Digimon World 3 decomp
The European version, SLES_039.36
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wstag326.c
Go to the documentation of this file.
1/*
2 * WSTAG326: Control Room, Amaterasu City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG325.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/*
10 * Command 834 of the event scripts, which none of them uses: shows map
11 * objects 1 and 2 instead of 3 and 4 while running, and the other way round
12 * once done
13 */
15 StageTile *tile;
16
17 switch (task->state) {
18 case TASK_INIT:
19 default:
20 task->nextState(task);
21 break;
22 case TASK_RUN:
23 for (tile = FIELDSTG_state.objects; tile->margin != 0; tile++) {
24 switch (tile->anim) {
25 case 1:
26 tile->visible = 1;
27 break;
28 case 2:
29 tile->visible = 1;
30 break;
31 case 3:
32 tile->visible = 0;
33 break;
34 case 4:
35 tile->visible = 0;
36 break;
37 }
38 }
39 break;
40 case TASK_DONE:
41 for (tile = FIELDSTG_state.objects; tile->margin != 0; tile++) {
42 switch (tile->anim) {
43 case 1:
44 tile->visible = 0;
45 break;
46 case 2:
47 tile->visible = 0;
48 break;
49 case 3:
50 tile->visible = 1;
51 break;
52 case 4:
53 tile->visible = 1;
54 break;
55 }
56 }
57 break;
58 case TASK_KILL:
59 break;
60 }
61}
62
63/* Command 834 of the event scripts: creates its task (updateCommand834) with the given id */
65 return createTaskWithId(updateCommand834, 0x50, 0, arg);
66}
67
68/* Command 834 of the event scripts: told 0x35A, swaps the map objects back (TASK_DONE) */
70 if (task != NULL && id == 0x35A) {
71 task->setState(task, TASK_DONE);
72 }
73}
74
75/*
76 * Back from the battle after event 1281, starts event 1282, with BK
77 * WarGreymon, unless it has played
78 */
79void updateStage(StageTask *task, void **children) {
80 switch (task->state) {
81 case TASK_INIT:
82 default:
83 task->nextState(task);
85 children[1] = FIELDSTG_startEvent(0x502);
86 }
87 break;
88 case TASK_RUN:
89 case TASK_DONE:
90 case TASK_KILL:
91 break;
92 }
93}
94
95#define STAGE_CHILDREN_SIZE 0x8
97
98/*
99 * After event 1281, with BK WarGreymon: lets event 1282 start and starts the
100 * stage's event battle 0
101 */
106
107/*
108 * After event 1282, with BK WarGreymon: gives the player the Platinum ID and
109 * keeps it from playing again
110 */
115
116#if VERSION_US || VERSION_JP
117#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
118#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
119#define STAGE_FILE 0x52A
120#elif VERSION_EU
121#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
122#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
123#define STAGE_FILE 0x53A
124#endif
125/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0003 */
145
147 SCRIPT_FOLLOW(1, 2),
148 SCRIPT_WALK(2, 0x18D, 0x10E, 5),
149 SCRIPT_PLACE(0x105, 0x1A9, 0x100),
150 SCRIPT_POSE(0x105, 1, 1),
153 SCRIPT_POSE(2, 1, 5),
154 SCRIPT_WAIT(6),
155 SCRIPT_WAIT(0x1E),
156 SCRIPT_TALK(0, 1, 2, 3),
157 SCRIPT_POSE(2, 7, 5),
159 SCRIPT_POSE(2, 1, 5),
160 SCRIPT_WAIT(0x1E),
161 SCRIPT_TALK(0, 2, 0x105, 0),
163 SCRIPT_WAIT(0x1E),
164 SCRIPT_TALK(0, 3, 2, 3),
165 SCRIPT_POSE(2, 7, 5),
167 SCRIPT_POSE(2, 1, 5),
168 SCRIPT_WAIT(0x1E),
169 SCRIPT_TALK(0, 4, 0x105, 0),
171 SCRIPT_WAIT(0x1E),
173 /* after the end, the original's padding up to a word, which isn't zeros */
174#if VERSION_EU || VERSION_JP
175 0x6004,
176#endif
177};
179 SCRIPT_FOLLOW(1, 2),
180 SCRIPT_PLACE(2, 0x18D, 0x10E),
181 SCRIPT_POSE(2, 1, 5),
182 SCRIPT_PLACE(0x105, 0x1A9, 0x100),
183 SCRIPT_POSE(0x105, 1, 1),
184 SCRIPT_WAIT(0x78),
185 SCRIPT_TALK(0, 1, 0x105, 0),
187 SCRIPT_WAIT(0x1E),
188 SCRIPT_TALK(0, 2, 2, 3),
189 SCRIPT_POSE(2, 7, 5),
191 SCRIPT_POSE(2, 1, 5),
192 SCRIPT_WAIT(0x1E),
193 SCRIPT_TALK(0, 3, 0x105, 0),
196 SCRIPT_WAIT(0x1E),
197 SCRIPT_TALK(0, 4, 2, 3),
198 SCRIPT_POSE(2, 7, 5),
200 SCRIPT_POSE(2, 1, 5),
201 SCRIPT_WAIT(0x1E),
202 SCRIPT_TALK(0, 5, 0x105, 0),
204 SCRIPT_WAIT(0x3C),
206};
207AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
208AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
209AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
210AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
211AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
212AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
213AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
220AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
221AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
222AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
223AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
224AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
225AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
226AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
227AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
233AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
234AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
235AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
236AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
237AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
238AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
239AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
240AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
248AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
249AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
250AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
251AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
252AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
253AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
263 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
264 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
265 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
266 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
267 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
268 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
269 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x140, 0x1FB },
270};
308 { actor1Talk1Conditions, NULL, 0xB3 },
309 { NULL, NULL, 0 },
310};
313 { actor2Talk1Conditions, NULL, 0xB4 },
314 { NULL, NULL, 0 },
315};
323 &actor0,
324 &actor1,
325 &actor2,
326 NULL,
327};
329 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 374, 301, 0, 0 },
330 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 390, 293, 0, 0 },
331 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 406, 285, 0, 0 },
332 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 422, 277, 0, 0 },
333 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 458, 262, 0, 0 },
334 { 1, 1, 0x40, 6, 0x32, 2, 0, 2, 0x10, 0, 438, 220, 0, 0 },
335 { 1, 3, 0x40, 6, 0x33, 2, 0, 1, 0x10, 0, 438, 220, 0, 0 },
336 { 1, 4, 0x40, 6, 0x35, 2, 0, 3, 4, 0, 444, 202, 0, 0 },
337 { 1, 2, 0x40, 6, 0x34, 2, 0, 3, 4, 0, 444, 202, 0, 0 },
338 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 294, 261, 0, 0 },
339 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 310, 253, 0, 0 },
340 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 326, 245, 0, 0 },
341 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 342, 237, 0, 0 },
342 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 374, 220, 0, 0 },
343 { 1, 0, 0x40, 6, 0xC, 0, 0, 0, 0, 0, 448, 207, 0, 0 },
344 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
345};
347 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28A, 0x3F8, 0x2DC, 1, 0, 0, 0 },
348 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
349};
350void (*stageFuncs[])(void) = {
352};
354 { 1281, script1281, EVENT_TEXT(0x20), NULL, endEvent1281 },
355 { 1282, script1282, EVENT_TEXT(0x21), NULL, endEvent1282 },
356 { -1, NULL, 0, NULL, NULL },
357};
#define NULL
Definition common.h:17
signed int s32
Definition common.h:11
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
Definition field_map.h:85
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#define CODES_END
Definition game_state.h:83
#define ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define MUSIC_CONTROL_ROOM
ENV_0003: the cities' Control Room.
Definition sound.h:119
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define FLAG_BK_WARGREYMON_BEATEN
wstag326 Amaterasu Control Room: set with event 1281, BK WarGreymon lost and gives the Platinum ID
Definition story.h:639
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
Definition story.h:1920
#define FLAG_BK_MEGAGARGOMON_CHALLENGE_SEEN
wstag326 event 1282: the player accepts the battle of BK MegaGargomon, bored since no one comes; set ...
Definition story.h:1526
#define FLAG_BK_WARGREYMON_WIN_SEEN
wstag326 event 1281: BK WarGreymon loses and gives the Platinum ID; set at its end,...
Definition story.h:1523
#define SPECIAL_STORY_AMATERASU_BRIDGE_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_AMATERASU_BRIDGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x14])
Definition story.h:1923
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
FieldBattles * battles
Definition field_map.h:450
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
void(* setState)(struct StageTask *task, s32 state)
Definition stage.h:27
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
u8 margin
how far off the view it is still drawn; 0 ends the table
Definition field_map.h:214
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
Definition field_map.h:210
Definition gfx.h:352
void * createTaskWithId(void(*update)(), s32 size, s32 childrenSize, s32 id)
Allocates a zeroed task of size bytes (header included) with room for childrenSize / 4 child tasks.
Definition task.c:80
u16 actor1Conditions[]
Definition wstag326.c:317
u16 actor0Talk0Actions[]
Definition wstag326.c:276
AreaBattle area2Battle7
Definition wstag326.c:240
FieldActorEntry actor0
Definition wstag326.c:319
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag326.c:350
u16 actor0Talk0Conditions[]
Definition wstag326.c:271
FieldTalk actor2Talks[]
Definition wstag326.c:311
AreaBattle area2Battle6
Definition wstag326.c:239
void * createCommand834(s32 arg)
Command 834 of the event scripts: creates its task (updateCommand834) with the given id.
Definition wstag326.c:64
u16 actor0Talk1Conditions[]
Definition wstag326.c:277
u16 actor2Talk1Conditions[]
Definition wstag326.c:298
AreaBattle area1Battle6
Definition wstag326.c:226
u16 actor1Talk1Conditions[]
Definition wstag326.c:295
s16 script1282[]
Definition wstag326.c:178
AreaBattle area0Battle7
Definition wstag326.c:214
FieldActorEntry actor2
Definition wstag326.c:321
void handleCommand834(StageTask *task, s32 id)
Command 834 of the event scripts: told 0x35A, swaps the map objects back (TASK_DONE)
Definition wstag326.c:69
AreaBattle area3Battle4
Definition wstag326.c:250
AreaBattle area3Battle3
Definition wstag326.c:249
AreaBattle area0Battle1
Definition wstag326.c:208
u16 actor0Talk3Conditions[]
Definition wstag326.c:288
AreaBattle area2Battle0
Definition wstag326.c:233
FieldActorEntry * stageActors[]
Definition wstag326.c:322
void endEvent1282(void)
After event 1282, with BK WarGreymon: gives the player the Platinum ID and keeps it from playing agai...
Definition wstag326.c:111
AreaBattle area1Battle2
Definition wstag326.c:222
AreaBattle area3Battle0
Definition wstag326.c:246
void updateCommand834(StageTask *task)
Command 834 of the event scripts, which none of them uses: shows map objects 1 and 2 instead of 3 and...
Definition wstag326.c:14
AreaBattle area0Battle6
Definition wstag326.c:213
FieldTalk actor1Talks[]
Definition wstag326.c:306
AreaBattle area3Battle2
Definition wstag326.c:248
u16 actor1Talk0Conditions[]
Definition wstag326.c:293
FieldTalk actor0Talks[]
Definition wstag326.c:299
AreaBattle area3Battle1
Definition wstag326.c:247
AreaBattle area0Battle3
Definition wstag326.c:210
u16 actor2Talk0Actions[]
Definition wstag326.c:297
AreaBattle area3Battle6
Definition wstag326.c:252
ActorImage stageImages[]
Definition wstag326.c:262
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0003.
Definition wstag326.c:126
AreaBattle area2Battle4
Definition wstag326.c:237
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag326.c:328
BattleList area3Battles
Definition wstag326.c:254
AreaBattle area3Battle5
Definition wstag326.c:251
AreaBattle area0Battle5
Definition wstag326.c:212
BattleList area1Battles
Definition wstag326.c:228
u16 actor0Talk2Actions[]
Definition wstag326.c:287
BattleList area2Battles
Definition wstag326.c:241
u16 actor2Talk0Conditions[]
Definition wstag326.c:296
AreaBattle area1Battle4
Definition wstag326.c:224
AreaBattle area2Battle2
Definition wstag326.c:235
u16 actor0Talk2Conditions[]
Definition wstag326.c:282
AreaBattle area1Battle5
Definition wstag326.c:225
StageSlot stageSlots[]
Definition wstag326.c:346
AreaBattle area2Battle1
Definition wstag326.c:234
u16 actor1Talk0Actions[]
Definition wstag326.c:294
AreaBattle area1Battle3
Definition wstag326.c:223
AreaBattle area1Battle0
Definition wstag326.c:220
FieldActorEntry actor1
Definition wstag326.c:320
AreaBattle area0Battle0
Definition wstag326.c:207
AreaBattle area0Battle2
Definition wstag326.c:209
#define STAGE_FILE
Definition wstag326.c:123
AreaBattle area2Battle5
Definition wstag326.c:238
AreaBattle area1Battle1
Definition wstag326.c:221
AreaBattle area2Battle3
Definition wstag326.c:236
u16 actor2Conditions[]
Definition wstag326.c:318
void endEvent1281(void)
After event 1281, with BK WarGreymon: lets event 1282 start and starts the stage's event battle 0.
Definition wstag326.c:102
s16 script1281[]
Definition wstag326.c:146
AreaBattle area0Battle4
Definition wstag326.c:211
#define STAGE_TEXT
Definition wstag326.c:121
AreaBattle area3Battle7
Definition wstag326.c:253
BattleList area0Battles
Definition wstag326.c:215
AreaBattle area1Battle7
Definition wstag326.c:227
FieldBattles stageBattles[]
Definition wstag326.c:259
FieldEvent stageEvents[]
Definition wstag326.c:353
u16 actor0Conditions[]
Definition wstag326.c:316