Digimon World 3 decomp
The European version, SLES_039.36
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wstag565.c
Go to the documentation of this file.
1/*
2 * WSTAG565: North Badland W, West Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Back from the battle after event 1271, starts event 1272, with Taomon, unless it has played */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
13 task->nextState(task);
15 children[0] = FIELDSTG_startEvent(0x4F8);
16 }
17 break;
18 case TASK_RUN:
19 case TASK_DONE:
20 case TASK_KILL:
21 break;
22 }
23}
24
25#define STAGE_CHILDREN_SIZE 4
27
28/* After event 1271, with Taomon: lets event 1272 start and starts the stage's event battle 0 */
33
34/*
35 * After event 1272, with Taomon: gives the player the Renamon DDNA and keeps
36 * it from playing again
37 */
42
43#if VERSION_US || VERSION_JP
44#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
45#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
46#define STAGE_FILE 0x50B
47#elif VERSION_EU
48#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
49#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
50#define STAGE_FILE 0x51B
51#endif
52/*
53 * Sets the stage up: its map, actors, battles and events, playing BGM_0018;
54 * BGM_0029 instead at story steps 0x27 to 0x28
55 */
80
82 SCRIPT_FOLLOW(1, 2),
83 SCRIPT_WALK(2, 0x3F9, 0x3B5, 7),
84 SCRIPT_PLACE(0x7D, 0x419, 0x3C5),
85 SCRIPT_POSE(0x7D, 1, 3),
88 SCRIPT_POSE(2, 1, 7),
89 SCRIPT_WAIT(6),
90 SCRIPT_WAIT(0x1E),
91 SCRIPT_TALK(0, 1, 2, 0),
92 SCRIPT_POSE(2, 7, 7),
94 SCRIPT_POSE(2, 1, 7),
95 SCRIPT_WAIT(0x1E),
96 SCRIPT_TALK(0, 2, 0x7D, 2),
98 SCRIPT_WAIT(0x1E),
100 /* after the end, the original's padding up to a word, which isn't zeros */
101#if VERSION_US
102 0x325,
103#elif VERSION_EU
104 0x800A,
105#endif
106};
108 SCRIPT_FOLLOW(1, 2),
109 SCRIPT_PLACE(2, 0x3F9, 0x3B5),
110 SCRIPT_POSE(2, 1, 7),
111 SCRIPT_PLACE(0x7D, 0x419, 0x3C5),
112 SCRIPT_POSE(0x7D, 1, 3),
113 SCRIPT_WAIT(0x78),
114 SCRIPT_TALK(0, 1, 2, 0),
115 SCRIPT_POSE(2, 7, 7),
117 SCRIPT_POSE(2, 1, 7),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_TALK(0, 2, 0x7D, 2),
122 SCRIPT_WAIT(0x1E),
123 SCRIPT_TALK(0, 3, 2, 0),
124 SCRIPT_POSE(2, 7, 7),
126 SCRIPT_POSE(2, 1, 7),
127 SCRIPT_WAIT(0x3C),
129};
143AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
147AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
150AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
156AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
157AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
186 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
187 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
188 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
189 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
190 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
191 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
192 { 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x150, 0x1FF },
193 { 0x140, 0x100, 0x176, 0x120, 0xD8, 0x20, 0x160, 0x1FF },
194 { 0x140, 0x100, 0x16E, 0x172, 0xB8, 0x72, 0x170, 0x1FF },
195 { 0x140, 0x100, 0x162, 0x172, 0x88, 0x72, 0x150, 0x1FE },
196};
219 { NULL, actor0Talk0Actions, 0x16D },
220 { NULL, NULL, 0 },
221};
223 { NULL, actor1Talk0Actions, 0x16C },
224 { NULL, NULL, 0 },
225};
227 { NULL, actor2Talk0Actions, 0x254 },
228 { NULL, NULL, 0 },
229};
232 { actor3Talk1Conditions, NULL, 0x2C4 },
233 { NULL, NULL, 0 },
234};
244 &actor0,
245 &actor1,
246 &actor2,
247 &actor3,
248 NULL,
249};
251 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 1234, 165, 0, 0 },
252 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 1279, 187, 0, 0 },
253 { 1, 0, 0x40, 6, 3, 1, 3, 8, 4, 0, 125, 286, 0, 0 },
254 { 1, 0, 0x40, 6, 3, 1, 3, 8, 4, 0, 1409, 823, 0, 0 },
255 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 1497, 247, 283, 0 },
256 { 1, 0, 0x6C, 4, 1, 0, 0, 0, 0, 0, 920, 640, 699, 0 },
257 { 1, 0, 0x57, 4, 2, 0, 0, 0, 0, 0, 1040, 220, 285, 0 },
258 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 512, 512, 0 },
259 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 432, 320, 320, 0 },
260 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 496, 336, 336, 0 },
261 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 720, 584, 584, 0 },
262 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 936, 900, 900, 0 },
263 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1136, 168, 168, 0 },
264 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1328, 896, 896, 0 },
265 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1568, 479, 479, 0 },
266 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
267};
269 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x249, 0x294, 0x1F0, 3, 0, 0, 0 },
270 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24C, 0xA8, 0x3FC, 5, 0, 0, 0 },
271 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24B, 0x90, 0xD0, 7, 0, 0, 0 },
272 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
273 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 2, 3 },
274 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 4, 1 },
275 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 0x1E, 1 },
276 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 8, 1 },
277 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
278};
279void (*stageFuncs[])(void) = {
281};
283 { 1271, script1271, EVENT_TEXT(0x10), NULL, endEvent1271 },
284 { 1272, script1272, EVENT_TEXT(0x11), NULL, endEvent1272 },
285 { -1, NULL, 0, NULL, NULL },
286};
#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
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
#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 SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 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 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_BADLAND
BGM_0018: the Badlands.
Definition sound.h:94
#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_GAIN_100_BIT
an action: gives the player 100 BIT (MONEY_GAINS[0])
Definition story.h:1822
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define FLAG_NORTH_BADLAND_W_100_BIT_FOUND
wstag565: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0
Definition story.h:206
#define FLAG_TAOMON_DDNA_FOUGHT
wstag565 North Badland W: set when talking to Taomon starts her Renamon DDNA challenge event; later t...
Definition story.h:1170
#define FLAG_KYUKIMON_DDNA_REQUEST_SEEN
wstag565 event 1272: the player asks Kyukimon for the Kotemon DDNA and he wants a battle; set at its ...
Definition story.h:1378
#define FLAG_RENAMON_DDNA_REQUESTED
wstag330: DRI Michael asks for Renamon's DDNA; tested at Taomon in wstag565 with the DDNA not yet had
Definition story.h:594
#define FLAG_TAOMON_WIN_SEEN
wstag565 event 1271: Taomon loses and gives the Renamon DDNA; set at its end, tested 1 to start event...
Definition story.h:1375
#define FLAG_NORTH_BADLAND_W_ENERGY_DISK_FOUND
wstag565: chest that gives the Energy Disk, "I got" text; its conditions test it 0
Definition story.h:209
#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_NORTH_BADLAND_W_POWER_CHARGE_FOUND
wstag565: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:203
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 wstag565.c:236
u16 actor0Talk0Actions[]
Definition wstag565.c:197
AreaBattle area2Battle7
Definition wstag565.c:163
FieldActorEntry actor0
Definition wstag565.c:239
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag565.c:279
FieldTalk actor2Talks[]
Definition wstag565.c:226
AreaBattle area2Battle6
Definition wstag565.c:162
void endEvent1271(void)
After event 1271, with Taomon: lets event 1272 start and starts the stage's event battle 0.
Definition wstag565.c:29
s16 script1271[]
Definition wstag565.c:81
AreaBattle area1Battle6
Definition wstag565.c:149
AreaBattle area0Battle7
Definition wstag565.c:137
FieldActorEntry actor2
Definition wstag565.c:241
u16 actor3Talk0Conditions[]
Definition wstag565.c:215
AreaBattle area3Battle4
Definition wstag565.c:173
AreaBattle area3Battle3
Definition wstag565.c:172
AreaBattle area0Battle1
Definition wstag565.c:131
AreaBattle area2Battle0
Definition wstag565.c:156
FieldActorEntry * stageActors[]
Definition wstag565.c:243
AreaBattle area1Battle2
Definition wstag565.c:145
AreaBattle area3Battle0
Definition wstag565.c:169
AreaBattle area0Battle6
Definition wstag565.c:136
FieldTalk actor1Talks[]
Definition wstag565.c:222
AreaBattle area3Battle2
Definition wstag565.c:171
FieldTalk actor0Talks[]
Definition wstag565.c:218
AreaBattle area3Battle1
Definition wstag565.c:170
AreaBattle area0Battle3
Definition wstag565.c:133
u16 actor3Talk1Conditions[]
Definition wstag565.c:217
u16 actor2Talk0Actions[]
Definition wstag565.c:209
u16 actor3Conditions[]
Definition wstag565.c:238
AreaBattle area3Battle6
Definition wstag565.c:175
ActorImage stageImages[]
Definition wstag565.c:185
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0018; BGM_0029 instead at story s...
Definition wstag565.c:56
AreaBattle area2Battle4
Definition wstag565.c:160
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag565.c:250
FieldTalk actor3Talks[]
Definition wstag565.c:230
BattleList area3Battles
Definition wstag565.c:177
AreaBattle area3Battle5
Definition wstag565.c:174
AreaBattle area0Battle5
Definition wstag565.c:135
BattleList area1Battles
Definition wstag565.c:151
void endEvent1272(void)
After event 1272, with Taomon: gives the player the Renamon DDNA and keeps it from playing again.
Definition wstag565.c:38
BattleList area2Battles
Definition wstag565.c:164
AreaBattle area1Battle4
Definition wstag565.c:147
AreaBattle area2Battle2
Definition wstag565.c:158
AreaBattle area1Battle5
Definition wstag565.c:148
StageSlot stageSlots[]
Definition wstag565.c:268
AreaBattle area2Battle1
Definition wstag565.c:157
u16 actor1Talk0Actions[]
Definition wstag565.c:203
AreaBattle area1Battle3
Definition wstag565.c:146
AreaBattle area1Battle0
Definition wstag565.c:143
s16 script1272[]
Definition wstag565.c:107
FieldActorEntry actor1
Definition wstag565.c:240
AreaBattle area0Battle0
Definition wstag565.c:130
AreaBattle area0Battle2
Definition wstag565.c:132
#define STAGE_FILE
Definition wstag565.c:50
AreaBattle area2Battle5
Definition wstag565.c:161
AreaBattle area1Battle1
Definition wstag565.c:144
AreaBattle area2Battle3
Definition wstag565.c:159
u16 actor2Conditions[]
Definition wstag565.c:237
AreaBattle area0Battle4
Definition wstag565.c:134
#define STAGE_TEXT
Definition wstag565.c:48
u16 actor3Talk0Actions[]
Definition wstag565.c:216
AreaBattle area3Battle7
Definition wstag565.c:176
BattleList area0Battles
Definition wstag565.c:138
AreaBattle area1Battle7
Definition wstag565.c:150
FieldActorEntry actor3
Definition wstag565.c:242
FieldBattles stageBattles[]
Definition wstag565.c:182
FieldEvent stageEvents[]
Definition wstag565.c:282
u16 actor0Conditions[]
Definition wstag565.c:235