Digimon World 3 decomp
The European version, SLES_039.36
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wstag538.c
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1/*
2 * WSTAG538: Catacomb, South Sector, on the Amaterasu server. Off Amaterasu's
3 * Jungle Shrine (WSTAG531); STAGSLCT lists it as Amaterasu's after WSTAG535
4 * and 537.
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
10/*
11 * Back from the battle after event 1287, starts event 1288, with BK
12 * Seraphimon, unless it has played
13 */
14void updateStage(StageTask *task, void **children) {
15 switch (task->state) {
16 case TASK_INIT:
17 default:
18 task->nextState(task);
20 children[0] = FIELDSTG_startEvent(0x508);
21 }
22 break;
23 case TASK_RUN:
24 case TASK_DONE:
25 case TASK_KILL:
26 break;
27 }
28}
29
30#define STAGE_CHILDREN_SIZE 4
32
33/*
34 * After event 1287, with BK Seraphimon: lets event 1288 start and starts the
35 * stage's event battle 0
36 */
41
42/*
43 * After event 1288, with BK Seraphimon: gives the player the Sniper Suit and
44 * keeps it from playing again
45 */
46void endEvent1288(void) {
47 FLAGS_00.applyAction(FLAG(0x40, 0x7D), 1);
48 FLAGS_00.applyAction(ITEM(5, 0x100), 1);
49}
50
51#if VERSION_US || VERSION_JP
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
54#define STAGE_FILE 0x5BE
55#elif VERSION_EU
56#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
57#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
58#define STAGE_FILE 0x5CE
59#endif
60/* Sets the stage up: its map, actors, battles and events, playing BGM_0015 */
81
83 SCRIPT_FOLLOW(1, 2),
84 SCRIPT_WALK(2, 0x361, 0x94, 5),
85 SCRIPT_PLACE(0x107, 0x377, 0x85),
86 SCRIPT_POSE(0x107, 1, 1),
89 SCRIPT_POSE(2, 1, 5),
90 SCRIPT_WAIT(6),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_TALK(0, 1, 2, 3),
93 SCRIPT_POSE(2, 7, 5),
95 SCRIPT_POSE(2, 1, 5),
96 SCRIPT_WAIT(0x1E),
97 SCRIPT_TALK(0, 2, 0x107, 0),
99 SCRIPT_WAIT(0x1E),
100 SCRIPT_TALK(0, 3, 2, 3),
101 SCRIPT_POSE(2, 7, 5),
103 SCRIPT_POSE(2, 1, 5),
104 SCRIPT_WAIT(0x1E),
105 SCRIPT_TALK(0, 4, 0x107, 0),
107 SCRIPT_WAIT(0x1E),
109 /* after the end, the original's padding up to a word, which isn't zeros */
110#if VERSION_EU
111 0x300,
112#elif VERSION_JP
113 0x200,
114#endif
115};
117 SCRIPT_FOLLOW(1, 2),
118 SCRIPT_PLACE(2, 0x361, 0x94),
119 SCRIPT_POSE(2, 1, 5),
120 SCRIPT_PLACE(0x107, 0x377, 0x85),
121 SCRIPT_POSE(0x107, 1, 1),
122 SCRIPT_WAIT(0x78),
123 SCRIPT_TALK(0, 1, 0x107, 0),
125 SCRIPT_WAIT(0x1E),
126 SCRIPT_TALK(0, 2, 2, 3),
127 SCRIPT_POSE(2, 7, 5),
129 SCRIPT_POSE(2, 1, 5),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_TALK(0, 3, 0x107, 0),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_TALK(0, 4, 2, 3),
136 SCRIPT_POSE(2, 7, 5),
138 SCRIPT_POSE(2, 1, 5),
139 SCRIPT_WAIT(0x1E),
140 SCRIPT_TALK(0, 5, 0x107, 0),
142 SCRIPT_WAIT(0x3C),
144};
171AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
201 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
202 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
203 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
204 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
205 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
206 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
207 { 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x170, 0x1F5 },
208 { 0x180, 0x100, 0x180, 0x100, 0x100, 0, 0x160, 0x1F4 },
209};
211u16 actor0Talk1Conditions[] = { ITEM(3, 0x75), 0, FLAG(0, 0), 0, CODES_END };
213u16 actor0Talk2Conditions[] = { ITEM(3, 0x75), 0, FLAG(0, 0), 1, ITEM(2, 0x71), 0, CODES_END };
214u16 actor0Talk3Conditions[] = { ITEM(3, 0x75), 0, FLAG(0, 0), 1, ITEM(2, 0x71), 1, CODES_END };
216 ITEM(3, 0x75), 1,
217 ITEM(3, 0x74), 0,
218 ITEM(2, 0x71), 0,
220 CODES_END,
221};
246 { actor1Talk1Conditions, NULL, 0xB5 },
247 { NULL, NULL, 0 },
248};
251 { actor2Talk1Conditions, NULL, 0xB9 },
252 { NULL, NULL, 0 },
253};
256 { actor3Talk1Conditions, NULL, 0xB8 },
257 { NULL, NULL, 0 },
258};
261 { actor4Talk1Conditions, NULL, 0xB7 },
262 { NULL, NULL, 0 },
263};
266 { actor5Talk1Conditions, NULL, 0xB6 },
267 { NULL, NULL, 0 },
268};
272 ITEM(3, 0x74), 1,
273 ITEM(3, 0x75), 0,
274 CODES_END,
275};
288 &actor0,
289 &actor1,
290 &actor2,
291 &actor3,
292 &actor4,
293 &actor5,
294 NULL,
295};
297 { 1, 0, 0x70, 2, 0x36, 1, 0x36, 0x3B, 6, 0, 949, 142, 0, 0 },
298 { 1, 0, 0x70, 2, 0x3C, 1, 0x3C, 0x41, 6, 0, 941, 141, 0, 0 },
299 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 999, 304, 0, 0 },
300 { 1, 0, 0x78, 6, 0x32, 2, 0, 0xD, 8, 0, 1000, 393, 0, 0 },
301 { 1, 0, 0x78, 6, 0x33, 2, 0, 0xD, 8, 0, 993, 389, 0, 0 },
302 { 1, 0, 0x70, 6, 0x34, 2, 0, 0xD, 8, 0, 642, 153, 0, 0 },
303 { 1, 0, 0x70, 6, 0x35, 2, 0, 0xD, 8, 0, 634, 144, 0, 0 },
304 { 1, 0, 0x70, 6, 0x42, 1, 0x42, 0x47, 6, 0, 955, 71, 0, 0 },
305 { 1, 0, 0x70, 6, 0x48, 1, 0x48, 0x4D, 6, 0, 946, 71, 0, 0 },
306 { 1, 0, 0x70, 6, 0x4E, 1, 0x4E, 0x53, 6, 0, 618, 227, 0, 0 },
307 { 1, 0, 0x70, 6, 0x4E, 1, 0x4E, 0x53, 6, 0, 730, 171, 0, 0 },
308 { 1, 0, 0x70, 6, 0x54, 2, 0, 3, 6, 0, 614, 232, 0, 0 },
309 { 1, 0, 0x70, 6, 0x54, 2, 0, 3, 6, 0, 726, 176, 0, 0 },
310 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 258, 102, 0, 0 },
311 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 531, 190, 0, 0 },
312 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 758, 111, 0, 0 },
313 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 806, 87, 0, 0 },
314 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 827, 275, 0, 0 },
315 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 859, 292, 0, 0 },
316 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 1002, 301, 0, 0 },
317 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 266, 105, 0, 0 },
318 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 539, 193, 0, 0 },
319 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 766, 114, 0, 0 },
320 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 814, 90, 0, 0 },
321 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 835, 279, 0, 0 },
322 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 867, 295, 0, 0 },
323 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 1010, 304, 0, 0 },
324 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
325};
327 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AF, 0x3E0, 0x1B0, 3, 0, 0, 0 },
328 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x3A0, 0x190, 0, 0, 0, 0 },
329 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x3B0, 0x1E8, 0, 0, 0, 0 },
330 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
331 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
332};
333void (*stageFuncs[])(void) = {
335};
337 { 1287, script1287, EVENT_TEXT(0x14), NULL, endEvent1287 },
338 { 1288, script1288, EVENT_TEXT(0x15), NULL, endEvent1288 },
339 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
340 { -1, NULL, 0, NULL, NULL },
341};
#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 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 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 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 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_JUNGLE_SHRINE
BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb.
Definition sound.h:91
#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 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_SERAPHIMON_WIN_SEEN
wstag538 event 1287: BK Seraphimon says the player has passed his test of courage; set at its end,...
Definition story.h:1535
#define SPECIAL_KUMAMON_LEVEL_45
PARTNER_KUMAMON is unlocked and at level 45 or more.
Definition story.h:1751
#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
#define FLAG_BK_SERAPHIMON_BEATEN
wstag538 Catacomb (Amaterasu server): set with event 1287, BK Seraphimon says the player passed and g...
Definition story.h:630
#define SPECIAL_KUMAMON_IN_PARTY
PARTNER_KUMAMON is in the party.
Definition story.h:1711
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
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 wstag538.c:276
AreaBattle area2Battle7
Definition wstag538.c:178
FieldActorEntry actor0
Definition wstag538.c:281
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag538.c:333
u16 actor0Talk0Conditions[]
Definition wstag538.c:210
FieldTalk actor2Talks[]
Definition wstag538.c:249
AreaBattle area2Battle6
Definition wstag538.c:177
u16 actor0Talk1Conditions[]
Definition wstag538.c:211
u16 actor2Talk1Conditions[]
Definition wstag538.c:227
u16 actor5Talk0Conditions[]
Definition wstag538.c:234
FieldTalk actor5Talks[]
Definition wstag538.c:264
AreaBattle area1Battle6
Definition wstag538.c:164
FieldActorEntry actor5
Definition wstag538.c:286
u16 actor1Talk1Conditions[]
Definition wstag538.c:224
AreaBattle area0Battle7
Definition wstag538.c:152
FieldActorEntry actor2
Definition wstag538.c:283
u16 actor3Talk0Conditions[]
Definition wstag538.c:228
AreaBattle area3Battle4
Definition wstag538.c:188
AreaBattle area3Battle3
Definition wstag538.c:187
AreaBattle area0Battle1
Definition wstag538.c:146
u16 actor0Talk3Conditions[]
Definition wstag538.c:214
AreaBattle area2Battle0
Definition wstag538.c:171
FieldActorEntry * stageActors[]
Definition wstag538.c:287
u16 actor0Talk1Actions[]
Definition wstag538.c:212
AreaBattle area1Battle2
Definition wstag538.c:160
AreaBattle area3Battle0
Definition wstag538.c:184
u16 actor4Talk1Conditions[]
Definition wstag538.c:233
AreaBattle area0Battle6
Definition wstag538.c:151
FieldTalk actor1Talks[]
Definition wstag538.c:244
AreaBattle area3Battle2
Definition wstag538.c:186
u16 actor1Talk0Conditions[]
Definition wstag538.c:222
FieldTalk actor0Talks[]
Definition wstag538.c:237
AreaBattle area3Battle1
Definition wstag538.c:185
AreaBattle area0Battle3
Definition wstag538.c:148
u16 actor3Talk1Conditions[]
Definition wstag538.c:230
u16 actor2Talk0Actions[]
Definition wstag538.c:226
FieldTalk actor4Talks[]
Definition wstag538.c:259
u16 actor4Conditions[]
Definition wstag538.c:279
FieldActorEntry actor4
Definition wstag538.c:285
u16 actor3Conditions[]
Definition wstag538.c:278
AreaBattle area3Battle6
Definition wstag538.c:190
s16 script1288[]
Definition wstag538.c:116
ActorImage stageImages[]
Definition wstag538.c:200
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0015.
Definition wstag538.c:61
AreaBattle area2Battle4
Definition wstag538.c:175
u16 actor4Talk0Conditions[]
Definition wstag538.c:231
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag538.c:296
u16 actor5Conditions[]
Definition wstag538.c:280
FieldTalk actor3Talks[]
Definition wstag538.c:254
BattleList area3Battles
Definition wstag538.c:192
AreaBattle area3Battle5
Definition wstag538.c:189
AreaBattle area0Battle5
Definition wstag538.c:150
BattleList area1Battles
Definition wstag538.c:166
u16 actor5Talk0Actions[]
Definition wstag538.c:235
BattleList area2Battles
Definition wstag538.c:179
u16 actor2Talk0Conditions[]
Definition wstag538.c:225
AreaBattle area1Battle4
Definition wstag538.c:162
AreaBattle area2Battle2
Definition wstag538.c:173
u16 actor0Talk2Conditions[]
Definition wstag538.c:213
AreaBattle area1Battle5
Definition wstag538.c:163
StageSlot stageSlots[]
Definition wstag538.c:326
AreaBattle area2Battle1
Definition wstag538.c:172
u16 actor1Talk0Actions[]
Definition wstag538.c:223
u16 actor5Talk1Conditions[]
Definition wstag538.c:236
AreaBattle area1Battle3
Definition wstag538.c:161
AreaBattle area1Battle0
Definition wstag538.c:158
FieldActorEntry actor1
Definition wstag538.c:282
AreaBattle area0Battle0
Definition wstag538.c:145
AreaBattle area0Battle2
Definition wstag538.c:147
#define STAGE_FILE
Definition wstag538.c:58
AreaBattle area2Battle5
Definition wstag538.c:176
u16 actor4Talk0Actions[]
Definition wstag538.c:232
void endEvent1288(void)
After event 1288, with BK Seraphimon: gives the player the Sniper Suit and keeps it from playing agai...
Definition wstag538.c:46
AreaBattle area1Battle1
Definition wstag538.c:159
AreaBattle area2Battle3
Definition wstag538.c:174
u16 actor2Conditions[]
Definition wstag538.c:277
s16 script1287[]
Definition wstag538.c:82
AreaBattle area0Battle4
Definition wstag538.c:149
#define STAGE_TEXT
Definition wstag538.c:56
u16 actor3Talk0Actions[]
Definition wstag538.c:229
AreaBattle area3Battle7
Definition wstag538.c:191
BattleList area0Battles
Definition wstag538.c:153
AreaBattle area1Battle7
Definition wstag538.c:165
FieldActorEntry actor3
Definition wstag538.c:284
FieldBattles stageBattles[]
Definition wstag538.c:197
void endEvent1287(void)
After event 1287, with BK Seraphimon: lets event 1288 start and starts the stage's event battle 0.
Definition wstag538.c:37
FieldEvent stageEvents[]
Definition wstag538.c:336
u16 actor0Conditions[]
Definition wstag538.c:269
u16 actor0Talk3Actions[]
Definition wstag538.c:215