Digimon World 3 decomp
The European version, SLES_039.36
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wstag606.c
Go to the documentation of this file.
1/*
2 * WSTAG606: Operation Room, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG605.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/*
10 * Back from the battle after event 1289, starts event 1290, with BK
11 * WarGrowlmon, 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(0x50A);
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 1289, with BK WarGrowlmon: lets event 1290 start and starts
34 * the stage's event battle 0
35 */
40
41/*
42 * After event 1290, with BK WarGrowlmon: gives the player the Hazard Armor
43 * and keeps it from playing again
44 */
49
50#if VERSION_US || VERSION_JP
51#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
52#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
53#define STAGE_FILE 0x603
54#elif VERSION_EU
55#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
56#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
57#define STAGE_FILE 0x613
58#endif
59/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017 */
80
82 SCRIPT_FOLLOW(1, 2),
83 SCRIPT_WALK(2, 0x275, 0xCE, 5),
84 SCRIPT_PLACE(0x109, 0x291, 0xB9),
85 SCRIPT_POSE(0x109, 1, 1),
88 SCRIPT_POSE(2, 1, 5),
89 SCRIPT_WAIT(6),
90 SCRIPT_WAIT(0x1E),
91 SCRIPT_TALK(0, 1, 2, 3),
92 SCRIPT_POSE(2, 7, 5),
94 SCRIPT_POSE(2, 1, 5),
95 SCRIPT_WAIT(0x1E),
96 SCRIPT_TALK(0, 2, 0x109, 0),
98 SCRIPT_WAIT(0x1E),
99 SCRIPT_TALK(0, 3, 2, 3),
100 SCRIPT_POSE(2, 7, 5),
102 SCRIPT_POSE(2, 1, 5),
103 SCRIPT_WAIT(0x1E),
104 SCRIPT_TALK(0, 4, 0x109, 0),
106 SCRIPT_WAIT(0x1E),
108 /* after the end, the original's padding up to a word, which isn't zeros */
109#if VERSION_EU
110 0x7,
111#endif
112};
114 SCRIPT_FOLLOW(1, 2),
115 SCRIPT_PLACE(2, 0x275, 0xCE),
116 SCRIPT_POSE(2, 1, 5),
117 SCRIPT_PLACE(0x109, 0x290, 0xBF),
118 SCRIPT_POSE(0x109, 1, 1),
119 SCRIPT_WAIT(0x78),
120 SCRIPT_TALK(0, 1, 0x109, 0),
122 SCRIPT_WAIT(0x1E),
123 SCRIPT_TALK(0, 2, 2, 3),
124 SCRIPT_POSE(2, 7, 5),
126 SCRIPT_POSE(2, 1, 5),
127 SCRIPT_WAIT(0x1E),
128 SCRIPT_TALK(0, 3, 0x109, 0),
131 SCRIPT_WAIT(0x1E),
132 SCRIPT_TALK(0, 4, 2, 3),
133 SCRIPT_POSE(2, 7, 5),
135 SCRIPT_POSE(2, 1, 5),
136 SCRIPT_WAIT(0x1E),
137 SCRIPT_TALK(0, 5, 0x109, 0),
139 SCRIPT_WAIT(0x3C),
141};
155AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
156AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
157AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
168AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
183AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
198 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
199 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
200 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
201 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
202 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
203 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
204 { 0x140, 0x100, 0x15C, 0x100, 0x70, 0, 0x150, 0x1F9 },
205};
223 { actor0Talk1Conditions, NULL, 0x110 },
224 { NULL, NULL, 0 },
225};
228 { actor1Talk1Conditions, NULL, 0x113 },
229 { NULL, NULL, 0 },
230};
233 { actor2Talk1Conditions, NULL, 0x112 },
234 { NULL, NULL, 0 },
235};
238 { actor3Talk1Conditions, NULL, 0x111 },
239 { NULL, NULL, 0 },
240};
243 { actor4Talk1Conditions, NULL, 0x114 },
244 { NULL, NULL, 0 },
245};
257 &actor0,
258 &actor1,
259 &actor2,
260 &actor3,
261 &actor4,
262 NULL,
263};
265 { 1, 0, 0x40, 2, 0x3A, 2, 0, 5, 8, 0, 639, 174, 0, 0 },
266 { 1, 0, 0x40, 2, 0x3C, 2, 0, 5, 8, 0, 671, 160, 0, 0 },
267 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 6, 0, 782, 501, 0, 0 },
268 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 800, 478, 0, 0 },
269 { 1, 0, 0x40, 6, 0x34, 2, 0, 5, 6, 0, 576, 480, 0, 0 },
270 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 6, 0, 609, 493, 0, 0 },
271 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 6, 0, 646, 507, 0, 0 },
272 { 1, 0, 0x40, 6, 0x37, 2, 0, 0xB, 8, 0, 587, 71, 0, 0 },
273 { 1, 0, 0x40, 6, 0x38, 2, 0, 0xB, 8, 0, 573, 142, 0, 0 },
274 { 1, 0, 0x40, 6, 0x39, 2, 0, 0xB, 8, 0, 705, 96, 0, 0 },
275 { 1, 0, 0x40, 6, 0x3B, 2, 0, 0xB, 8, 0, 692, 116, 0, 0 },
276 { 1, 0, 0x40, 6, 0x3C, 2, 0, 5, 8, 0, 709, 134, 0, 0 },
277 { 1, 0, 0x40, 6, 0x3D, 2, 0, 0xB, 8, 0, 743, 144, 0, 0 },
278 { 1, 0, 0x40, 6, 0x3E, 2, 0, 5, 6, 0, 710, 359, 0, 0 },
279 { 1, 0, 0x40, 6, 0x3E, 2, 0, 5, 6, 0, 758, 383, 0, 0 },
280 { 1, 0, 0x40, 6, 0x3E, 2, 0, 5, 6, 0, 854, 431, 0, 0 },
281 { 1, 0, 0x40, 6, 0x3F, 2, 0, 5, 6, 0, 32, 447, 0, 0 },
282 { 1, 0, 0x40, 6, 0x3F, 2, 0, 5, 6, 0, 416, 255, 0, 0 },
283 { 1, 0, 0x40, 6, 0x3F, 2, 0, 5, 6, 0, 463, 231, 0, 0 },
284 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
285};
287 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B7, 0x110, 0x8C, 7, 0, 0, 0 },
288 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B7, 0x3A8, 0xE4, 1, 0, 0, 0 },
289 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B7, 0x468, 0xFC, 7, 0, 0, 0 },
290 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
291};
292void (*stageFuncs[])(void) = {
294};
296 { 1289, script1289, EVENT_TEXT(8), NULL, endEvent1289 },
297 { 1290, script1290, EVENT_TEXT(9), NULL, endEvent1290 },
298 { -1, NULL, 0, NULL, NULL },
299};
#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).
#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 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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_DUM_DUM_FACTORY
ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room.
Definition sound.h:133
#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_KINGNUMEMON_CHALLENGE_SEEN
wstag606 event 1290: BK KingNumemon claims to be far superior to other Numemon; set at its end,...
Definition story.h:1541
#define FLAG_BK_WARGROWLMON_BEATEN
wstag606 Operation Room: set with event 1289, BK WarGrowlmon lost and gives the Hazard Armor
Definition story.h:633
#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_WARGROWLMON_WIN_SEEN
wstag606 event 1289: BK WarGrowlmon loses and gives the Hazard Armor; set at its end,...
Definition story.h:1538
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 wstag606.c:247
u16 actor0Talk0Actions[]
Definition wstag606.c:207
AreaBattle area2Battle7
Definition wstag606.c:175
FieldActorEntry actor0
Definition wstag606.c:251
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag606.c:292
u16 actor0Talk0Conditions[]
Definition wstag606.c:206
FieldTalk actor2Talks[]
Definition wstag606.c:231
AreaBattle area2Battle6
Definition wstag606.c:174
u16 actor0Talk1Conditions[]
Definition wstag606.c:208
u16 actor2Talk1Conditions[]
Definition wstag606.c:214
s16 script1289[]
Definition wstag606.c:81
void endEvent1290(void)
After event 1290, with BK WarGrowlmon: gives the player the Hazard Armor and keeps it from playing ag...
Definition wstag606.c:45
AreaBattle area1Battle6
Definition wstag606.c:161
u16 actor1Talk1Conditions[]
Definition wstag606.c:211
AreaBattle area0Battle7
Definition wstag606.c:149
FieldActorEntry actor2
Definition wstag606.c:253
u16 actor3Talk0Conditions[]
Definition wstag606.c:215
AreaBattle area3Battle4
Definition wstag606.c:185
AreaBattle area3Battle3
Definition wstag606.c:184
AreaBattle area0Battle1
Definition wstag606.c:143
AreaBattle area2Battle0
Definition wstag606.c:168
FieldActorEntry * stageActors[]
Definition wstag606.c:256
AreaBattle area1Battle2
Definition wstag606.c:157
AreaBattle area3Battle0
Definition wstag606.c:181
u16 actor4Talk1Conditions[]
Definition wstag606.c:220
AreaBattle area0Battle6
Definition wstag606.c:148
FieldTalk actor1Talks[]
Definition wstag606.c:226
AreaBattle area3Battle2
Definition wstag606.c:183
u16 actor1Talk0Conditions[]
Definition wstag606.c:209
FieldTalk actor0Talks[]
Definition wstag606.c:221
AreaBattle area3Battle1
Definition wstag606.c:182
AreaBattle area0Battle3
Definition wstag606.c:145
u16 actor3Talk1Conditions[]
Definition wstag606.c:217
u16 actor2Talk0Actions[]
Definition wstag606.c:213
FieldTalk actor4Talks[]
Definition wstag606.c:241
u16 actor4Conditions[]
Definition wstag606.c:250
FieldActorEntry actor4
Definition wstag606.c:255
u16 actor3Conditions[]
Definition wstag606.c:249
AreaBattle area3Battle6
Definition wstag606.c:187
ActorImage stageImages[]
Definition wstag606.c:197
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017.
Definition wstag606.c:60
AreaBattle area2Battle4
Definition wstag606.c:172
u16 actor4Talk0Conditions[]
Definition wstag606.c:218
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag606.c:264
FieldTalk actor3Talks[]
Definition wstag606.c:236
BattleList area3Battles
Definition wstag606.c:189
AreaBattle area3Battle5
Definition wstag606.c:186
AreaBattle area0Battle5
Definition wstag606.c:147
BattleList area1Battles
Definition wstag606.c:163
BattleList area2Battles
Definition wstag606.c:176
u16 actor2Talk0Conditions[]
Definition wstag606.c:212
AreaBattle area1Battle4
Definition wstag606.c:159
void endEvent1289(void)
After event 1289, with BK WarGrowlmon: lets event 1290 start and starts the stage's event battle 0.
Definition wstag606.c:36
AreaBattle area2Battle2
Definition wstag606.c:170
s16 script1290[]
Definition wstag606.c:113
AreaBattle area1Battle5
Definition wstag606.c:160
StageSlot stageSlots[]
Definition wstag606.c:286
AreaBattle area2Battle1
Definition wstag606.c:169
u16 actor1Talk0Actions[]
Definition wstag606.c:210
AreaBattle area1Battle3
Definition wstag606.c:158
AreaBattle area1Battle0
Definition wstag606.c:155
FieldActorEntry actor1
Definition wstag606.c:252
AreaBattle area0Battle0
Definition wstag606.c:142
AreaBattle area0Battle2
Definition wstag606.c:144
#define STAGE_FILE
Definition wstag606.c:57
AreaBattle area2Battle5
Definition wstag606.c:173
u16 actor4Talk0Actions[]
Definition wstag606.c:219
AreaBattle area1Battle1
Definition wstag606.c:156
AreaBattle area2Battle3
Definition wstag606.c:171
u16 actor2Conditions[]
Definition wstag606.c:248
AreaBattle area0Battle4
Definition wstag606.c:146
#define STAGE_TEXT
Definition wstag606.c:55
u16 actor3Talk0Actions[]
Definition wstag606.c:216
AreaBattle area3Battle7
Definition wstag606.c:188
BattleList area0Battles
Definition wstag606.c:150
AreaBattle area1Battle7
Definition wstag606.c:162
FieldActorEntry actor3
Definition wstag606.c:254
FieldBattles stageBattles[]
Definition wstag606.c:194
FieldEvent stageEvents[]
Definition wstag606.c:295
u16 actor0Conditions[]
Definition wstag606.c:246