaku Leader actors 22/25

Definition at line 1318 of file story.h.

◆ FLAG_GENJI_FIRST_BATTLE_SEEN

#define FLAG_GENJI_FIRST_BATTLE_SEEN   FLAG(0x40, 0xD)

wstag200 event 50: after the first battle, Tamer Genji tells the player to learn more; set at its end, tested 0 to start it

Definition at line 1321 of file story.h.

◆ FLAG_ICE_WITCH_WIN_SEEN

#define FLAG_ICE_WITCH_WIN_SEEN   FLAG(0x40, 0xE)

wstag735 event 790: Ice Witch admits defeat and lets the player go on; set at its end, tested 0 to start it and 1 to start event 791

Definition at line 1324 of file story.h.

◆ FLAG_MASTERTYRANNO_WIN_SEEN

#define FLAG_MASTERTYRANNO_WIN_SEEN   FLAG(0x40, 0xF)

wstag405 event 60: MasterTyranno loses and gives the Old Claw for Seiryu Leader; set at its end, tested 1 to start event 61

Definition at line 1327 of file story.h.

◆ FLAG_SEIRYU_LEADER_CHALLENGE_SEEN

#define FLAG_SEIRYU_LEADER_CHALLENGE_SEEN   FLAG(0x40, 0x10)

wstag405 event 61: the player shows the Old Claw and Seiryu Leader accepts the battle; set at its end, tested 0 to start it

Definition at line 1330 of file story.h.

◆ FLAG_NICK_FIRST_MEETING_SEEN

#define FLAG_NICK_FIRST_MEETING_SEEN   FLAG(0x40, 0x11)

wstag395 event 80: the player meets Nick ("I'm only 21!") in Wind Prairie; set at its end, tested 0 to start it

Definition at line 1333 of file story.h.

◆ FLAG_SEIRYU_LEADER_WIN_SEEN

#define FLAG_SEIRYU_LEADER_WIN_SEEN   FLAG(0x40, 0x12)

wstag420 event 70: Seiryu Leader loses and gives the player his badge; set at its end, tested 1 to start event 71 (the earthquake)

Definition at line 1336 of file story.h.

◆ FLAG_ETEMON_MASK_QUESTION_SEEN

#define FLAG_ETEMON_MASK_QUESTION_SEEN   FLAG(0x40, 0x16)

wstag205 event 101: the player asks Etemon about Sepikmon's mask and he runs; set at its end, tested 0 to start it

Definition at line 1339 of file story.h.

◆ FLAG_BYAKKO_DOME_WELCOME_SEEN

#define FLAG_BYAKKO_DOME_WELCOME_SEEN   FLAG(0x40, 0x17)

wstag675 event 390: Byakko citizens say they waited and send the player to their leader; set at its end, swaps actors 42/43

Definition at line 1342 of file story.h.

◆ FLAG_FIRE_KNIGHT_BATTLE_SEEN

#define FLAG_FIRE_KNIGHT_BATTLE_SEEN   FLAG(0x40, 0x19)

wstag735 event 791: Fire Knight, bored, challenges the player; set at its end (gives the Yin Yang Hat), tested 0 to start it

Definition at line 1345 of file story.h.

◆ FLAG_TEDDY_FOREST_INN_SEEN

#define FLAG_TEDDY_FOREST_INN_SEEN   FLAG(0x40, 0x1D)

wstag366 event 720: Teddy catches up before Amaterasu City and the player gets the Crony ID; set at its end, tested 0 to start it

Definition at line 1348 of file story.h.

◆ FLAG_BYAKKO_LEADER_WIN_SEEN

#define FLAG_BYAKKO_LEADER_WIN_SEEN   FLAG(0x40, 0x1E)

wstag675 event 410: Byakko Leader loses and sends the player to the badge room; set at its end, tested 1 to start event 411

Definition at line 1351 of file story.h.

◆ FLAG_NUMEMON_FACTORY_FOUND_SEEN

#define FLAG_NUMEMON_FACTORY_FOUND_SEEN   FLAG(0x40, 0x21)

wstag580 event 450: "OK, I found you!", the player corners Numemon in the Dum Dum Factory; set at its end, tested 0 to start it

Definition at line 1354 of file story.h.

◆ FLAG_METALGREYMON_WIN_SEEN

#define FLAG_METALGREYMON_WIN_SEEN   FLAG(0x40, 0x23)

wstag445 event 1265: MetalGreymon loses and gives the Agumon DDNA; set at its end, tested 1 to start event 1266

Definition at line 1357 of file story.h.

◆ FLAG_WARGROWLMON_DDNA_REQUEST_SEEN

#define FLAG_WARGROWLMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x24)

wstag445 event 1266: the player asks WarGrowlmon for the Guilmon DDNA and he wants a battle; set at its end, tested 0 to start it

Definition at line 1360 of file story.h.

◆ FLAG_WARGROWLMON_WIN_SEEN

#define FLAG_WARGROWLMON_WIN_SEEN   FLAG(0x40, 0x25)

wstag490 event 1267: WarGrowlmon loses and gives the Guilmon DDNA; set at its end, tested 1 to start event 1268

Definition at line 1363 of file story.h.

◆ FLAG_GRAPLEOMON_DDNA_REQUEST_SEEN

#define FLAG_GRAPLEOMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x26)

wstag490 event 1268: the player asks GrapLeomon for the Kumamon DDNA and he wants a battle; set at its end, tested 0 to start it

Definition at line 1366 of file story.h.

◆ FLAG_MAGNAANGEMON_WIN_SEEN

#define FLAG_MAGNAANGEMON_WIN_SEEN   FLAG(0x40, 0x27)

wstag550 event 1269: MagnaAngemon loses and gives the Patamon DDNA; set at its end, tested 1 to start event 1270

Definition at line 1369 of file story.h.

◆ FLAG_TAOMON_DDNA_REQUEST_SEEN

#define FLAG_TAOMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x28)

wstag550 event 1270: the player asks Taomon for the Renamon DDNA and she wants a battle; set at its end, tested 0 to start it

Definition at line 1372 of file story.h.

◆ FLAG_TAOMON_WIN_SEEN

#define FLAG_TAOMON_WIN_SEEN   FLAG(0x40, 0x29)

wstag565 event 1271: Taomon loses and gives the Renamon DDNA; set at its end, tested 1 to start event 1272

Definition at line 1375 of file story.h.

◆ FLAG_KYUKIMON_DDNA_REQUEST_SEEN

#define FLAG_KYUKIMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x2A)

wstag565 event 1272: the player asks Kyukimon for the Kotemon DDNA and he wants a battle; set at its end, tested 0 to start it

Definition at line 1378 of file story.h.

◆ FLAG_KYUKIMON_WIN_SEEN

#define FLAG_KYUKIMON_WIN_SEEN   FLAG(0x40, 0x2B)

wstag525 event 1273: Kyukimon loses and gives the Kotemon DDNA; set at its end, tested 1 to start event 1274

Definition at line 1381 of file story.h.

◆ FLAG_BK_SERAPHIMON_CHALLENGE_SEEN

#define FLAG_BK_SERAPHIMON_CHALLENGE_SEEN   FLAG(0x40, 0x2C)

wstag525 event 1274: BK Seraphimon says the player must fight him; set at its end, tested 0 to start it

Definition at line 1384 of file story.h.

◆ FLAG_ARMORMON_WIN_SEEN

#define FLAG_ARMORMON_WIN_SEEN   FLAG(0x40, 0x2D)

wstag385 event 1275: Armormon loses and gives the Monmon DDNA; set at its end, tested 1 to start event 1276

Definition at line 1387 of file story.h.

◆ FLAG_BK_WARGREYMON_CHALLENGE_SEEN

#define FLAG_BK_WARGREYMON_CHALLENGE_SEEN   FLAG(0x40, 0x2E)

wstag385 event 1276: the player accepts BK WarGreymon's battle; set at its end, tested 0 to start it

Definition at line 1390 of file story.h.

◆ FLAG_GRAPLEOMON_WIN_SEEN

#define FLAG_GRAPLEOMON_WIN_SEEN   FLAG(0x40, 0x2F)

wstag490 event 1277: GrapLeomon loses and gives the Kumamon DDNA; set at its end, tested 1 to start event 1278

Definition at line 1393 of file story.h.

◆ FLAG_PAILDRAMON_DDNA_REQUEST_SEEN

#define FLAG_PAILDRAMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x30)

wstag490 event 1278: the player asks Paildramon for the Veemon DDNA and he wants a battle; set at its end, tested 0 to start it

Definition at line 1396 of file story.h.

◆ FLAG_PAILDRAMON_WIN_SEEN

#define FLAG_PAILDRAMON_WIN_SEEN   FLAG(0x40, 0x31)

wstag450 event 1279: Paildramon loses and gives the Veemon DDNA; set at its end, tested 1 to start event 1280

Definition at line 1399 of file story.h.

◆ FLAG_BK_IMPERIALDRAMON_CHALLENGE_SEEN

#define FLAG_BK_IMPERIALDRAMON_CHALLENGE_SEEN   FLAG(0x40, 0x32)

wstag450 event 1280: the player accepts BK Imperialdramon's battle; set at its end, tested 0 to start it

Definition at line 1402 of file story.h.

◆ FLAG_NICK_KEITH_FACTORY_SEEN

#define FLAG_NICK_KEITH_FACTORY_SEEN   FLAG(0x40, 0x38)

wstag580 event 520: the player finds Nick and Keith arguing in the Dum Dum Factory; set at its end, tested 0 to start it

Definition at line 1405 of file story.h.

◆ FLAG_PASS_CODE_SEARCH_SEEN

#define FLAG_PASS_CODE_SEARCH_SEEN   FLAG(0x40, 0x3A)

wstag620 event 540: Lisa sets Nick and Keith to look for a pass code in the computer; set at its end, tested 0 to start it

Definition at line 1408 of file story.h.

◆ FLAG_NUMEMON_MISSING_SEEN

#define FLAG_NUMEMON_MISSING_SEEN   FLAG(0x40, 0x3C)

wstag580 event 440: "Numemon isn't here.", in the Dum Dum Factory; set at its end, tested 0 to start it

Definition at line 1411 of file story.h.

◆ FLAG_BYAKKO_LEADER_APOLOGY_SEEN

#define FLAG_BYAKKO_LEADER_APOLOGY_SEEN   FLAG(0x40, 0x3E)

wstag655 event 430: Byakko Leader apologizes for mistaking the player for the A.o.A; set at its end, tested 1 to start event 431

Definition at line 1414 of file story.h.

◆ FLAG_FIRE_KNIGHT_WIN_SEEN

#define FLAG_FIRE_KNIGHT_WIN_SEEN   FLAG(0x40, 0x3F)

wstag740 event 800: "Man, I lost!", Fire Knight warns of the Dark Dungeon ahead; set at its end, tested 0 to start it

Definition at line 1417 of file story.h.

◆ FLAG_DARK_KNIGHT_CHALLENGE_SEEN

#define FLAG_DARK_KNIGHT_CHALLENGE_SEEN   FLAG(0x40, 0x40)

wstag740 event 801: Dark Knight, the Dark Dungeon's strongest boss, blocks the player; set at its end (gives the Divine Rod), tested 0 to start it

Definition at line 1421 of file story.h.

◆ FLAG_DARK_KNIGHT_WIN_SEEN

#define FLAG_DARK_KNIGHT_WIN_SEEN   FLAG(0x40, 0x41)

wstag745 event 810: Dark Knight, beaten, says the player will make a great tamer; set at its end, tested 1 to start event 811

Definition at line 1424 of file story.h.

◆ FLAG_GENBU_LEADER_CHALLENGE_SEEN

#define FLAG_GENBU_LEADER_CHALLENGE_SEEN   FLAG(0x40, 0x42)

wstag745 event 811: the player asks Genbu Leader for his badge and he won't give it for free; set at its end, tested 0 to start it

Definition at line 1427 of file story.h.

◆ FLAG_MAGASTA_BUTTON_PRESSED

#define FLAG_MAGASTA_BUTTON_PRESSED   FLAG(0x40, 0x43)

wstag795 event 830: the player pushes a button on a control panel in Magasta B1F; set at its end, tested there and in wstag800

Definition at line 1430 of file story.h.

◆ FLAG_MECH_SOLDIER_WIN_SEEN

#define FLAG_MECH_SOLDIER_WIN_SEEN   FLAG(0x40, 0x44)

wstag800 event 870: the player wins and finds the Dramon Guard in Magasta B2F; set at its end, tested 1 to start event 871

Definition at line 1433 of file story.h.

◆ FLAG_ROYAL_GUARD_CHALLENGE_SEEN

#define FLAG_ROYAL_GUARD_CHALLENGE_SEEN   FLAG(0x40, 0x45)

wstag800 event 871: the player tells the Royal Guard to stop the launch; set at its end, tested 0 to start it

Definition at line 1436 of file story.h.

◆ FLAG_JUGGERNAUT_LAUNCH_SEEN

#define FLAG_JUGGERNAUT_LAUNCH_SEEN   FLAG(0x40, 0x46)

wstag805 event 880: the player wins but the field is gone and the Juggernaut launches; set at its end, tested in wstag750/805

Definition at line 1439 of file story.h.

◆ FLAG_JUGGERNAUT_TAKEN_SEEN

#define FLAG_JUGGERNAUT_TAKEN_SEEN   FLAG(0x40, 0x47)

wstag750 event 883: "...they took the Juggernaut...", in the Chamber Room; set at its end, tested 0 to start it

Definition at line 1442 of file story.h.

◆ FLAG_FORCED_DIGITIZATION_SEEN

#define FLAG_FORCED_DIGITIZATION_SEEN   FLAG(0x40, 0x48)

wstag750 event 860: the realize transfer limit is reached and the player is forced back to digital; set at its end, tested in wstag750/805

Definition at line 1445 of file story.h.

◆ FLAG_STRANGE_DIGIMON_SEEN

#define FLAG_STRANGE_DIGIMON_SEEN   FLAG(0x40, 0x4A)

wstag300 event 570: "GUBIIIII!", a Digimon the player has never seen appears in Admin Center 2F; set at its end, tested 0 to start it

Definition at line 1448 of file story.h.

◆ FLAG_GAME_MASTER_GUARDS_SEEN

#define FLAG_GAME_MASTER_GUARDS_SEEN   FLAG(0x40, 0x4C)

wstag300 event 572: the player spots the Game Master and three guards block the way; set at its end, tested 0 to start it

Definition at line 1451 of file story.h.

◆ FLAG_OPERATION_SIGMA_SEEN

#define FLAG_OPERATION_SIGMA_SEEN   FLAG(0x40, 0x4E)

wstag310 event 680: the fusion experiment succeeds and the A.o.A commence Operation Sigma; set at its end, tested to start events there

Definition at line 1454 of file story.h.

◆ FLAG_GAME_MASTER_WIN_SEEN

#define FLAG_GAME_MASTER_WIN_SEEN   FLAG(0x40, 0x4F)

wstag310 event 681: the Game Master's Persiamon loses and Lisa, Teddy and Nick arrive to arrest her; set at its end

Definition at line 1457 of file story.h.

◆ FLAG_ZHU_QUE_CHIEF_CHALLENGE_SEEN

#define FLAG_ZHU_QUE_CHIEF_CHALLENGE_SEEN   FLAG(0x40, 0x51)

wstag545 event 710: the player asks Zhu Que Chief where the Digi-Egg of Knowledge is; set at its end, tested to start it

Definition at line 1460 of file story.h.

◆ FLAG_KNOWLEDGE_EGG_FOUND

#define FLAG_KNOWLEDGE_EGG_FOUND   FLAG(0x40, 0x52)

wstag521 event 750: "I got the Digi-Egg of Knowledge!"; set at its end, tested 0 to show Zhu Que Chief (actor 16)

Definition at line 1463 of file story.h.

◆ FLAG_PHARAOHMON_WIN_SEEN

#define FLAG_PHARAOHMON_WIN_SEEN   FLAG(0x40, 0x53)

wstag375 event 1260: Pharaohmon loses and gives the Old Wand; set at its end, tested 1 to start event 1261

Definition at line 1466 of file story.h.

◆ FLAG_ZANBAMON_WIN_SEEN

#define FLAG_ZANBAMON_WIN_SEEN   FLAG(0x40, 0x55)

wstag535 event 1262: Zanbamon loses and gives the Rusty Katana; set at its end, tested 1 to start event 1263

Definition at line 1469 of file story.h.

◆ FLAG_MAGNAANGEMON_DDNA_REQUEST_SEEN

#define FLAG_MAGNAANGEMON_DDNA_REQUEST_SEEN   FLAG(0x40, 0x56)

wstag535 event 1263: the player asks MagnaAngemon for the Patamon DDNA and he wants a battle; set at its end, tested 0 to start it

Definition at line 1472 of file story.h.

◆ FLAG_AMATERASU_PLAN_SEEN

#define FLAG_AMATERASU_PLAN_SEEN   FLAG(0x40, 0x57)

wstag305 event 890: Lisa and Nick plan how to get into Amaterasu City past the Knightmon Guard System; set at its end

Definition at line 1475 of file story.h.

◆ FLAG_DESTROMON_REVEAL_SEEN

#define FLAG_DESTROMON_REVEAL_SEEN   FLAG(0x40, 0x58)

wstag295 event 891: the Game Master reveals Destromon, born from Vemmon and the Juggernaut; set at its end, tested to start it

Definition at line 1478 of file story.h.

◆ FLAG_BAI_HU_CHIEF_WIN_SEEN

#define FLAG_BAI_HU_CHIEF_WIN_SEEN   FLAG(0x40, 0x5A)

wstag676 event 900: the player wins and gets the White ID Pass; set at its end, tested 11 times in Bai Hu Dome (troopers' talks)

Definition at line 1481 of file story.h.

◆ FLAG_XUEN_WU_CHIEF_WIN_SEEN

#define FLAG_XUEN_WU_CHIEF_WIN_SEEN   FLAG(0x40, 0x5B)

wstag756 event 910: "I won against Xuen Wu Chief!" and the Black ID Pass; set at its end, tested 0 to show Xuen Wu Chief

Definition at line 1484 of file story.h.

◆ FLAG_CENTRAL_PARK_SECRET_DOOR_SEEN

#define FLAG_CENTRAL_PARK_SECRET_DOOR_SEEN   FLAG(0x40, 0x5C)

wstag331 event 920: the player finds Central Park empty and guesses the secret door's code; set at its end, tested 0 to start it

Definition at line 1487 of file story.h.

◆ FLAG_CHIEF_OFFICER_MEETING_SEEN

#define FLAG_CHIEF_OFFICER_MEETING_SEEN   FLAG(0x40, 0x5E)

wstag311 event 931: the MAGAMI President asks to be called Chief Officer; set at its end, tested 0 to start it

Definition at line 1490 of file story.h.

◆ FLAG_VEMMON_AT_HQ_SEEN

#define FLAG_VEMMON_AT_HQ_SEEN   FLAG(0x40, 0x60)

wstag311 event 934: looking for the Matrix System, the player finds Vemmon there; set at its end, tested 1 in the Login Room (wstag226)

Definition at line 1493 of file story.h.

◆ FLAG_MECH_SOLDIER_ALERT_SEEN

#define FLAG_MECH_SOLDIER_ALERT_SEEN   FLAG(0x40, 0x61)

wstag800 event 850: a Mech Soldier sounds the intruder alert at the Juggernaut launch; set at its end, tested 0 to start it

Definition at line 1496 of file story.h.

◆ FLAG_CHIEF_OFFICER_ARREST_SEEN

#define FLAG_CHIEF_OFFICER_ARREST_SEEN   FLAG(0x40, 0x67)

wstag311 event 932: the Chief Officer turns himself in and Nick arrests him; set at its end, tested 0 to start it

Definition at line 1499 of file story.h.

◆ FLAG_DIGITIZE_WAVE_PLAN_SEEN

#define FLAG_DIGITIZE_WAVE_PLAN_SEEN   FLAG(0x40, 0x6C)

wstag311 event 981: the real goal was Gunslinger, the Digitize Wave will launch from Ragnarok; set at its end, tested 0 to start it

Definition at line 1502 of file story.h.

◆ FLAG_GUNSLINGER_1F_SOLDIER_SEEN

#define FLAG_GUNSLINGER_1F_SOLDIER_SEEN   FLAG(0x40, 0x6F)

wstag810 event 1010: a Metal Soldier sounds the intruder alert in Gunslinger 1F; set at its end, tested 0 to start it

Definition at line 1505 of file story.h.

◆ FLAG_GUNSLINGER_2F_SOLDIER_SEEN

#define FLAG_GUNSLINGER_2F_SOLDIER_SEEN   FLAG(0x40, 0x70)

wstag815 event 1020: a Metal Soldier sounds the intruder alert in Gunslinger 2F; set at its end, tested 0 to start it

Definition at line 1508 of file story.h.

◆ FLAG_MEGADEATH_TAUNT_SEEN

#define FLAG_MEGADEATH_TAUNT_SEEN   FLAG(0x40, 0x71)

wstag815 event 1030: Lord Megadeath taunts the player from beyond the Warp Gate; set at its end, tested 0 to start it

Definition at line 1511 of file story.h.

◆ FLAG_MEGADEATH_MEETING_SEEN

#define FLAG_MEGADEATH_MEETING_SEEN   FLAG(0x40, 0x73)

wstag815 event 1050: Lord Megadeath, a life form born in the network, meets the player; set at its end, tested 0 to start it

Definition at line 1514 of file story.h.

◆ FLAG_MEGADEATH_WIN_SEEN

#define FLAG_MEGADEATH_WIN_SEEN   FLAG(0x40, 0x74)

wstag820 event 1060: beaten, Lord Megadeath calls it a test and brings out Snatchmon; set at its end, tested to start events there

Definition at line 1517 of file story.h.

◆ FLAG_SNATCHMON_APPEARS_SEEN

#define FLAG_SNATCHMON_APPEARS_SEEN   FLAG(0x40, 0x75)

wstag820 event 1070: Snatchmon appears and questions Lord Megadeath's orders; set at its end, tested 0 to start it

Definition at line 1520 of file story.h.

◆ FLAG_BK_WARGREYMON_WIN_SEEN

#define FLAG_BK_WARGREYMON_WIN_SEEN   FLAG(0x40, 0x76)

wstag326 event 1281: BK WarGreymon loses and gives the Platinum ID; set at its end, tested 1 to start event 1282

Definition at line 1523 of file story.h.

◆ FLAG_BK_MEGAGARGOMON_CHALLENGE_SEEN

#define FLAG_BK_MEGAGARGOMON_CHALLENGE_SEEN   FLAG(0x40, 0x77)

wstag326 event 1282: the player accepts the battle of BK MegaGargomon, bored since no one comes; set at its end, tested 0 to start it

Definition at line 1526 of file story.h.

◆ FLAG_BK_MEGAGARGOMON_WIN_SEEN

#define FLAG_BK_MEGAGARGOMON_WIN_SEEN   FLAG(0x40, 0x78)

wstag376 event 1283: BK MegaGargomon loses and gives the Wild Helmet; set at its end, tested 1 to start event 1284

Definition at line 1529 of file story.h.

◆ FLAG_BK_IMPERIALDRAMON_WIN_SEEN

#define FLAG_BK_IMPERIALDRAMON_WIN_SEEN   FLAG(0x40, 0x7A)

wstag406 event 1285: BK Imperialdramon loses and gives the player a reward; set at its end, tested 1 to start event 1286

Definition at line 1532 of file story.h.

◆ FLAG_BK_SERAPHIMON_WIN_SEEN

#define FLAG_BK_SERAPHIMON_WIN_SEEN   FLAG(0x40, 0x7C)

wstag538 event 1287: BK Seraphimon says the player has passed his test of courage; set at its end, tested 1 to start event 1288

Definition at line 1535 of file story.h.

◆ FLAG_BK_WARGROWLMON_WIN_SEEN

#define FLAG_BK_WARGROWLMON_WIN_SEEN   FLAG(0x40, 0x7E)

wstag606 event 1289: BK WarGrowlmon loses and gives the Hazard Armor; set at its end, tested 1 to start event 1290

Definition at line 1538 of file story.h.

◆ FLAG_BK_KINGNUMEMON_CHALLENGE_SEEN

#define FLAG_BK_KINGNUMEMON_CHALLENGE_SEEN   FLAG(0x40, 0x7F)

wstag606 event 1290: BK KingNumemon claims to be far superior to other Numemon; set at its end, tested 0 to start it

Definition at line 1541 of file story.h.

◆ FLAG_BK_KINGNUMEMON_WIN_SEEN

#define FLAG_BK_KINGNUMEMON_WIN_SEEN   FLAG(0x40, 0x80)

wstag616 event 1291: BK KingNumemon loses and gives the player a reward; set at its end, tested 1 to start event 1292

Definition at line 1544 of file story.h.

◆ FLAG_FIRE_MASTER_WIN_SEEN

#define FLAG_FIRE_MASTER_WIN_SEEN   FLAG(0x40, 0x84)

wstag741 event 1295: Fire Master loses and gives the Mind Chip; set at its end, tested 0 to start it

Definition at line 1547 of file story.h.

◆ FLAG_DARK_MASTER_CHALLENGE_SEEN

#define FLAG_DARK_MASTER_CHALLENGE_SEEN   FLAG(0x40, 0x85)

wstag741 event 1296: the player challenges Dark Master; set at its end (gives the Mind Chip), tested 0 to show Fire Master

Definition at line 1550 of file story.h.

◆ FLAG_DARK_MASTER_WIN_SEEN

#define FLAG_DARK_MASTER_WIN_SEEN   FLAG(0x40, 0x86)

wstag746 event 1297: Dark Master loses and gives the EXP Adaptor; set at its end, tested 0 to start it

Definition at line 1553 of file story.h.

◆ FLAG_NUMEMON_BULLET_VALLEY_SEEN

#define FLAG_NUMEMON_BULLET_VALLEY_SEEN   FLAG(0x40, 0xA2)

wstag575 event 422: the player finds Numemon in Bullet Valley, who has nothing to tell; set at its end, tested 0 to start it

Definition at line 1556 of file story.h.

◆ FLAG_QING_LONG_CHIEF_WIN_SEEN

#define FLAG_QING_LONG_CHIEF_WIN_SEEN   FLAG(0x40, 0xA3)

wstag421 event 740: "Yeah, I beat Qing Long Chief!"; set at its end, tested 0 to show Qing Long Chief (actor 21)

Definition at line 1559 of file story.h.

◆ FLAG_HIANDROMON_WIN_SEEN

#define FLAG_HIANDROMON_WIN_SEEN   FLAG(0x40, 0xA6)

wstag605 event 510: HiAndromon lets the player pass, unlocks the Secret Stairs and gives the Rusty Rifle; set at its end

Definition at line 1562 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9000_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9000_SPRUNG   FLAG(0x40, 0xAA)

wstag740 event 9000: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1565 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9001_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9001_SPRUNG   FLAG(0x40, 0xAB)

wstag740 event 9001: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1568 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9002_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9002_SPRUNG   FLAG(0x40, 0xAC)

wstag740 event 9002: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1571 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9003_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9003_SPRUNG   FLAG(0x40, 0xAD)

wstag740 event 9003: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1574 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9004_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9004_SPRUNG   FLAG(0x40, 0xAE)

wstag740 event 9004: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1577 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9005_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9005_SPRUNG   FLAG(0x40, 0xAF)

wstag740 event 9005: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1580 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9006_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9006_SPRUNG   FLAG(0x40, 0xB0)

wstag740 event 9006: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1583 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9007_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9007_SPRUNG   FLAG(0x40, 0xB1)

wstag740 event 9007: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1586 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9008_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9008_SPRUNG   FLAG(0x40, 0xB2)

wstag740 event 9008: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1589 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9009_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9009_SPRUNG   FLAG(0x40, 0xB3)

wstag740 event 9009: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1592 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9010_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9010_SPRUNG   FLAG(0x40, 0xB4)

wstag740 event 9010: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1595 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9011_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9011_SPRUNG   FLAG(0x40, 0xB5)

wstag740 event 9011: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1598 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9012_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9012_SPRUNG   FLAG(0x40, 0xB6)

wstag740 event 9012: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1601 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9013_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9013_SPRUNG   FLAG(0x40, 0xB7)

wstag740 event 9013: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1604 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9014_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9014_SPRUNG   FLAG(0x40, 0xB8)

wstag740 event 9014: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1607 of file story.h.

◆ FLAG_ASUKA_FIRE_TRAP_9015_SPRUNG

#define FLAG_ASUKA_FIRE_TRAP_9015_SPRUNG   FLAG(0x40, 0xB9)

wstag740 event 9015: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1610 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9000_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9000_SPRUNG   FLAG(0x40, 0xBA)

wstag741 event 9000: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1613 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9001_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9001_SPRUNG   FLAG(0x40, 0xBB)

wstag741 event 9001: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1616 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9002_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9002_SPRUNG   FLAG(0x40, 0xBC)

wstag741 event 9002: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1619 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9003_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9003_SPRUNG   FLAG(0x40, 0xBD)

wstag741 event 9003: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1622 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9004_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9004_SPRUNG   FLAG(0x40, 0xBE)

wstag741 event 9004: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1625 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9005_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9005_SPRUNG   FLAG(0x40, 0xBF)

wstag741 event 9005: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1628 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9006_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9006_SPRUNG   FLAG(0x40, 0xC0)

wstag741 event 9006: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1631 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9007_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9007_SPRUNG   FLAG(0x40, 0xC1)

wstag741 event 9007: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1634 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9008_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9008_SPRUNG   FLAG(0x40, 0xC2)

wstag741 event 9008: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1637 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9009_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9009_SPRUNG   FLAG(0x40, 0xC3)

wstag741 event 9009: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1640 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9010_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9010_SPRUNG   FLAG(0x40, 0xC4)

wstag741 event 9010: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1643 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9011_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9011_SPRUNG   FLAG(0x40, 0xC5)

wstag741 event 9011: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1646 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9012_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9012_SPRUNG   FLAG(0x40, 0xC6)

wstag741 event 9012: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1649 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9013_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9013_SPRUNG   FLAG(0x40, 0xC7)

wstag741 event 9013: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1652 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9014_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9014_SPRUNG   FLAG(0x40, 0xC8)

wstag741 event 9014: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1655 of file story.h.

◆ FLAG_AMATERASU_FIRE_TRAP_9015_SPRUNG

#define FLAG_AMATERASU_FIRE_TRAP_9015_SPRUNG   FLAG(0x40, 0xC9)

wstag741 event 9015: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end, tested 0 to start it

Definition at line 1658 of file story.h.

◆ SPECIAL_HAS_FISHING_POLE_PARTS

#define SPECIAL_HAS_FISHING_POLE_PARTS   SPECIAL(0x3A)

the player has a Red Snapper, a Spider Web and a Bamboo Spear (items 7, 0x59 and 0xA7, checkItemSet 0): what Tai Kong Wong asks for to make the Fishing Pole (wstag340)

Definition at line 1673 of file story.h.

◆ SPECIAL_HAS_FIVE_EPIC_ITEMS

#define SPECIAL_HAS_FIVE_EPIC_ITEMS   SPECIAL(0x96)

the European and Japanese versions: the player has the Muramasa, Super Nova, Punishment, Eternally and Invincible (items 0x69, 0x77, 0x83, 0x90 and 0x9C, checkItemSet 1), the "5 strongest Epic Items" the extra chapter's leaders ask for (wstag949)

Definition at line 1678 of file story.h.

◆ SPECIAL_BALANCED_PACK_CHOSEN

#define SPECIAL_BALANCED_PACK_CHOSEN   SPECIAL(0)

the player chose the Balanced Pack at registration (GAME.partySet STARTER_PACK_BALANCED; NAMEET's string 10)

Definition at line 1685 of file story.h.

◆ SPECIAL_POWERFUL_PACK_CHOSEN

#define SPECIAL_POWERFUL_PACK_CHOSEN   SPECIAL(1)

the player chose the Powerful Pack at registration (GAME.partySet STARTER_PACK_POWERFUL; NAMEET's string 11)

Definition at line 1688 of file story.h.

◆ SPECIAL_MANIAC_PACK_CHOSEN

#define SPECIAL_MANIAC_PACK_CHOSEN   SPECIAL(2)

the player chose the Maniac Pack at registration (GAME.partySet STARTER_PACK_MANIAC; NAMEET's string 12)

Definition at line 1691 of file story.h.

◆ SPECIAL_KOTEMON_UNLOCKED

#define SPECIAL_KOTEMON_UNLOCKED   SPECIAL(0x10)

PARTNER_KOTEMON is unlocked.

Definition at line 1693 of file story.h.

◆ SPECIAL_KUMAMON_UNLOCKED

#define SPECIAL_KUMAMON_UNLOCKED   SPECIAL(0x12)

PARTNER_KUMAMON is unlocked.

Definition at line 1695 of file story.h.

◆ SPECIAL_MONMON_UNLOCKED

#define SPECIAL_MONMON_UNLOCKED   SPECIAL(0x11)

PARTNER_MONMON is unlocked.

Definition at line 1697 of file story.h.

◆ SPECIAL_AGUMON_UNLOCKED

#define SPECIAL_AGUMON_UNLOCKED   SPECIAL(0xB)

PARTNER_AGUMON is unlocked.

Definition at line 1699 of file story.h.

◆ SPECIAL_VEEMON_UNLOCKED

#define SPECIAL_VEEMON_UNLOCKED   SPECIAL(0xD)

PARTNER_VEEMON is unlocked.

Definition at line 1701 of file story.h.

◆ SPECIAL_GUILMON_UNLOCKED

#define SPECIAL_GUILMON_UNLOCKED   SPECIAL(0xC)

PARTNER_GUILMON is unlocked.

Definition at line 1703 of file story.h.

◆ SPECIAL_RENAMON_UNLOCKED

#define SPECIAL_RENAMON_UNLOCKED   SPECIAL(0xF)

PARTNER_RENAMON is unlocked.

Definition at line 1705 of file story.h.

◆ SPECIAL_PATAMON_UNLOCKED

#define SPECIAL_PATAMON_UNLOCKED   SPECIAL(0xE)

PARTNER_PATAMON is unlocked.

Definition at line 1707 of file story.h.

◆ SPECIAL_KOTEMON_IN_PARTY

#define SPECIAL_KOTEMON_IN_PARTY   SPECIAL(0x42)

PARTNER_KOTEMON is in the party.

Definition at line 1709 of file story.h.

◆ SPECIAL_KUMAMON_IN_PARTY

#define SPECIAL_KUMAMON_IN_PARTY   SPECIAL(0x44)

PARTNER_KUMAMON is in the party.

Definition at line 1711 of file story.h.

◆ SPECIAL_MONMON_IN_PARTY

#define SPECIAL_MONMON_IN_PARTY   SPECIAL(0x43)

PARTNER_MONMON is in the party.

Definition at line 1713 of file story.h.

◆ SPECIAL_AGUMON_IN_PARTY

#define SPECIAL_AGUMON_IN_PARTY   SPECIAL(0x47)

PARTNER_AGUMON is in the party.

Definition at line 1715 of file story.h.

◆ SPECIAL_VEEMON_IN_PARTY

#define SPECIAL_VEEMON_IN_PARTY   SPECIAL(0x46)

PARTNER_VEEMON is in the party.

Definition at line 1717 of file story.h.

◆ SPECIAL_GUILMON_IN_PARTY

#define SPECIAL_GUILMON_IN_PARTY   SPECIAL(0x45)

PARTNER_GUILMON is in the party.

Definition at line 1719 of file story.h.

◆ SPECIAL_RENAMON_IN_PARTY

#define SPECIAL_RENAMON_IN_PARTY   SPECIAL(0x49)

PARTNER_RENAMON is in the party.

Definition at line 1721 of file story.h.

◆ SPECIAL_PATAMON_IN_PARTY

#define SPECIAL_PATAMON_IN_PARTY   SPECIAL(0x48)

PARTNER_PATAMON is in the party.

Definition at line 1723 of file story.h.

◆ SPECIAL_UNLOCK_KOTEMON

#define SPECIAL_UNLOCK_KOTEMON   SPECIAL(0x37)

an action: unlocks PARTNER_KOTEMON; the talks that take or give its DDNA apply it

Definition at line 1726 of file story.h.

◆ SPECIAL_UNLOCK_KUMAMON

#define SPECIAL_UNLOCK_KUMAMON   SPECIAL(0x39)

an action: unlocks PARTNER_KUMAMON; the talks that take or give its DDNA apply it

Definition at line 1729 of file story.h.

◆ SPECIAL_UNLOCK_MONMON

#define SPECIAL_UNLOCK_MONMON   SPECIAL(0x38)

an action: unlocks PARTNER_MONMON; the talks that take or give its DDNA apply it

Definition at line 1732 of file story.h.

◆ SPECIAL_UNLOCK_AGUMON

#define SPECIAL_UNLOCK_AGUMON   SPECIAL(0x31)

an action: unlocks PARTNER_AGUMON; the talks that take or give its DDNA apply it

Definition at line 1735 of file story.h.

◆ SPECIAL_UNLOCK_VEEMON

#define SPECIAL_UNLOCK_VEEMON   SPECIAL(0x32)

an action: unlocks PARTNER_VEEMON; the talks that take or give its DDNA apply it

Definition at line 1738 of file story.h.

◆ SPECIAL_UNLOCK_GUILMON

#define SPECIAL_UNLOCK_GUILMON   SPECIAL(0x33)

an action: unlocks PARTNER_GUILMON; the talks that take or give its DDNA apply it

Definition at line 1741 of file story.h.

◆ SPECIAL_UNLOCK_RENAMON

#define SPECIAL_UNLOCK_RENAMON   SPECIAL(0x35)

an action: unlocks PARTNER_RENAMON; the talks that take or give its DDNA apply it

Definition at line 1744 of file story.h.

◆ SPECIAL_UNLOCK_PATAMON

#define SPECIAL_UNLOCK_PATAMON   SPECIAL(0x34)

an action: unlocks PARTNER_PATAMON; the talks that take or give its DDNA apply it

Definition at line 1747 of file story.h.

◆ SPECIAL_KOTEMON_LEVEL_45

#define SPECIAL_KOTEMON_LEVEL_45   SPECIAL(0x4A)

PARTNER_KOTEMON is unlocked and at level 45 or more.

Definition at line 1749 of file story.h.

◆ SPECIAL_KUMAMON_LEVEL_45

#define SPECIAL_KUMAMON_LEVEL_45   SPECIAL(0x4C)

PARTNER_KUMAMON is unlocked and at level 45 or more.

Definition at line 1751 of file story.h.

◆ SPECIAL_MONMON_LEVEL_45

#define SPECIAL_MONMON_LEVEL_45   SPECIAL(0x4B)

PARTNER_MONMON is unlocked and at level 45 or more.

Definition at line 1753 of file story.h.

◆ SPECIAL_AGUMON_LEVEL_45

#define SPECIAL_AGUMON_LEVEL_45   SPECIAL(0x4F)

PARTNER_AGUMON is unlocked and at level 45 or more.

Definition at line 1755 of file story.h.

◆ SPECIAL_VEEMON_LEVEL_45

#define SPECIAL_VEEMON_LEVEL_45   SPECIAL(0x4E)

PARTNER_VEEMON is unlocked and at level 45 or more.

Definition at line 1757 of file story.h.

◆ SPECIAL_GUILMON_LEVEL_45

#define SPECIAL_GUILMON_LEVEL_45   SPECIAL(0x4D)

PARTNER_GUILMON is unlocked and at level 45 or more.

Definition at line 1759 of file story.h.

◆ SPECIAL_RENAMON_LEVEL_45

#define SPECIAL_RENAMON_LEVEL_45   SPECIAL(0x51)

PARTNER_RENAMON is unlocked and at level 45 or more.

Definition at line 1761 of file story.h.

◆ SPECIAL_PATAMON_LEVEL_45

#define SPECIAL_PATAMON_LEVEL_45   SPECIAL(0x50)

PARTNER_PATAMON is unlocked and at level 45 or more.

Definition at line 1763 of file story.h.

◆ SPECIAL_PARTY_LEVEL_TOTAL_30

#define SPECIAL_PARTY_LEVEL_TOTAL_30   SPECIAL(0x25)

the party's levels add up to 30 or more (0 * 15 + 30)

Definition at line 1765 of file story.h.

◆ SPECIAL_PARTY_LEVEL_TOTAL_45

#define SPECIAL_PARTY_LEVEL_TOTAL_45   SPECIAL(0x26)

the party's levels add up to 45 or more (1 * 15 + 30)

Definition at line 1767 of file story.h.

◆ SPECIAL_PARTY_LEVEL_TOTAL_60

#define SPECIAL_PARTY_LEVEL_TOTAL_60   SPECIAL(0x27)

the party's levels add up to 60 or more (2 * 15 + 30)

Definition at line 1769 of file story.h.

◆ SPECIAL_PARTY_LEVEL_TOTAL_75

#define SPECIAL_PARTY_LEVEL_TOTAL_75   SPECIAL(0x28)

the party's levels add up to 75 or more (3 * 15 + 30)

Definition at line 1771 of file story.h.

◆ SPECIAL_PARTY_LEVEL_TOTAL_90

#define SPECIAL_PARTY_LEVEL_TOTAL_90   SPECIAL(0x29)

the party's levels add up to 90 or more (4 * 15 + 30)

Definition at line 1773 of file story.h.

◆ SPECIAL_KOTEMON_LOCKED

#define SPECIAL_KOTEMON_LOCKED   SPECIAL(0x2E)

PARTNER_KOTEMON is still locked.

Definition at line 1775 of file story.h.

◆ SPECIAL_KUMAMON_LOCKED

#define SPECIAL_KUMAMON_LOCKED   SPECIAL(0x30)

PARTNER_KUMAMON is still locked.

Definition at line 1777 of file story.h.

◆ SPECIAL_MONMON_LOCKED

#define SPECIAL_MONMON_LOCKED   SPECIAL(0x2F)

PARTNER_MONMON is still locked.

Definition at line 1779 of file story.h.

◆ SPECIAL_AGUMON_LOCKED

#define SPECIAL_AGUMON_LOCKED   SPECIAL(0x2A)

PARTNER_AGUMON is still locked.

Definition at line 1781 of file story.h.

◆ SPECIAL_VEEMON_LOCKED

#define SPECIAL_VEEMON_LOCKED   SPECIAL(0x2B)

PARTNER_VEEMON is still locked.

Definition at line 1783 of file story.h.

◆ SPECIAL_GUILMON_LOCKED

#define SPECIAL_GUILMON_LOCKED   SPECIAL(0x2C)

PARTNER_GUILMON is still locked.

Definition at line 1785 of file story.h.

◆ SPECIAL_RENAMON_LOCKED

#define SPECIAL_RENAMON_LOCKED   SPECIAL(0x36)

PARTNER_RENAMON is still locked.

Definition at line 1787 of file story.h.

◆ SPECIAL_PATAMON_LOCKED

#define SPECIAL_PATAMON_LOCKED   SPECIAL(0x2D)

PARTNER_PATAMON is still locked.

Definition at line 1789 of file story.h.

◆ SPECIAL_ALL_PARTNERS_LEVEL_45

#define SPECIAL_ALL_PARTNERS_LEVEL_45   SPECIAL(0x95)

the European and Japanese versions: every unlocked partner is at level 45 or more

Definition at line 1792 of file story.h.

◆ SPECIAL_HEAL_PARTY

#define SPECIAL_HEAL_PARTY   SPECIAL(0x53)

the European and Japanese versions, an action: restores the party's HP and MP

Definition at line 1795 of file story.h.

◆ SPECIAL_ALL_PARTNERS_UNLOCKED

#define SPECIAL_ALL_PARTNERS_UNLOCKED   SPECIAL(0x55)

the European and Japanese versions: all eight partners are unlocked

Definition at line 1797 of file story.h.

◆ SPECIAL_HAS_800_BIT

#define SPECIAL_HAS_800_BIT   SPECIAL(0x74)

the player has 800 BIT or more (MONEY_REQUIRED[0])

Definition at line 1802 of file story.h.

◆ SPECIAL_HAS_1600_BIT

#define SPECIAL_HAS_1600_BIT   SPECIAL(0x75)

the player has 1600 BIT or more (MONEY_REQUIRED[1])

Definition at line 1804 of file story.h.

◆ SPECIAL_HAS_2700_BIT

#define SPECIAL_HAS_2700_BIT   SPECIAL(0x76)

the player has 2700 BIT or more (MONEY_REQUIRED[2])

Definition at line 1806 of file story.h.

◆ SPECIAL_HAS_4000_BIT

#define SPECIAL_HAS_4000_BIT   SPECIAL(0x77)

the player has 4000 BIT or more (MONEY_REQUIRED[3])

Definition at line 1808 of file story.h.

◆ SPECIAL_HAS_6000_BIT

#define SPECIAL_HAS_6000_BIT   SPECIAL(0x78)

the player has 6000 BIT or more (MONEY_REQUIRED[4])

Definition at line 1810 of file story.h.

◆ SPECIAL_HAS_8700_BIT

#define SPECIAL_HAS_8700_BIT   SPECIAL(0x79)

the player has 8700 BIT or more (MONEY_REQUIRED[5])

Definition at line 1812 of file story.h.

◆ SPECIAL_HAS_11500_BIT

#define SPECIAL_HAS_11500_BIT   SPECIAL(0x7A)

the player has 11500 BIT or more (MONEY_REQUIRED[6])

Definition at line 1814 of file story.h.

◆ SPECIAL_HAS_17500_BIT

#define SPECIAL_HAS_17500_BIT   SPECIAL(0x7B)

the player has 17500 BIT or more (MONEY_REQUIRED[7])

Definition at line 1816 of file story.h.

◆ SPECIAL_HAS_24000_BIT

#define SPECIAL_HAS_24000_BIT   SPECIAL(0x7C)

the player has 24000 BIT or more (MONEY_REQUIRED[8])

Definition at line 1818 of file story.h.

◆ SPECIAL_HAS_32000_BIT

#define SPECIAL_HAS_32000_BIT   SPECIAL(0x7D)

the player has 32000 BIT or more (MONEY_REQUIRED[9])

Definition at line 1820 of file story.h.

◆ SPECIAL_GAIN_100_BIT

#define SPECIAL_GAIN_100_BIT   SPECIAL(0x8B)

an action: gives the player 100 BIT (MONEY_GAINS[0])

Definition at line 1822 of file story.h.

◆ SPECIAL_GAIN_300_BIT

#define SPECIAL_GAIN_300_BIT   SPECIAL(0x8C)

an action: gives the player 300 BIT (MONEY_GAINS[1])

Definition at line 1824 of file story.h.

◆ SPECIAL_GAIN_600_BIT

#define SPECIAL_GAIN_600_BIT   SPECIAL(0x8D)

an action: gives the player 600 BIT (MONEY_GAINS[2])

Definition at line 1826 of file story.h.

◆ SPECIAL_GAIN_1000_BIT

#define SPECIAL_GAIN_1000_BIT   SPECIAL(0x8E)

an action: gives the player 1000 BIT (MONEY_GAINS[3])

Definition at line 1828 of file story.h.

◆ SPECIAL_GAIN_1600_BIT

#define SPECIAL_GAIN_1600_BIT   SPECIAL(0x8F)

an action: gives the player 1600 BIT (MONEY_GAINS[4])

Definition at line 1830 of file story.h.

◆ SPECIAL_GAIN_3000_BIT

#define SPECIAL_GAIN_3000_BIT   SPECIAL(0x90)

an action: gives the player 3000 BIT (MONEY_GAINS[5])

Definition at line 1832 of file story.h.

◆ SPECIAL_GAIN_5000_BIT

#define SPECIAL_GAIN_5000_BIT   SPECIAL(0x91)

an action: gives the player 5000 BIT (MONEY_GAINS[6])

Definition at line 1834 of file story.h.

◆ SPECIAL_GAIN_8500_BIT

#define SPECIAL_GAIN_8500_BIT   SPECIAL(0x92)

an action: gives the player 8500 BIT (MONEY_GAINS[7])

Definition at line 1836 of file story.h.

◆ SPECIAL_LOSE_800_BIT

#define SPECIAL_LOSE_800_BIT   SPECIAL(0x7E)

an action: takes 800 BIT (MONEY_LOSSES[0])

Definition at line 1838 of file story.h.

◆ SPECIAL_LOSE_1600_BIT

#define SPECIAL_LOSE_1600_BIT   SPECIAL(0x7F)

an action: takes 1600 BIT (MONEY_LOSSES[1])

Definition at line 1840 of file story.h.

◆ SPECIAL_LOSE_2700_BIT

#define SPECIAL_LOSE_2700_BIT   SPECIAL(0x80)

an action: takes 2700 BIT (MONEY_LOSSES[2])

Definition at line 1842 of file story.h.

◆ SPECIAL_LOSE_4000_BIT

#define SPECIAL_LOSE_4000_BIT   SPECIAL(0x81)

an action: takes 4000 BIT (MONEY_LOSSES[3])

Definition at line 1844 of file story.h.

◆ SPECIAL_LOSE_6000_BIT

#define SPECIAL_LOSE_6000_BIT   SPECIAL(0x82)

an action: takes 6000 BIT (MONEY_LOSSES[4])

Definition at line 1846 of file story.h.

◆ SPECIAL_LOSE_8700_BIT

#define SPECIAL_LOSE_8700_BIT   SPECIAL(0x83)

an action: takes 8700 BIT (MONEY_LOSSES[5])

Definition at line 1848 of file story.h.

◆ SPECIAL_LOSE_11500_BIT

#define SPECIAL_LOSE_11500_BIT   SPECIAL(0x84)

an action: takes 11500 BIT (MONEY_LOSSES[6])

Definition at line 1850 of file story.h.

◆ SPECIAL_LOSE_17500_BIT

#define SPECIAL_LOSE_17500_BIT   SPECIAL(0x85)

an action: takes 17500 BIT (MONEY_LOSSES[7])

Definition at line 1852 of file story.h.

◆ SPECIAL_LOSE_24000_BIT

#define SPECIAL_LOSE_24000_BIT   SPECIAL(0x86)

an action: takes 24000 BIT (MONEY_LOSSES[8])

Definition at line 1854 of file story.h.

◆ SPECIAL_LOSE_32000_BIT

#define SPECIAL_LOSE_32000_BIT   SPECIAL(0x87)

an action: takes 32000 BIT (MONEY_LOSSES[9])

Definition at line 1856 of file story.h.

◆ SPECIAL_STORY_LOGGED_IN_TO_LISA_SAVED

#define SPECIAL_STORY_LOGGED_IN_TO_LISA_SAVED   SPECIAL(6)

GAME.progress is from STORY_LOGGED_IN to STORY_LISA_SAVED (PROGRESS_RANGES[0])

Definition at line 1863 of file story.h.

◆ SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT

#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT   SPECIAL(3)

GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])

Definition at line 1866 of file story.h.

◆ SPECIAL_STORY_GENJI_BEATEN_TO_MOVIE_BATTLES

#define SPECIAL_STORY_GENJI_BEATEN_TO_MOVIE_BATTLES   SPECIAL(0xA)

GAME.progress is from STORY_GENJI_BEATEN to 0x2C (PROGRESS_RANGES[2]); nothing sets 0x2C, so to STORY_MOVIE_BATTLES.

Definition at line 1869 of file story.h.

◆ SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_GAME_MASTER_CAUGHT

#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_GAME_MASTER_CAUGHT   SPECIAL(7)

GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[3])

Definition at line 1872 of file story.h.

◆ SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE

#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE   SPECIAL(4)

GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])

Definition at line 1875 of file story.h.

◆ SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_GUNSLINGER

#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_GUNSLINGER   SPECIAL(5)

GAME.progress is from STORY_ASUKA_HEADQUARTERS to 0x2A (PROGRESS_RANGES[5]); nothing sets 0x2A, so to STORY_GUNSLINGER.

Definition at line 1878 of file story.h.

◆ SPECIAL_STORY_SINCE_GENJI_BEATEN

#define SPECIAL_STORY_SINCE_GENJI_BEATEN   SPECIAL(9)

GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)

Definition at line 1881 of file story.h.

◆ SPECIAL_STORY_SINCE_SOUTH_STATION_GHOST

#define SPECIAL_STORY_SINCE_SOUTH_STATION_GHOST   SPECIAL(0x14)

GAME.progress is STORY_SOUTH_STATION_GHOST or later (PROGRESS_RANGES[7], to 0x63)

Definition at line 1884 of file story.h.

◆ SPECIAL_STORY_SINCE_KNIGHTMON_REPROGRAMMED

#define SPECIAL_STORY_SINCE_KNIGHTMON_REPROGRAMMED   SPECIAL(8)

GAME.progress is STORY_KNIGHTMON_REPROGRAMMED or later (PROGRESS_RANGES[8], to 0x63)

Definition at line 1887 of file story.h.

◆ SPECIAL_STORY_CONTROL_ROOM_TO_GUNSLINGER

#define SPECIAL_STORY_CONTROL_ROOM_TO_GUNSLINGER   SPECIAL(0x3F)

GAME.progress is from STORY_CONTROL_ROOM to 0x2A (PROGRESS_RANGES[9]); nothing sets 0x2A, so to STORY_GUNSLINGER.

Definition at line 1890 of file story.h.

◆ SPECIAL_STORY_SINCE_LISA_SAVED

#define SPECIAL_STORY_SINCE_LISA_SAVED   SPECIAL(0x40)

GAME.progress is STORY_LISA_SAVED or later (PROGRESS_RANGES[0xA], to 0x63)

Definition at line 1893 of file story.h.

◆ SPECIAL_STORY_SINCE_BYAKKO_LEADER_FOUGHT

#define SPECIAL_STORY_SINCE_BYAKKO_LEADER_FOUGHT   SPECIAL(0x41)

GAME.progress is STORY_BYAKKO_LEADER_FOUGHT or later (PROGRESS_RANGES[0xB], to 0x63)

Definition at line 1896 of file story.h.

◆ SPECIAL_STORY_SINCE_DE_SINCERITY

#define SPECIAL_STORY_SINCE_DE_SINCERITY   SPECIAL(0x93)

GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)

Definition at line 1899 of file story.h.

◆ SPECIAL_STORY_SINCE_DE_KNOWLEDGE

#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE   SPECIAL(0x94)

GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)

Definition at line 1902 of file story.h.

◆ SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF

#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF   SPECIAL(0x15)

GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])

Definition at line 1905 of file story.h.

◆ SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED

#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED   SPECIAL(0x16)

GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])

Definition at line 1908 of file story.h.

◆ SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM

#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM   SPECIAL(0x17)

GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])

Definition at line 1911 of file story.h.

◆ SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND

#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND   SPECIAL(0x18)

GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])

Definition at line 1914 of file story.h.

◆ SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE

#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE   SPECIAL(0x19)

GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])

Definition at line 1917 of file story.h.

◆ SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA

#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA   SPECIAL(0x1A)

GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])

Definition at line 1920 of file story.h.

◆ SPECIAL_STORY_AMATERASU_BRIDGE_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_AMATERASU_BRIDGE_TO_PRESIDENT_ARRESTED   SPECIAL(0x1C)

GAME.progress is from STORY_AMATERASU_BRIDGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x14])

Definition at line 1923 of file story.h.

◆ SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS

#define SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS   SPECIAL(0x1D)

GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])

Definition at line 1926 of file story.h.

◆ SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED   SPECIAL(0x21)

GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])

Definition at line 1929 of file story.h.

◆ SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED   SPECIAL(0x1E)

GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])

Definition at line 1932 of file story.h.

◆ SPECIAL_STORY_BLUE_ID_PASS_TO_AMATERASU_BRIDGE

#define SPECIAL_STORY_BLUE_ID_PASS_TO_AMATERASU_BRIDGE   SPECIAL(0x1F)

GAME.progress is from STORY_BLUE_ID_PASS to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x18])

Definition at line 1935 of file story.h.

◆ SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE

#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE   SPECIAL(0x20)

GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])

Definition at line 1938 of file story.h.

◆ SPECIAL_STORY_GENJI_BEATEN_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_GENJI_BEATEN_TO_PRESIDENT_ARRESTED   SPECIAL(0x22)

GAME.progress is from STORY_GENJI_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1A])

Definition at line 1941 of file story.h.

◆ SPECIAL_STORY_GENJI_BEATEN_TO_STAFF_PASS

#define SPECIAL_STORY_GENJI_BEATEN_TO_STAFF_PASS   SPECIAL(0x23)

GAME.progress is from STORY_GENJI_BEATEN to STORY_STAFF_PASS (PROGRESS_RANGES[0x1B])

Definition at line 1944 of file story.h.

◆ SPECIAL_STORY_TEDDY_FOUND_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_TEDDY_FOUND_TO_PRESIDENT_ARRESTED   SPECIAL(0x24)

GAME.progress is from STORY_TEDDY_FOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1C])

Definition at line 1947 of file story.h.

◆ SPECIAL_STORY_BYAKKO_BADGE_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_BYAKKO_BADGE_TO_PRESIDENT_ARRESTED   SPECIAL(0x3B)

GAME.progress is from STORY_BYAKKO_BADGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1D])

Definition at line 1950 of file story.h.

◆ SPECIAL_STORY_ZANBAMON_DRIVEN_OFF_TO_AGUMON_DISGUISE

#define SPECIAL_STORY_ZANBAMON_DRIVEN_OFF_TO_AGUMON_DISGUISE   SPECIAL(0x3C)

GAME.progress is from STORY_ZANBAMON_DRIVEN_OFF to STORY_AGUMON_DISGUISE (PROGRESS_RANGES[0x1E])

Definition at line 1953 of file story.h.

◆ SPECIAL_STORY_BULBMON_BEATEN_TO_PRESIDENT_ARRESTED

#define SPECIAL_STORY_BULBMON_BEATEN_TO_PRESIDENT_ARRESTED   SPECIAL(0x3D)

GAME.progress is from STORY_BULBMON_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1F])

Definition at line 1956 of file story.h.

◆ SPECIAL_STORY_LOOKING_FOR_TEDDY_TO_CONTROL_ROOM

#define SPECIAL_STORY_LOOKING_FOR_TEDDY_TO_CONTROL_ROOM   SPECIAL(0x3E)

GAME.progress is from STORY_LOOKING_FOR_TEDDY to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x20])

Definition at line 1959 of file story.h.

◆ SPECIAL_MASTER_ROOM_SENSOR_TOUCHED

#define SPECIAL_MASTER_ROOM_SENSOR_TOUCHED   SPECIAL(0x71)

one of the Master Room's sensors or more is touched

Definition at line 1967 of file story.h.

◆ SPECIAL_MASTER_ROOM_SENSORS_LEFT

#define SPECIAL_MASTER_ROOM_SENSORS_LEFT   SPECIAL(0x70)

two of the Master Room's sensors or more are still untouched

Definition at line 1969 of file story.h.

◆ SPECIAL_MASTER_ROOM_LAST_SENSOR_LEFT

#define SPECIAL_MASTER_ROOM_LAST_SENSOR_LEFT   SPECIAL(0x73)

exactly one of the Master Room's sensors is untouched

Definition at line 1971 of file story.h.

◆ SPECIAL_FOUR_LEADERS_FOUGHT

#define SPECIAL_FOUR_LEADERS_FOUGHT   SPECIAL(0x54)

the European and Japanese versions: FLAG_CHINRON_LEADER_FOUGHT, FLAG_ZHU_QUE_LEADER_FOUGHT, FLAG_BAI_HU_LEADER_FOUGHT and FLAG_XUAN_WU_LEADER_FOUGHT are all set, as the extra chapter's arena asks (wstag926)

Definition at line 1976 of file story.h.

◆ SPECIAL_SHOW_ITEM_GET_ICON

#define SPECIAL_SHOW_ITEM_GET_ICON   SPECIAL(0x13)

an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the talks that give an item or a partner apply it

Definition at line 1982 of file story.h.

Enumeration Type Documentation

◆ StoryProgress

The points of the story (GAME.progress), each named after the event that moves the story on to it, in the order the game plays them.

The stages' endEventN functions set them, and the scripts test them (PROGRESS(n), and PROGRESS_RANGES for the SPECIAL conditions). Each comment gives the stage and event that sets the point and what happens in it, and for some events the title (translated) that STAGSLCT's list of scenes, the debug menu, gives it ("DM0005" is event 5). Nothing sets 0x2A or 0x2C; PROGRESS_RANGES ends two ranges at them.

Enumerator
STORY_START 

a new game; WSTAG780's event 0, where Junior meets Ivy and Teddy at the Online Center in the real world, sets it again

STORY_ACCOUNT_REGISTERED 

WSTAG785, event 1: the account is registered, and the clerk sends Junior to the Chamber Room.

STORY_LOGGED_IN 

WSTAG225 (Login Room, Asuka City), event 5: the first login, where the account clerk explains Digimon Online (DM0005, "first step online")

STORY_PARTNERS_RECEIVED 

WSTAG212, events 10 to 12: the Tamer Service downloads the starter pack's Digimon (DM0010-DM0012, "partner get")

STORY_GENJI_BEATEN 

WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi gives its tips; the field menu opens from here on.

STORY_SEIRYU_BADGE 

WSTAG420, event 71: the Seiryu Leader is beaten (the Silver ID and the Seiryu Badge), and an earthquake stops the gondola.

STORY_FAKE_BLUE_CARD 

WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.

STORY_SOUTH_STATION_GHOST 

WSTAG440 (South Station), event 152: a ghost's voice in the empty station.

STORY_SEPIKMON_MASK_LOST 

WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his lost mask (DM0180, "a mask for Sepikmon", is the next event)

STORY_AGUMON_SUITS 

WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit, gives the player the Agumon Suits.

STORY_ZANBAMON_DRIVEN_OFF 

WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.

STORY_SUZAKU_BADGE 

WSTAG520, event 261: the Suzaku Leader is beaten (the Suzaku Badge), and Kail says Teddy went to Asuka City's Admin Center.

STORY_LOOKING_FOR_TEDDY 

WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.

STORY_AGUMON_DISGUISE 

WSTAG237 (Underground Path), event 300: in the Agumon Suit; Kail goes on ahead alone.

STORY_TEDDY_FOUND 

WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the Game Master.

STORY_DE_SINCERITY 

WSTAG460 (Reliability Spot), event 370: the Qing Long Chief, asked for the Digi-Egg of Knowledge, fights the player (the DE Sincerity)

STORY_NUMEMON_FOUND 

WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.

STORY_BYAKKO_BADGE 

WSTAG655 (Mirage Room), event 431: HiAndromon guards the way to Numemon (the Byakko Badge)

STORY_LISA_SAVED 

WSTAG605 (Operation Room), event 511: the player saves Lisa from WaruMonzaemon (the Rusty Rifle)

STORY_LUCKY_MOUSE 

WSTAG615 (Sewers), event 531: Lucky Mouse appears (DM0531, "Lucky Mouse appears")

STORY_BYAKKO_LEADER_FOUGHT 

WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A.o.A and fights.

STORY_STAFF_PASS 

WSTAG620, event 551: Nick finds a Staff Pass for the player.

STORY_CONTROL_ROOM 

WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.

STORY_GAME_MASTER_CAUGHT 

WSTAG305 (Master Room), event 661: the Game Master is caught, but Vemmon takes over the Optical Network; an emergency chamber is said to be in the North Sector.

STORY_KNIGHTMON_REPROGRAMMED 

WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon, which takes the player for a virus.

STORY_CODE_PASSES_NEEDED 

WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.

STORY_BULBMON_FOUND 

WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.

STORY_JUNGLE_SOUND 

WSTAG545 (Bug Maze Pit), event 711: Patamon heard a weird sound from the jungle, where its leader went.

STORY_BLUE_ID_PASS 

WSTAG421 (Qing Long City), event 743: with the Blue ID Pass a Trooper takes the player for the Qing Long Chief, and Zhu Que City opens.

STORY_BULBMON_BEATEN 

WSTAG521 (Zhu Que Hall), event 751: Bulbmon is beaten (the Red ID Pass); its hole leads on to the Amaterasu server.

STORY_DE_KNOWLEDGE 

WSTAG526 (Zhu Que UG Lake), event 760: the fight with Zanbamon (the DE Knowledge)

STORY_GENBU_BADGE 

WSTAG755 (Battle Gate), event 781: the Xuen Wu Chief, who holds the Black ID Pass, fights the player (the Genbu Badge)

STORY_REAL_WORLD 

WSTAG750 (the emergency Matrix Chamber), event 820: back in the real world, for 180 seconds.

STORY_NETWORK_OFFLINE 

WSTAG750, event 886: the news say the Optical Network is offline.

STORY_WAY_TO_AMATERASU 

WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters, is still to be found.

STORY_WHITE_ID_PASS 

WSTAG676 (Bai Hu Dome), event 901: the General says the A.o.A came on Bulbmon (the White ID Pass)

STORY_BLACK_ID_PASS 

WSTAG756 (Battle Gate), event 911: the Black ID Pass.

STORY_AMATERASU_BRIDGE 

WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.

STORY_PRESIDENT_ARRESTED 

WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WSTAG311's events 931 to 933)

STORY_ASUKA_HEADQUARTERS 

WSTAG310 (A.o.A Headquarters, Asuka City), event 961.

STORY_OPERATION_SIGMA 

WSTAG311 (A.o.A Headquarters, Amaterasu City), event 982, after event 981, where the A.o.A's Operation Sigma and the Gunslinger come out.

STORY_GUNSLINGER 

WSTAG810 (Gunslinger 1F), event 1035.

STORY_MOVIE_BATTLES 

WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.

STORY_EXTRA 

WSTAG780, event 1500, in the European and Japanese versions: the extra chapter, whose stages are FIELDSTG_extraStages (WSTAG920 to WSTAG974)

Definition at line 20 of file story.h.