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babi_palace.c File Reference

Babi Palace in Tolbi. More...

Go to the source code of this file.

Enumerations

enum  { ACTOR_BED_ATTENDANT = 9 , ACTOR_IODEM = 20 , ACTOR_FIRST_SOLDIER = 21 , ACTOR_SECOND_SOLDIER = 22 }
 The palace's actors are placed by one of three tables, as the story goes on: before Babi is rescued, during the finals and after Colosso. More...
enum  { ACTOR_FINALS_ATTENDANT = 10 }
 During the finals: the same attendant, placed later. More...
enum  { ACTOR_BABI = 14 , ACTOR_CLOAK_BALL = 16 }
 After Colosso: Babi, and the Cloak Ball he keeps on show; Iodem keeps his number. More...
enum  { ACTOR_FIRST_GUARD = 8 , ACTOR_SECOND_GUARD = 9 }
 The courtyard's two guards. More...
enum  { FLAG_ATTENDANT_SHOWED_BEDS = FLAG_SCENE_TEMP_00 }
 The attendant has led the party to the beds; talking again sends the attendant back. More...

Functions

static __inline__ void BabiPalace_RestorePartyAndInventory (void)
 After a night in the palace's beds: the party's HP and PP are full, Garet, Ivan and Mia rejoin, and the inventory Colosso held is returned.
const struct SceneEntrance * Scene_GetEntrances (void)
const struct SceneRegion * BabiPalace_GetRegions (void)
 The palace has no regions; the table is empty.
const u32 * BabiPalace_GetExits (void)
 Both scenes share one exit table.
const struct ScenePlacement * Scene_GetPlacements (void)
 Returns the actor placements for the scene and the story: before Babi's rescue, during the finals or after Colosso.
static void BabiPalace_ShowQuestionAnswer (s32 actorId, s32 question)
 Asks a yes or no question; the answers are the two messages after it.
static void BabiPalace_AskAboutSoldiers (s32 actorId)
 Asks about Babi's soldiers.
static void BabiPalace_ShowBeds (s32 actorId)
 Talking to the attendant before Babi's rescue: the attendant leads the party to the beds.
static void BabiPalace_OfferRest (s32 actorId)
 Talking to the attendant during the finals: the first time, the attendant asks whether the party came to rest before the match and steps aside; afterwards, the attendant offers rest.
static void BabiPalace_AskAboutColosso (s32 actorId)
 A warrior asks whether the party is entering Colosso, and either hurries it to the trials or asks whether it got hurt too.
static void BabiPalace_TalkToIndigestedWarrior (s32 actorId)
 The warrior with indigestion tries to shrug it off, doubles up, and gives up on entering Colosso.
static void BabiPalace_ReadShebasMind (s32 unused0, s32 actorId)
 Mind Read on Sheba: she cannot escape to Lalivero alone; the first time, she feels it, ends the Psynergy and asks about it.
static void BabiPalace_AskAboutMeetingBabi (s32 actorId)
 Asks about meeting Babi. "Did you meet with Babi?".
static void BabiPalace_AskAboutEasternShores (s32 actorId)
 Asks whether the party wants to go back to the eastern shores.
static void BabiPalace_OfferCloakBall (void)
 Taking the Cloak Ball on show after Colosso: Babi asks whether the party wants it, and lends it for the quest if it does.
static void BabiPalace_WakeFromFinalsDream (void)
 Waking after resting before the finals: the leader dreamt of fighting in them, the others tease, and the party sets off for the colosseum.
static void BabiPalace_RestInPalaceBeds (void)
 Searching the beds: the party goes to bed, talking it over the first night.
static void BabiPalace_HearSoldiersReport (void)
 Walking past Iodem while Babi is missing: his two soldiers report back from Altmiller Cave without Babi, and Iodem tells how Babi has vanished into the cave before; then they leave.
static void BabiPalace_WakeAfterFinals (void)
 Waking in the palace after the finals: the leader slept long after fighting to the end; Babi wants to see the party.
static void BabiPalace_MeetBabiAfterColosso (void)
 Arriving after Colosso: Iodem and Babi have been waiting for the party.
static void BabiPalace_LeaveThroughDoor (void)
 Walking north into one of the palace's doors: it opens (SE_DOOR_OPEN) and the leader walks through.
static void BabiPalace_LeaveThroughAnimatedDoor (void)
 Walking north into the courtyard's door: it opens and the leader goes in.
static void BabiPalace_PassOnBabisWord (void)
 A courtyard guard during the finals passes on Babi's word.
static void BabiPalace_ThankForSavingBabi (void)
 The other guard thanks the party for saving Babi once, then sends it to the colosseum.
static void BabiPalace_AskAboutRemainingWarriors (s32 actorId)
 Asks whether the party is leaving, like the other warriors.
static void BabiPalace_ExamineWell (void)
 Searching the courtyard's well. "It's filled with fresh, clean water.".
const struct SceneEvent * Scene_GetEvents (void)
 Returns the event table for the scene and the story, as the placements.
s32 BabiPalace_ApplyEntryState (void)
 Sets up the scene being entered: the doors, the Cloak Ball on show, and the scenes that play on arrival (Babi after Colosso, the attendant during the finals, waking after a night's rest).

Variables

u16 gBabiPalace_DoorCells []
s32 gBabiPalace_IndigestionScript []
struct SceneEntrance gBabiPalace_EntrancesOther []
struct SceneEntrance gBabiPalace_Entrances2 []
struct SceneRegion gBabiPalace_Regions []
u32 gBabiPalace_Exits []
struct ScenePlacement gBabiPalace_Placements2 []
struct ScenePlacement gBabiPalace_PlacementsOther []
struct ScenePlacement gBabiPalace_PlacementsColosso []
struct ScenePlacement gBabiPalace_PlacementsAfterColosso []
struct SceneEvent gBabiPalace_EventsOther []
struct SceneEvent gBabiPalace_EventsColosso []
struct SceneEvent gBabiPalace_EventsAfterColosso []
struct SceneEvent gBabiPalace_Events2 []
struct SceneEvent gBabiPalace_Events2Colosso []
struct SceneEvent gBabiPalace_Events2AfterColosso []

Detailed Description

Babi Palace in Tolbi.

Two scenes share this overlay: the palace, where the party stays as Colosso's guests and where Sheba is held, and its courtyard with the well. Both change three times: while Babi is missing, once he has been rescued and the finals are on, and after Colosso.

Definition in file babi_palace.c.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum

The palace's actors are placed by one of three tables, as the story goes on: before Babi is rescued, during the finals and after Colosso.

Before the rescue: the attendant who shows the party its beds, Iodem and the two soldiers he sent to Altmiller Cave; Sheba is held here throughout.

Enumerator
ACTOR_BED_ATTENDANT 
ACTOR_IODEM 
ACTOR_FIRST_SOLDIER 
ACTOR_SECOND_SOLDIER 

Definition at line 47 of file babi_palace.c.

◆ anonymous enum

anonymous enum

During the finals: the same attendant, placed later.

Enumerator
ACTOR_FINALS_ATTENDANT 

Definition at line 55 of file babi_palace.c.

◆ anonymous enum

anonymous enum

After Colosso: Babi, and the Cloak Ball he keeps on show; Iodem keeps his number.

Enumerator
ACTOR_BABI 
ACTOR_CLOAK_BALL 

Definition at line 59 of file babi_palace.c.

◆ anonymous enum

anonymous enum

The courtyard's two guards.

Enumerator
ACTOR_FIRST_GUARD 
ACTOR_SECOND_GUARD 

Definition at line 62 of file babi_palace.c.

◆ anonymous enum

anonymous enum

The attendant has led the party to the beds; talking again sends the attendant back.

Enumerator
FLAG_ATTENDANT_SHOWED_BEDS 

Definition at line 66 of file babi_palace.c.

Function Documentation

◆ BabiPalace_RestorePartyAndInventory()

__inline__ void BabiPalace_RestorePartyAndInventory ( void )
static

After a night in the palace's beds: the party's HP and PP are full, Garet, Ivan and Mia rejoin, and the inventory Colosso held is returned.

Definition at line 70 of file babi_palace.c.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_RestorePartyAndInventory().

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 89 of file babi_palace.c.

◆ BabiPalace_GetRegions()

const struct SceneRegion * BabiPalace_GetRegions ( void )

The palace has no regions; the table is empty.

Definition at line 97 of file babi_palace.c.

Referenced by BabiPalace_GetRegions().

◆ BabiPalace_GetExits()

const u32 * BabiPalace_GetExits ( void )

Both scenes share one exit table.

Definition at line 102 of file babi_palace.c.

Referenced by BabiPalace_GetExits().

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

Returns the actor placements for the scene and the story: before Babi's rescue, during the finals or after Colosso.

Definition at line 106 of file babi_palace.c.

◆ BabiPalace_ShowQuestionAnswer()

void BabiPalace_ShowQuestionAnswer ( s32 actorId,
s32 question )
inlinestatic

Asks a yes or no question; the answers are the two messages after it.

Definition at line 120 of file babi_palace.c.

Referenced by BabiPalace_AskAboutEasternShores(), BabiPalace_AskAboutMeetingBabi(), BabiPalace_AskAboutSoldiers(), and BabiPalace_ShowQuestionAnswer().

◆ BabiPalace_AskAboutSoldiers()

void BabiPalace_AskAboutSoldiers ( s32 actorId)
static

Asks about Babi's soldiers.

"Did you run into any of Babi's soldiers in town?"

Definition at line 132 of file babi_palace.c.

Referenced by BabiPalace_AskAboutSoldiers().

◆ BabiPalace_ShowBeds()

void BabiPalace_ShowBeds ( s32 actorId)
static

Talking to the attendant before Babi's rescue: the attendant leads the party to the beds.

"We have just enough extra beds in this room for everybody. Please follow me." Talking again, the attendant asks whether the party will sleep right away and goes back.

Definition at line 140 of file babi_palace.c.

Referenced by BabiPalace_ShowBeds().

◆ BabiPalace_OfferRest()

void BabiPalace_OfferRest ( s32 actorId)
static

Talking to the attendant during the finals: the first time, the attendant asks whether the party came to rest before the match and steps aside; afterwards, the attendant offers rest.

"if you're tired, please feel free to get some rest."

Definition at line 200 of file babi_palace.c.

Referenced by BabiPalace_OfferRest().

◆ BabiPalace_AskAboutColosso()

void BabiPalace_AskAboutColosso ( s32 actorId)
static

A warrior asks whether the party is entering Colosso, and either hurries it to the trials or asks whether it got hurt too.

Definition at line 237 of file babi_palace.c.

Referenced by BabiPalace_AskAboutColosso().

◆ BabiPalace_TalkToIndigestedWarrior()

void BabiPalace_TalkToIndigestedWarrior ( s32 actorId)
static

The warrior with indigestion tries to shrug it off, doubles up, and gives up on entering Colosso.

Definition at line 256 of file babi_palace.c.

Referenced by BabiPalace_TalkToIndigestedWarrior().

◆ BabiPalace_ReadShebasMind()

void BabiPalace_ReadShebasMind ( s32 unused0,
s32 actorId )
static

Mind Read on Sheba: she cannot escape to Lalivero alone; the first time, she feels it, ends the Psynergy and asks about it.

"Did you just..."

Definition at line 295 of file babi_palace.c.

Referenced by BabiPalace_ReadShebasMind().

◆ BabiPalace_AskAboutMeetingBabi()

void BabiPalace_AskAboutMeetingBabi ( s32 actorId)
static

Asks about meeting Babi. "Did you meet with Babi?".

Definition at line 316 of file babi_palace.c.

Referenced by BabiPalace_AskAboutMeetingBabi().

◆ BabiPalace_AskAboutEasternShores()

void BabiPalace_AskAboutEasternShores ( s32 actorId)
static

Asks whether the party wants to go back to the eastern shores.

"So, you're all from the eastern shores of the Karagol Sea, huh? Do you want to go back already?"

Definition at line 323 of file babi_palace.c.

Referenced by BabiPalace_AskAboutEasternShores().

◆ BabiPalace_OfferCloakBall()

void BabiPalace_OfferCloakBall ( void )
static

Taking the Cloak Ball on show after Colosso: Babi asks whether the party wants it, and lends it for the quest if it does.

Definition at line 329 of file babi_palace.c.

Referenced by BabiPalace_OfferCloakBall().

◆ BabiPalace_WakeFromFinalsDream()

void BabiPalace_WakeFromFinalsDream ( void )
static

Waking after resting before the finals: the leader dreamt of fighting in them, the others tease, and the party sets off for the colosseum.

Definition at line 364 of file babi_palace.c.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_WakeFromFinalsDream().

◆ BabiPalace_RestInPalaceBeds()

void BabiPalace_RestInPalaceBeds ( void )
static

Searching the beds: the party goes to bed, talking it over the first night.

"Would you like to sleep now?"

Definition at line 512 of file babi_palace.c.

Referenced by BabiPalace_RestInPalaceBeds().

◆ BabiPalace_HearSoldiersReport()

void BabiPalace_HearSoldiersReport ( void )
static

Walking past Iodem while Babi is missing: his two soldiers report back from Altmiller Cave without Babi, and Iodem tells how Babi has vanished into the cave before; then they leave.

Definition at line 682 of file babi_palace.c.

Referenced by BabiPalace_HearSoldiersReport().

◆ BabiPalace_WakeAfterFinals()

void BabiPalace_WakeAfterFinals ( void )
static

Waking in the palace after the finals: the leader slept long after fighting to the end; Babi wants to see the party.

Definition at line 937 of file babi_palace.c.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_WakeAfterFinals().

◆ BabiPalace_MeetBabiAfterColosso()

void BabiPalace_MeetBabiAfterColosso ( void )
static

Arriving after Colosso: Iodem and Babi have been waiting for the party.

Babi praises its fighting, saw its Psynergy through his Cloak Ball, and tells of Lemuria and the draught that has kept him alive; it is running out, and he asks the party to sail his Lemurian ship to find Lemuria. Learning that the party is bound for Venus Lighthouse, he sends Iodem with it, to meet at Gondowan Passage.

Definition at line 1216 of file babi_palace.c.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_MeetBabiAfterColosso().

◆ BabiPalace_LeaveThroughDoor()

void BabiPalace_LeaveThroughDoor ( void )
static

Walking north into one of the palace's doors: it opens (SE_DOOR_OPEN) and the leader walks through.

Definition at line 2141 of file babi_palace.c.

Referenced by BabiPalace_LeaveThroughDoor().

◆ BabiPalace_LeaveThroughAnimatedDoor()

void BabiPalace_LeaveThroughAnimatedDoor ( void )
static

Walking north into the courtyard's door: it opens and the leader goes in.

Definition at line 2173 of file babi_palace.c.

Referenced by BabiPalace_LeaveThroughAnimatedDoor().

◆ BabiPalace_PassOnBabisWord()

void BabiPalace_PassOnBabisWord ( void )
static

A courtyard guard during the finals passes on Babi's word.

"You're Isaac, aren't you? Babi left word that he would be waiting for you at the colosseum."

Definition at line 2187 of file babi_palace.c.

Referenced by BabiPalace_PassOnBabisWord().

◆ BabiPalace_ThankForSavingBabi()

void BabiPalace_ThankForSavingBabi ( void )
static

The other guard thanks the party for saving Babi once, then sends it to the colosseum.

Definition at line 2234 of file babi_palace.c.

Referenced by BabiPalace_ThankForSavingBabi().

◆ BabiPalace_AskAboutRemainingWarriors()

void BabiPalace_AskAboutRemainingWarriors ( s32 actorId)
static

Asks whether the party is leaving, like the other warriors.

"All the warriors who stayed in the palace left when Colosso ended. Are you folks leaving too?"

Definition at line 2248 of file babi_palace.c.

Referenced by BabiPalace_AskAboutRemainingWarriors().

◆ BabiPalace_ExamineWell()

void BabiPalace_ExamineWell ( void )
static

Searching the courtyard's well. "It's filled with fresh, clean water.".

Definition at line 2263 of file babi_palace.c.

Referenced by BabiPalace_ExamineWell().

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

Returns the event table for the scene and the story, as the placements.

Definition at line 2271 of file babi_palace.c.

◆ BabiPalace_ApplyEntryState()

s32 BabiPalace_ApplyEntryState ( void )

Sets up the scene being entered: the doors, the Cloak Ball on show, and the scenes that play on arrival (Babi after Colosso, the attendant during the finals, waking after a night's rest).

Returns 0.

Definition at line 2293 of file babi_palace.c.

Referenced by BabiPalace_ApplyEntryState().

Variable Documentation

◆ gBabiPalace_DoorCells

u16 gBabiPalace_DoorCells[]
Initial value:
= {
MAP_CELL_STEP(25, 28, 1, 3, 5), MAP_CELL_STEP(26, 28, 1, 3, 5), MAP_CELL_STEP(27, 28, 1, 3, 5), MAP_CELL_STEPS_END,
}
#define MAP_CELL_STEP(srcX, srcY, width, height, frames)
Definition field_event.h:59
#define MAP_CELL_STEPS_END
Definition field_event.h:61

Definition at line 2364 of file babi_palace.c.

Referenced by BabiPalace_LeaveThroughAnimatedDoor().

◆ gBabiPalace_IndigestionScript

s32 gBabiPalace_IndigestionScript[]
Initial value:
= {
SC_SET(SW_SCALE_X, 0x10000),
SC_SET(SW_SCALE_Y, 0x10000),
SC_ADD(SW_SCALE_X, -0x4000),
SC_ADD(SW_SCALE_Y, 0x2000),
SC_WAIT(2),
SC_ADD(SW_SCALE_X, 0x2000),
SC_ADD(SW_SCALE_Y, -0x1000),
SC_WAIT(2),
SC_ADD(SW_SCALE_X, 0x1000),
SC_ADD(SW_SCALE_Y, -2048),
SC_WAIT(2),
SC_ADD(SW_SCALE_X, 0x1000),
SC_ADD(SW_SCALE_Y, -2048),
SC_WAIT(4),
}
#define SC_SET(w, v)
Write a work value.
Definition objcmd.h:37
#define SC_LOOP(n, to)
Repeat up to n times.
Definition objcmd.h:28
#define SC_FOREVER
Definition objcmd.h:14
#define SC_ADD(w, v)
Definition objcmd.h:38
#define SC_WAIT(n)
Wait n frames.
Definition objcmd.h:16
#define SC_TOP
Script start.
Definition objcmd.h:13
@ SW_SCALE_Y
Definition objcmd.h:63
@ SW_SCALE_X
Definition objcmd.h:62

Definition at line 2368 of file babi_palace.c.

Referenced by BabiPalace_TalkToIndigestedWarrior().

◆ gBabiPalace_EntrancesOther

struct SceneEntrance gBabiPalace_EntrancesOther[]

Definition at line 2386 of file babi_palace.c.

Referenced by Scene_GetEntrances().

◆ gBabiPalace_Entrances2

struct SceneEntrance gBabiPalace_Entrances2[]
Initial value:
= {
{ 0, CONDITION_ALWAYS, 264, 0, 440, FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
{ 1, CONDITION_ALWAYS, 264, 0, 424, FACING_NORTH, 0, -1, -1, -1, -1, 0 },
{ 2, CONDITION_ALWAYS, 200, 0, 248, FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTH
Definition field_scene.h:28

Definition at line 2432 of file babi_palace.c.

Referenced by Scene_GetEntrances().

◆ gBabiPalace_Regions

struct SceneRegion gBabiPalace_Regions[]
Initial value:
= {
}

Definition at line 2439 of file babi_palace.c.

Referenced by BabiPalace_GetRegions().

◆ gBabiPalace_Exits

u32 gBabiPalace_Exits[]

Definition at line 2443 of file babi_palace.c.

Referenced by BabiPalace_GetExits().

◆ gBabiPalace_Placements2

struct ScenePlacement gBabiPalace_Placements2[]
Initial value:
= {
}
@ TALK_FACE_PARTY_AND_BACK
@ ACTOR_STAND
#define PIXELS(value)

Definition at line 2490 of file babi_palace.c.

Referenced by Scene_GetPlacements().

◆ gBabiPalace_PlacementsOther

struct ScenePlacement gBabiPalace_PlacementsOther[]

Definition at line 2498 of file babi_palace.c.

Referenced by Scene_GetPlacements().

◆ gBabiPalace_PlacementsColosso

struct ScenePlacement gBabiPalace_PlacementsColosso[]
Initial value:

Definition at line 2540 of file babi_palace.c.

Referenced by Scene_GetPlacements().

◆ gBabiPalace_PlacementsAfterColosso

struct ScenePlacement gBabiPalace_PlacementsAfterColosso[]

Definition at line 2564 of file babi_palace.c.

Referenced by Scene_GetPlacements().

◆ gBabiPalace_EventsOther

struct SceneEvent gBabiPalace_EventsOther[]

Definition at line 2600 of file babi_palace.c.

Referenced by Scene_GetEvents().

◆ gBabiPalace_EventsColosso

struct SceneEvent gBabiPalace_EventsColosso[]

Definition at line 2679 of file babi_palace.c.

Referenced by Scene_GetEvents().

◆ gBabiPalace_EventsAfterColosso

struct SceneEvent gBabiPalace_EventsAfterColosso[]

Definition at line 2745 of file babi_palace.c.

Referenced by Scene_GetEvents().

◆ gBabiPalace_Events2

struct SceneEvent gBabiPalace_Events2[]
Initial value:
= {
{ EVENT_TALK, ACTOR_FIRST_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceNormallyNoOnesAllowedIntoBabis) },
{ EVENT_TALK, ACTOR_SECOND_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceSomeOfTheRoomsInThe) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), ACTOR_FIRST_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceShouldThePalaceReallyBeOpen) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), ACTOR_SECOND_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceIWonderHowManyPeopleWill) },
}
@ ABILITY_MIND_READ
Definition ability_ids.h:16
@ ACTOR_FIRST_GUARD
@ ACTOR_SECOND_GUARD
static void BabiPalace_ExamineWell(void)
Searching the courtyard's well. "It's filled with fresh, clean water.".
static void BabiPalace_LeaveThroughAnimatedDoor(void)
Walking north into the courtyard's door: it opens and the leader goes in.
#define SCENE_EVENTS_END
@ EVENT_EXIT
@ EVENT_TALK
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define SEARCH(target)
#define TOUCH_WALKING_INTO(facing)
@ SEARCH_UNNAMED

Definition at line 2820 of file babi_palace.c.

Referenced by Scene_GetEvents().

◆ gBabiPalace_Events2Colosso

struct SceneEvent gBabiPalace_Events2Colosso[]
Initial value:
= {
{ EVENT_TALK, ACTOR_FIRST_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceBabiWantsYouToGoStraight) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), ACTOR_FIRST_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceSureTheySavedBabiButIm) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), ACTOR_SECOND_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceBabiIsADeliberateManHe) },
}
static void BabiPalace_ThankForSavingBabi(void)
The other guard thanks the party for saving Babi once, then sends it to the colosseum.
static void BabiPalace_PassOnBabisWord(void)
A courtyard guard during the finals passes on Babi's word.
#define FLAG_BABI_PALACE_GUARD_GAVE_WORD
A courtyard guard has passed on Babi's word to go to the colosseum.
Definition flags.h:205

Definition at line 2831 of file babi_palace.c.

Referenced by Scene_GetEvents().

◆ gBabiPalace_Events2AfterColosso

struct SceneEvent gBabiPalace_Events2AfterColosso[]
Initial value:
= {
{ EVENT_TALK, ACTOR_FIRST_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceIveLostAllMyEnthusiasmSince) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), ACTOR_FIRST_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceTheEndOfAFestivalIs) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), ACTOR_SECOND_GUARD, CONDITION_ALWAYS, MSGNO(MsgBabiPalaceAllTheHeroicWarriorsWhoTook) },
}
static void BabiPalace_AskAboutRemainingWarriors(s32 actorId)
Asks whether the party is leaving, like the other warriors.

Definition at line 2846 of file babi_palace.c.

Referenced by Scene_GetEvents().