Digimon World 3 decomp
The European version, SLES_039.36
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wstag755.c
Go to the documentation of this file.
1/*
2 * WSTAG755: Battle Gate, North Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
8
9/* Creates the event object of story progress 0x1E once flag 0x4001 is set */
10void updateStage(StageTask *task, void **children) {
11 switch (task->state) {
12 case TASK_INIT:
13 default:
14 task->nextState(task);
16 children[0] = FIELDSTG_startEvent(0x30D);
17 }
18 break;
19 case TASK_RUN:
20 case TASK_DONE:
21 case TASK_KILL:
22 break;
23 }
24}
25
26#define STAGE_CHILDREN_SIZE 4
28
29/*
30 * After event 780, with Genbu Leader: starts the stage's event battle 0 and
31 * keeps it from playing again
32 */
37
38/*
39 * After event 781, with Genbu Leader: moves the story on to STORY_GENBU_BADGE
40 * and gives the player the Genbu Badge
41 */
42void endEvent781(void) {
44 FLAGS_00.applyAction(ITEM(0, 0xC), 1);
45}
46
47#if VERSION_US || VERSION_JP
48#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
49#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
50#define STAGE_FILE 0x6C3
51#elif VERSION_EU
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
54#define STAGE_FILE 0x6D2
55#endif
56/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007 */
77
79 SCRIPT_WALK(2, 0x40A, 0xAD, 5),
80 SCRIPT_PLACE(0x8E, 0x42A, 0x9D),
81 SCRIPT_POSE(0x8E, 1, 1),
84 SCRIPT_POSE(2, 1, 5),
85 SCRIPT_WAIT(0x1E),
86 SCRIPT_TALK(0, 1, 0x8E, 0),
88 SCRIPT_WAIT(0x1E),
89 SCRIPT_TALK(0, 2, 2, 3),
90 SCRIPT_POSE(2, 7, 5),
92 SCRIPT_POSE(2, 1, 5),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_TALK(0, 3, 0x8E, 0),
96 SCRIPT_WAIT(0x1E),
97 SCRIPT_TALK(0, 4, 2, 3),
98 SCRIPT_POSE(2, 7, 5),
100 SCRIPT_POSE(2, 1, 5),
101 SCRIPT_WAIT(0x1E),
103};
105 SCRIPT_PLACE(2, 0x40A, 0xAD),
106 SCRIPT_POSE(2, 1, 5),
107 SCRIPT_PLACE(0x8E, 0x42A, 0x9D),
108 SCRIPT_POSE(0x8E, 1, 1),
109 SCRIPT_WAIT(0x78),
110 SCRIPT_TALK(0, 1, 2, 3),
111 SCRIPT_POSE(2, 7, 5),
113 SCRIPT_POSE(2, 1, 5),
114 SCRIPT_WAIT(0x1E),
115 SCRIPT_TALK(0, 2, 0x8E, 0),
117 SCRIPT_WAIT(0x1E),
118 SCRIPT_TALK(0, 3, 2, 3),
119 SCRIPT_POSE(2, 7, 5),
121 SCRIPT_POSE(2, 1, 5),
122 SCRIPT_WAIT(0x1E),
123 SCRIPT_TALK(0, 4, 0x8E, 0),
126 SCRIPT_WAIT(0x1E),
127 SCRIPT_TALK(0, 5, 2, 3),
128 SCRIPT_POSE(2, 7, 5),
130 SCRIPT_POSE(2, 1, 5),
131 SCRIPT_WAIT(0x1E),
132 SCRIPT_TALK(0, 6, 0x8E, 0),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_TALK(0, 7, 2, 3),
137 SCRIPT_WAIT(0x1E),
138 SCRIPT_WALK(2, 0x3DA, 0xC5, 1),
139 SCRIPT_WAIT(6),
140 SCRIPT_LEAVE(0x26F, 0x78, 0x21C, 5),
142 /* after the end, the original's padding up to a word, which isn't zeros */
143#if VERSION_JP
144 0x440,
145#endif
146};
147AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
150AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
151AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
152AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
153AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
154AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
164AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
165AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
166AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
167AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
179AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
180AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
192AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
193AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
203 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
204 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
205 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
206 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
207 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
208 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
209 { 0x180, 0x100, 0x1B4, 0x100, 0x1D0, 0, 0x170, 0x1FF },
210 { 0x180, 0x100, 0x1B4, 0x120, 0x1D0, 0x20, 0x140, 0x1FE },
211 { 0x140, 0x100, 0x174, 0x120, 0xD0, 0x20, 0x150, 0x1FE },
212 { 0x180, 0x100, 0x1B0, 0x193, 0x1C0, 0x93, 0x160, 0x1FE },
213};
230 { NULL, NULL, 0x169 },
231 { NULL, NULL, 0 },
232};
234 { NULL, NULL, 0x168 },
235 { NULL, NULL, 0 },
236};
238 { NULL, NULL, 0x167 },
239 { NULL, NULL, 0 },
240};
242 { NULL, NULL, 0x166 },
243 { NULL, NULL, 0 },
244};
246 { NULL, NULL, 0x165 },
247 { NULL, NULL, 0 },
248};
250 { NULL, NULL, 0x163 },
251 { NULL, NULL, 0 },
252};
254 { NULL, NULL, 0x162 },
255 { NULL, NULL, 0 },
256};
258 { NULL, NULL, 0x164 },
259 { NULL, NULL, 0 },
260};
262 { NULL, NULL, 0x161 },
263 { NULL, NULL, 0 },
264};
266 { NULL, NULL, 0x15F },
267 { NULL, NULL, 0 },
268};
270 { NULL, NULL, 0x15E },
271 { NULL, NULL, 0 },
272};
281 { NULL, NULL, 0x160 },
282 { NULL, NULL, 0 },
283};
315 &actor0,
316 &actor1,
317 &actor2,
318 &actor3,
319 &actor4,
320 &actor5,
321 &actor6,
322 &actor7,
323 &actor8,
324 &actor9,
325 &actor10,
326 &actor11,
327 &actor12,
328 NULL,
329};
331 { 1, 0, 0x44, 2, 0xC, 0, 0, 0, 0, 0, 1087, 451, 0, 0 },
332 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 1022, 436, 0, 0 },
333 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x39, 4, 0, 672, 291, 0, 0 },
334 { 1, 0, 0x40, 6, 0x3A, 1, 0x3A, 0x41, 4, 0, 700, 302, 0, 0 },
335 { 1, 0, 0x40, 6, 0x42, 1, 0x42, 0x45, 4, 0, 696, 569, 0, 0 },
336 { 1, 0x64, 0x40, 6, 5, 0, 0, 0, 0, 0, 1035, 452, 0, 0 },
337 { 1, 0x65, 0x40, 6, 6, 0, 0, 0, 0, 0, 843, 356, 0, 0 },
338 { 1, 0x66, 0x48, 6, 7, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
339 { 0, 0, 0x48, 6, 8, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
340 { 0, 0, 0x48, 6, 9, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
341 { 0, 0, 0x48, 6, 0xA, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
342 { 0, 0, 0x48, 6, 0xB, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
343 { 1, 0, 0x4F, 4, 0, 0, 0, 0, 0, 0, 821, 545, 623, 0 },
344 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 1055, 451, 505, 0 },
345 { 1, 0, 0x41, 4, 2, 0, 0, 0, 0, 0, 864, 348, 412, 0 },
346 { 1, 0, 0x40, 4, 0xD, 0, 0, 0, 0, 0, 783, 246, 264, 0 },
347 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 785, 410, 448, 0 },
348 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 715, 589, 612, 0 },
349 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 912, 533, 559, 0 },
350 { 1, 0, 0x40, 4, 0x11, 0, 0, 0, 0, 0, 896, 539, 580, 0 },
351 { 1, 0, 0x40, 4, 0x12, 0, 0, 0, 0, 0, 908, 539, 574, 0 },
352 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
353};
355 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x264, 0x508, 0x6C, 1, 0, 0, 0 },
356 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x26F, 0x78, 0x21C, 5, 0x65, 0, 0 },
357 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x26F, 0x398, 0x3AC, 5, 0x64, 0, 0 },
358 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x26F, 0x1F0, 0x358, 5, 0x66, 0, 0 },
359 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 7, 0x328, 0x108, 0, 0, 0, 0 },
360 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 7, 0x318, 0x180, 0, 0, 0, 0 },
361 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 7, 0x3D8, 0xC0, 0, 0, 0, 0 },
362 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 7, 0x3C8, 0x138, 0, 0, 0, 0 },
363 { { { PROGRESS(STORY_DE_KNOWLEDGE), 1 }, { FLAG_GENBU_LEADER_WIN_SEEN, 0 } }, SLOT_EVENT, 0x30C, 0, 0, 0, 0, 0, 0 },
364 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
365};
366void (*stageFuncs[])(void) = {
368};
370 { 780, script780, EVENT_TEXT(0x10), NULL, endEvent780 },
371 { 781, script781, EVENT_TEXT(0x11), NULL, endEvent781 },
372 { -1, NULL, 0, NULL, NULL },
373};
#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 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_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#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 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 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 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 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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
Definition sound.h:123
#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
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
Definition sound.h:109
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#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
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
Definition story.h:1938
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_DE_KNOWLEDGE
WSTAG526 (Zhu Que UG Lake), event 760: the fight with Zanbamon (the DE Knowledge)
Definition story.h:115
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_GENBU_BADGE
WSTAG755 (Battle Gate), event 781: the Xuen Wu Chief, who holds the Black ID Pass,...
Definition story.h:118
@ STORY_REAL_WORLD
WSTAG750 (the emergency Matrix Chamber), event 820: back in the real world, for 180 seconds.
Definition story.h:121
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
Definition story.h:123
#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_GENBU_LEADER_WIN_SEEN
wstag755 event 780: "I won against Genbu Leader too!", he gives a reward; set at its end,...
Definition story.h:1294
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag755.c:285
AreaBattle area2Battle7
Definition wstag755.c:180
FieldActorEntry actor0
Definition wstag755.c:301
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag755.c:366
FieldActorEntry actor6
Definition wstag755.c:307
u16 actor11Conditions[]
Definition wstag755.c:299
u16 actor11Talk3Conditions[]
Definition wstag755.c:228
FieldTalk actor2Talks[]
Definition wstag755.c:237
AreaBattle area2Battle6
Definition wstag755.c:179
u16 actor10Conditions[]
Definition wstag755.c:294
FieldTalk actor5Talks[]
Definition wstag755.c:249
AreaBattle area1Battle6
Definition wstag755.c:166
u16 actor11Talk1Conditions[]
Definition wstag755.c:221
FieldActorEntry actor5
Definition wstag755.c:306
AreaBattle area0Battle7
Definition wstag755.c:154
FieldActorEntry actor2
Definition wstag755.c:303
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag755.c:7
void endEvent780(void)
After event 780, with Genbu Leader: starts the stage's event battle 0 and keeps it from playing again...
Definition wstag755.c:33
AreaBattle area3Battle4
Definition wstag755.c:190
AreaBattle area3Battle3
Definition wstag755.c:189
AreaBattle area0Battle1
Definition wstag755.c:148
AreaBattle area2Battle0
Definition wstag755.c:173
u16 actor9Conditions[]
Definition wstag755.c:293
FieldActorEntry * stageActors[]
Definition wstag755.c:314
AreaBattle area1Battle2
Definition wstag755.c:162
AreaBattle area3Battle0
Definition wstag755.c:186
u16 actor11Talk0Conditions[]
Definition wstag755.c:214
AreaBattle area0Battle6
Definition wstag755.c:153
FieldTalk actor1Talks[]
Definition wstag755.c:233
AreaBattle area3Battle2
Definition wstag755.c:188
FieldTalk actor0Talks[]
Definition wstag755.c:229
AreaBattle area3Battle1
Definition wstag755.c:187
AreaBattle area0Battle3
Definition wstag755.c:150
FieldActorEntry actor10
Definition wstag755.c:311
FieldTalk actor4Talks[]
Definition wstag755.c:245
u16 actor4Conditions[]
Definition wstag755.c:288
FieldActorEntry actor4
Definition wstag755.c:305
u16 actor3Conditions[]
Definition wstag755.c:287
AreaBattle area3Battle6
Definition wstag755.c:192
FieldTalk actor11Talks[]
Definition wstag755.c:273
FieldActorEntry actor8
Definition wstag755.c:309
ActorImage stageImages[]
Definition wstag755.c:202
FieldTalk actor6Talks[]
Definition wstag755.c:253
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007.
Definition wstag755.c:57
AreaBattle area2Battle4
Definition wstag755.c:177
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag755.c:330
FieldActorEntry actor9
Definition wstag755.c:310
u16 actor8Conditions[]
Definition wstag755.c:292
u16 actor5Conditions[]
Definition wstag755.c:289
FieldTalk actor10Talks[]
Definition wstag755.c:269
FieldTalk actor3Talks[]
Definition wstag755.c:241
FieldTalk actor9Talks[]
Definition wstag755.c:265
BattleList area3Battles
Definition wstag755.c:194
AreaBattle area3Battle5
Definition wstag755.c:191
AreaBattle area0Battle5
Definition wstag755.c:152
BattleList area1Battles
Definition wstag755.c:168
BattleList area2Battles
Definition wstag755.c:181
FieldActorEntry actor12
Definition wstag755.c:313
AreaBattle area1Battle4
Definition wstag755.c:164
u16 actor6Conditions[]
Definition wstag755.c:290
AreaBattle area2Battle2
Definition wstag755.c:175
AreaBattle area1Battle5
Definition wstag755.c:165
s16 script780[]
Definition wstag755.c:78
s16 script781[]
Definition wstag755.c:104
FieldActorEntry actor7
Definition wstag755.c:308
StageSlot stageSlots[]
Definition wstag755.c:354
AreaBattle area2Battle1
Definition wstag755.c:174
AreaBattle area1Battle3
Definition wstag755.c:163
void endEvent781(void)
After event 781, with Genbu Leader: moves the story on to STORY_GENBU_BADGE and gives the player the ...
Definition wstag755.c:42
AreaBattle area1Battle0
Definition wstag755.c:160
FieldActorEntry actor11
Definition wstag755.c:312
FieldActorEntry actor1
Definition wstag755.c:302
AreaBattle area0Battle0
Definition wstag755.c:147
AreaBattle area0Battle2
Definition wstag755.c:149
#define STAGE_FILE
Definition wstag755.c:54
AreaBattle area2Battle5
Definition wstag755.c:178
AreaBattle area1Battle1
Definition wstag755.c:161
u16 actor11Talk0Actions[]
Definition wstag755.c:220
u16 actor7Conditions[]
Definition wstag755.c:291
AreaBattle area2Battle3
Definition wstag755.c:176
u16 actor2Conditions[]
Definition wstag755.c:286
FieldTalk actor7Talks[]
Definition wstag755.c:257
AreaBattle area0Battle4
Definition wstag755.c:151
#define STAGE_TEXT
Definition wstag755.c:52
FieldTalk actor8Talks[]
Definition wstag755.c:261
u16 actor11Talk2Conditions[]
Definition wstag755.c:227
FieldTalk actor12Talks[]
Definition wstag755.c:280
AreaBattle area3Battle7
Definition wstag755.c:193
BattleList area0Battles
Definition wstag755.c:155
AreaBattle area1Battle7
Definition wstag755.c:167
FieldActorEntry actor3
Definition wstag755.c:304
FieldBattles stageBattles[]
Definition wstag755.c:199
FieldEvent stageEvents[]
Definition wstag755.c:369
u16 actor12Conditions[]
Definition wstag755.c:300
u16 actor0Conditions[]
Definition wstag755.c:284