Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag351.c
Go to the documentation of this file.
1/*
2 * WSTAG351: West Wire Forest, East Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG350.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
14#define STAGE_FILE 0x698
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
17#define STAGE_FILE 0x6A8
18#endif
19/*
20 * Sets the stage up: its map, actors, battles and events, playing FIELDBGM;
21 * BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
22 */
47
74AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
104 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
105 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
106 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
107 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
108 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
109 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
110 { 0x140, 0x100, 0x166, 0x118, 0x98, 0x18, 0x170, 0x1FF },
111 { 0x140, 0x100, 0x16E, 0x118, 0xB8, 0x18, 0x140, 0x1FE },
112};
121 FLAG(0, 0), 1,
122 PARTY_STAT(6), 0,
123 CODES_END,
124};
126 FLAG(0, 0), 1,
127 PARTY_STAT(6), 1,
128 PARTY_STAT(8), 0,
130 CODES_END,
131};
148 FLAG(0, 0), 1,
149 PARTY_STAT(6), 1,
150 PARTY_STAT(8), 1,
152 ITEM(0, 0x14), 0,
153 CODES_END,
154};
157 FLAG(0, 0), 1,
158 PARTY_STAT(6), 1,
159 PARTY_STAT(8), 1,
161 ITEM(0, 0x14), 1,
162 PARTY_STAT(9), 0,
163 CODES_END,
164};
167 FLAG(0, 0), 1,
168 PARTY_STAT(6), 1,
169 PARTY_STAT(8), 1,
171 ITEM(0, 0x14), 1,
172 PARTY_STAT(9), 1,
173 CODES_END,
174};
179u16 actor1Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(9), 1, FLAG(0xE, 0x3D), 0, CODES_END };
180u16 actor1Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x3D), 1, CODES_END };
182 FLAG(0, 0), 1,
183 PARTY_STAT(9), 1,
184 PARTY_STAT(0xB), 0,
185 FLAG(0xE, 0x3D), 1,
186 CODES_END,
187};
189 FLAG(0, 0), 1,
190 PARTY_STAT(9), 1,
191 PARTY_STAT(0xB), 1,
192 FLAG(0xE, 0x3D), 1,
193 CODES_END,
194};
209 FLAG(0, 1), 1,
210 PARTY_STAT(6), 0,
211 CODES_END,
212};
215 FLAG(0, 1), 1,
216 PARTY_STAT(6), 1,
217 PARTY_STAT(8), 0,
218 CODES_END,
219};
223 FLAG(0, 1), 1,
224 PARTY_STAT(6), 1,
225 PARTY_STAT(8), 1,
226 FLAG(0xE, 0x1D), 0,
227 CODES_END,
228};
229u16 actor4Talk5Actions[] = { FLAG(0xE, 0x1D), 1, EVENT_BATTLE(1), 1, CODES_END };
232 FLAG(0, 1), 1,
233 PARTY_STAT(6), 1,
234 PARTY_STAT(8), 1,
235 FLAG(0xE, 0x1D), 1,
236 ITEM(0, 0x14), 0,
237 CODES_END,
238};
241 FLAG(0, 1), 1,
242 PARTY_STAT(6), 1,
243 PARTY_STAT(8), 1,
244 FLAG(0xE, 0x1D), 1,
245 ITEM(0, 0x14), 1,
246 PARTY_STAT(9), 0,
247 CODES_END,
248};
251 FLAG(0, 1), 1,
252 PARTY_STAT(6), 1,
253 PARTY_STAT(8), 1,
254 FLAG(0xE, 0x1D), 1,
255 PARTY_STAT(9), 1,
256 ITEM(0, 0x14), 1,
257 CODES_END,
258};
263u16 actor5Talk2Conditions[] = { FLAG(0, 1), 1, PARTY_STAT(9), 1, FLAG(0xE, 0x3E), 0, CODES_END };
264u16 actor5Talk2Actions[] = { EVENT_BATTLE(1), 1, FLAG(0xE, 0x3E), 1, CODES_END };
266 FLAG(0, 1), 1,
267 PARTY_STAT(9), 1,
268 FLAG(0xE, 0x3E), 1,
269 PARTY_STAT(0xB), 0,
270 CODES_END,
271};
273 FLAG(0, 1), 1,
274 PARTY_STAT(9), 1,
275 FLAG(0xE, 0x3E), 1,
276 PARTY_STAT(0xB), 1,
277 CODES_END,
278};
306 { NULL, NULL, 0x24B },
307 { NULL, NULL, 0 },
308};
336 { NULL, NULL, 0x22B },
337 { NULL, NULL, 0 },
338};
378 &actor0,
379 &actor1,
380 &actor2,
381 &actor3,
382 &actor4,
383 &actor5,
384 &actor6,
385 &actor7,
386 NULL,
387};
389 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 311, 249, 0, 0 },
390 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 728, 359, 0, 0 },
391 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 930, 44, 0, 0 },
392 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 145, 396, 0, 0 },
393 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 239, 425, 0, 0 },
394 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 441, 339, 339, 0 },
395 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 488, 363, 363, 0 },
396 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 527, 207, 207, 0 },
397 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 576, 230, 230, 0 },
398 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 584, 131, 131, 0 },
399 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 632, 107, 107, 0 },
400 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 679, 83, 83, 0 },
401 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 687, 551, 551, 0 },
402 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 760, 83, 83, 0 },
403 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 784, 551, 551, 0 },
404 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 808, 107, 107, 0 },
405 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 856, 131, 131, 0 },
406 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 880, 551, 551, 0 },
407 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 896, 151, 151, 0 },
408 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 944, 463, 463, 0 },
409 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 991, 440, 440, 0 },
410 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1037, 410, 410, 0 },
411 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1079, 395, 395, 0 },
412 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1144, 387, 387, 0 },
413 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1192, 410, 410, 0 },
414 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1240, 435, 435, 0 },
415 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1280, 455, 455, 0 },
416 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1304, 499, 499, 0 },
417 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1328, 335, 335, 0 },
418 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1336, 531, 531, 0 },
419 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1368, 355, 355, 0 },
420 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1380, 553, 553, 0 },
421 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1411, 376, 376, 0 },
422 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
423};
425 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28D, 0x28C, 0x33C, 3, 0, 0, 0 },
426 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x291, 0x8C, 0xCE, 7, 0, 0, 0 },
427 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x50, 0, 0, 0, 0, 0 },
428 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFD0, 0x38, 0, 0, 0, 0, 0 },
429 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
430 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
431};
432void (*stageFuncs[])(void) = {
434};
436 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
437 { -1, NULL, 0, NULL, NULL },
438};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
Definition field.c:1010
#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 SLOT_EVENT
starts the event arg
Definition field_map.h:262
#define FIELD_FLAG_ENCOUNTERED
The FLAGS_00 flag that every encounter sets (FIELDSTG_startEncounter); until it is set,...
Definition field_map.h:190
#define SLOT_GAUGE
the gauge game
Definition field_map.h:261
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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 FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC_FIELD
FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape.
Definition sound.h:83
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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,...
#define FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define FLAG_WEST_WIRE_FOREST_TROOPER_FOUGHT
wstag351 (West Wire Forest): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:893
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
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
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
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor1Conditions[]
Definition wstag351.c:350
u16 actor0Talk0Actions[]
Definition wstag351.c:114
AreaBattle area2Battle7
Definition wstag351.c:81
FieldActorEntry actor0
Definition wstag351.c:369
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag351.c:432
FieldActorEntry actor6
Definition wstag351.c:375
u16 actor7Talk1Conditions[]
Definition wstag351.c:281
u16 actor0Talk7Conditions[]
Definition wstag351.c:155
u16 actor0Talk0Conditions[]
Definition wstag351.c:113
u16 actor5Talk3Conditions[]
Definition wstag351.c:265
FieldTalk actor2Talks[]
Definition wstag351.c:305
AreaBattle area2Battle6
Definition wstag351.c:80
u16 actor5Talk2Actions[]
Definition wstag351.c:264
u16 actor0Talk1Conditions[]
Definition wstag351.c:115
u16 actor4Talk3Conditions[]
Definition wstag351.c:207
u16 actor4Talk1Actions[]
Definition wstag351.c:204
u16 actor4Talk8Conditions[]
Definition wstag351.c:249
u16 actor4Talk6Conditions[]
Definition wstag351.c:230
u16 actor0Talk8Conditions[]
Definition wstag351.c:165
u16 actor4Talk2Actions[]
Definition wstag351.c:206
u16 actor7Talk2Conditions[]
Definition wstag351.c:283
u16 actor5Talk0Conditions[]
Definition wstag351.c:260
FieldTalk actor5Talks[]
Definition wstag351.c:327
AreaBattle area1Battle6
Definition wstag351.c:67
FieldActorEntry actor5
Definition wstag351.c:374
u16 actor4Talk4Conditions[]
Definition wstag351.c:213
u16 actor1Talk2Actions[]
Definition wstag351.c:180
u16 actor1Talk1Conditions[]
Definition wstag351.c:178
AreaBattle area0Battle7
Definition wstag351.c:55
FieldActorEntry actor2
Definition wstag351.c:371
u16 actor3Talk0Conditions[]
Definition wstag351.c:196
AreaBattle area3Battle4
Definition wstag351.c:91
AreaBattle area3Battle3
Definition wstag351.c:90
AreaBattle area0Battle1
Definition wstag351.c:49
u16 actor0Talk3Conditions[]
Definition wstag351.c:119
AreaBattle area2Battle0
Definition wstag351.c:74
u16 actor7Talk0Conditions[]
Definition wstag351.c:280
FieldActorEntry * stageActors[]
Definition wstag351.c:377
u16 actor0Talk1Actions[]
Definition wstag351.c:116
AreaBattle area1Battle2
Definition wstag351.c:63
u16 actor0Talk8Actions[]
Definition wstag351.c:175
AreaBattle area3Battle0
Definition wstag351.c:87
u16 actor4Talk1Conditions[]
Definition wstag351.c:203
u16 actor7Talk1Actions[]
Definition wstag351.c:282
AreaBattle area0Battle6
Definition wstag351.c:54
u16 actor4Talk4Actions[]
Definition wstag351.c:220
FieldTalk actor1Talks[]
Definition wstag351.c:297
u16 actor4Talk5Conditions[]
Definition wstag351.c:221
AreaBattle area3Battle2
Definition wstag351.c:89
u16 actor5Talk4Actions[]
Definition wstag351.c:279
u16 actor1Talk0Conditions[]
Definition wstag351.c:176
FieldTalk actor0Talks[]
Definition wstag351.c:285
u16 actor0Talk4Conditions[]
Definition wstag351.c:125
AreaBattle area3Battle1
Definition wstag351.c:88
AreaBattle area0Battle3
Definition wstag351.c:51
u16 actor3Talk2Conditions[]
Definition wstag351.c:199
u16 actor3Talk1Conditions[]
Definition wstag351.c:197
FieldTalk actor4Talks[]
Definition wstag351.c:315
u16 actor4Conditions[]
Definition wstag351.c:357
FieldActorEntry actor4
Definition wstag351.c:373
u16 actor3Conditions[]
Definition wstag351.c:356
AreaBattle area3Battle6
Definition wstag351.c:93
u16 actor4Talk7Conditions[]
Definition wstag351.c:239
ActorImage stageImages[]
Definition wstag351.c:103
FieldTalk actor6Talks[]
Definition wstag351.c:335
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing FIELDBGM; BGM_0029 instead except at ...
Definition wstag351.c:23
AreaBattle area2Battle4
Definition wstag351.c:78
u16 actor4Talk0Conditions[]
Definition wstag351.c:201
u16 actor0Talk4Actions[]
Definition wstag351.c:132
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag351.c:388
u16 actor5Conditions[]
Definition wstag351.c:362
FieldTalk actor3Talks[]
Definition wstag351.c:309
u16 actor3Talk1Actions[]
Definition wstag351.c:198
BattleList area3Battles
Definition wstag351.c:95
u16 actor3Talk2Actions[]
Definition wstag351.c:200
AreaBattle area3Battle5
Definition wstag351.c:92
AreaBattle area0Battle5
Definition wstag351.c:53
BattleList area1Battles
Definition wstag351.c:69
u16 actor5Talk0Actions[]
Definition wstag351.c:261
u16 actor0Talk2Actions[]
Definition wstag351.c:118
u16 actor0Talk5Conditions[]
Definition wstag351.c:133
BattleList area2Battles
Definition wstag351.c:82
AreaBattle area1Battle4
Definition wstag351.c:65
u16 actor6Conditions[]
Definition wstag351.c:363
AreaBattle area2Battle2
Definition wstag351.c:76
u16 actor0Talk2Conditions[]
Definition wstag351.c:117
AreaBattle area1Battle5
Definition wstag351.c:66
u16 actor0Talk5Actions[]
Definition wstag351.c:141
FieldActorEntry actor7
Definition wstag351.c:376
StageSlot stageSlots[]
Definition wstag351.c:424
AreaBattle area2Battle1
Definition wstag351.c:75
u16 actor1Talk0Actions[]
Definition wstag351.c:177
u16 actor5Talk1Conditions[]
Definition wstag351.c:262
AreaBattle area1Battle3
Definition wstag351.c:64
u16 actor0Talk6Conditions[]
Definition wstag351.c:146
AreaBattle area1Battle0
Definition wstag351.c:61
u16 actor4Talk5Actions[]
Definition wstag351.c:229
u16 actor5Talk2Conditions[]
Definition wstag351.c:263
u16 actor1Talk2Conditions[]
Definition wstag351.c:179
FieldActorEntry actor1
Definition wstag351.c:370
AreaBattle area0Battle0
Definition wstag351.c:48
AreaBattle area0Battle2
Definition wstag351.c:50
#define STAGE_FILE
Definition wstag351.c:17
AreaBattle area2Battle5
Definition wstag351.c:79
u16 actor4Talk0Actions[]
Definition wstag351.c:202
AreaBattle area1Battle1
Definition wstag351.c:62
u16 actor7Conditions[]
Definition wstag351.c:368
AreaBattle area2Battle3
Definition wstag351.c:77
u16 actor4Talk8Actions[]
Definition wstag351.c:259
u16 actor2Conditions[]
Definition wstag351.c:351
FieldTalk actor7Talks[]
Definition wstag351.c:339
AreaBattle area0Battle4
Definition wstag351.c:52
u16 actor1Talk4Actions[]
Definition wstag351.c:195
#define STAGE_TEXT
Definition wstag351.c:16
AreaBattle area3Battle7
Definition wstag351.c:94
u16 actor1Talk4Conditions[]
Definition wstag351.c:188
BattleList area0Battles
Definition wstag351.c:56
AreaBattle area1Battle7
Definition wstag351.c:68
u16 actor4Talk2Conditions[]
Definition wstag351.c:205
u16 actor5Talk4Conditions[]
Definition wstag351.c:272
FieldActorEntry actor3
Definition wstag351.c:372
FieldBattles stageBattles[]
Definition wstag351.c:100
FieldEvent stageEvents[]
Definition wstag351.c:435
u16 actor1Talk3Conditions[]
Definition wstag351.c:181
u16 actor0Conditions[]
Definition wstag351.c:345
u16 actor7Talk2Actions[]
Definition wstag351.c:284