Digimon World 3 decomp
The European version, SLES_039.36
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wstag406.c
Go to the documentation of this file.
1/*
2 * WSTAG406: Tyranno Valley, East Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG405.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8/* Defined below, after the code that uses them */
10
12
14
16
17/* Creates the stage helper task, and the event object when flag 0x407A is set and 0x407B is not */
18void updateStage(StageTask *task, void **children) {
19 switch (task->state) {
20 case TASK_INIT:
21 default:
22 children[0] = createTileAnims();
23 task->nextState(task);
25 children[1] = FIELDSTG_startEvent(0x506);
26 }
27 break;
28 case TASK_RUN:
29 case TASK_DONE:
30 case TASK_KILL:
31 break;
32 }
33}
34
35#define STAGE_CHILDREN_SIZE 0x8
37
38/*
39 * After event 1285, with BK Imperialdramon: lets event 1286 start and starts
40 * the stage's event battle 0
41 */
46
47/*
48 * After event 1286, with BK Imperialdramon: gives the player the Hazard
49 * Helmet and keeps it from playing again
50 */
51void endEvent1286(void) {
52 FLAGS_00.applyAction(FLAG(0x40, 0x7B), 1);
53 FLAGS_00.applyAction(ITEM(5, 0xF5), 1);
54}
55
56#if VERSION_US || VERSION_JP
57#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
58#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
59#define STAGE_FILE 0x734
60#elif VERSION_EU
61#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
62#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
63#define STAGE_FILE 0x744
64#endif
65/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007 */
86
88 SCRIPT_FOLLOW(1, 2),
89 SCRIPT_WALK(2, 0x37B, 0x153, 5),
90 SCRIPT_PLACE(0x108, 0x39B, 0x13D),
91 SCRIPT_POSE(0x108, 1, 1),
94 SCRIPT_POSE(2, 1, 5),
95 SCRIPT_WAIT(6),
96 SCRIPT_WAIT(0x1E),
97 SCRIPT_TALK(0, 1, 2, 3),
98 SCRIPT_POSE(2, 7, 5),
100 SCRIPT_POSE(2, 1, 5),
101 SCRIPT_WAIT(0x1E),
102 SCRIPT_TALK(0, 2, 0x108, 0),
104 SCRIPT_WAIT(0x1E),
105 SCRIPT_TALK(0, 3, 2, 3),
106 SCRIPT_POSE(2, 7, 5),
108 SCRIPT_POSE(2, 1, 5),
109 SCRIPT_WAIT(0x1E),
110 SCRIPT_TALK(0, 4, 0x108, 0),
112 SCRIPT_WAIT(0x1E),
114 /* after the end, the original's padding up to a word, which isn't zeros */
115#if VERSION_US
116 0x800A,
117#elif VERSION_EU || VERSION_JP
118 0x2,
119#endif
120};
122 SCRIPT_FOLLOW(1, 2),
123 SCRIPT_PLACE(2, 0x37B, 0x153),
124 SCRIPT_POSE(2, 1, 5),
125 SCRIPT_PLACE(0x108, 0x39B, 0x13D),
126 SCRIPT_POSE(0x108, 1, 1),
127 SCRIPT_WAIT(0x78),
128 SCRIPT_TALK(0, 1, 0x108, 0),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_TALK(0, 2, 2, 3),
132 SCRIPT_POSE(2, 7, 5),
134 SCRIPT_POSE(2, 1, 5),
135 SCRIPT_WAIT(0x1E),
136 SCRIPT_TALK(0, 3, 0x108, 0),
139 SCRIPT_WAIT(0x1E),
140 SCRIPT_TALK(0, 4, 2, 3),
141 SCRIPT_POSE(2, 7, 5),
143 SCRIPT_POSE(2, 1, 5),
144 SCRIPT_WAIT(0x1E),
145 SCRIPT_TALK(0, 5, 0x108, 0),
147 SCRIPT_WAIT(0x3C),
149};
151 { 50, 8 }, { 51, 4 }, { 52, 8 }, { 53, 4 },
152 { 54, 8 }, { 55, 4 }, { 56, 8 }, { 57, 16 },
153 { 58, 4 }, { 59, 8 }, { 60, 4 }, { 61, 8 },
154 { 62, 8 }, { 63, 12 }, { 64, 20 }, { 65, 4 },
155 { 66, 8 }, { 67, 4 }, { 68, 8 }, { 69, 8 },
156 { 70, 8 }, { 71, 8 }, { 72, 8 }, { 73, 4 },
157 { 74, 8 }, { 75, 4 }, { 76, 8 }, { 77, 8 },
158 { 78, 8 }, { 79, 8 }, { 80, 8 }, { 81, 12 },
159 { 82, 8 }, { 83, 30 }, { 255, 0 },
160};
187AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
192AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
193AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
194AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
204AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
205AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
206AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
207AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
217 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
218 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
219 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
220 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
221 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
222 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
223 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x170, 0x1FF },
224};
242 { actor0Talk1Conditions, NULL, 0x99 },
243 { NULL, NULL, 0 },
244};
247 { actor1Talk1Conditions, NULL, 0x9A },
248 { NULL, NULL, 0 },
249};
252 { actor2Talk1Conditions, NULL, 0x9B },
253 { NULL, NULL, 0 },
254};
257 { actor3Talk1Conditions, NULL, 0x9C },
258 { NULL, NULL, 0 },
259};
262 { actor4Talk1Conditions, NULL, 0x9D },
263 { NULL, NULL, 0 },
264};
276 &actor0,
277 &actor1,
278 &actor2,
279 &actor3,
280 &actor4,
281 NULL,
282};
284 { 1, 1, 0xE6, 2, 0x32, 0, 0, 0, 0, 0, 966, 364, 0, 0 },
285 { 1, 0, 0x40, 2, 0x54, 2, 0, 2, 6, 0, 931, 293, 0, 0 },
286 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 176, 403, 0, 0 },
287 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 600, 1073, 0, 0 },
288 { 1, 0, 0x78, 6, 7, 0, 0, 0, 0, 0, 745, 598, 0, 0 },
289 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 298, 442, 505, 0 },
290 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
291};
293 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x299, 0x648, 0xD0, 1, 0, 0, 0 },
294 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0xF0, 0x4D8, 0, 0, 0, 0 },
295 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x100, 0x450, 0, 0, 0, 0 },
296 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x102, 0x420, 0, 0, 0, 0 },
297 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0xF2, 0x388, 0, 0, 0, 0 },
298 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x1D2, 0x4C8, 0, 0, 0, 0 },
299 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x1C2, 0x460, 0, 0, 0, 0 },
300 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xF, 0x1AF, 0x428, 0, 0, 0, 0 },
301 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xF, 0x1BF, 0x330, 0, 0, 0, 0 },
302 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0x16, 0, 0, 0, 0, 0, 0 },
303 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x330, 0x208, 0, 0, 0, 0 },
304 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x340, 0x170, 0, 0, 0, 0 },
305 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
306};
307void (*stageFuncs[])(void) = {
309};
311 { 1285, script1285, EVENT_TEXT(0x1B), NULL, endEvent1285 },
312 { 1286, script1286, EVENT_TEXT(0x1C), NULL, endEvent1286 },
313 { -1, NULL, 0, NULL, NULL },
314};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
void * createTileAnims(void)
Creates the updateTileAnims task.
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 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 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 SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
Definition sound.h:123
#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 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_IMPERIALDRAMON_BEATEN
wstag406 Tyranno Valley: set with event 1285, BK Imperialdramon says "Hey, I lost" and gives an item
Definition story.h:627
#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 FLAG_BK_IMPERIALDRAMON_WIN_SEEN
wstag406 event 1285: BK Imperialdramon loses and gives the player a reward; set at its end,...
Definition story.h:1532
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
One frame of a sprite animation; frame 0xFF ends it (or loops it)
Definition gfx.h:296
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
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 wstag406.c:266
u16 actor0Talk0Actions[]
Definition wstag406.c:226
AreaBattle area2Battle7
Definition wstag406.c:194
FieldActorEntry actor0
Definition wstag406.c:270
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag406.c:307
u16 actor0Talk0Conditions[]
Definition wstag406.c:225
FieldTalk actor2Talks[]
Definition wstag406.c:250
AreaBattle area2Battle6
Definition wstag406.c:193
u16 actor0Talk1Conditions[]
Definition wstag406.c:227
u16 actor2Talk1Conditions[]
Definition wstag406.c:233
AreaBattle area1Battle6
Definition wstag406.c:180
u16 actor1Talk1Conditions[]
Definition wstag406.c:230
AreaBattle area0Battle7
Definition wstag406.c:168
FieldActorEntry actor2
Definition wstag406.c:272
u16 actor3Talk0Conditions[]
Definition wstag406.c:234
void endEvent1286(void)
After event 1286, with BK Imperialdramon: gives the player the Hazard Helmet and keeps it from playin...
Definition wstag406.c:51
AreaBattle area3Battle4
Definition wstag406.c:204
AreaBattle area3Battle3
Definition wstag406.c:203
s16 script1285[]
Definition wstag406.c:87
AreaBattle area0Battle1
Definition wstag406.c:162
AreaBattle area2Battle0
Definition wstag406.c:187
s16 script1286[]
Definition wstag406.c:121
FieldActorEntry * stageActors[]
Definition wstag406.c:275
AreaBattle area1Battle2
Definition wstag406.c:176
AreaBattle area3Battle0
Definition wstag406.c:200
u16 actor4Talk1Conditions[]
Definition wstag406.c:239
AreaBattle area0Battle6
Definition wstag406.c:167
FieldTalk actor1Talks[]
Definition wstag406.c:245
AreaBattle area3Battle2
Definition wstag406.c:202
u16 actor1Talk0Conditions[]
Definition wstag406.c:228
FieldTalk actor0Talks[]
Definition wstag406.c:240
AreaBattle area3Battle1
Definition wstag406.c:201
AreaBattle area0Battle3
Definition wstag406.c:164
u16 actor3Talk1Conditions[]
Definition wstag406.c:236
u16 actor2Talk0Actions[]
Definition wstag406.c:232
FieldTalk actor4Talks[]
Definition wstag406.c:260
u16 actor4Conditions[]
Definition wstag406.c:269
FieldActorEntry actor4
Definition wstag406.c:274
u16 actor3Conditions[]
Definition wstag406.c:268
AreaBattle area3Battle6
Definition wstag406.c:206
ActorImage stageImages[]
Definition wstag406.c:216
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007.
Definition wstag406.c:66
AreaBattle area2Battle4
Definition wstag406.c:191
u16 actor4Talk0Conditions[]
Definition wstag406.c:237
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag406.c:283
AnimFrame updateTileAnimsFrames[]
Defined below, after the code that uses them.
Definition wstag406.c:150
FieldTalk actor3Talks[]
Definition wstag406.c:255
BattleList area3Battles
Definition wstag406.c:208
AreaBattle area3Battle5
Definition wstag406.c:205
AreaBattle area0Battle5
Definition wstag406.c:166
BattleList area1Battles
Definition wstag406.c:182
void endEvent1285(void)
After event 1285, with BK Imperialdramon: lets event 1286 start and starts the stage's event battle 0...
Definition wstag406.c:42
BattleList area2Battles
Definition wstag406.c:195
u16 actor2Talk0Conditions[]
Definition wstag406.c:231
AreaBattle area1Battle4
Definition wstag406.c:178
AreaBattle area2Battle2
Definition wstag406.c:189
AreaBattle area1Battle5
Definition wstag406.c:179
StageSlot stageSlots[]
Definition wstag406.c:292
AreaBattle area2Battle1
Definition wstag406.c:188
u16 actor1Talk0Actions[]
Definition wstag406.c:229
AreaBattle area1Battle3
Definition wstag406.c:177
AreaBattle area1Battle0
Definition wstag406.c:174
FieldActorEntry actor1
Definition wstag406.c:271
AreaBattle area0Battle0
Definition wstag406.c:161
AreaBattle area0Battle2
Definition wstag406.c:163
#define STAGE_FILE
Definition wstag406.c:63
AreaBattle area2Battle5
Definition wstag406.c:192
u16 actor4Talk0Actions[]
Definition wstag406.c:238
AreaBattle area1Battle1
Definition wstag406.c:175
AreaBattle area2Battle3
Definition wstag406.c:190
u16 actor2Conditions[]
Definition wstag406.c:267
AreaBattle area0Battle4
Definition wstag406.c:165
#define STAGE_TEXT
Definition wstag406.c:61
u16 actor3Talk0Actions[]
Definition wstag406.c:235
AreaBattle area3Battle7
Definition wstag406.c:207
BattleList area0Battles
Definition wstag406.c:169
AreaBattle area1Battle7
Definition wstag406.c:181
FieldActorEntry actor3
Definition wstag406.c:273
FieldBattles stageBattles[]
Definition wstag406.c:213
FieldEvent stageEvents[]
Definition wstag406.c:310
u16 actor0Conditions[]
Definition wstag406.c:265