Digimon World 3 decomp
The European version, SLES_039.36
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wstag376.c
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1/*
2 * WSTAG376: Protocol Ruins, East Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG375.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/*
10 * Back from the battle after event 1283, starts event 1284, with BK
11 * MegaGargomon, unless it has played
12 */
13void updateStage(StageTask *task, void **children) {
14 switch (task->state) {
15 case TASK_INIT:
16 default:
17 task->nextState(task);
19 children[0] = FIELDSTG_startEvent(0x504);
20 }
21 break;
22 case TASK_RUN:
23 case TASK_DONE:
24 case TASK_KILL:
25 break;
26 }
27}
28
29#define STAGE_CHILDREN_SIZE 4
31
32/*
33 * After event 1283, with BK MegaGargomon: lets event 1284 start and starts
34 * the stage's event battle 1
35 */
40
41/*
42 * After event 1284, with BK MegaGargomon: gives the player the Wild Helmet
43 * and keeps it from playing again
44 */
45void endEvent1284(void) {
46 FLAGS_00.applyAction(FLAG(0x40, 0x79), 1);
47 FLAGS_00.applyAction(ITEM(5, 0xF2), 1);
48}
49
50const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
51#if VERSION_US || VERSION_JP
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
54#define STAGE_FILE 0x579
55#elif VERSION_EU
56#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
57#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
58#define STAGE_FILE 0x589
59#endif
60/* Sets the stage up: its map, actors, battles and events, playing PYRA_BGM */
83
85 SCRIPT_FOLLOW(1, 2),
86 SCRIPT_WALK(2, 0x411, 0xA1, 5),
87 SCRIPT_PLACE(0x106, 0x431, 0x91),
88 SCRIPT_POSE(0x106, 1, 1),
91 SCRIPT_POSE(2, 1, 5),
92 SCRIPT_WAIT(6),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_TALK(0, 1, 2, 3),
95 SCRIPT_POSE(2, 7, 5),
97 SCRIPT_POSE(2, 1, 5),
98 SCRIPT_WAIT(0x1E),
99 SCRIPT_TALK(0, 2, 0x106, 0),
101 SCRIPT_WAIT(0x1E),
102 SCRIPT_TALK(0, 3, 2, 3),
103 SCRIPT_POSE(2, 7, 5),
105 SCRIPT_POSE(2, 1, 5),
106 SCRIPT_WAIT(0x1E),
107 SCRIPT_TALK(0, 4, 0x106, 0),
109 SCRIPT_WAIT(0x1E),
111};
113 SCRIPT_FOLLOW(1, 2),
114 SCRIPT_PLACE(2, 0x411, 0xA1),
115 SCRIPT_POSE(2, 1, 5),
116 SCRIPT_PLACE(0x106, 0x431, 0x91),
117 SCRIPT_POSE(0x106, 1, 1),
118 SCRIPT_WAIT(0x78),
119 SCRIPT_TALK(0, 1, 0x106, 0),
121 SCRIPT_WAIT(0x1E),
122 SCRIPT_TALK(0, 2, 2, 3),
123 SCRIPT_POSE(2, 7, 5),
125 SCRIPT_POSE(2, 1, 5),
126 SCRIPT_WAIT(0x1E),
127 SCRIPT_TALK(0, 3, 0x106, 0),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_TALK(0, 4, 2, 3),
132 SCRIPT_POSE(2, 7, 5),
134 SCRIPT_POSE(2, 1, 5),
135 SCRIPT_WAIT(0x1E),
136 SCRIPT_TALK(0, 5, 0x106, 0),
138 SCRIPT_WAIT(0x3C),
140};
167AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
168AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
182AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
183AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
197 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
198 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
199 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
200 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
201 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
202 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
203 { 0x140, 0x100, 0x14E, 0x100, 0x38, 0, 0x140, 0x1FF },
204 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x150, 0x1FF },
205};
207u16 actor0Talk1Conditions[] = { ITEM(3, 0x8E), 0, FLAG(0, 0), 0, CODES_END };
209u16 actor0Talk2Conditions[] = { ITEM(3, 0x8E), 0, FLAG(0, 0), 1, ITEM(2, 0x8A), 0, CODES_END };
210u16 actor0Talk3Conditions[] = { ITEM(3, 0x8E), 0, FLAG(0, 0), 1, ITEM(2, 0x8A), 1, CODES_END };
212 ITEM(3, 0x8E), 1,
213 ITEM(3, 0x8D), 0,
214 ITEM(2, 0x8A), 0,
216 CODES_END,
217};
242 { actor1Talk1Conditions, NULL, 0x49 },
243 { NULL, NULL, 0 },
244};
247 { actor2Talk1Conditions, NULL, 0x4C },
248 { NULL, NULL, 0 },
249};
252 { actor3Talk1Conditions, NULL, 0x4A },
253 { NULL, NULL, 0 },
254};
257 { actor4Talk1Conditions, NULL, 0x4B },
258 { NULL, NULL, 0 },
259};
262 { actor5Talk1Conditions, NULL, 0x4D },
263 { NULL, NULL, 0 },
264};
268 ITEM(3, 0x8D), 1,
269 ITEM(3, 0x8E), 0,
270 CODES_END,
271};
278FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x106, 5, 1073, 145, 1 };
279FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x106, 5, 1073, 145, 1 };
280FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x106, 5, 1073, 145, 1 };
281FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x106, 5, 1073, 145, 1 };
282FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x106, 5, 1073, 145, 1 };
284 &actor0,
285 &actor1,
286 &actor2,
287 &actor3,
288 &actor4,
289 &actor5,
290 NULL,
291};
293 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
294};
296 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x294, 0x510, 0x88, 1, 0, 0, 0 },
297 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DEPTH, 8, 0, 0, 0, 0, 0, 0 },
298 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DEPTH, 4, 0, 0, 0, 0, 0, 0 },
299 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_MAP, 1, 0, 0, 0, 0, 0, 0 },
300 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_MAP, 0, 0, 0, 0, 0, 0, 0 },
301 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
302 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
303 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x7E, 0x1AF, 0, 0, 0, 0 },
304 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x6D, 0x117, 0, 0, 0, 0 },
305 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
306 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
307};
308void (*stageFuncs[])(void) = {
310};
312 { 1283, script1283, EVENT_TEXT(0x22), NULL, endEvent1283 },
313 { 1284, script1284, EVENT_TEXT(0x23), NULL, endEvent1284 },
314 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
315 { -1, NULL, 0, NULL, NULL },
316};
#define NULL
Definition common.h:17
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).
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
Definition field.c:1010
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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 SLOT_DEPTH
the player's depth, arg
Definition field_map.h:259
#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 SLOT_MAP
the map the player is on, arg (FieldMap.setMap)
Definition field_map.h:260
#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 SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define FIELD_MAP_FLOOR1
Definition field_map.h:86
#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 FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#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 SLOT_DROP
Definition field_map.h:258
#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 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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_PROTOCOL_RUINS
PYRA_BGM: the Protocol Ruins.
Definition sound.h:85
#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,...
#define SPECIAL_PATAMON_IN_PARTY
PARTNER_PATAMON is in the party.
Definition story.h:1723
@ 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 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_MAGNAGARGOMON_BEATEN
wstag376 Protocol Ruins: set with event 1283, BK MagnaGargomon lost and gives the Wild Helmet; later ...
Definition story.h:624
#define FLAG_BK_MEGAGARGOMON_WIN_SEEN
wstag376 event 1283: BK MegaGargomon loses and gives the Wild Helmet; set at its end,...
Definition story.h:1529
#define SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS
GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
Definition story.h:1926
#define SPECIAL_PATAMON_LEVEL_45
PARTNER_PATAMON is unlocked and at level 45 or more.
Definition story.h:1763
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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
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 wstag376.c:272
AreaBattle area2Battle7
Definition wstag376.c:174
FieldActorEntry actor0
Definition wstag376.c:277
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag376.c:308
s16 script1284[]
Definition wstag376.c:112
u16 actor0Talk0Conditions[]
Definition wstag376.c:206
FieldTalk actor2Talks[]
Definition wstag376.c:245
AreaBattle area2Battle6
Definition wstag376.c:173
u16 actor0Talk1Conditions[]
Definition wstag376.c:207
u16 actor2Talk1Conditions[]
Definition wstag376.c:223
void endEvent1284(void)
After event 1284, with BK MegaGargomon: gives the player the Wild Helmet and keeps it from playing ag...
Definition wstag376.c:45
u16 actor5Talk0Conditions[]
Definition wstag376.c:230
FieldTalk actor5Talks[]
Definition wstag376.c:260
AreaBattle area1Battle6
Definition wstag376.c:160
FieldActorEntry actor5
Definition wstag376.c:282
u16 actor1Talk1Conditions[]
Definition wstag376.c:220
AreaBattle area0Battle7
Definition wstag376.c:148
FieldActorEntry actor2
Definition wstag376.c:279
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag376.c:50
u16 actor3Talk0Conditions[]
Definition wstag376.c:224
AreaBattle area3Battle4
Definition wstag376.c:184
AreaBattle area3Battle3
Definition wstag376.c:183
AreaBattle area0Battle1
Definition wstag376.c:142
u16 actor0Talk3Conditions[]
Definition wstag376.c:210
AreaBattle area2Battle0
Definition wstag376.c:167
FieldActorEntry * stageActors[]
Definition wstag376.c:283
u16 actor0Talk1Actions[]
Definition wstag376.c:208
AreaBattle area1Battle2
Definition wstag376.c:156
AreaBattle area3Battle0
Definition wstag376.c:180
u16 actor4Talk1Conditions[]
Definition wstag376.c:229
AreaBattle area0Battle6
Definition wstag376.c:147
FieldTalk actor1Talks[]
Definition wstag376.c:240
AreaBattle area3Battle2
Definition wstag376.c:182
u16 actor1Talk0Conditions[]
Definition wstag376.c:218
FieldTalk actor0Talks[]
Definition wstag376.c:233
void endEvent1283(void)
After event 1283, with BK MegaGargomon: lets event 1284 start and starts the stage's event battle 1.
Definition wstag376.c:36
AreaBattle area3Battle1
Definition wstag376.c:181
AreaBattle area0Battle3
Definition wstag376.c:144
u16 actor3Talk1Conditions[]
Definition wstag376.c:226
u16 actor2Talk0Actions[]
Definition wstag376.c:222
FieldTalk actor4Talks[]
Definition wstag376.c:255
u16 actor4Conditions[]
Definition wstag376.c:275
FieldActorEntry actor4
Definition wstag376.c:281
u16 actor3Conditions[]
Definition wstag376.c:274
AreaBattle area3Battle6
Definition wstag376.c:186
s16 script1283[]
Definition wstag376.c:84
ActorImage stageImages[]
Definition wstag376.c:196
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing PYRA_BGM.
Definition wstag376.c:61
AreaBattle area2Battle4
Definition wstag376.c:171
u16 actor4Talk0Conditions[]
Definition wstag376.c:227
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag376.c:292
u16 actor5Conditions[]
Definition wstag376.c:276
FieldTalk actor3Talks[]
Definition wstag376.c:250
BattleList area3Battles
Definition wstag376.c:188
AreaBattle area3Battle5
Definition wstag376.c:185
AreaBattle area0Battle5
Definition wstag376.c:146
BattleList area1Battles
Definition wstag376.c:162
u16 actor5Talk0Actions[]
Definition wstag376.c:231
BattleList area2Battles
Definition wstag376.c:175
u16 actor2Talk0Conditions[]
Definition wstag376.c:221
AreaBattle area1Battle4
Definition wstag376.c:158
AreaBattle area2Battle2
Definition wstag376.c:169
u16 actor0Talk2Conditions[]
Definition wstag376.c:209
AreaBattle area1Battle5
Definition wstag376.c:159
StageSlot stageSlots[]
Definition wstag376.c:295
AreaBattle area2Battle1
Definition wstag376.c:168
u16 actor1Talk0Actions[]
Definition wstag376.c:219
u16 actor5Talk1Conditions[]
Definition wstag376.c:232
AreaBattle area1Battle3
Definition wstag376.c:157
AreaBattle area1Battle0
Definition wstag376.c:154
FieldActorEntry actor1
Definition wstag376.c:278
AreaBattle area0Battle0
Definition wstag376.c:141
AreaBattle area0Battle2
Definition wstag376.c:143
#define STAGE_FILE
Definition wstag376.c:58
AreaBattle area2Battle5
Definition wstag376.c:172
u16 actor4Talk0Actions[]
Definition wstag376.c:228
AreaBattle area1Battle1
Definition wstag376.c:155
AreaBattle area2Battle3
Definition wstag376.c:170
u16 actor2Conditions[]
Definition wstag376.c:273
AreaBattle area0Battle4
Definition wstag376.c:145
#define STAGE_TEXT
Definition wstag376.c:56
u16 actor3Talk0Actions[]
Definition wstag376.c:225
AreaBattle area3Battle7
Definition wstag376.c:187
BattleList area0Battles
Definition wstag376.c:149
AreaBattle area1Battle7
Definition wstag376.c:161
FieldActorEntry actor3
Definition wstag376.c:280
FieldBattles stageBattles[]
Definition wstag376.c:193
FieldEvent stageEvents[]
Definition wstag376.c:311
u16 actor0Conditions[]
Definition wstag376.c:265
u16 actor0Talk3Actions[]
Definition wstag376.c:211