Digimon World 3 decomp
The European version, SLES_039.36
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wstag706.c
Go to the documentation of this file.
1/*
2 * WSTAG706: Freeze Mountain, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG705.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
14#define STAGE_FILE 0x674
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x684
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0022 */
39
53AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x140, 0x1FF },
103 { 0x140, 0x100, 0x15A, 0x100, 0x68, 0, 0x150, 0x1FF },
104 { 0x140, 0x100, 0x162, 0x100, 0x88, 0, 0x160, 0x1FF },
105};
124 PARTY_STAT(8), 0,
125 FLAG(0, 0), 1,
127 CODES_END,
128};
130 PARTY_STAT(0xA), 0,
131 PARTY_STAT(8), 1,
132 FLAG(0, 0), 1,
134 CODES_END,
135};
139 PARTY_STAT(0xA), 1,
140 PARTY_STAT(8), 1,
141 FLAG(0, 0), 1,
143 CODES_END,
144};
151 ITEM(0, 0x14), 0,
153 PARTY_STAT(0xA), 1,
154 PARTY_STAT(8), 1,
155 FLAG(0, 0), 1,
157 CODES_END,
158};
160 PARTY_STAT(0xB), 0,
161 ITEM(0, 0x14), 1,
163 PARTY_STAT(0xA), 1,
164 PARTY_STAT(8), 1,
165 FLAG(0, 0), 1,
167 CODES_END,
168};
170 PARTY_STAT(0xB), 1,
171 ITEM(0, 0x14), 1,
173 PARTY_STAT(0xA), 1,
174 PARTY_STAT(8), 1,
175 FLAG(0, 0), 1,
177 CODES_END,
178};
183u16 actor3Talk2Conditions[] = { PARTY_STAT(0xB), 1, FLAG(0, 0), 1, FLAG(0xE, 0x53), 0, CODES_END };
184u16 actor3Talk2Actions[] = { FLAG(0xE, 0x53), 1, EVENT_BATTLE(0), 1, CODES_END };
186 PARTY_STAT(0xB), 1,
187 FLAG(0, 0), 1,
188 FLAG(0xE, 0x53), 1,
189 PARTY_STAT(0xD), 0,
190 CODES_END,
191};
193 FLAG(0, 0), 1,
194 PARTY_STAT(0xB), 1,
195 FLAG(0xE, 0x53), 1,
196 PARTY_STAT(0xD), 1,
197 CODES_END,
198};
207 PARTY_STAT(8), 0,
208 FLAG(0, 1), 1,
210 CODES_END,
211};
213 PARTY_STAT(0xA), 0,
214 PARTY_STAT(8), 1,
215 FLAG(0, 1), 1,
217 CODES_END,
218};
221 FLAG(0xE, 0x33), 0,
222 PARTY_STAT(0xA), 1,
223 PARTY_STAT(8), 1,
224 FLAG(0, 1), 1,
226 CODES_END,
227};
228u16 actor5Talk5Actions[] = { EVENT_BATTLE(1), 1, FLAG(0xE, 0x33), 1, CODES_END };
230 ITEM(0, 0x14), 0,
231 FLAG(0xE, 0x33), 1,
232 PARTY_STAT(0xA), 1,
233 PARTY_STAT(8), 1,
234 FLAG(0, 1), 1,
236 CODES_END,
237};
239 PARTY_STAT(0xB), 0,
240 ITEM(0, 0x14), 1,
241 FLAG(0xE, 0x33), 1,
242 PARTY_STAT(0xA), 1,
243 PARTY_STAT(8), 1,
244 FLAG(0, 1), 1,
246 CODES_END,
247};
249 PARTY_STAT(0xB), 1,
250 ITEM(0, 0x14), 1,
251 FLAG(0xE, 0x33), 1,
252 PARTY_STAT(0xA), 1,
253 PARTY_STAT(8), 1,
254 FLAG(0, 1), 1,
256 CODES_END,
257};
262u16 actor6Talk2Conditions[] = { FLAG(0, 1), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x54), 0, CODES_END };
263u16 actor6Talk2Actions[] = { EVENT_BATTLE(1), 1, FLAG(0xE, 0x54), 1, CODES_END };
265 FLAG(0, 1), 1,
266 PARTY_STAT(0xB), 1,
267 FLAG(0xE, 0x54), 1,
268 PARTY_STAT(0xD), 0,
269 CODES_END,
270};
272 FLAG(0, 1), 1,
273 PARTY_STAT(0xB), 1,
274 FLAG(0xE, 0x54), 1,
275 PARTY_STAT(0xD), 1,
276 CODES_END,
277};
285 { NULL, actor0Talk0Actions, 0x345 },
286 { NULL, NULL, 0 },
287};
315 { NULL, NULL, 0x24B },
316 { NULL, NULL, 0 },
317};
345 { NULL, NULL, 0x22B },
346 { NULL, NULL, 0 },
347};
383 &actor0,
384 &actor1,
385 &actor2,
386 &actor3,
387 &actor4,
388 &actor5,
389 &actor6,
390 &actor7,
391 &actor8,
392 NULL,
393};
395 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 834, 768, 0, 0 },
396 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 889, 248, 0, 0 },
397 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 998, 143, 0, 0 },
398 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 1192, 110, 0, 0 },
399 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
400};
402 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D5, 0xE0, 0x3A8, 5, 0, 0, 0 },
403 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CA, 0x3A0, 0xA0, 1, 0, 0, 0 },
404 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x18, 1 },
405 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 0xD, 1 },
406 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 5, 3 },
407 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0xB, 2 },
408 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x420, 0x140, 0, 0, 0, 0 },
409 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x410, 0x1D8, 0, 0, 0, 0 },
410 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x460, 0x2A0, 0, 0, 0, 0 },
411 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x450, 0x338, 0, 0, 0, 0 },
412 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x430, 0x288, 0, 0, 0, 0 },
413 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x420, 0x2F0, 0, 0, 0, 0 },
414 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x36F, 0x1D8, 0, 0, 0, 0 },
415 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x37F, 0x240, 0, 0, 0, 0 },
416 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x32F, 0x288, 0, 0, 0, 0 },
417 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x33F, 0x320, 0, 0, 0, 0 },
418 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x1F0, 0x338, 0, 0, 0, 0 },
419 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x1E0, 0x3A0, 0, 0, 0, 0 },
420 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0xD, 0, 0, 0, 0, 0, 0 },
421 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
422 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0xA, 0, 0, 0, 0, 0, 0 },
423 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
424};
425void (*stageFuncs[])(void) = {
427};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_DROP
Definition field_map.h:258
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_FREEZE_MOUNTAIN
ENV_0022: Freeze Mountain and the Lake of Ice.
Definition sound.h:138
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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_3000_BIT
an action: gives the player 3000 BIT (MONEY_GAINS[5])
Definition story.h:1832
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define FLAG_FREEZE_MOUNTAIN_TROOPER_FOUGHT
wstag706 (Freeze Mountain): a Trooper says "Hey, you wanna Digimon Battle with me?...
Definition story.h:947
#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_FREEZE_MOUNTAIN_3000_BIT_FOUND
wstag706: chest that gives 3000 BIT ("I got 3000 BIT!"); its conditions test it 0
Definition story.h:406
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#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
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
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
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
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 wstag706.c:349
u16 actor0Talk0Actions[]
Definition wstag706.c:106
AreaBattle area2Battle7
Definition wstag706.c:73
u16 actor6Talk0Actions[]
Definition wstag706.c:260
FieldActorEntry actor0
Definition wstag706.c:373
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag706.c:425
FieldActorEntry actor6
Definition wstag706.c:379
u16 actor7Talk1Conditions[]
Definition wstag706.c:280
u16 actor5Talk3Conditions[]
Definition wstag706.c:206
FieldTalk actor2Talks[]
Definition wstag706.c:294
AreaBattle area2Battle6
Definition wstag706.c:72
u16 actor3Talk3Conditions[]
Definition wstag706.c:185
u16 actor5Talk2Actions[]
Definition wstag706.c:205
u16 actor2Talk1Conditions[]
Definition wstag706.c:119
u16 actor5Talk8Conditions[]
Definition wstag706.c:248
u16 actor2Talk5Actions[]
Definition wstag706.c:145
u16 actor5Talk7Conditions[]
Definition wstag706.c:238
u16 actor7Talk2Conditions[]
Definition wstag706.c:282
u16 actor5Talk0Conditions[]
Definition wstag706.c:200
u16 actor3Talk4Conditions[]
Definition wstag706.c:192
u16 actor5Talk5Conditions[]
Definition wstag706.c:220
FieldTalk actor5Talks[]
Definition wstag706.c:318
AreaBattle area1Battle6
Definition wstag706.c:59
u16 actor3Talk4Actions[]
Definition wstag706.c:199
FieldActorEntry actor5
Definition wstag706.c:378
u16 actor1Talk2Actions[]
Definition wstag706.c:116
u16 actor1Talk1Conditions[]
Definition wstag706.c:113
AreaBattle area0Battle7
Definition wstag706.c:47
FieldActorEntry actor2
Definition wstag706.c:375
u16 actor6Talk4Actions[]
Definition wstag706.c:278
u16 actor6Talk1Conditions[]
Definition wstag706.c:261
u16 actor3Talk0Conditions[]
Definition wstag706.c:180
AreaBattle area3Battle4
Definition wstag706.c:83
AreaBattle area3Battle3
Definition wstag706.c:82
AreaBattle area0Battle1
Definition wstag706.c:41
AreaBattle area2Battle0
Definition wstag706.c:66
u16 actor7Talk0Conditions[]
Definition wstag706.c:279
FieldActorEntry * stageActors[]
Definition wstag706.c:382
u16 actor2Talk3Conditions[]
Definition wstag706.c:123
AreaBattle area1Battle2
Definition wstag706.c:55
u16 actor5Talk5Actions[]
Definition wstag706.c:228
u16 actor2Talk4Actions[]
Definition wstag706.c:136
AreaBattle area3Battle0
Definition wstag706.c:79
u16 actor6Talk2Conditions[]
Definition wstag706.c:262
u16 actor7Talk1Actions[]
Definition wstag706.c:281
AreaBattle area0Battle6
Definition wstag706.c:46
FieldTalk actor1Talks[]
Definition wstag706.c:288
AreaBattle area3Battle2
Definition wstag706.c:81
u16 actor5Talk4Actions[]
Definition wstag706.c:219
u16 actor2Talk1Actions[]
Definition wstag706.c:120
u16 actor1Talk0Conditions[]
Definition wstag706.c:112
FieldTalk actor0Talks[]
Definition wstag706.c:284
u16 actor6Talk2Actions[]
Definition wstag706.c:263
AreaBattle area3Battle1
Definition wstag706.c:80
AreaBattle area0Battle3
Definition wstag706.c:43
u16 actor3Talk2Conditions[]
Definition wstag706.c:183
u16 actor3Talk1Conditions[]
Definition wstag706.c:182
u16 actor2Talk0Actions[]
Definition wstag706.c:118
FieldTalk actor4Talks[]
Definition wstag706.c:314
u16 actor4Conditions[]
Definition wstag706.c:356
FieldActorEntry actor4
Definition wstag706.c:377
u16 actor3Conditions[]
Definition wstag706.c:355
u16 actor2Talk2Conditions[]
Definition wstag706.c:121
AreaBattle area3Battle6
Definition wstag706.c:85
u16 actor5Talk6Conditions[]
Definition wstag706.c:229
FieldActorEntry actor8
Definition wstag706.c:381
ActorImage stageImages[]
Definition wstag706.c:95
u16 actor1Talk1Actions[]
Definition wstag706.c:114
FieldTalk actor6Talks[]
Definition wstag706.c:330
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0022.
Definition wstag706.c:20
AreaBattle area2Battle4
Definition wstag706.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag706.c:394
u16 actor8Conditions[]
Definition wstag706.c:368
u16 actor5Conditions[]
Definition wstag706.c:361
FieldTalk actor3Talks[]
Definition wstag706.c:306
u16 actor2Talk5Conditions[]
Definition wstag706.c:137
BattleList area3Battles
Definition wstag706.c:87
u16 actor5Talk8Actions[]
Definition wstag706.c:258
u16 actor6Talk3Conditions[]
Definition wstag706.c:264
u16 actor3Talk2Actions[]
Definition wstag706.c:184
AreaBattle area3Battle5
Definition wstag706.c:84
AreaBattle area0Battle5
Definition wstag706.c:45
BattleList area1Battles
Definition wstag706.c:61
u16 actor2Talk8Conditions[]
Definition wstag706.c:169
u16 actor5Talk0Actions[]
Definition wstag706.c:201
BattleList area2Battles
Definition wstag706.c:74
u16 actor2Talk0Conditions[]
Definition wstag706.c:117
AreaBattle area1Battle4
Definition wstag706.c:57
u16 actor2Talk2Actions[]
Definition wstag706.c:122
u16 actor6Talk0Conditions[]
Definition wstag706.c:259
u16 actor6Conditions[]
Definition wstag706.c:366
AreaBattle area2Battle2
Definition wstag706.c:68
AreaBattle area1Battle5
Definition wstag706.c:58
FieldActorEntry actor7
Definition wstag706.c:380
u16 actor2Talk6Conditions[]
Definition wstag706.c:150
StageSlot stageSlots[]
Definition wstag706.c:401
AreaBattle area2Battle1
Definition wstag706.c:67
u16 actor5Talk1Conditions[]
Definition wstag706.c:202
AreaBattle area1Battle3
Definition wstag706.c:56
AreaBattle area1Battle0
Definition wstag706.c:53
u16 actor2Talk8Actions[]
Definition wstag706.c:179
u16 actor5Talk2Conditions[]
Definition wstag706.c:204
u16 actor1Talk2Conditions[]
Definition wstag706.c:115
FieldActorEntry actor1
Definition wstag706.c:374
AreaBattle area0Battle0
Definition wstag706.c:40
AreaBattle area0Battle2
Definition wstag706.c:42
#define STAGE_FILE
Definition wstag706.c:17
AreaBattle area2Battle5
Definition wstag706.c:71
AreaBattle area1Battle1
Definition wstag706.c:54
u16 actor7Conditions[]
Definition wstag706.c:367
AreaBattle area2Battle3
Definition wstag706.c:69
u16 actor2Conditions[]
Definition wstag706.c:350
FieldTalk actor7Talks[]
Definition wstag706.c:338
AreaBattle area0Battle4
Definition wstag706.c:44
#define STAGE_TEXT
Definition wstag706.c:16
u16 actor2Talk4Conditions[]
Definition wstag706.c:129
u16 actor3Talk0Actions[]
Definition wstag706.c:181
FieldTalk actor8Talks[]
Definition wstag706.c:344
u16 actor5Talk1Actions[]
Definition wstag706.c:203
AreaBattle area3Battle7
Definition wstag706.c:86
BattleList area0Battles
Definition wstag706.c:48
AreaBattle area1Battle7
Definition wstag706.c:60
u16 actor5Talk4Conditions[]
Definition wstag706.c:212
FieldActorEntry actor3
Definition wstag706.c:376
FieldBattles stageBattles[]
Definition wstag706.c:92
u16 actor6Talk4Conditions[]
Definition wstag706.c:271
u16 actor2Talk7Conditions[]
Definition wstag706.c:159
u16 actor0Conditions[]
Definition wstag706.c:348
u16 actor7Talk2Actions[]
Definition wstag706.c:283