Alchemy
Loading...
Searching...
No Matches

flags.h File Reference

Game flags, named where their meaning is shown. More...

Go to the source code of this file.

Macros

#define FLAG_IN_PARTY(character)
 Flags 0 to 7: the character with that id (character_ids.h) is in the party (Party_AddActiveOwner).
#define FLAG_CHILDHOOD   0x20
 the prologue: Isaac and Garet are children
#define FLAG_ISAAC_WEARS_TUNIC   0x21
 The young Isaac wears the tunic Dora made him take on the stormy night: placed child sprites get its child part (226), and Isaac's grown sprite is 0x11.
#define FLAG_DJINNI_0   48
 the flag of Djinni 0, set once it is caught
#define FLAG_SKIP_SCENE_CHANGE_SOUND   0x101
 The next scene change is silent: the scene loader clears it in place of playing SE_288, once.
#define FLAG_IN_BATTLE   0x103
 Set as a battle starts, cleared as a field scene starts.
#define FLAG_MENU_OPEN   0x106
 Set while the field menu is open; scenes hold their moving actors still.
#define FLAG_MENUS_RAISE_EVENT   0x107
 While set, opening the field menu or the pause menu, or pressing a shortcut, raises event 250 instead (Field_RunScene, Field_RequestShortcut); Vault's inn sets it while the party corners the suspects.
#define FLAG_VENUS_LIGHTHOUSE_LIT   0x110
#define FLAG_MERCURY_LIGHTHOUSE_LIT   0x111
#define FLAG_MARS_LIGHTHOUSE_LIT   0x112
#define FLAG_JUPITER_LIGHTHOUSE_LIT   0x113
#define FLAG_KEEP_MUSIC   0x11a
 The next scene keeps the music that is playing; scene.c clears FLAG_KEEP_MUSIC as it does, and leaves FLAG_KEEP_MUSIC_HELD set.
#define FLAG_KEEP_MUSIC_HELD   0x11b
#define FLAG_NOT_ON_MAP   0x11c
 the current place is not on the world map
#define FLAG_EXIT_ARRIVAL_PENDING   0x120
 The leader left through an exit of kind 0x20 (SE_128, animation 26); the next scene plays the leader's arrival, animation 24 (ObjectEffect_RunPendingFlagEvent), unless its setup clears this first.
#define FLAG_ARRIVE_FALLING   0x122
 The leader falls into the next scene from 160 pixels above (ObjectEffect_RunPendingFlagEvent), as when the world map's airborne travel ends.
#define FLAG_SCENE_VARIANT_2   0x123
 The current scene's record has variant 2; the scene loader sets and clears it.
#define FLAG_NOTHING_HAPPENS   0x142
 Set before an action on the field; still set afterwards, nothing came of it and the game says so.
#define FLAG_ITEM_USED_UP   0x143
 the item just used is removed afterwards
#define FLAG_RETREAT_BLOCKED   0x144
 Retreat is blocked, from Psynergy or an item.
#define FLAG_ITEM_USE   0x145
 the Psynergy comes from an item
#define FLAG_NO_ENCOUNTERS   0x160
 No random encounters while set (Encounter_SelectEnemyGroup), unless flag 0x15f is set; debug entrances set it.
#define FLAG_DEBUG_BATTLE   0x162
 set before every debug battle
#define FLAG_DEBUG_STEPS_OFF   0x163
 In debug mode, steps on the field are not processed (Field_RunScene) and the world map's places do not react to the leader; debug entrances set it.
#define FLAG_LURE_CAP   0x167
 Set while the Lure Cap is worn: random encounters come twice as fast.
#define FLAG_AUTO_BATTLE   0x16a
#define FLAG_CHOOSING_COMMANDS   0x16b
 set while the commands are chosen
#define FLAG_LINK_BATTLE   0x16c
#define FLAG_DJINN_TUTORIAL   0x16e
#define FLAG_DJINN_TUTORIAL_PART_A   0x16f
 With FLAG_DJINN_TUTORIAL set, these two choose the part of the tutorial the Djinn menu plays: neither, step 1; only the second, step 14; only the first, step 27; both, step 28 (DjinnMenu_Open).
#define FLAG_DJINN_TUTORIAL_PART_B   0x171
#define FLAG_MONSTER_BATTLE   0x173
 The link lobby's battle against a monster when no opponent is linked: formations matched to the party's level, and no spoils.
#define FLAG_IN_LINK_LOBBY   0x17e
 Set when the cleared game's menu goes to the link lobby: there Psynergy has no effect and the system menu offers only Change settings.
#define FLAG_LINK_PARTY_COUNT   0x3f0
 the members the linked opponent sent
#define FLAG_MONSTER_BATTLE_WINS   0x3f8
 Monster battles won in a row, added to the monsters' level; -1 after the series ends.
#define FLAG_SHOP_ARTIFACTS_STOCKED   0x400
 Plus a row of the shop stock table: that place's artifacts are in stock.
#define FLAG_INVENTORY_SNAPSHOT   0x952
 Set while the Colosso holds the party's equipment (the inventory snapshot).
#define FLAG_KEEP_PARTY_POSITION   0x109
#define FLAG_SHOW_LOCATION_NAME   0x12f
#define FLAG_KEEP_LAYER_GRAPHICS   0x170
#define FLAG_SANCTUM_VISIT_PLANNED   0x801
#define FLAG_SOL_SANCTUM_ENTERED   0x802
#define FLAG_SEARCHING_FOR_HIDDEN_PASSAGE   0x804
#define FLAG_MET_SATUROS_AND_MENARDI   0x808
#define FLAG_SOL_SANCTUM_FIRST_GEM_PLACED   0x81a
#define FLAG_SOL_SANCTUM_SECOND_GEM_PLACED   0x821
#define FLAG_TRET_DEFEATED   0x844
#define FLAG_KOLIMA_CURSE_LIFTED   0x845
#define FLAG_MET_LAUREL   0x84c
#define FLAG_MCCOY_PALACE_REWARD_TAKEN   0x84e
#define FLAG_VAULT_THIEVES_JAILED   0x855
#define FLAG_VAULT_DOG_SHOWN_PASSAGE   0x858
#define FLAG_VAULT_BONE_RECEIVED   0x85b
#define FLAG_VAULT_DJINNI_CALLED_BY_BELL   0x867
#define FLAG_BILIBIN_CAVE_SECOND_DOUSE_TARGET_CLEARED   0x882
#define FLAG_BILIBIN_CAVE_FIRST_DOUSE_TARGET_CLEARED   0x883
#define FLAG_XIAN_HEARD_HSU_TRAPPED   0x895
#define FLAG_FEIZHI_WENT_TO_HSU   0x89a
#define FLAG_HSU_RESCUED   0x8b2
#define FLAG_ALTIN_MINE_FIRST_DRAIN   0x8fd
#define FLAG_ALTIN_MINE_SECOND_DRAIN   0x8fe
#define FLAG_ALTIN_MINE_THIRD_DRAIN   0x907
#define FLAG_HYDROS_STATUES_DEFEATED   0x909
#define FLAG_TOLBI_SHIP_WARRIORS_SEEK_CAPTAIN   0x922
#define FLAG_TOLBI_SHIP_CREWMAN_CONFRONTED   0x923
#define FLAG_TOLBI_SHIP_ANCHOR_CHARM_FOUND   0x924
#define FLAG_LUNPA_HEARD_OF_PRISONER   0x940
#define FLAG_LUNPA_TRADE_REOPENED   0x941
#define FLAG_LUNPA_CAVE_REUNION_SEEN   0x94d
#define FLAG_BUNZAS_WAGON_LEFT   0x94f
 Bunza's wagon has left West Lunpa Cave, with the party aboard or without.
#define FLAG_IODEM_FOLLOWING_PARTY   0x9a0
#define FLAG_GONDOWAN_CAVE_FIRST_LEAP_COMPLETE   0x9a2
#define FLAG_GONDOWAN_CAVE_SECOND_OBJECT_MOVED   0x9a5
#define FLAG_FEIZHI_SAW_ROCKSLIDE   0x8b0
 Feizhi has found the road blocked and run ahead to look for Hsu.
#define FLAG_HAMA_REACHED_HSU   0x8b1
 Hama has reached Hsu and spoken with him and Feizhi.
#define FLAG_HSU_RESCUED_WITHOUT_PARTY   0x8b3
 Hsu was freed without the party: set with FLAG_HSU_RESCUED when the party comes back from Lama Temple after Xian has heard of the accident.
#define FLAG_ALPINE_CROSSING_POWER_BREAD   0xf71
 the crossing's chest
#define FLAG_LAMA_TEMPLE_WATER_OF_LIFE   0xf7a
 the temple's chest
#define FLAG_ALTIN_WATER_BEAST_LEFT   0x8ff
 jumped back into the flood
#define FLAG_ALTIN_BLOCK_MOVED   0x906
 pushed to its place by Move
#define FLAG_ALTIN_NUT   0xf73
 a barrel in the houses
#define FLAG_ALTIN_COINS   0xf74
 a barrel in the houses
#define FLAG_ALTIN_SLEEP_BOMB   0xf75
 a bed in the houses
#define FLAG_ALTIN_PEAK_FIRST_BEAST_ROUTE_SEEN   0x904
 Room 1's water beast has been seen hopping along its first and its second route.
#define FLAG_ALTIN_PEAK_SECOND_BEAST_ROUTE_SEEN   0x905
#define FLAG_ALTIN_PEAK_BOULDER_FALLEN   0x908
 Room 9's boulder has fallen and rolled down after the party leader.
#define FLAG_ALTIN_PEAK_COOKIE   0xf76
 room 3's chest
#define FLAG_ALTIN_PEAK_DRAGON_SHIELD   0xf77
 room 5's chest
#define FLAG_ALTIN_PEAK_LUCKY_MEDAL   0xf78
 room 8's chest
#define FLAG_ALTIN_PEAK_VIAL   0xf79
 room 11's chest
#define FLAG_ALTIN_PEAK_PSY_CRYSTAL   0xf07
 room 7's chest
#define FLAG_ALTIN_PEAK_LIFTING_GEM   0xf08
 room 10's chest
#define FLAG_MET_INVISIBLE_BABI   0x960
 Babi has asked for his draught.
#define FLAG_BABI_CALLED_PARTY_BACK   0x961
 Babi has called the party back once as it made to leave without him.
#define FLAG_BABI_SAVED   0x962
 The party has saved Babi in Altmiller Cave with his Mystic Draught; Tolbi then holds the Colosso finals, and its scenes read this as the finals day.
#define FLAG_ALTMILLER_CAVE_MYSTIC_DRAUGHT   0xf30
 behind the rocks' wall
#define FLAG_ALTMILLER_CAVE_VIAL   0xf9c
 room 3's chest
#define FLAG_ALTMILLER_CAVE_COOKIE   0xf9d
 room 5's chest
#define FLAG_BABI_LIGHTHOUSE_ROOM2_ENTRANCE_10_USED   0x980
 Arrival through room 2's entrance 10 changes its tiles and collision; entrances 10 and 11 restore those changes on later visits.
#define FLAG_BABI_LIGHTHOUSE_DOOR_OPEN   0x985
 The stone door that Reveal's switch opens stands open.
#define FLAG_BABI_LIGHTHOUSE_PURSUIT_ASKED   0x988
 Iodem and Faran have asked the party to follow Sheba's kidnappers.
#define FLAG_IODEM_AT_BABI_LIGHTHOUSE   0x98a
 Set with it: Iodem has come to Babi Lighthouse, and from then on he no longer leaves the party in Suhalla's inn or Gondowan Cave.
#define FLAG_BABI_LIGHTHOUSE_DOOR_SHOWN   0x989
 The party has opened the door before Iodem and Faran, who stay behind.
#define FLAG_BABI_LIGHTHOUSE_LUCKY_PEPPER   0xfbc
 the building site's chest
#define FLAG_COLOSSO_OVER   0x950
 the Colosso finals have been fought
#define FLAG_WON_COLOSSO   0x951
 the party won the finals
#define FLAG_BABI_PALACE_FINALS_REST_OFFERED   0x966
 The attendant has offered the beds for the night before the finals.
#define FLAG_BABI_PALACE_FINALS_BEDS_OPEN   0x967
 While set, the beds can be used during the finals.
#define FLAG_SHEBA_NOTICED_MIND_READ   0x968
 Sheba has felt the party read her mind.
#define FLAG_BABI_PALACE_BEDS_OPEN   0x969
 While set, the beds can be used before the finals.
#define FLAG_BABI_PALACE_FIRST_NIGHT   0x96a
 the party has slept there once
#define FLAG_IODEM_HEARD_SOLDIERS   0x96b
 The soldiers have come back from Altmiller Cave to Iodem without Babi.
#define FLAG_BABI_PALACE_GUARD_GAVE_WORD   0x96c
 A courtyard guard has passed on Babi's word to go to the colosseum.
#define FLAG_BABI_PALACE_GUARD_THANKED_PARTY   0x96d
 The other courtyard guard has thanked the party for saving Babi.
#define FLAG_BABI_SPOKE_AFTER_COLOSSO   0x96f
 Babi and Iodem have spoken with the party after Colosso.
#define FLAG_BABI_PALACE_CLOAK_BALL   0xf31
 lent by Babi after Colosso
#define FLAG_BABI_PALACE_LUCKY_MEDAL   0xf9f
 in a barrel
#define FLAG_BABI_PALACE_HARD_NUT   0xf9e
 A jar in the scholars' room, which is drawn on Vale's map (vale_babi.c).
#define FLAG_BILIBIN_JILL_RESCUED   0x848
 Jill, a tree, pulled from the river.
#define FLAG_BILIBIN_JILL_GIFT_RECEIVED   0x849
 her thanks, a Hard Nut
#define FLAG_COLOSSO_FAILED_TRIAL_SEEN   0x8a3
 a warrior failed his trial
#define FLAG_COLOSSO_CLEARED_TRIAL_SEEN   0x8a4
 a warrior cleared his trial
#define FLAG_COLOSSO_FIRST_MATCH_WON   0x90e
#define FLAG_COLOSSO_SECOND_MATCH_WON   0x90f
#define FLAG_KALAY_HEARD_OF_COLOSSO_TOUR   0x910
 The inn's guests told the party about the Colosso tour to Tolbi.
#define FLAG_KALAY_COLOSSO_TOUR_LEFT   0x911
 the tour group has left town
#define FLAG_KALAY_TOWN_NUT_CAUGHT   0x916
 the Nut circling in the town
#define FLAG_IMIL_HEARD_MIA_WENT_TO_COUPLE   0x82a
 Mia's second apprentice told the party Mia went to the old couple's house.
#define FLAG_IMIL_MET_MIA   0x82b
 Mia healed the old man, and the party saw the Mercury Lighthouse lit.
#define FLAG_IMIL_APPRENTICE_OFFERED_HEALING   0x82d
 Her apprentice told the party she can act as its healer in the sanctum.
#define FLAG_IMIL_MIA_SAID_FAREWELL   0x82e
 to her two apprentices
#define FLAG_FUCHIN_FALLS_DRAGONS_EYE_SET   0x820
 The Dragon's Eye is set in the dragon statue, which opened the hidden path.
#define FLAG_KALAY_DOCKS_TICKET_BOUGHT   0x8a5
#define FLAG_KALAY_DOCKS_CARRYING_MESSAGE   0x8a6
 The father on the Kalay docks asked the party to take a message to his daughter in Tolbi, and the party agreed.
#define FLAG_KALAY_DOCKS_TICKET_HANDED_OVER   0x8a7
 the party may board
#define FLAG_TOLBI_DOCKS_MESSAGE_DELIVERED   0x8a8
#define FLAG_KALAY_DOCKS_WENT_ASHORE   0x8a9
 off the ship after boarding
#define FLAG_TOLBI_DOCKS_PASSENGER_MET_PARTY   0x8aa
 A passenger on the Tolbi docks walked up to the party as it arrived.
#define FLAG_TOLBI_DOCKS_CONFRONTATION_SEEN   0x8ab
 The passengers confronted the tour guides and their bodyguard.
#define FLAG_KALAY_DOCKS_GARET_SAW_KARAGOL   0x8ac
#define FLAG_KOLIMA_CURSE_WITNESSED   0x843
 The party has seen the curse fall, in Kolima or on the forest bridge.
#define FLAG_KOLIMA_BRIDGE_COLLAPSED   0x847
 Kolima's bridge fell as the party crossed it.
#define FLAG_KOLIMA_FOREST_NUT_CAUGHT   0xfd3
 Catch took the clearing's Nut.
#define FLAG_LAMAKAN_SAND_MONSTER_BEATEN   0x90a
 on the third map
#define FLAG_RETURNED_FROM_VENUS_LIGHTHOUSE   0x9a7
 The party is back from Venus Lighthouse, by the aerie's exit.
#define FLAG_SAW_SHIP_FROM_VENUS_LIGHTHOUSE   0x9bf
 The party saw the ship from Venus Lighthouse before coming back.
#define FLAG_LALIVERO_WOUNDED_SOLDIERS_SEEN   0x9b8
#define FLAG_IODEM_FAREWELL_SEEN   0x9ba
 Iodem gave the Black Orb.
#define FLAG_LALIVERO_WHARF_OPEN   0x9bb
 the guard lets the party to the ship
#define FLAG_IODEM_ASKED_TO_MEET   0x9bc
 Iodem asked the party to wait for him outside.
#define FLAG_GUARDS_SUSPECT_KALAY   0x85a
 Set on the world map; from then on the east guard asks whether the party came from Kalay.
#define FLAG_LUNPA_GATE_GUARD_SAW_HAMMET   0x9af
 The gate's left guard has recognized Hammet with the party.
#define FLAG_LUNPA_PSYNERGY_STONE   0xf27
#define FLAG_LUNPA_GRAVE_SLEEP_BOMB   0xf88
#define FLAG_LUNPA_BARREL_NUT   0xf89
#define FLAG_LUNPA_WOODEN_BOX_LUCKY_MEDAL   0xf8a
 in the town's buildings
#define FLAG_LUNPA_BARREL_VIAL   0xf8b
 in the town's buildings
#define FLAG_LUNPA_NUT_CAUGHT   0xfd1
 the nut floating over the town
#define FLAG_LUNPA_FORTRESS_TRAP_SEEN   0x942
 The party has seen Hammet's rescue up to Dodonpa's trap; a retry after losing the battle skips to the trap.
#define FLAG_LUNPA_FORTRESS_COLUMN_LOWERED   0x943
#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_UNCOVERED   0x944
 Whirlwind has blown away what hid the first switch, the passage and the second switch.
#define FLAG_LUNPA_FORTRESS_PASSAGE_UNCOVERED   0x945
#define FLAG_LUNPA_FORTRESS_SECOND_SWITCH_UNCOVERED   0x946
#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_FLIPPED   0x947
#define FLAG_LUNPA_FORTRESS_SECOND_SWITCH_FLIPPED   0x948
#define FLAG_LUNPA_FORTRESS_HALL_GUARD_BEATEN   0x949
#define FLAG_LUNPA_FORTRESS_THREE_GUARDS_BEATEN   0x94a
#define FLAG_LUNPA_FORTRESS_EAST_GUARD_BEATEN   0x94b
#define FLAG_LUNPA_FORTRESS_WEST_GUARD_BEATEN   0x94c
#define FLAG_LUNPA_FORTRESS_REWARD_TAKEN   0x94e
 Donpa's reward, the Djinni in his room, has joined the party.
#define FLAG_LUNPA_FORTRESS_CHEST_ELIXIR   0xfa2
#define FLAG_LUNPA_FORTRESS_CHEST_LUCKY_MEDAL   0xfa3
#define FLAG_LUNPA_FORTRESS_THIRD_CHEST   0xfa4
 item 0xaa
#define FLAG_LUNPA_FORTRESS_CHEST_COINS   0xfa5
#define FLAG_LUNPA_FORTRESS_BARREL_VIAL   0xfa6
#define FLAG_LUNPA_FORTRESS_CHEST_POWER_BREAD   0xfa7
#define FLAG_LUNPA_FORTRESS_CELL_KEY   0xf2e
 caught or taken from its hook
#define FLAG_MCCOY_PALACE_ADMITTED   0x84a
 The gate guards have let the party into the palace.
#define FLAG_MCCOY_PALACE_VISITED   0x84b
 set on every entry to the palace
#define FLAG_MCCOY_PALACE_BARRICADE_HINT   0x84f
 After McCoy turned the party away, his escort let slip that the barricade may not need a key.
#define FLAG_MCCOY_PALACE_PARTY_REWARDED   0x85e
 The escort has seen the party off after McCoy's reward.
#define FLAG_MCCOY_PALACE_JOB_REFUSED   0x85f
 The party refused McCoy's job at the first audience.
#define FLAG_MCCOY_PALACE_BARREL_ELIXIR   0xf55
#define FLAG_MCCOY_PALACE_BARREL_SMOKE_BOMB   0xf56
#define FLAG_MCCOY_PALACE_GARDEN_NUT_CAUGHT   0xfd2
 the floating nut
#define FLAG_MIA_SENSED_SOMEONE_INSIDE   0x870
 Mia has told the party she senses someone inside the lighthouse.
#define FLAG_MIA_OPENED_MERCURY_LIGHTHOUSE   0x871
 The statue is moved and Mia's Ply has opened the lighthouse door.
#define FLAG_MIA_ENTERED_MERCURY_LIGHTHOUSE   0x872
 Past the Lizard Man, Mia has gone on into the lighthouse.
#define FLAG_MIA_JOINED_PARTY   0x873
 rescued again, Mia joins with Fizz
#define FLAG_MERCURY_LIGHTHOUSE_GATE_HELD_OPEN   0x874
 The block rests on the floor switch and holds the gate open.
#define FLAG_MERCURY_LIGHTHOUSE_PLY_ACTIVATED   0x875
 Ply in the entrance hall: the lights cycle and the pillar routes open.
#define FLAG_MERCURY_LIGHTHOUSE_CHANNELS_OPEN   0x876
 All three channel blocks are in place and the water runs.
#define FLAG_MERCURY_LIGHTHOUSE_STATUE_FELL   0x877
 The sliding statue has fallen through to the floor below.
#define FLAG_MERCURY_LIGHTHOUSE_STAIR_GATE_HELD_OPEN   0x878
 The block rests on the stair gate's floor switch and holds it open.
#define FLAG_MERCURY_AERIE_CONFRONTATION_DONE   0x880
 The aerie's confrontation with Saturos, the battle and Alex's visit are over; set with FLAG_SATUROS_BEATEN_AT_MERCURY.
#define FLAG_SATUROS_BEATEN_AT_MERCURY   0x881
 Saturos is beaten at Mercury Lighthouse: the Hermes fountain at its foot flows again.
#define FLAG_MOGALL_FOREST_FIRST_APE_SEEN   0x89c
 an ape hides on arrival
#define FLAG_MOGALL_FOREST_LED_TO_KILLER_APE   0x89d
 The last guiding ape has led the party to the Killer Ape's hiding place.
#define FLAG_MOGALL_FOREST_KILLER_APE_BEATEN   0x89e
#define FLAG_IODEM_MET_WOUNDED_SOLDIERS   0x9b0
 Set at Babi's palace as his audience after Colosso begins; afterwards Suhalla's people talk of the Tolbi soldiers the sandstorms brought there.
#define FLAG_SUHALLA_GATE_SOLDIER_VANISHED   0x897
 after his last words
#define FLAG_SUHALLA_GATE_ATTACK_SEEN   0x89f
 Iodem has questioned the guards.
#define FLAG_SUHALLA_GATE_ENTERED_FROM_SOUTH   0x8fb
 The side the party last came through, which Retreat returns them to.
#define FLAG_SUHALLA_GATE_ENTERED_FROM_EAST   0x8fc
#define FLAG_SUHALLA_DESERT_TALKED_OF_SHEBA   0x9b5
 search on or go to Lalivero
#define FLAG_SUHALLA_DESERT_IODEM_WARNED   0x9b6
 Iodem warned of a sandstorm. "A sandstorm!".
#define FLAG_SUHALLA_DESERT_CHASING_STORM_DOUSED   0x9b7
#define FLAG_TOLBI_CORN_GIVEN   0x8bf
 the snack vendor gave away her corn
#define FLAG_TOLBI_SEARCHERS_MET   0x8c0
 the soldiers asked about Babi
#define FLAG_TOLBI_SPRING_OPENED   0x8c1
 the gambler let the party go first
#define FLAG_TOLBI_INTERIORS_MEDAL_HIDDEN   0x8bc
 she hid it in the barrel
#define FLAG_TOLBI_INTERIORS_MEDAL_TAKEN   0x8bd
 the party took it
#define FLAG_TOLBI_INTERIORS_MEDAL_MISSED   0x8be
 she has greeted them since
#define FLAG_TOLBI_SHIP_AT_ISLAND   0x8a0
 at anchor off the island
#define FLAG_TOLBI_SHIP_MONSTERS_SIGHTED   0x8f0
 The ship's place plays music 29, the monsters' theme, instead of 41.
#define FLAG_TOLBI_SHIP_ISLAND_SCOUT_AGREED   0x903
 the party will scout it
#define FLAG_TOLBI_SHIP_CREW_WONDERED_AT_DELAY   0x920
 The crew have wondered what became of the replacement ship.
#define FLAG_TOLBI_SHIP_CAPTAIN_DECIDED_TO_SAIL   0x921
 The party has heard that the captain decided to sail.
#define FLAG_TOLBI_SHIP_ANCHOR_CHARM_RETURNED   0x925
 The party gave back the captain's Anchor Charm and agreed to protect the ship.
#define FLAG_TOLBI_SHIP_SAILING_WITHOUT_REPLACEMENT   0x926
 The ship has set sail without its replacement.
#define FLAG_TOLBI_SHIP_ROWING   0x927
 the oars are moving
#define FLAG_TOLBI_SHIP_FIRST_ATTACK_REPELLED   0x928
 The monster attacks fought off.
#define FLAG_TOLBI_SHIP_SECOND_ATTACK_REPELLED   0x929
#define FLAG_TOLBI_SHIP_THIRD_ATTACK_REPELLED   0x92a
#define FLAG_TOLBI_SHIP_KRAKEN_DEFEATED   0x92b
#define FLAG_TOLBI_SHIP_FIRST_SEAT_ROWERS   0x92c
 The passengers chosen to row: a group of nine flags for each empty seat, one flag for each passenger, in the order of their actors from 8.
#define FLAG_TOLBI_SHIP_SECOND_SEAT_ROWERS   0x935
#define FLAG_TOLBI_SHIP_THIRD_SEAT_ROWERS   0x917
#define FLAG_TOLBI_SHIP_FOURTH_SEAT_ROWERS   0x990
#define FLAG_TOLBI_SHIP_REACHED_TOLBI   0x93e
 The ship reached Tolbi. "The ship has arrived safely".
#define FLAG_TUNNEL_RUINS_BUSH_BLOWN_AWAY   0x970
#define FLAG_TUNNEL_RUINS_PILLAR_A_SUNK   0x971
#define FLAG_TUNNEL_RUINS_PILLAR_B_SUNK   0x972
#define FLAG_TUNNEL_RUINS_EAST_PILLAR_A_PUSHED_WEST   0x974
#define FLAG_TUNNEL_RUINS_EAST_PILLAR_B_PUSHED_WEST   0x975
#define FLAG_TUNNEL_RUINS_STATUE_DOOR_OPEN   0x984
#define FLAG_TUNNEL_RUINS_ORACLES_ROBE   0xf32
 a chest in the second scene
#define FLAG_TUNNEL_RUINS_ASURAS_ARMOR   0xf33
 a chest in the second scene
#define FLAG_VALE_STORM   0x834
 The prologue's stormy night: lightning over Vale, the rockslide and the monsters loose in the village.
#define FLAG_REACHED_KALAY   0x87a
 Set whenever Kalay is entered; Vale's villagers then talk of the party's journey.
#define FLAG_OVERHEARD_KRADEN   0x800
 Kraden wondered aloud about the strangers.
#define FLAG_VALE_ROCKSLIDE_SURVIVOR_GAVE_UP   0x82f
 The man hurt in the rockslide believes he will die.
#define FLAG_VALE_ROCKSLIDE_SURVIVOR_ESCAPED   0x839
 He found he was unhurt and ran to the plaza.
#define FLAG_VALE_STORM_FIRST_MONSTER_FOUGHT   0x87d
#define FLAG_VALE_STORM_SECOND_MONSTER_FOUGHT   0x87e
#define FLAG_VALE_STORM_MONSTER_FOUGHT   0x900
 A monster was fought on the stormy night: Vale's music changes (song 23).
#define FLAG_VALE_KRADEN_JAR_ELIXIR   0xf41
 The jar's Elixir by the cottage; after Kalay it is searchable only from the third patch.
#define FLAG_VALE_ASKED_IF_GOING_TO_KRADEN   0x806
 A villager asked whether Isaac is going to Kraden's cottage.
#define FLAG_VALE_ANGRY_VILLAGER_ARGUED   0x807
 A villager has scolded Garet once.
#define FLAG_VALE_ASKED_IF_JENNA_IS_BACK   0x81f
 Back from Kalay, a villager asked whether Jenna is back yet.
#define FLAG_VALE_WARNED_AGAINST_MT_ALEPH   0x823
 A villager stopped Isaac and warned him off the mountain.
#define FLAG_VALE_STORM_FIRST_ROCK_FELL   0x830
 The four rocks that fall across the paths (actors 11 to 14).
#define FLAG_VALE_STORM_SECOND_ROCK_FELL   0x831
#define FLAG_VALE_STORM_THIRD_ROCK_FELL   0x832
#define FLAG_VALE_STORM_FOURTH_ROCK_FELL   0x833
#define FLAG_VALE_STORM_BUMPED_INTO_VILLAGER   0x835
 A villager running out of his house shoved Isaac.
#define FLAG_VALE_STORM_HEARD_GARET   0x836
 Isaac heard Garet struggling with his things.
#define FLAG_VALE_STORM_GARET_JOINED   0x837
#define FLAG_VALE_BOULDER_FELL   0x838
#define FLAG_VALE_STORM_SAW_RIVER_RESCUE   0x83a
 Isaac saw the villagers trying to pull Felix from the river.
#define FLAG_VALE_STORM_RIVER_GATHERING_SEEN   0x841
 Jenna came back to the river and the scene there ended with ValeStorm_ShowBoulderSweepingDownriver.
#define FLAG_VALE_STORM_GARET_LEFT   0x842
 Garet ran off, leaving Isaac alone. "Isaac!".
#define FLAG_VALE_STORM_SENT_TO_PLAZA   0x87b
 Dora and Kyle sent Isaac to the plaza.
#define FLAG_VALE_STORM_THIRD_MONSTER_FOUGHT   0x87c
#define FLAG_VALE_STORM_FOURTH_MONSTER_FOUGHT   0x87f
#define FLAG_VALE_STORM_SENT_TO_AID_ELDERS   0x840
 On the stormy night, the villagers sent Isaac to aid the elders holding back the Boulder.
#define FLAG_VALE_FIRST_WHIRLWIND_TARGET_CLEARED   0x90b
 Whirlwind cleared the three targets (actors 8 to 10) in the village.
#define FLAG_VALE_SECOND_WHIRLWIND_TARGET_CLEARED   0x90c
#define FLAG_VALE_THIRD_WHIRLWIND_TARGET_CLEARED   0x90d
#define FLAG_READ_THOUGHTS_ABOUT_DORA   0x81c
 Back from Kalay, Mind Read showed that Dora is ill.
#define FLAG_VISITED_SICK_DORA   0x81e
 Isaac visited Dora in her sickbed and she got up.
#define FLAG_VALE_WOODEN_BOX_HERB   0xf47
 The containers, set once each is searched; the last three hold their finds only once the party is back from Kalay.
#define FLAG_VALE_JAR_COINS   0xf48
 5 coins
#define FLAG_VALE_BARREL_COIN   0xf49
 1 coin
#define FLAG_VALE_JAR_VIAL   0x8ad
#define FLAG_VALE_BARREL_COINS   0x8ae
 123 coins
#define FLAG_VALE_PSYNERGY_STONE   0x8af
#define FLAG_VALE_FAREWELL_HERB_RECEIVED   0x81b
 The item shopkeeper gave Isaac a Herb as a farewell gift.
#define FLAG_GARET_CAME_HOME   0x81d
 Back from Kalay, Garet surprised his family at home.
#define FLAG_VALE_INTERIORS_BARREL_ANTIDOTE   0xf42
#define FLAG_VALE_INTERIORS_JAR_6_COINS   0xf43
#define FLAG_VALE_INTERIORS_JAR_2_COINS   0xf44
#define FLAG_VALE_INTERIORS_JAR_SMOKE_BOMB   0xf45
#define FLAG_VALE_INTERIORS_JAR_3_COINS   0xf46
#define FLAG_VALE_RETURNED_FROM_MT_ALEPH   0x879
 Isaac and Garet followed the elders into the sanctum.
#define FLAG_VALE_CAVE_HALT_GEM   0xfc2
 the second room's chest
#define FLAG_VALE_CAVE_NUT   0xfc3
 the second room's other chest
#define FLAG_VAULT_MET_IVAN   0x850
 Set when Ivan first shows the party his strange powers at the mayor's.
#define FLAG_VAULT_MAYOR_THANKED_PARTY   0x851
 Set once the mayor has thanked the party for helping Ivan.
#define FLAG_VAULT_SUSPECTS_APPROACHED   0x852
 Set when the party first approaches the two suspects at the inn.
#define FLAG_VAULT_WATER_OF_LIFE_RECEIVED   0x857
 Set once the mayor has given the party the Water of Life.
#define FLAG_VAULT_CRATE_MOVED   0x859
 Set once the crate is pushed aside, opening the passage behind it.
#define FLAG_VAULT_IVAN_JOINED_ROD_SEARCH   0x856
 Set when the party agrees to help Ivan find the rod; while it is set and the thieves are free, Ivan waits in Vault whenever the party leaves town.
#define FLAG_VAULT_SUSPECTS_MIND_READ   0x853
 Set once Ivan has read the minds of the two cornered suspects.
#define FLAG_VAULT_THIEVES_CONFRONTED   0x854
 Set as the three thieves are confronted in the attic, before the battle.
#define FLAG_VAULT_WARNED_OF_ESCAPED_THIEVES   0x868
 Set when, back in Vault after the thieves broke out, the mayor or the villager who spoke with him has warned the party of them.
#define FLAG_VAULT_BOX_NUT   0xf4a
#define FLAG_VAULT_INTERIORS_JAR_COINS   0xf4b
#define FLAG_VAULT_INTERIORS_BARREL_COINS   0xf4c
#define FLAG_VAULT_INTERIORS_BARREL_SLEEP_BOMB   0xf4d
#define FLAG_VAULT_INTERIORS_BOX_MINT   0xf4e
#define FLAG_VAULT_CAVE_SWITCH_FLIPPED   0x9a8
#define FLAG_VAULT_CAVE_SOUTH_BLOCK_ON_SWITCH   0x9a9
#define FLAG_VAULT_CAVE_NORTH_BLOCK_ON_SWITCH   0x9aa
#define FLAG_VAULT_CAVE_1_CHEST   0xef3
#define FLAG_VAULT_CAVE_2_CHEST   0xfc4
#define FLAG_JAIL_CHEST_WATER_OF_LIFE   0xf8c
#define FLAG_JAIL_CHEST_SMOKE_BOMB   0xf8d
#define FLAG_JAIL_CHEST_LUCKY_MEDAL   0xf8e
#define FLAG_JAIL_CHEST_ANTIDOTE   0xf8f
#define FLAG_JAIL_CHEST_COINS   0xf90
#define FLAG_JAIL_CHEST_ELIXIR   0xf91
#define FLAG_XIAN_LUCKY_MEDAL_JAR   0xf6e
 Xian: set once the jar's Lucky Medal is taken.
#define FLAG_XIAN_INTERIORS_ELIXIR_BARREL   0xf6f
#define FLAG_XIAN_INTERIORS_SLEEP_BOMB_JAR   0xf70
#define FLAG_GOMA_CAVE_ENTRANCE_STUMP_MOVED   0x860
#define FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_ONE_STEP   0x861
#define FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_TWO_STEPS   0x862
#define FLAG_GOMA_CAVE_ENTRANCE_EAST_PILLAR_IN_PLACE   0x863
#define FLAG_GOMA_CAVE_WATERWAY_STUMP_MOVED   0x864
#define FLAG_GOMA_CAVE_IVAN_REJOINED   0x865
 Ivan has blown the ivy off the stump and rejoined the party.
#define FLAG_GOMA_CAVE_ENTRANCE_IVY_BLOWN_AWAY   0x866
#define FLAG_GOMA_CAVE_WITNESS_LEFT   0x869
 after the party caught Forge
#define FLAG_IVAN_REPORTED_TO_LAYANA   0x912
 that Hammet is still in Lunpa
#define FLAG_LAYANA_SCOLDED_LUNPA_VISIT   0x913
#define FLAG_HAMMET_HOMECOMING_SEEN   0x914
#define FLAG_NYUNPA_ENLIGHTENED   0x88f
 Nyunpa is enlightened, beyond words: he has passed away.
#define FLAG_FUCHIN_TEMPLE_VISITOR_HEARD_BRIDGE_OPEN   0x890
 The visitor from Kolima heard that the bridge is open again.
#define FLAG_NYUNPA_TEST_ACCEPTED   0x891
 the test of the waterfall grotto
#define FLAG_FUCHIN_FALLS_GROTTO_OPENED   0x892
 the monk stepped aside
#define FLAG_NYUNPA_TAUGHT_FORCE   0x893
 the power the monks call Ki
#define FLAG_FUCHIN_FALLS_MONK_ASKED_ABOUT_TEST   0x894
#define FLAG_FUCHIN_FALLS_ORB_OF_FORCE_FOUND   0xf14
 The Orb of Force's chest in Fuchin Falls has been opened.
#define FLAG_FEH_WAITS_TO_SEE_CHI   0x898
#define FLAG_FEH_CHI_DEMONSTRATION_DECLINED   0x899
#define FLAG_FEH_SAW_CHI   0x89b
#define FLAG_CROSSBONE_ISLE_FIRST_BLUE_DOOR_OPEN   0x9c0
 The four blue doors in a row, then the red door.
#define FLAG_CROSSBONE_ISLE_RED_DOOR_OPEN   0x9c4
#define FLAG_CROSSBONE_ISLE_BANE_FIRST_ESCAPE   0x9c8
 Bane's three escapes in the block room.
#define FLAG_CROSSBONE_ISLE_BANE_SECOND_ESCAPE   0x9c9
#define FLAG_CROSSBONE_ISLE_BANE_LAST_ESCAPE   0x9ca
#define FLAG_CROSSBONE_ISLE_FIRST_IVY_BLOWN_AWAY   0x8c4
 The ivy in the first room: four flags from this one.
#define FLAG_CROSSBONE_ISLE_FIRST_GUARDS_DEFEATED   0x8c8
 The nine guarded rooms: one flag each from these, in room order.
#define FLAG_CROSSBONE_ISLE_FIRST_PASSAGE_OPENED   0x8d2
#define FLAG_CROSSBONE_ISLE_FINAL_GUARDS_DEFEATED   0x8d1
#define FLAG_SOL_SANCTUM_FOUND   0x809
 Crossbone Isle's pursuer room: a pursuer is after the leader.
#define FLAG_SOL_SANCTUM_LUNA_SOL_ROOMS_SEEN   0x80a
 Kraden has seen the Luna and Sol rooms and asked the party to search on.
#define FLAG_SOL_SANCTUM_NORTHWEST_SEAL_OPEN   0x80b
 A statue stands on its seal and the seal's light shines.
#define FLAG_SOL_SANCTUM_NORTHEAST_SEAL_OPEN   0x80c
#define FLAG_SOL_SANCTUM_SOUTHWEST_SEAL_OPEN   0x80d
#define FLAG_SOL_SANCTUM_SOUTHEAST_SEAL_OPEN   0x80e
#define FLAG_SOL_SANCTUM_ALL_SEALS_OPEN   0x80f
#define FLAG_SOL_SANCTUM_LUNA_PICTURE_CHANGED   0x810
 Kraden has seen the picture of Luna change to Sol.
#define FLAG_SOL_SANCTUM_FLOOR_SYMBOL_SEEN   0x811
 Kraden has seen the symbol on the floor change.
#define FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN   0x812
 The statues' lights have flashed and fallen through the Luna room.
#define FLAG_SOL_SANCTUM_STATUE_TRAP_SPRUNG   0x813
 The statues' lights have flashed as Kraden stood among them.
#define FLAG_SOL_SANCTUM_ERUPTED   0x814
 The volcano has erupted and the sanctum's rooms rumble and shake.
#define FLAG_SOL_SANCTUM_LEFT_BEAM_SHINING   0x816
 The statues beside the hall's centre shine their beams.
#define FLAG_SOL_SANCTUM_RIGHT_BEAM_SHINING   0x817
#define FLAG_SOL_SANCTUM_CENTER_STATUE_MOVED   0x818
#define FLAG_SOL_SANCTUM_STAR_ROOM_PASSAGE_OPEN   0x819
 The floor has opened over the way up to the Elemental Star room.
#define FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT   0x822
 Kraden has praised Isaac after the seals' lights flashed.
#define FLAG_SOL_SANCTUM_INNER_STATUES_SEEN   0x825
 Kraden has seen the statues out of his reach behind the blocks.
#define FLAG_SOL_SANCTUM_NORTHWEST_LIGHT_SHOWN   0x826
 The light each seal shows in the Luna and Sol rooms, lit or dark.
#define FLAG_SOL_SANCTUM_NORTHEAST_LIGHT_SHOWN   0x827
#define FLAG_SOL_SANCTUM_SOUTHWEST_LIGHT_SHOWN   0x828
#define FLAG_SOL_SANCTUM_SOUTHEAST_LIGHT_SHOWN   0x829
#define FLAG_SOL_SANCTUM_STAR_ROOM_EXPLAINED   0x83b
#define FLAG_SOL_SANCTUM_VENUS_STAR_BAGGED   0x83c
#define FLAG_SOL_SANCTUM_MERCURY_STAR_BAGGED   0x83d
#define FLAG_SOL_SANCTUM_STARS_GIVEN_TO_ALEX   0x83e
 The Jupiter Star is bagged and Alex holds the four Elemental Stars.
#define FLAG_SOL_SANCTUM_STAR_ROOM_COLLAPSED   0x83f
#define FLAG_SOL_SANCTUM_ISAAC_SEARCHING_FOR_KRADEN   0x896
 Isaac agreed to look farther on while Kraden studies the rooms.
#define FLAG_SOL_SANCTUM_FIRST_SMALL_JEWEL_FOUND   0xf01
 The chests: the Small Jewel for each minotaur relief, and a Herb.
#define FLAG_SOL_SANCTUM_SECOND_SMALL_JEWEL_FOUND   0xf02
#define FLAG_SOL_SANCTUM_HERB_FOUND   0xf40
#define FLAG_SANCTUM_QUEST_ACCEPTED   0x9f0
 Isaac accepted the Great Healer's request to go to Sol Sanctum.
#define FLAG_VENUS_LIGHTHOUSE_ATTACK_TOLD   0x981
 The man at the entrance has told of the attack and is gone.
#define FLAG_VENUS_LIGHTHOUSE_FIRST_PATH   0x982
 The path the statue opened: the first or the second of its two.
#define FLAG_VENUS_LIGHTHOUSE_SECOND_PATH   0x983
#define FLAG_VENUS_LIGHTHOUSE_BLOCK_AT_WALL   0x986
 Garet has said the block by the wall can go no farther.
#define FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED   0x987
 Carry has set that block down beyond the wall.
#define FLAG_BLACK_ORB_RETURNED   0x85d
 The Black Orb did nothing on Babi's ship and was handed back.
#define FLAG_WORLD_MAP_TURTLE_BOOTS   0xfcf
 buried, found by searching
#define FLAG_SCENE_TEMP_00   0x200
#define FLAG_SCENE_TEMP_01   0x201
#define FLAG_SCENE_TEMP_02   0x202
#define FLAG_SCENE_TEMP_03   0x203
#define FLAG_SCENE_TEMP_04   0x204
#define FLAG_SCENE_TEMP_05   0x205
#define FLAG_SCENE_TEMP_06   0x206
#define FLAG_SCENE_TEMP_07   0x207
#define FLAG_SCENE_TEMP_08   0x208
#define FLAG_SCENE_TEMP_09   0x209
#define FLAG_SCENE_TEMP_0A   0x20a
#define FLAG_SCENE_TEMP_0B   0x20b
#define FLAG_SCENE_TEMP_0C   0x20c
#define FLAG_SCENE_TEMP_0D   0x20d
#define FLAG_SCENE_TEMP_0E   0x20e
#define FLAG_SCENE_TEMP_0F   0x20f
#define FLAG_SCENE_TEMP_10   0x210
#define FLAG_SCENE_TEMP_11   0x211
#define FLAG_SCENE_TEMP_12   0x212
#define FLAG_SCENE_TEMP_13   0x213
#define FLAG_SCENE_TEMP_14   0x214
#define FLAG_SCENE_TEMP_15   0x215
#define FLAG_SCENE_TEMP_16   0x216
#define FLAG_SCENE_TEMP_17   0x217
#define FLAG_SCENE_TEMP_18   0x218
#define FLAG_SCENE_TEMP_19   0x219
#define FLAG_SCENE_TEMP_1A   0x21a
#define FLAG_SCENE_TEMP_1B   0x21b
#define FLAG_SCENE_TEMP_1C   0x21c
#define FLAG_SCENE_TEMP_1D   0x21d
#define FLAG_SCENE_TEMP_1E   0x21e
#define FLAG_SCENE_TEMP_1F   0x21f
#define FLAG_SCENE_TEMP_20   0x220
#define FLAG_SCENE_TEMP_21   0x221
#define FLAG_SCENE_TEMP_22   0x222
#define FLAG_SCENE_TEMP_23   0x223
#define FLAG_SCENE_TEMP_24   0x224
#define FLAG_SCENE_TEMP_25   0x225
#define FLAG_SCENE_TEMP_26   0x226
#define FLAG_SCENE_TEMP_27   0x227
#define FLAG_SCENE_TEMP_28   0x228
#define FLAG_SCENE_TEMP_29   0x229
#define FLAG_SCENE_TEMP_2A   0x22a
#define FLAG_SCENE_TEMP_2B   0x22b
#define FLAG_SCENE_TEMP_2C   0x22c
#define FLAG_SCENE_TEMP_2D   0x22d
#define FLAG_SCENE_TEMP_2E   0x22e
#define FLAG_SCENE_TEMP_2F   0x22f
#define FLAG_SCENE_TEMP_30   0x230
#define FLAG_SCENE_TEMP_31   0x231
#define FLAG_SCENE_TEMP_32   0x232
#define FLAG_SCENE_TEMP_33   0x233
#define FLAG_SCENE_TEMP_34   0x234
#define FLAG_SCENE_TEMP_35   0x235
#define FLAG_SCENE_TEMP_36   0x236
#define FLAG_SCENE_TEMP_37   0x237
#define FLAG_SCENE_TEMP_38   0x238
#define FLAG_SCENE_TEMP_39   0x239
#define FLAG_SCENE_TEMP_3A   0x23a
#define FLAG_SCENE_TEMP_3B   0x23b
#define FLAG_SCENE_TEMP_3C   0x23c
#define FLAG_SCENE_TEMP_3D   0x23d
#define FLAG_SCENE_TEMP_3E   0x23e
#define FLAG_SCENE_TEMP_3F   0x23f
#define FLAG_SCENE_TEMP_40   0x240
#define FLAG_SCENE_TEMP_41   0x241
#define FLAG_SCENE_TEMP_42   0x242
#define FLAG_SCENE_TEMP_43   0x243
#define FLAG_SCENE_TEMP_44   0x244
#define FLAG_SCENE_TEMP_45   0x245
#define FLAG_SCENE_TEMP_46   0x246
#define FLAG_SCENE_TEMP_47   0x247
#define FLAG_SCENE_TEMP_48   0x248
#define FLAG_SCENE_TEMP_49   0x249
#define FLAG_SCENE_TEMP_4A   0x24a
#define FLAG_SCENE_TEMP_4B   0x24b
#define FLAG_SCENE_TEMP_4C   0x24c
#define FLAG_SCENE_TEMP_4D   0x24d
#define FLAG_SCENE_TEMP_4E   0x24e
#define FLAG_SCENE_TEMP_4F   0x24f
#define FLAG_SCENE_TEMP_50   0x250
#define FLAG_SCENE_TEMP_51   0x251
#define FLAG_SCENE_TEMP_52   0x252
#define FLAG_SCENE_TEMP_53   0x253
#define FLAG_SCENE_TEMP_54   0x254
#define FLAG_SCENE_TEMP_55   0x255
#define FLAG_SCENE_TEMP_56   0x256
#define FLAG_SCENE_TEMP_57   0x257
#define FLAG_SCENE_TEMP_58   0x258
#define FLAG_SCENE_TEMP_59   0x259
#define FLAG_SCENE_TEMP_5A   0x25a
#define FLAG_SCENE_TEMP_5B   0x25b
#define FLAG_SCENE_TEMP_5C   0x25c
#define FLAG_SCENE_TEMP_5D   0x25d
#define FLAG_SCENE_TEMP_5E   0x25e
#define FLAG_SCENE_TEMP_5F   0x25f
#define FLAG_SCENE_TEMP_60   0x260
#define FLAG_SCENE_TEMP_61   0x261
#define FLAG_SCENE_TEMP_62   0x262
#define FLAG_SCENE_TEMP_63   0x263
#define FLAG_SCENE_TEMP_64   0x264
#define FLAG_SCENE_TEMP_65   0x265
#define FLAG_SCENE_TEMP_66   0x266
#define FLAG_SCENE_TEMP_67   0x267
#define FLAG_SCENE_TEMP_68   0x268
#define FLAG_SCENE_TEMP_69   0x269
#define FLAG_SCENE_TEMP_6A   0x26a
#define FLAG_SCENE_TEMP_6B   0x26b
#define FLAG_SCENE_TEMP_6C   0x26c
#define FLAG_SCENE_TEMP_6D   0x26d
#define FLAG_SCENE_TEMP_6E   0x26e
#define FLAG_SCENE_TEMP_6F   0x26f
#define FLAG_SCENE_TEMP_70   0x270
#define FLAG_SCENE_TEMP_71   0x271
#define FLAG_SCENE_TEMP_72   0x272
#define FLAG_SCENE_TEMP_73   0x273
#define FLAG_SCENE_TEMP_74   0x274
#define FLAG_SCENE_TEMP_75   0x275
#define FLAG_SCENE_TEMP_76   0x276
#define FLAG_SCENE_TEMP_77   0x277
#define FLAG_SCENE_TEMP_78   0x278
#define FLAG_SCENE_TEMP_79   0x279
#define FLAG_SCENE_TEMP_7A   0x27a
#define FLAG_SCENE_TEMP_7B   0x27b
#define FLAG_SCENE_TEMP_7C   0x27c
#define FLAG_SCENE_TEMP_7D   0x27d
#define FLAG_SCENE_TEMP_7E   0x27e
#define FLAG_SCENE_TEMP_7F   0x27f
#define FLAG_SCENE_TEMP_80   0x280
#define FLAG_SCENE_TEMP_81   0x281
#define FLAG_SCENE_TEMP_82   0x282
#define FLAG_SCENE_TEMP_83   0x283
#define FLAG_SCENE_TEMP_84   0x284
#define FLAG_SCENE_TEMP_85   0x285
#define FLAG_SCENE_TEMP_86   0x286
#define FLAG_SCENE_TEMP_87   0x287
#define FLAG_SCENE_TEMP_88   0x288
#define FLAG_SCENE_TEMP_89   0x289
#define FLAG_SCENE_TEMP_8A   0x28a
#define FLAG_SCENE_TEMP_8B   0x28b
#define FLAG_SCENE_TEMP_8C   0x28c
#define FLAG_SCENE_TEMP_8D   0x28d
#define FLAG_SCENE_TEMP_8E   0x28e
#define FLAG_SCENE_TEMP_8F   0x28f
#define FLAG_SCENE_TEMP_90   0x290
#define FLAG_SCENE_TEMP_91   0x291
#define FLAG_SCENE_TEMP_92   0x292
#define FLAG_SCENE_TEMP_93   0x293
#define FLAG_SCENE_TEMP_94   0x294
#define FLAG_SCENE_TEMP_95   0x295
#define FLAG_SCENE_TEMP_96   0x296
#define FLAG_SCENE_TEMP_97   0x297
#define FLAG_SCENE_TEMP_98   0x298
#define FLAG_SCENE_TEMP_99   0x299
#define FLAG_SCENE_TEMP_9A   0x29a
#define FLAG_SCENE_TEMP_9B   0x29b
#define FLAG_SCENE_TEMP_9C   0x29c
#define FLAG_SCENE_TEMP_9D   0x29d
#define FLAG_SCENE_TEMP_9E   0x29e
#define FLAG_SCENE_TEMP_9F   0x29f
#define FLAG_SCENE_TEMP_A0   0x2a0
#define FLAG_SCENE_TEMP_A1   0x2a1
#define FLAG_SCENE_TEMP_A2   0x2a2
#define FLAG_SCENE_TEMP_A3   0x2a3
#define FLAG_SCENE_TEMP_A4   0x2a4
#define FLAG_SCENE_TEMP_A5   0x2a5
#define FLAG_SCENE_TEMP_A6   0x2a6
#define FLAG_SCENE_TEMP_A7   0x2a7
#define FLAG_SCENE_TEMP_A8   0x2a8
#define FLAG_SCENE_TEMP_A9   0x2a9
#define FLAG_SCENE_TEMP_AA   0x2aa
#define FLAG_SCENE_TEMP_AB   0x2ab
#define FLAG_SCENE_TEMP_AC   0x2ac
#define FLAG_SCENE_TEMP_AD   0x2ad
#define FLAG_SCENE_TEMP_AE   0x2ae
#define FLAG_SCENE_TEMP_AF   0x2af
#define FLAG_SCENE_TEMP_B0   0x2b0
#define FLAG_SCENE_TEMP_B1   0x2b1
#define FLAG_SCENE_TEMP_B2   0x2b2
#define FLAG_SCENE_TEMP_B3   0x2b3
#define FLAG_SCENE_TEMP_B4   0x2b4
#define FLAG_SCENE_TEMP_B5   0x2b5
#define FLAG_SCENE_TEMP_B6   0x2b6
#define FLAG_SCENE_TEMP_B7   0x2b7
#define FLAG_SCENE_TEMP_B8   0x2b8
#define FLAG_SCENE_TEMP_B9   0x2b9
#define FLAG_SCENE_TEMP_BA   0x2ba
#define FLAG_SCENE_TEMP_BB   0x2bb
#define FLAG_SCENE_TEMP_BC   0x2bc
#define FLAG_SCENE_TEMP_BD   0x2bd
#define FLAG_SCENE_TEMP_BE   0x2be
#define FLAG_SCENE_TEMP_BF   0x2bf
#define FLAG_SCENE_TEMP_C0   0x2c0
#define FLAG_SCENE_TEMP_C1   0x2c1
#define FLAG_SCENE_TEMP_C2   0x2c2
#define FLAG_SCENE_TEMP_C3   0x2c3
#define FLAG_SCENE_TEMP_C4   0x2c4
#define FLAG_SCENE_TEMP_C5   0x2c5
#define FLAG_SCENE_TEMP_C6   0x2c6
#define FLAG_SCENE_TEMP_C7   0x2c7
#define FLAG_SCENE_TEMP_C8   0x2c8
#define FLAG_SCENE_TEMP_C9   0x2c9
#define FLAG_SCENE_TEMP_CA   0x2ca
#define FLAG_SCENE_TEMP_CB   0x2cb
#define FLAG_SCENE_TEMP_CC   0x2cc
#define FLAG_SCENE_TEMP_CD   0x2cd
#define FLAG_SCENE_TEMP_CE   0x2ce
#define FLAG_SCENE_TEMP_CF   0x2cf
#define FLAG_SCENE_TEMP_D0   0x2d0
#define FLAG_SCENE_TEMP_D1   0x2d1
#define FLAG_SCENE_TEMP_D2   0x2d2
#define FLAG_SCENE_TEMP_D3   0x2d3
#define FLAG_SCENE_TEMP_D4   0x2d4
#define FLAG_SCENE_TEMP_D5   0x2d5
#define FLAG_SCENE_TEMP_D6   0x2d6
#define FLAG_SCENE_TEMP_D7   0x2d7
#define FLAG_SCENE_TEMP_D8   0x2d8
#define FLAG_SCENE_TEMP_D9   0x2d9
#define FLAG_SCENE_TEMP_DA   0x2da
#define FLAG_SCENE_TEMP_DB   0x2db
#define FLAG_SCENE_TEMP_DC   0x2dc
#define FLAG_SCENE_TEMP_DD   0x2dd
#define FLAG_SCENE_TEMP_DE   0x2de
#define FLAG_SCENE_TEMP_DF   0x2df
#define FLAG_SCENE_TEMP_E0   0x2e0
#define FLAG_SCENE_TEMP_E1   0x2e1
#define FLAG_SCENE_TEMP_E2   0x2e2
#define FLAG_SCENE_TEMP_E3   0x2e3
#define FLAG_SCENE_TEMP_E4   0x2e4
#define FLAG_SCENE_TEMP_E5   0x2e5
#define FLAG_SCENE_TEMP_E6   0x2e6
#define FLAG_SCENE_TEMP_E7   0x2e7
#define FLAG_SCENE_TEMP_E8   0x2e8
#define FLAG_SCENE_TEMP_E9   0x2e9
#define FLAG_SCENE_TEMP_EA   0x2ea
#define FLAG_SCENE_TEMP_EB   0x2eb
#define FLAG_SCENE_TEMP_EC   0x2ec
#define FLAG_SCENE_TEMP_ED   0x2ed
#define FLAG_SCENE_TEMP_EE   0x2ee
#define FLAG_SCENE_TEMP_EF   0x2ef
#define FLAG_SCENE_TEMP_F0   0x2f0
#define FLAG_SCENE_TEMP_F1   0x2f1
#define FLAG_SCENE_TEMP_F2   0x2f2
#define FLAG_SCENE_TEMP_F3   0x2f3
#define FLAG_SCENE_TEMP_F4   0x2f4
#define FLAG_SCENE_TEMP_F5   0x2f5
#define FLAG_SCENE_TEMP_F6   0x2f6
#define FLAG_SCENE_TEMP_F7   0x2f7
#define FLAG_SCENE_TEMP_F8   0x2f8
#define FLAG_SCENE_TEMP_F9   0x2f9
#define FLAG_SCENE_TEMP_FA   0x2fa
#define FLAG_SCENE_TEMP_FB   0x2fb
#define FLAG_SCENE_TEMP_FC   0x2fc
#define FLAG_SCENE_TEMP_FD   0x2fd
#define FLAG_SCENE_TEMP_FE   0x2fe
#define FLAG_SCENE_TEMP_FF   0x2ff

Detailed Description

Game flags, named where their meaning is shown.

Definition in file flags.h.

Macro Definition Documentation

◆ FLAG_IN_PARTY

◆ FLAG_CHILDHOOD

◆ FLAG_ISAAC_WEARS_TUNIC

#define FLAG_ISAAC_WEARS_TUNIC   0x21

The young Isaac wears the tunic Dora made him take on the stormy night: placed child sprites get its child part (226), and Isaac's grown sprite is 0x11.

Party_EndChildhood clears it.

Definition at line 14 of file flags.h.

Referenced by Event_DoraWakesIsaac(), Event_SpawnObjectTable(), Party_EndChildhood(), and Party_RemapCharacterIdByFlags().

◆ FLAG_DJINNI_0

◆ FLAG_SKIP_SCENE_CHANGE_SOUND

#define FLAG_SKIP_SCENE_CHANGE_SOUND   0x101

The next scene change is silent: the scene loader clears it in place of playing SE_288, once.

The world map sets it after its lighthouse transition.

Definition at line 19 of file flags.h.

Referenced by WorldMap_PlayLighthouseTransition().

◆ FLAG_IN_BATTLE

#define FLAG_IN_BATTLE   0x103

Set as a battle starts, cleared as a field scene starts.

Definition at line 21 of file flags.h.

Referenced by Battle_RunEncounter(), Field_RunScene(), SelectionScreen_Draw(), and SelectionScreen_DrawArrow().

◆ FLAG_MENU_OPEN

◆ FLAG_MENUS_RAISE_EVENT

#define FLAG_MENUS_RAISE_EVENT   0x107

While set, opening the field menu or the pause menu, or pressing a shortcut, raises event 250 instead (Field_RunScene, Field_RequestShortcut); Vault's inn sets it while the party corners the suspects.

Definition at line 27 of file flags.h.

Referenced by Event_BeginCorneringSuspects(), and Event_ReadCorneredSuspectsMinds().

◆ FLAG_VENUS_LIGHTHOUSE_LIT

#define FLAG_VENUS_LIGHTHOUSE_LIT   0x110

◆ FLAG_MERCURY_LIGHTHOUSE_LIT

◆ FLAG_MARS_LIGHTHOUSE_LIT

#define FLAG_MARS_LIGHTHOUSE_LIT   0x112

Definition at line 31 of file flags.h.

Referenced by Party_RestorePpOfLitElements(), Scene_ResetFlagsOnEnter(), and UnitCalc().

◆ FLAG_JUPITER_LIGHTHOUSE_LIT

#define FLAG_JUPITER_LIGHTHOUSE_LIT   0x113

Definition at line 32 of file flags.h.

Referenced by Party_RestorePpOfLitElements(), Scene_ResetFlagsOnEnter(), and UnitCalc().

◆ FLAG_KEEP_MUSIC

#define FLAG_KEEP_MUSIC   0x11a

◆ FLAG_KEEP_MUSIC_HELD

#define FLAG_KEEP_MUSIC_HELD   0x11b

Definition at line 36 of file flags.h.

Referenced by Game_ResetForNewGame(), and Party_EndChildhood().

◆ FLAG_NOT_ON_MAP

#define FLAG_NOT_ON_MAP   0x11c

◆ FLAG_EXIT_ARRIVAL_PENDING

#define FLAG_EXIT_ARRIVAL_PENDING   0x120

The leader left through an exit of kind 0x20 (SE_128, animation 26); the next scene plays the leader's arrival, animation 24 (ObjectEffect_RunPendingFlagEvent), unless its setup clears this first.

Definition at line 41 of file flags.h.

Referenced by Scene_RunEntrySetup().

◆ FLAG_ARRIVE_FALLING

#define FLAG_ARRIVE_FALLING   0x122

The leader falls into the next scene from 160 pixels above (ObjectEffect_RunPendingFlagEvent), as when the world map's airborne travel ends.

Definition at line 45 of file flags.h.

Referenced by Event_FinishAirborneTravel().

◆ FLAG_SCENE_VARIANT_2

#define FLAG_SCENE_VARIANT_2   0x123

The current scene's record has variant 2; the scene loader sets and clears it.

Definition at line 48 of file flags.h.

◆ FLAG_NOTHING_HAPPENS

#define FLAG_NOTHING_HAPPENS   0x142

Set before an action on the field; still set afterwards, nothing came of it and the game says so.

"But nothing happens." An event that acts clears it.

Definition at line 51 of file flags.h.

Referenced by Event_UsePsynergyStone(), Field_RunEventAction(), Field_SearchTile(), and Field_UseItem().

◆ FLAG_ITEM_USED_UP

#define FLAG_ITEM_USED_UP   0x143

the item just used is removed afterwards

Definition at line 52 of file flags.h.

Referenced by Event_SetFirstSmallJewel(), Event_SetSecondSmallJewel(), and Field_UseItem().

◆ FLAG_RETREAT_BLOCKED

◆ FLAG_ITEM_USE

#define FLAG_ITEM_USE   0x145

the Psynergy comes from an item

Definition at line 56 of file flags.h.

Referenced by Field_UseItem(), Field_UsePsynergy(), and FieldFx_RunAvoid().

◆ FLAG_NO_ENCOUNTERS

#define FLAG_NO_ENCOUNTERS   0x160

No random encounters while set (Encounter_SelectEnemyGroup), unless flag 0x15f is set; debug entrances set it.

Definition at line 59 of file flags.h.

Referenced by Encounter_SelectEnemyGroup(), ValeHome_SetProgressFlagsAndExit(), and WorldMap_Initialize().

◆ FLAG_DEBUG_BATTLE

#define FLAG_DEBUG_BATTLE   0x162

set before every debug battle

Definition at line 60 of file flags.h.

Referenced by DebugBattle_RunMenu().

◆ FLAG_DEBUG_STEPS_OFF

#define FLAG_DEBUG_STEPS_OFF   0x163

In debug mode, steps on the field are not processed (Field_RunScene) and the world map's places do not react to the leader; debug entrances set it.

Definition at line 63 of file flags.h.

Referenced by WorldMap_Initialize(), and WorldMap_UpdateLocationContacts().

◆ FLAG_LURE_CAP

#define FLAG_LURE_CAP   0x167

Set while the Lure Cap is worn: random encounters come twice as fast.

Definition at line 65 of file flags.h.

Referenced by Field_ProcessStep(), and GameFlag_RefreshLureCap().

◆ FLAG_AUTO_BATTLE

#define FLAG_AUTO_BATTLE   0x16a

Definition at line 66 of file flags.h.

Referenced by Battle_RunEncounter(), and DebugBattle_RunMenu().

◆ FLAG_CHOOSING_COMMANDS

#define FLAG_CHOOSING_COMMANDS   0x16b

set while the commands are chosen

Definition at line 67 of file flags.h.

Referenced by BattleCamera_SetRange(), BattlePresentation_BuildActions(), Camera_ApplyTransformByFlag(), and ObjectSystem_UpdateCameraFixed().

◆ FLAG_LINK_BATTLE

◆ FLAG_DJINN_TUTORIAL

◆ FLAG_DJINN_TUTORIAL_PART_A

#define FLAG_DJINN_TUTORIAL_PART_A   0x16f

With FLAG_DJINN_TUTORIAL set, these two choose the part of the tutorial the Djinn menu plays: neither, step 1; only the second, step 14; only the first, step 27; both, step 28 (DjinnMenu_Open).

Definition at line 73 of file flags.h.

Referenced by Event_MeetFlint(), and WorldMap_ShowDjinnTutorial().

◆ FLAG_DJINN_TUTORIAL_PART_B

#define FLAG_DJINN_TUTORIAL_PART_B   0x171

Definition at line 74 of file flags.h.

Referenced by Event_MeetFlint(), and WorldMap_ShowDjinnTutorial().

◆ FLAG_MONSTER_BATTLE

#define FLAG_MONSTER_BATTLE   0x173

The link lobby's battle against a monster when no opponent is linked: formations matched to the party's level, and no spoils.

Definition at line 77 of file flags.h.

Referenced by BattleEnemy_RecordDefeat(), BattleFormation_BuildEnemyList(), LinkLobby_ChooseBattleMode(), LinkLobby_EnterBattle(), LinkLobby_PollPeerReady(), and LinkLobby_RunRoundResult().

◆ FLAG_IN_LINK_LOBBY

#define FLAG_IN_LINK_LOBBY   0x17e

Set when the cleared game's menu goes to the link lobby: there Psynergy has no effect and the system menu offers only Change settings.

Definition at line 80 of file flags.h.

Referenced by Field_RunScene(), Field_UsePsynergy(), Menu_RunWorkspaceSelectionLoop(), SaveMenu_Run(), and SystemMenu_Open().

◆ FLAG_LINK_PARTY_COUNT

#define FLAG_LINK_PARTY_COUNT   0x3f0

the members the linked opponent sent

Definition at line 85 of file flags.h.

Referenced by Battle_RunEncounter(), and LinkLobby_ExchangePartyRecords().

◆ FLAG_MONSTER_BATTLE_WINS

#define FLAG_MONSTER_BATTLE_WINS   0x3f8

Monster battles won in a row, added to the monsters' level; -1 after the series ends.

Definition at line 88 of file flags.h.

Referenced by BattleFormation_SelectLevelMatchedCandidate(), and LinkLobby_RunRoundResult().

◆ FLAG_SHOP_ARTIFACTS_STOCKED

#define FLAG_SHOP_ARTIFACTS_STOCKED   0x400

Plus a row of the shop stock table: that place's artifacts are in stock.

Definition at line 90 of file flags.h.

Referenced by EventTable_ApplyRowAbilities().

◆ FLAG_INVENTORY_SNAPSHOT

#define FLAG_INVENTORY_SNAPSHOT   0x952

Set while the Colosso holds the party's equipment (the inventory snapshot).

Definition at line 92 of file flags.h.

Referenced by InventorySnapshot_Restore(), InventorySnapshot_Save(), and SaveMenu_Run().

◆ FLAG_KEEP_PARTY_POSITION

#define FLAG_KEEP_PARTY_POSITION   0x109

Definition at line 93 of file flags.h.

Referenced by AltinPeak_RestoreRoom1(), AltinPeak_RestoreRoom10(), AltinPeak_RestoreRoom3(), AltinPeak_RestoreRoom5(), AltinPeak_RestoreRoom6(), AltinPeak_RestoreRoom9(), AltmillerCave_Initialize(), BabiLighthouse_SetupScene(), Bilibin_RestoreRaisedEntrance(), Bilibin_RestoreVillageActors(), ColosseumEntrance_ApplyArrivalState(), Colosso_StartRaceGauge(), Colosso_StartRival(), ColossoLog_Initialize(), ColossoRiver_Initialize(), ColossoWall_Initialize(), ColossoWall_StartRivalPath(), CrossboneIslePlatformRooms_InitializeScene3(), Event_SpawnObjectTable(), Field_RunScene(), FieldObject_PlaceSceneActors(), FieldScene_BuildDescriptorAndInstallTask(), Game_ResetForNewGame(), Garden_ApplyProgress(), HammetPalace_SetUpEntrance(), Imil_Initialize(), ImilFuchinFalls_Initialize(), Kalay_PrepareTunnel(), KalayTolbiDocks_PrepareKalayDocks(), KolimaForestBend_Initialize(), MercuryLighthouse_ArriveWithSparks(), MercuryLighthouse_Initialize(), MercuryLighthouse_RestoreLights(), MercuryLighthouseAerie_Initialize(), MercuryLighthouseEntrance_Initialize(), MogallForest_Initialize(), Sanctum_Initialize(), SaveMenu_Run(), Scene_ApplyEntrance(), Scene_FloatNut(), Scene_Initialize(), Scene_ReturnFromBattle(), Scene_RunEntrySetup(), SolSanctumLunaSolRooms_Initialize(), SolSanctumStatue_Initialize(), SuhallaDesert_SetUpFirstSceneStorms(), SuhallaDesert_SetUpSecondSceneStorms(), TolbiShipDeck_ApplyEntryState(), TolbiShipDeck_SetUpAfterKraken(), TolbiShipDeck_SetUpUnderSail(), TolbiShipInteriors_ApplyEntryState(), TolbiShipInteriors_SetUpCabin(), TolbiShipMast_Initialize(), TolbiSpring_Initialize(), TretTreeInteriors_ApplyPostBattleState(), TretTreeInteriors_EnterRoom(), TunnelRuins_Initialize(), Vale_Initialize(), ValeBabi_Initialize(), ValeCave_ApplyEntryState(), ValeKraden_Initialize(), ValeStorm_Initialize(), VaultRevisit_ShouldKeepBellDjinniPosition(), VenusLighthouse_ArriveThroughSparkPassage(), VenusLighthouseAerie_Initialize(), WorldMap_Initialize(), and WorldMap_PlayLighthouseTransition().

◆ FLAG_SHOW_LOCATION_NAME

◆ FLAG_KEEP_LAYER_GRAPHICS

#define FLAG_KEEP_LAYER_GRAPHICS   0x170

Definition at line 95 of file flags.h.

Referenced by Map_LoadLayeredScene().

◆ FLAG_SANCTUM_VISIT_PLANNED

#define FLAG_SANCTUM_VISIT_PLANNED   0x801

◆ FLAG_SOL_SANCTUM_ENTERED

#define FLAG_SOL_SANCTUM_ENTERED   0x802

◆ FLAG_SEARCHING_FOR_HIDDEN_PASSAGE

#define FLAG_SEARCHING_FOR_HIDDEN_PASSAGE   0x804

◆ FLAG_MET_SATUROS_AND_MENARDI

◆ FLAG_SOL_SANCTUM_FIRST_GEM_PLACED

#define FLAG_SOL_SANCTUM_FIRST_GEM_PLACED   0x81a

◆ FLAG_SOL_SANCTUM_SECOND_GEM_PLACED

#define FLAG_SOL_SANCTUM_SECOND_GEM_PLACED   0x821

◆ FLAG_TRET_DEFEATED

◆ FLAG_KOLIMA_CURSE_LIFTED

◆ FLAG_MET_LAUREL

#define FLAG_MET_LAUREL   0x84c

Definition at line 104 of file flags.h.

Referenced by KolimaForestTree_TalkToLaurel().

◆ FLAG_MCCOY_PALACE_REWARD_TAKEN

◆ FLAG_VAULT_THIEVES_JAILED

◆ FLAG_VAULT_DOG_SHOWN_PASSAGE

#define FLAG_VAULT_DOG_SHOWN_PASSAGE   0x858

◆ FLAG_VAULT_BONE_RECEIVED

#define FLAG_VAULT_BONE_RECEIVED   0x85b

◆ FLAG_VAULT_DJINNI_CALLED_BY_BELL

#define FLAG_VAULT_DJINNI_CALLED_BY_BELL   0x867

Definition at line 109 of file flags.h.

Referenced by Event_RingBell(), Event_RingBell(), and Scene_Initialize().

◆ FLAG_BILIBIN_CAVE_SECOND_DOUSE_TARGET_CLEARED

#define FLAG_BILIBIN_CAVE_SECOND_DOUSE_TARGET_CLEARED   0x882

Definition at line 110 of file flags.h.

Referenced by BilibinCave_RestoreDouseSection(), and Event_DouseMiddleSectionTarget().

◆ FLAG_BILIBIN_CAVE_FIRST_DOUSE_TARGET_CLEARED

#define FLAG_BILIBIN_CAVE_FIRST_DOUSE_TARGET_CLEARED   0x883

Definition at line 111 of file flags.h.

Referenced by BilibinCave_RestoreIcePuzzleSection(), and Event_DouseExitSectionTarget().

◆ FLAG_XIAN_HEARD_HSU_TRAPPED

◆ FLAG_FEIZHI_WENT_TO_HSU

#define FLAG_FEIZHI_WENT_TO_HSU   0x89a

◆ FLAG_HSU_RESCUED

#define FLAG_HSU_RESCUED   0x8b2

Definition at line 114 of file flags.h.

Referenced by AlpineCrossing_LiftBoulder(), LeaveForTheWorldMap(), and Scene_Initialize().

◆ FLAG_ALTIN_MINE_FIRST_DRAIN

#define FLAG_ALTIN_MINE_FIRST_DRAIN   0x8fd

◆ FLAG_ALTIN_MINE_SECOND_DRAIN

#define FLAG_ALTIN_MINE_SECOND_DRAIN   0x8fe

◆ FLAG_ALTIN_MINE_THIRD_DRAIN

#define FLAG_ALTIN_MINE_THIRD_DRAIN   0x907

◆ FLAG_HYDROS_STATUES_DEFEATED

◆ FLAG_TOLBI_SHIP_WARRIORS_SEEK_CAPTAIN

◆ FLAG_TOLBI_SHIP_CREWMAN_CONFRONTED

#define FLAG_TOLBI_SHIP_CREWMAN_CONFRONTED   0x923

◆ FLAG_TOLBI_SHIP_ANCHOR_CHARM_FOUND

#define FLAG_TOLBI_SHIP_ANCHOR_CHARM_FOUND   0x924

Definition at line 121 of file flags.h.

Referenced by TolbiShipInteriors_TalkToCaptain(), and TolbiShipMast_FindAnchorCharm().

◆ FLAG_LUNPA_HEARD_OF_PRISONER

#define FLAG_LUNPA_HEARD_OF_PRISONER   0x940

◆ FLAG_LUNPA_TRADE_REOPENED

◆ FLAG_LUNPA_CAVE_REUNION_SEEN

#define FLAG_LUNPA_CAVE_REUNION_SEEN   0x94d

◆ FLAG_BUNZAS_WAGON_LEFT

#define FLAG_BUNZAS_WAGON_LEFT   0x94f

Bunza's wagon has left West Lunpa Cave, with the party aboard or without.

Definition at line 126 of file flags.h.

Referenced by Party_StaysBehind(), WorldMap_BoardBunzasWagon(), WorldMap_GetPlacements(), and WorldMap_Initialize().

◆ FLAG_IODEM_FOLLOWING_PARTY

#define FLAG_IODEM_FOLLOWING_PARTY   0x9a0

◆ FLAG_GONDOWAN_CAVE_FIRST_LEAP_COMPLETE

#define FLAG_GONDOWAN_CAVE_FIRST_LEAP_COMPLETE   0x9a2

Definition at line 128 of file flags.h.

Referenced by Event_MoveFirstObject(), and Scene_Initialize().

◆ FLAG_GONDOWAN_CAVE_SECOND_OBJECT_MOVED

#define FLAG_GONDOWAN_CAVE_SECOND_OBJECT_MOVED   0x9a5

Definition at line 129 of file flags.h.

Referenced by Event_LeaveThroughEntrance(), Event_MoveSecondObject(), and Scene_Initialize().

◆ FLAG_FEIZHI_SAW_ROCKSLIDE

#define FLAG_FEIZHI_SAW_ROCKSLIDE   0x8b0

Feizhi has found the road blocked and run ahead to look for Hsu.

Definition at line 133 of file flags.h.

Referenced by AlpineCrossing_FeizhiArrives(), and Xian_Initialize().

◆ FLAG_HAMA_REACHED_HSU

#define FLAG_HAMA_REACHED_HSU   0x8b1

Hama has reached Hsu and spoken with him and Feizhi.

Definition at line 135 of file flags.h.

Referenced by AlpineCrossing_HamaReachesHsu(), and Scene_Initialize().

◆ FLAG_HSU_RESCUED_WITHOUT_PARTY

#define FLAG_HSU_RESCUED_WITHOUT_PARTY   0x8b3

Hsu was freed without the party: set with FLAG_HSU_RESCUED when the party comes back from Lama Temple after Xian has heard of the accident.

While it is set, Xian's people do not thank the party for the rescue.

Definition at line 139 of file flags.h.

Referenced by LeaveForTheWorldMap(), and Scene_Initialize().

◆ FLAG_ALPINE_CROSSING_POWER_BREAD

#define FLAG_ALPINE_CROSSING_POWER_BREAD   0xf71

the crossing's chest

Definition at line 140 of file flags.h.

◆ FLAG_LAMA_TEMPLE_WATER_OF_LIFE

#define FLAG_LAMA_TEMPLE_WATER_OF_LIFE   0xf7a

the temple's chest

Definition at line 141 of file flags.h.

◆ FLAG_ALTIN_WATER_BEAST_LEFT

#define FLAG_ALTIN_WATER_BEAST_LEFT   0x8ff

jumped back into the flood

Definition at line 144 of file flags.h.

Referenced by Village_ApplyWaterLevel(), Village_ScareOffBeast(), and Village_TalkToThirstyVillager().

◆ FLAG_ALTIN_BLOCK_MOVED

#define FLAG_ALTIN_BLOCK_MOVED   0x906

pushed to its place by Move

Definition at line 145 of file flags.h.

Referenced by Village_ApplyWaterLevel(), and Village_CheckBlockMoved().

◆ FLAG_ALTIN_NUT

#define FLAG_ALTIN_NUT   0xf73

a barrel in the houses

Definition at line 146 of file flags.h.

◆ FLAG_ALTIN_COINS

#define FLAG_ALTIN_COINS   0xf74

a barrel in the houses

Definition at line 147 of file flags.h.

◆ FLAG_ALTIN_SLEEP_BOMB

#define FLAG_ALTIN_SLEEP_BOMB   0xf75

a bed in the houses

Definition at line 148 of file flags.h.

◆ FLAG_ALTIN_PEAK_FIRST_BEAST_ROUTE_SEEN

#define FLAG_ALTIN_PEAK_FIRST_BEAST_ROUTE_SEEN   0x904

Room 1's water beast has been seen hopping along its first and its second route.

Definition at line 153 of file flags.h.

Referenced by AltinPeak_RestoreRoom1(), and AltinPeak_ShowFirstBeastRoute().

◆ FLAG_ALTIN_PEAK_SECOND_BEAST_ROUTE_SEEN

#define FLAG_ALTIN_PEAK_SECOND_BEAST_ROUTE_SEEN   0x905

Definition at line 154 of file flags.h.

Referenced by AltinPeak_RestoreRoom1(), and AltinPeak_ShowSecondBeastRoute().

◆ FLAG_ALTIN_PEAK_BOULDER_FALLEN

#define FLAG_ALTIN_PEAK_BOULDER_FALLEN   0x908

Room 9's boulder has fallen and rolled down after the party leader.

Definition at line 156 of file flags.h.

Referenced by AltinPeak_ReadFallingRockSign(), AltinPeak_RestoreRoom9(), and AltinPeak_RunBoulderChase().

◆ FLAG_ALTIN_PEAK_COOKIE

#define FLAG_ALTIN_PEAK_COOKIE   0xf76

room 3's chest

Definition at line 157 of file flags.h.

◆ FLAG_ALTIN_PEAK_DRAGON_SHIELD

#define FLAG_ALTIN_PEAK_DRAGON_SHIELD   0xf77

room 5's chest

Definition at line 158 of file flags.h.

◆ FLAG_ALTIN_PEAK_LUCKY_MEDAL

#define FLAG_ALTIN_PEAK_LUCKY_MEDAL   0xf78

room 8's chest

Definition at line 159 of file flags.h.

◆ FLAG_ALTIN_PEAK_VIAL

#define FLAG_ALTIN_PEAK_VIAL   0xf79

room 11's chest

Definition at line 160 of file flags.h.

◆ FLAG_ALTIN_PEAK_PSY_CRYSTAL

#define FLAG_ALTIN_PEAK_PSY_CRYSTAL   0xf07

room 7's chest

Definition at line 161 of file flags.h.

◆ FLAG_ALTIN_PEAK_LIFTING_GEM

#define FLAG_ALTIN_PEAK_LIFTING_GEM   0xf08

room 10's chest

Definition at line 162 of file flags.h.

◆ FLAG_MET_INVISIBLE_BABI

#define FLAG_MET_INVISIBLE_BABI   0x960

Babi has asked for his draught.

Definition at line 165 of file flags.h.

Referenced by AltmillerCave_BabiCallsPartyBack(), and AltmillerCave_MeetInvisibleBabi().

◆ FLAG_BABI_CALLED_PARTY_BACK

#define FLAG_BABI_CALLED_PARTY_BACK   0x961

Babi has called the party back once as it made to leave without him.

Definition at line 167 of file flags.h.

Referenced by AltmillerCave_BabiCallsPartyBack().

◆ FLAG_BABI_SAVED

◆ FLAG_ALTMILLER_CAVE_MYSTIC_DRAUGHT

#define FLAG_ALTMILLER_CAVE_MYSTIC_DRAUGHT   0xf30

behind the rocks' wall

Definition at line 171 of file flags.h.

◆ FLAG_ALTMILLER_CAVE_VIAL

#define FLAG_ALTMILLER_CAVE_VIAL   0xf9c

room 3's chest

Definition at line 172 of file flags.h.

◆ FLAG_ALTMILLER_CAVE_COOKIE

#define FLAG_ALTMILLER_CAVE_COOKIE   0xf9d

room 5's chest

Definition at line 173 of file flags.h.

◆ FLAG_BABI_LIGHTHOUSE_ROOM2_ENTRANCE_10_USED

#define FLAG_BABI_LIGHTHOUSE_ROOM2_ENTRANCE_10_USED   0x980

Arrival through room 2's entrance 10 changes its tiles and collision; entrances 10 and 11 restore those changes on later visits.

Definition at line 178 of file flags.h.

Referenced by BabiLighthouse_SetupScene().

◆ FLAG_BABI_LIGHTHOUSE_DOOR_OPEN

#define FLAG_BABI_LIGHTHOUSE_DOOR_OPEN   0x985

◆ FLAG_BABI_LIGHTHOUSE_PURSUIT_ASKED

#define FLAG_BABI_LIGHTHOUSE_PURSUIT_ASKED   0x988

Iodem and Faran have asked the party to follow Sheba's kidnappers.

Definition at line 182 of file flags.h.

Referenced by BabiLighthouse_DiscussPursuit(), and BabiLighthouse_SetupScene().

◆ FLAG_IODEM_AT_BABI_LIGHTHOUSE

#define FLAG_IODEM_AT_BABI_LIGHTHOUSE   0x98a

Set with it: Iodem has come to Babi Lighthouse, and from then on he no longer leaves the party in Suhalla's inn or Gondowan Cave.

Definition at line 185 of file flags.h.

Referenced by BabiLighthouse_DiscussPursuit(), Event_IodemAsksWhyTurningBack(), and Event_IodemQuestionsWoundedSoldiers().

◆ FLAG_BABI_LIGHTHOUSE_DOOR_SHOWN

#define FLAG_BABI_LIGHTHOUSE_DOOR_SHOWN   0x989

The party has opened the door before Iodem and Faran, who stay behind.

Definition at line 187 of file flags.h.

Referenced by BabiLighthouse_ExplainTruthDoor(), BabiLighthouse_OpenTruthDoor(), and BabiLighthouse_SetupScene().

◆ FLAG_BABI_LIGHTHOUSE_LUCKY_PEPPER

#define FLAG_BABI_LIGHTHOUSE_LUCKY_PEPPER   0xfbc

the building site's chest

Definition at line 188 of file flags.h.

◆ FLAG_COLOSSO_OVER

◆ FLAG_WON_COLOSSO

#define FLAG_WON_COLOSSO   0x951

the party won the finals

Definition at line 192 of file flags.h.

Referenced by BabiPalace_MeetBabiAfterColosso(), and ColossoLog_Initialize().

◆ FLAG_BABI_PALACE_FINALS_REST_OFFERED

#define FLAG_BABI_PALACE_FINALS_REST_OFFERED   0x966

The attendant has offered the beds for the night before the finals.

Definition at line 194 of file flags.h.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_OfferRest().

◆ FLAG_BABI_PALACE_FINALS_BEDS_OPEN

#define FLAG_BABI_PALACE_FINALS_BEDS_OPEN   0x967

While set, the beds can be used during the finals.

Definition at line 196 of file flags.h.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_OfferRest().

◆ FLAG_SHEBA_NOTICED_MIND_READ

#define FLAG_SHEBA_NOTICED_MIND_READ   0x968

Sheba has felt the party read her mind.

Definition at line 198 of file flags.h.

Referenced by BabiPalace_ReadShebasMind().

◆ FLAG_BABI_PALACE_BEDS_OPEN

#define FLAG_BABI_PALACE_BEDS_OPEN   0x969

While set, the beds can be used before the finals.

Definition at line 200 of file flags.h.

Referenced by BabiPalace_ShowBeds().

◆ FLAG_BABI_PALACE_FIRST_NIGHT

#define FLAG_BABI_PALACE_FIRST_NIGHT   0x96a

the party has slept there once

Definition at line 201 of file flags.h.

Referenced by BabiPalace_RestInPalaceBeds().

◆ FLAG_IODEM_HEARD_SOLDIERS

#define FLAG_IODEM_HEARD_SOLDIERS   0x96b

The soldiers have come back from Altmiller Cave to Iodem without Babi.

Definition at line 203 of file flags.h.

Referenced by BabiPalace_HearSoldiersReport().

◆ FLAG_BABI_PALACE_GUARD_GAVE_WORD

#define FLAG_BABI_PALACE_GUARD_GAVE_WORD   0x96c

A courtyard guard has passed on Babi's word to go to the colosseum.

Definition at line 205 of file flags.h.

Referenced by BabiPalace_PassOnBabisWord().

◆ FLAG_BABI_PALACE_GUARD_THANKED_PARTY

#define FLAG_BABI_PALACE_GUARD_THANKED_PARTY   0x96d

The other courtyard guard has thanked the party for saving Babi.

Definition at line 207 of file flags.h.

Referenced by BabiPalace_ThankForSavingBabi().

◆ FLAG_BABI_SPOKE_AFTER_COLOSSO

#define FLAG_BABI_SPOKE_AFTER_COLOSSO   0x96f

◆ FLAG_BABI_PALACE_CLOAK_BALL

#define FLAG_BABI_PALACE_CLOAK_BALL   0xf31

lent by Babi after Colosso

Definition at line 210 of file flags.h.

Referenced by BabiPalace_ApplyEntryState(), and BabiPalace_OfferCloakBall().

◆ FLAG_BABI_PALACE_LUCKY_MEDAL

#define FLAG_BABI_PALACE_LUCKY_MEDAL   0xf9f

in a barrel

Definition at line 211 of file flags.h.

◆ FLAG_BABI_PALACE_HARD_NUT

#define FLAG_BABI_PALACE_HARD_NUT   0xf9e

A jar in the scholars' room, which is drawn on Vale's map (vale_babi.c).

Definition at line 213 of file flags.h.

◆ FLAG_BILIBIN_JILL_RESCUED

#define FLAG_BILIBIN_JILL_RESCUED   0x848

Jill, a tree, pulled from the river.

Definition at line 215 of file flags.h.

Referenced by Bilibin_RestoreRiverActors(), Event_JillGivesHardNut(), and Event_PullJillFromRiver().

◆ FLAG_BILIBIN_JILL_GIFT_RECEIVED

#define FLAG_BILIBIN_JILL_GIFT_RECEIVED   0x849

her thanks, a Hard Nut

Definition at line 216 of file flags.h.

Referenced by Bilibin_RestoreRiverActors(), and Event_JillGivesHardNut().

◆ FLAG_COLOSSO_FAILED_TRIAL_SEEN

#define FLAG_COLOSSO_FAILED_TRIAL_SEEN   0x8a3

a warrior failed his trial

Definition at line 219 of file flags.h.

Referenced by ColosseumEntrance_ExplainTrial(), and Event_TalkToTrialAttendant().

◆ FLAG_COLOSSO_CLEARED_TRIAL_SEEN

#define FLAG_COLOSSO_CLEARED_TRIAL_SEEN   0x8a4

a warrior cleared his trial

Definition at line 220 of file flags.h.

Referenced by ColosseumEntrance_ExplainTrial(), ColosseumEntrance_ShowClearedTrial(), and Event_TalkToTrialAttendant().

◆ FLAG_COLOSSO_FIRST_MATCH_WON

#define FLAG_COLOSSO_FIRST_MATCH_WON   0x90e

Definition at line 221 of file flags.h.

Referenced by ColosseumEntrance_ApplyArrivalState().

◆ FLAG_COLOSSO_SECOND_MATCH_WON

#define FLAG_COLOSSO_SECOND_MATCH_WON   0x90f

◆ FLAG_KALAY_HEARD_OF_COLOSSO_TOUR

#define FLAG_KALAY_HEARD_OF_COLOSSO_TOUR   0x910

The inn's guests told the party about the Colosso tour to Tolbi.

Definition at line 228 of file flags.h.

Referenced by Kalay_WatchTourGroupDeparture(), KalayInteriors_TalkToInnkeeper(), and KalayInteriors_TalkToTourGuide().

◆ FLAG_KALAY_COLOSSO_TOUR_LEFT

◆ FLAG_KALAY_TOWN_NUT_CAUGHT

#define FLAG_KALAY_TOWN_NUT_CAUGHT   0x916

the Nut circling in the town

Definition at line 230 of file flags.h.

Referenced by Kalay_CatchTownNut(), and Kalay_PrepareTown().

◆ FLAG_IMIL_HEARD_MIA_WENT_TO_COUPLE

#define FLAG_IMIL_HEARD_MIA_WENT_TO_COUPLE   0x82a

Mia's second apprentice told the party Mia went to the old couple's house.

Definition at line 234 of file flags.h.

Referenced by Imil_Initialize(), and Imil_TalkToSecondApprentice().

◆ FLAG_IMIL_MET_MIA

#define FLAG_IMIL_MET_MIA   0x82b

Mia healed the old man, and the party saw the Mercury Lighthouse lit.

Definition at line 236 of file flags.h.

Referenced by Imil_Initialize(), Imil_MeetMiaAtOldCouplesHouse(), Imil_ReadOldWomanMind(), Imil_TalkToOldMan(), and MercuryLighthouse_Initialize().

◆ FLAG_IMIL_APPRENTICE_OFFERED_HEALING

#define FLAG_IMIL_APPRENTICE_OFFERED_HEALING   0x82d

Her apprentice told the party she can act as its healer in the sanctum.

Definition at line 238 of file flags.h.

Referenced by Imil_MiaSaysFarewellToApprentices(), and Imil_TalkToApprentice().

◆ FLAG_IMIL_MIA_SAID_FAREWELL

#define FLAG_IMIL_MIA_SAID_FAREWELL   0x82e

to her two apprentices

Definition at line 239 of file flags.h.

Referenced by Imil_Initialize(), and Imil_MiaSaysFarewellToApprentices().

◆ FLAG_FUCHIN_FALLS_DRAGONS_EYE_SET

#define FLAG_FUCHIN_FALLS_DRAGONS_EYE_SET   0x820

The Dragon's Eye is set in the dragon statue, which opened the hidden path.

Definition at line 243 of file flags.h.

Referenced by Fuchin_LightDragonWithEye(), Fuchin_SearchDragonStatue(), and ImilFuchinFalls_PrepareRoom().

◆ FLAG_KALAY_DOCKS_TICKET_BOUGHT

#define FLAG_KALAY_DOCKS_TICKET_BOUGHT   0x8a5

◆ FLAG_KALAY_DOCKS_CARRYING_MESSAGE

#define FLAG_KALAY_DOCKS_CARRYING_MESSAGE   0x8a6

The father on the Kalay docks asked the party to take a message to his daughter in Tolbi, and the party agreed.

Definition at line 249 of file flags.h.

Referenced by KalayTolbiDocks_TalkToWaitingDaughter(), and KalayTolbiDocks_TalkToWorriedFather().

◆ FLAG_KALAY_DOCKS_TICKET_HANDED_OVER

#define FLAG_KALAY_DOCKS_TICKET_HANDED_OVER   0x8a7

the party may board

Definition at line 250 of file flags.h.

Referenced by KalayTolbiDocks_RemindBoardShip(), KalayTolbiDocks_TalkToDockWorker(), and KalayTolbiDocks_TalkToGatekeeper().

◆ FLAG_TOLBI_DOCKS_MESSAGE_DELIVERED

#define FLAG_TOLBI_DOCKS_MESSAGE_DELIVERED   0x8a8

Definition at line 251 of file flags.h.

Referenced by KalayTolbiDocks_TalkToWaitingDaughter().

◆ FLAG_KALAY_DOCKS_WENT_ASHORE

#define FLAG_KALAY_DOCKS_WENT_ASHORE   0x8a9

off the ship after boarding

Definition at line 252 of file flags.h.

Referenced by KalayTolbiDocks_PrepareKalayDocks(), KalayTolbiDocks_RemindBoardShip(), and KalayTolbiDocks_TalkToGatekeeper().

◆ FLAG_TOLBI_DOCKS_PASSENGER_MET_PARTY

#define FLAG_TOLBI_DOCKS_PASSENGER_MET_PARTY   0x8aa

A passenger on the Tolbi docks walked up to the party as it arrived.

Definition at line 254 of file flags.h.

Referenced by KalayTolbiDocks_PassengerGreetsArrivals(), and KalayTolbiDocks_PrepareTolbiDocks().

◆ FLAG_TOLBI_DOCKS_CONFRONTATION_SEEN

#define FLAG_TOLBI_DOCKS_CONFRONTATION_SEEN   0x8ab

The passengers confronted the tour guides and their bodyguard.

Definition at line 256 of file flags.h.

Referenced by KalayTolbiDocks_PassengersConfrontTourGuide(), KalayTolbiDocks_PrepareTolbiDocks(), and TolbiInteriors_ApplyEntryState().

◆ FLAG_KALAY_DOCKS_GARET_SAW_KARAGOL

#define FLAG_KALAY_DOCKS_GARET_SAW_KARAGOL   0x8ac

Definition at line 257 of file flags.h.

Referenced by KalayTolbiDocks_PrepareKalayDocks().

◆ FLAG_KOLIMA_CURSE_WITNESSED

#define FLAG_KOLIMA_CURSE_WITNESSED   0x843

The party has seen the curse fall, in Kolima or on the forest bridge.

Definition at line 260 of file flags.h.

Referenced by Kolima_Initialize(), Kolima_WitnessForestCurse(), KolimaForestBridge_Initialize(), and KolimaForestBridge_WitnessForestCurse().

◆ FLAG_KOLIMA_BRIDGE_COLLAPSED

#define FLAG_KOLIMA_BRIDGE_COLLAPSED   0x847

Kolima's bridge fell as the party crossed it.

Definition at line 262 of file flags.h.

Referenced by Kolima_RestoreBridgeState(), Kolima_ShowBridgeCollapse(), and WorldMap_ApplyMapRotationAndMode().

◆ FLAG_KOLIMA_FOREST_NUT_CAUGHT

#define FLAG_KOLIMA_FOREST_NUT_CAUGHT   0xfd3

Catch took the clearing's Nut.

Definition at line 265 of file flags.h.

Referenced by KolimaForestClearing_CatchNut(), and KolimaForestClearing_Initialize().

◆ FLAG_LAMAKAN_SAND_MONSTER_BEATEN

#define FLAG_LAMAKAN_SAND_MONSTER_BEATEN   0x90a

on the third map

Definition at line 268 of file flags.h.

Referenced by LamakanDesert_GetPlacements(), MeetSandMonster(), Reveal_ShowSecrets(), and WorldMap_Initialize().

◆ FLAG_RETURNED_FROM_VENUS_LIGHTHOUSE

#define FLAG_RETURNED_FROM_VENUS_LIGHTHOUSE   0x9a7

◆ FLAG_SAW_SHIP_FROM_VENUS_LIGHTHOUSE

#define FLAG_SAW_SHIP_FROM_VENUS_LIGHTHOUSE   0x9bf

The party saw the ship from Venus Lighthouse before coming back.

Definition at line 274 of file flags.h.

Referenced by Lalivero_Initialize(), ReceiveBlackOrb(), ReportToFaran(), and WorldMap_RunBlackOrbScene().

◆ FLAG_LALIVERO_WOUNDED_SOLDIERS_SEEN

#define FLAG_LALIVERO_WOUNDED_SOLDIERS_SEEN   0x9b8

Definition at line 275 of file flags.h.

Referenced by Lalivero_Initialize(), and WorldMap_Initialize().

◆ FLAG_IODEM_FAREWELL_SEEN

#define FLAG_IODEM_FAREWELL_SEEN   0x9ba

Iodem gave the Black Orb.

Definition at line 276 of file flags.h.

Referenced by ReceiveBlackOrb().

◆ FLAG_LALIVERO_WHARF_OPEN

#define FLAG_LALIVERO_WHARF_OPEN   0x9bb

the guard lets the party to the ship

Definition at line 277 of file flags.h.

Referenced by Lalivero_Initialize(), and TalkToWharfGuard().

◆ FLAG_IODEM_ASKED_TO_MEET

#define FLAG_IODEM_ASKED_TO_MEET   0x9bc

Iodem asked the party to wait for him outside.

Definition at line 279 of file flags.h.

Referenced by IodemCallsOut(), and TalkToIodem().

◆ FLAG_GUARDS_SUSPECT_KALAY

#define FLAG_GUARDS_SUSPECT_KALAY   0x85a

Set on the world map; from then on the east guard asks whether the party came from Kalay.

Definition at line 283 of file flags.h.

Referenced by Event_EnterTransferRoute(), Event_ReadEastGuardsThoughts(), Event_TalkToEastGuard(), WorldMap_DepartWithTravelers(), WorldMap_GetPlacements(), and WorldMap_Initialize().

◆ FLAG_LUNPA_GATE_GUARD_SAW_HAMMET

#define FLAG_LUNPA_GATE_GUARD_SAW_HAMMET   0x9af

The gate's left guard has recognized Hammet with the party.

Definition at line 285 of file flags.h.

Referenced by Event_ReadLeftGuardsThoughts(), and Event_TalkToLeftGuard().

◆ FLAG_LUNPA_PSYNERGY_STONE

#define FLAG_LUNPA_PSYNERGY_STONE   0xf27

Definition at line 286 of file flags.h.

Referenced by Event_RevealSecrets().

◆ FLAG_LUNPA_GRAVE_SLEEP_BOMB

#define FLAG_LUNPA_GRAVE_SLEEP_BOMB   0xf88

Definition at line 287 of file flags.h.

◆ FLAG_LUNPA_BARREL_NUT

#define FLAG_LUNPA_BARREL_NUT   0xf89

Definition at line 288 of file flags.h.

◆ FLAG_LUNPA_WOODEN_BOX_LUCKY_MEDAL

#define FLAG_LUNPA_WOODEN_BOX_LUCKY_MEDAL   0xf8a

in the town's buildings

Definition at line 289 of file flags.h.

◆ FLAG_LUNPA_BARREL_VIAL

#define FLAG_LUNPA_BARREL_VIAL   0xf8b

in the town's buildings

Definition at line 290 of file flags.h.

◆ FLAG_LUNPA_NUT_CAUGHT

#define FLAG_LUNPA_NUT_CAUGHT   0xfd1

the nut floating over the town

Definition at line 291 of file flags.h.

Referenced by Event_CatchFloatingNut(), and Scene_Initialize().

◆ FLAG_LUNPA_FORTRESS_TRAP_SEEN

#define FLAG_LUNPA_FORTRESS_TRAP_SEEN   0x942

The party has seen Hammet's rescue up to Dodonpa's trap; a retry after losing the battle skips to the trap.

Definition at line 298 of file flags.h.

Referenced by Event_FindHammet().

◆ FLAG_LUNPA_FORTRESS_COLUMN_LOWERED

#define FLAG_LUNPA_FORTRESS_COLUMN_LOWERED   0x943

◆ FLAG_LUNPA_FORTRESS_FIRST_SWITCH_UNCOVERED

#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_UNCOVERED   0x944

Whirlwind has blown away what hid the first switch, the passage and the second switch.

Definition at line 302 of file flags.h.

Referenced by Event_BlowAwayFirstSwitchCover(), LunpaFortress_InitializeColumnRoom(), and Scene_Initialize().

◆ FLAG_LUNPA_FORTRESS_PASSAGE_UNCOVERED

#define FLAG_LUNPA_FORTRESS_PASSAGE_UNCOVERED   0x945

◆ FLAG_LUNPA_FORTRESS_SECOND_SWITCH_UNCOVERED

#define FLAG_LUNPA_FORTRESS_SECOND_SWITCH_UNCOVERED   0x946

◆ FLAG_LUNPA_FORTRESS_FIRST_SWITCH_FLIPPED

#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_FLIPPED   0x947

◆ FLAG_LUNPA_FORTRESS_SECOND_SWITCH_FLIPPED

#define FLAG_LUNPA_FORTRESS_SECOND_SWITCH_FLIPPED   0x948

◆ FLAG_LUNPA_FORTRESS_HALL_GUARD_BEATEN

#define FLAG_LUNPA_FORTRESS_HALL_GUARD_BEATEN   0x949

◆ FLAG_LUNPA_FORTRESS_THREE_GUARDS_BEATEN

#define FLAG_LUNPA_FORTRESS_THREE_GUARDS_BEATEN   0x94a

◆ FLAG_LUNPA_FORTRESS_EAST_GUARD_BEATEN

#define FLAG_LUNPA_FORTRESS_EAST_GUARD_BEATEN   0x94b

◆ FLAG_LUNPA_FORTRESS_WEST_GUARD_BEATEN

#define FLAG_LUNPA_FORTRESS_WEST_GUARD_BEATEN   0x94c

◆ FLAG_LUNPA_FORTRESS_REWARD_TAKEN

#define FLAG_LUNPA_FORTRESS_REWARD_TAKEN   0x94e

Donpa's reward, the Djinni in his room, has joined the party.

Definition at line 312 of file flags.h.

Referenced by Event_DjinniJoins(), and Event_TalkToDonpa().

◆ FLAG_LUNPA_FORTRESS_CHEST_ELIXIR

#define FLAG_LUNPA_FORTRESS_CHEST_ELIXIR   0xfa2

Definition at line 313 of file flags.h.

◆ FLAG_LUNPA_FORTRESS_CHEST_LUCKY_MEDAL

#define FLAG_LUNPA_FORTRESS_CHEST_LUCKY_MEDAL   0xfa3

Definition at line 314 of file flags.h.

◆ FLAG_LUNPA_FORTRESS_THIRD_CHEST

#define FLAG_LUNPA_FORTRESS_THIRD_CHEST   0xfa4

item 0xaa

Definition at line 315 of file flags.h.

◆ FLAG_LUNPA_FORTRESS_CHEST_COINS

#define FLAG_LUNPA_FORTRESS_CHEST_COINS   0xfa5

Definition at line 316 of file flags.h.

◆ FLAG_LUNPA_FORTRESS_BARREL_VIAL

#define FLAG_LUNPA_FORTRESS_BARREL_VIAL   0xfa6

Definition at line 317 of file flags.h.

◆ FLAG_LUNPA_FORTRESS_CHEST_POWER_BREAD

#define FLAG_LUNPA_FORTRESS_CHEST_POWER_BREAD   0xfa7

Definition at line 318 of file flags.h.

◆ FLAG_LUNPA_FORTRESS_CELL_KEY

#define FLAG_LUNPA_FORTRESS_CELL_KEY   0xf2e

caught or taken from its hook

Definition at line 319 of file flags.h.

Referenced by Event_TakeCellKey(), and LunpaFortress_InitializeGuardRooms().

◆ FLAG_MCCOY_PALACE_ADMITTED

#define FLAG_MCCOY_PALACE_ADMITTED   0x84a

The gate guards have let the party into the palace.

Definition at line 323 of file flags.h.

Referenced by Bilibin_RestoreVillageActors(), Event_GuardsArrestParty(), Event_McCoyRewardsParty(), Event_TalkToEastGuard(), and Garden_ApplyProgress().

◆ FLAG_MCCOY_PALACE_VISITED

#define FLAG_MCCOY_PALACE_VISITED   0x84b

set on every entry to the palace

Definition at line 324 of file flags.h.

Referenced by Bilibin_RestoreVillageActors(), and Scene_Initialize().

◆ FLAG_MCCOY_PALACE_BARRICADE_HINT

#define FLAG_MCCOY_PALACE_BARRICADE_HINT   0x84f

After McCoy turned the party away, his escort let slip that the barricade may not need a key.

Definition at line 327 of file flags.h.

Referenced by Event_EscortHintsAtBarricade(), Event_McCoyRewardsParty(), Garden_ApplyProgress(), Scene_GetPlacements(), and Scene_Initialize().

◆ FLAG_MCCOY_PALACE_PARTY_REWARDED

#define FLAG_MCCOY_PALACE_PARTY_REWARDED   0x85e

The escort has seen the party off after McCoy's reward.

Definition at line 329 of file flags.h.

Referenced by Event_EscortSeesPartyOff(), Garden_ApplyProgress(), and Scene_Initialize().

◆ FLAG_MCCOY_PALACE_JOB_REFUSED

#define FLAG_MCCOY_PALACE_JOB_REFUSED   0x85f

The party refused McCoy's job at the first audience.

Definition at line 331 of file flags.h.

Referenced by Event_AudienceWithMcCoy().

◆ FLAG_MCCOY_PALACE_BARREL_ELIXIR

#define FLAG_MCCOY_PALACE_BARREL_ELIXIR   0xf55

Definition at line 332 of file flags.h.

◆ FLAG_MCCOY_PALACE_BARREL_SMOKE_BOMB

#define FLAG_MCCOY_PALACE_BARREL_SMOKE_BOMB   0xf56

Definition at line 333 of file flags.h.

◆ FLAG_MCCOY_PALACE_GARDEN_NUT_CAUGHT

#define FLAG_MCCOY_PALACE_GARDEN_NUT_CAUGHT   0xfd2

the floating nut

Definition at line 334 of file flags.h.

Referenced by Event_CatchFloatingNut(), and Garden_ApplyProgress().

◆ FLAG_MIA_SENSED_SOMEONE_INSIDE

#define FLAG_MIA_SENSED_SOMEONE_INSIDE   0x870

Mia has told the party she senses someone inside the lighthouse.

Definition at line 337 of file flags.h.

Referenced by MercuryLighthouse_Initialize(), and MercuryLighthouse_MiaSensesSomeoneInside().

◆ FLAG_MIA_OPENED_MERCURY_LIGHTHOUSE

#define FLAG_MIA_OPENED_MERCURY_LIGHTHOUSE   0x871

The statue is moved and Mia's Ply has opened the lighthouse door.

Definition at line 339 of file flags.h.

Referenced by MercuryLighthouse_Initialize(), and MercuryLighthouse_MiaOpensEntranceWithPly().

◆ FLAG_MIA_ENTERED_MERCURY_LIGHTHOUSE

#define FLAG_MIA_ENTERED_MERCURY_LIGHTHOUSE   0x872

Past the Lizard Man, Mia has gone on into the lighthouse.

Definition at line 341 of file flags.h.

Referenced by MercuryLighthouseEntrance_Initialize(), and MercuryLighthouseEntrance_MiaEntersLighthouse().

◆ FLAG_MIA_JOINED_PARTY

#define FLAG_MIA_JOINED_PARTY   0x873

rescued again, Mia joins with Fizz

Definition at line 342 of file flags.h.

Referenced by MercuryLighthouse_Initialize(), and MercuryLighthouse_MiaJoinsAfterRescue().

◆ FLAG_MERCURY_LIGHTHOUSE_GATE_HELD_OPEN

#define FLAG_MERCURY_LIGHTHOUSE_GATE_HELD_OPEN   0x874

The block rests on the floor switch and holds the gate open.

Definition at line 344 of file flags.h.

Referenced by MercuryLighthouse_Initialize(), and MercuryLighthouse_OpenGateWithMovedBlock().

◆ FLAG_MERCURY_LIGHTHOUSE_PLY_ACTIVATED

#define FLAG_MERCURY_LIGHTHOUSE_PLY_ACTIVATED   0x875

Ply in the entrance hall: the lights cycle and the pillar routes open.

Definition at line 346 of file flags.h.

Referenced by MercuryLighthouse_Initialize(), MercuryLighthouseEntrance_ActivateWithPly(), and MercuryLighthouseEntrance_Initialize().

◆ FLAG_MERCURY_LIGHTHOUSE_CHANNELS_OPEN

#define FLAG_MERCURY_LIGHTHOUSE_CHANNELS_OPEN   0x876

All three channel blocks are in place and the water runs.

Definition at line 348 of file flags.h.

Referenced by MercuryLighthouse_ExitWhenChannelsOpen(), and MercuryLighthouse_Initialize().

◆ FLAG_MERCURY_LIGHTHOUSE_STATUE_FELL

#define FLAG_MERCURY_LIGHTHOUSE_STATUE_FELL   0x877

The sliding statue has fallen through to the floor below.

Definition at line 350 of file flags.h.

Referenced by MercuryLighthouse_MoveStoneDoorBlocks(), and MercuryLighthouse_StartStatueSlide().

◆ FLAG_MERCURY_LIGHTHOUSE_STAIR_GATE_HELD_OPEN

#define FLAG_MERCURY_LIGHTHOUSE_STAIR_GATE_HELD_OPEN   0x878

The block rests on the stair gate's floor switch and holds it open.

Definition at line 352 of file flags.h.

Referenced by MercuryLighthouse_Initialize(), and MercuryLighthouse_OpenStairGateWithMovedBlock().

◆ FLAG_MERCURY_AERIE_CONFRONTATION_DONE

#define FLAG_MERCURY_AERIE_CONFRONTATION_DONE   0x880

The aerie's confrontation with Saturos, the battle and Alex's visit are over; set with FLAG_SATUROS_BEATEN_AT_MERCURY.

Definition at line 355 of file flags.h.

Referenced by MercuryLighthouseAerie_AlexAppears().

◆ FLAG_SATUROS_BEATEN_AT_MERCURY

◆ FLAG_MOGALL_FOREST_FIRST_APE_SEEN

#define FLAG_MOGALL_FOREST_FIRST_APE_SEEN   0x89c

an ape hides on arrival

Definition at line 361 of file flags.h.

Referenced by MogallForest_Initialize().

◆ FLAG_MOGALL_FOREST_LED_TO_KILLER_APE

#define FLAG_MOGALL_FOREST_LED_TO_KILLER_APE   0x89d

The last guiding ape has led the party to the Killer Ape's hiding place.

Definition at line 363 of file flags.h.

Referenced by MogallForest_ApeLeadsToKillerApe().

◆ FLAG_MOGALL_FOREST_KILLER_APE_BEATEN

#define FLAG_MOGALL_FOREST_KILLER_APE_BEATEN   0x89e

Definition at line 364 of file flags.h.

Referenced by MogallForest_Initialize().

◆ FLAG_IODEM_MET_WOUNDED_SOLDIERS

#define FLAG_IODEM_MET_WOUNDED_SOLDIERS   0x9b0

Set at Babi's palace as his audience after Colosso begins; afterwards Suhalla's people talk of the Tolbi soldiers the sandstorms brought there.

Also uses FLAG_BABI_SPOKE_AFTER_COLOSSO. Iodem has found the wounded soldiers at Suhalla's inn and asked for Sheba.

Definition at line 370 of file flags.h.

Referenced by Event_IodemAsksWhetherToPressOn(), Event_IodemQuestionsGuards(), and Event_IodemQuestionsWoundedSoldiers().

◆ FLAG_SUHALLA_GATE_SOLDIER_VANISHED

#define FLAG_SUHALLA_GATE_SOLDIER_VANISHED   0x897

after his last words

Definition at line 373 of file flags.h.

Referenced by Event_SoldierVanishes(), and Scene_Initialize().

◆ FLAG_SUHALLA_GATE_ATTACK_SEEN

#define FLAG_SUHALLA_GATE_ATTACK_SEEN   0x89f

Iodem has questioned the guards.

Definition at line 374 of file flags.h.

Referenced by Event_IodemQuestionsGuards(), Event_TalkToEastGuard(), and Scene_Initialize().

◆ FLAG_SUHALLA_GATE_ENTERED_FROM_SOUTH

#define FLAG_SUHALLA_GATE_ENTERED_FROM_SOUTH   0x8fb

The side the party last came through, which Retreat returns them to.

Definition at line 376 of file flags.h.

Referenced by Event_LeaveForWorldMap(), and Scene_Initialize().

◆ FLAG_SUHALLA_GATE_ENTERED_FROM_EAST

#define FLAG_SUHALLA_GATE_ENTERED_FROM_EAST   0x8fc

Definition at line 377 of file flags.h.

Referenced by Event_LeaveForWorldMap(), and Scene_Initialize().

◆ FLAG_SUHALLA_DESERT_TALKED_OF_SHEBA

#define FLAG_SUHALLA_DESERT_TALKED_OF_SHEBA   0x9b5

search on or go to Lalivero

Definition at line 381 of file flags.h.

Referenced by Event_IodemAsksWhetherToPressOn().

◆ FLAG_SUHALLA_DESERT_IODEM_WARNED

#define FLAG_SUHALLA_DESERT_IODEM_WARNED   0x9b6

Iodem warned of a sandstorm. "A sandstorm!".

Definition at line 383 of file flags.h.

Referenced by SuhallaDesert_RaiseStorm().

◆ FLAG_SUHALLA_DESERT_CHASING_STORM_DOUSED

#define FLAG_SUHALLA_DESERT_CHASING_STORM_DOUSED   0x9b7

Definition at line 384 of file flags.h.

Referenced by Event_StormGivesChase(), and SuhallaDesert_SetUpSecondSceneStorms().

◆ FLAG_TOLBI_CORN_GIVEN

#define FLAG_TOLBI_CORN_GIVEN   0x8bf

the snack vendor gave away her corn

Definition at line 386 of file flags.h.

Referenced by Tolbi_TalkToSnackVendor().

◆ FLAG_TOLBI_SEARCHERS_MET

#define FLAG_TOLBI_SEARCHERS_MET   0x8c0

the soldiers asked about Babi

Definition at line 387 of file flags.h.

Referenced by Tolbi_MeetSearchingSoldiers().

◆ FLAG_TOLBI_SPRING_OPENED

#define FLAG_TOLBI_SPRING_OPENED   0x8c1

the gambler let the party go first

Definition at line 388 of file flags.h.

Referenced by Tolbi_ApplyEntryState(), and Tolbi_TalkToGambler().

◆ FLAG_TOLBI_INTERIORS_MEDAL_HIDDEN

#define FLAG_TOLBI_INTERIORS_MEDAL_HIDDEN   0x8bc

she hid it in the barrel

Definition at line 391 of file flags.h.

Referenced by TolbiInteriors_ApplyEntryState().

◆ FLAG_TOLBI_INTERIORS_MEDAL_TAKEN

#define FLAG_TOLBI_INTERIORS_MEDAL_TAKEN   0x8bd

the party took it

Definition at line 392 of file flags.h.

Referenced by TolbiInteriors_TalkToMedalWoman().

◆ FLAG_TOLBI_INTERIORS_MEDAL_MISSED

#define FLAG_TOLBI_INTERIORS_MEDAL_MISSED   0x8be

she has greeted them since

Definition at line 393 of file flags.h.

Referenced by TolbiInteriors_ReadMedalWomanMind(), and TolbiInteriors_TalkToMedalWoman().

◆ FLAG_TOLBI_SHIP_AT_ISLAND

◆ FLAG_TOLBI_SHIP_MONSTERS_SIGHTED

#define FLAG_TOLBI_SHIP_MONSTERS_SIGHTED   0x8f0

The ship's place plays music 29, the monsters' theme, instead of 41.

Definition at line 398 of file flags.h.

Referenced by TolbiShipInteriors_FightMonstersInHold(), TolbiShipMast_RunAvastScene(), TolbiShipMast_RunLandingSequence(), and TolbiShipMast_ShowMonsters().

◆ FLAG_TOLBI_SHIP_ISLAND_SCOUT_AGREED

#define FLAG_TOLBI_SHIP_ISLAND_SCOUT_AGREED   0x903

the party will scout it

Definition at line 399 of file flags.h.

Referenced by TolbiShipDeck_OfferToScoutIsland(), and TolbiShipDeck_SetUpAtAnchor().

◆ FLAG_TOLBI_SHIP_CREW_WONDERED_AT_DELAY

#define FLAG_TOLBI_SHIP_CREW_WONDERED_AT_DELAY   0x920

The crew have wondered what became of the replacement ship.

Definition at line 401 of file flags.h.

Referenced by TolbiShipDeck_PlaceWaitingPassengers(), TolbiShipDeck_WatchCrewDecideToSail(), and TolbiShipInteriors_WatchCrewWonderAtDelay().

◆ FLAG_TOLBI_SHIP_CAPTAIN_DECIDED_TO_SAIL

#define FLAG_TOLBI_SHIP_CAPTAIN_DECIDED_TO_SAIL   0x921

The party has heard that the captain decided to sail.

"But the captain decided to set sail just a second ago."

Definition at line 404 of file flags.h.

Referenced by TolbiShipInteriors_DiscussLaunchingWithoutAnchor(), TolbiShipInteriors_SetUpCabin(), TolbiShipInteriors_TalkToCaptain(), and TolbiShipInteriors_TalkToCaptainsCabinActor10().

◆ FLAG_TOLBI_SHIP_ANCHOR_CHARM_RETURNED

◆ FLAG_TOLBI_SHIP_SAILING_WITHOUT_REPLACEMENT

#define FLAG_TOLBI_SHIP_SAILING_WITHOUT_REPLACEMENT   0x926

The ship has set sail without its replacement.

"Our replacement never arrived, but we're shoving off just the same."

Definition at line 410 of file flags.h.

Referenced by TolbiShipInteriors_ApplyEntryState(), TolbiShipInteriors_AskForReplacementOarsmen(), and TolbiShipInteriors_SetUpRowingDeck().

◆ FLAG_TOLBI_SHIP_ROWING

◆ FLAG_TOLBI_SHIP_FIRST_ATTACK_REPELLED

◆ FLAG_TOLBI_SHIP_SECOND_ATTACK_REPELLED

◆ FLAG_TOLBI_SHIP_THIRD_ATTACK_REPELLED

◆ FLAG_TOLBI_SHIP_KRAKEN_DEFEATED

◆ FLAG_TOLBI_SHIP_FIRST_SEAT_ROWERS

#define FLAG_TOLBI_SHIP_FIRST_SEAT_ROWERS   0x92c

◆ FLAG_TOLBI_SHIP_SECOND_SEAT_ROWERS

◆ FLAG_TOLBI_SHIP_THIRD_SEAT_ROWERS

◆ FLAG_TOLBI_SHIP_FOURTH_SEAT_ROWERS

◆ FLAG_TOLBI_SHIP_REACHED_TOLBI

◆ FLAG_TUNNEL_RUINS_BUSH_BLOWN_AWAY

#define FLAG_TUNNEL_RUINS_BUSH_BLOWN_AWAY   0x970

Definition at line 427 of file flags.h.

Referenced by Event_BlowAwayBushC().

◆ FLAG_TUNNEL_RUINS_PILLAR_A_SUNK

#define FLAG_TUNNEL_RUINS_PILLAR_A_SUNK   0x971

Definition at line 428 of file flags.h.

Referenced by Event_SinkPillarA(), and TunnelRuins_Initialize().

◆ FLAG_TUNNEL_RUINS_PILLAR_B_SUNK

#define FLAG_TUNNEL_RUINS_PILLAR_B_SUNK   0x972

Definition at line 429 of file flags.h.

Referenced by Event_SinkPillarB(), and TunnelRuins_Initialize().

◆ FLAG_TUNNEL_RUINS_EAST_PILLAR_A_PUSHED_WEST

#define FLAG_TUNNEL_RUINS_EAST_PILLAR_A_PUSHED_WEST   0x974

Definition at line 430 of file flags.h.

Referenced by Event_MoveEastPillar(), and TunnelRuins_Initialize().

◆ FLAG_TUNNEL_RUINS_EAST_PILLAR_B_PUSHED_WEST

#define FLAG_TUNNEL_RUINS_EAST_PILLAR_B_PUSHED_WEST   0x975

Definition at line 431 of file flags.h.

Referenced by Event_MoveEastPillar(), and TunnelRuins_Initialize().

◆ FLAG_TUNNEL_RUINS_STATUE_DOOR_OPEN

#define FLAG_TUNNEL_RUINS_STATUE_DOOR_OPEN   0x984

Definition at line 432 of file flags.h.

Referenced by Event_MoveLadyStatue(), and TunnelRuins_Initialize().

◆ FLAG_TUNNEL_RUINS_ORACLES_ROBE

#define FLAG_TUNNEL_RUINS_ORACLES_ROBE   0xf32

a chest in the second scene

Definition at line 433 of file flags.h.

◆ FLAG_TUNNEL_RUINS_ASURAS_ARMOR

#define FLAG_TUNNEL_RUINS_ASURAS_ARMOR   0xf33

a chest in the second scene

Definition at line 434 of file flags.h.

◆ FLAG_VALE_STORM

◆ FLAG_REACHED_KALAY

◆ FLAG_OVERHEARD_KRADEN

#define FLAG_OVERHEARD_KRADEN   0x800

Kraden wondered aloud about the strangers.

Definition at line 445 of file flags.h.

Referenced by Event_OverhearKraden(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_ROCKSLIDE_SURVIVOR_GAVE_UP

#define FLAG_VALE_ROCKSLIDE_SURVIVOR_GAVE_UP   0x82f

The man hurt in the rockslide believes he will die.

Definition at line 447 of file flags.h.

Referenced by Event_TalkToRockslideSurvivor().

◆ FLAG_VALE_ROCKSLIDE_SURVIVOR_ESCAPED

#define FLAG_VALE_ROCKSLIDE_SURVIVOR_ESCAPED   0x839

He found he was unhurt and ran to the plaza.

Definition at line 449 of file flags.h.

Referenced by Event_TalkToRockslideSurvivor(), ValeHome_SetProgressFlagsAndExit(), and ValeKraden_Initialize().

◆ FLAG_VALE_STORM_FIRST_MONSTER_FOUGHT

#define FLAG_VALE_STORM_FIRST_MONSTER_FOUGHT   0x87d

Definition at line 450 of file flags.h.

Referenced by Event_FightFirstMonster().

◆ FLAG_VALE_STORM_SECOND_MONSTER_FOUGHT

#define FLAG_VALE_STORM_SECOND_MONSTER_FOUGHT   0x87e

Definition at line 451 of file flags.h.

Referenced by Event_FightSecondMonster().

◆ FLAG_VALE_STORM_MONSTER_FOUGHT

#define FLAG_VALE_STORM_MONSTER_FOUGHT   0x900

A monster was fought on the stormy night: Vale's music changes (song 23).

Definition at line 453 of file flags.h.

Referenced by Event_FightFirstMonster(), Event_FightFourthMonster(), Event_FightSecondMonster(), and Event_FightThirdMonster().

◆ FLAG_VALE_KRADEN_JAR_ELIXIR

#define FLAG_VALE_KRADEN_JAR_ELIXIR   0xf41

The jar's Elixir by the cottage; after Kalay it is searchable only from the third patch.

Definition at line 456 of file flags.h.

◆ FLAG_VALE_ASKED_IF_GOING_TO_KRADEN

#define FLAG_VALE_ASKED_IF_GOING_TO_KRADEN   0x806

A villager asked whether Isaac is going to Kraden's cottage.

"Do you need to go past here? You must be going to Kraden's cottage..."

Definition at line 461 of file flags.h.

Referenced by Event_WarnAboutGoingBeyondKradensCottage(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_ANGRY_VILLAGER_ARGUED

#define FLAG_VALE_ANGRY_VILLAGER_ARGUED   0x807

A villager has scolded Garet once.

"Garet, you make me so mad sometimes!"

Definition at line 464 of file flags.h.

Referenced by Event_ArgueWithTheAngryVillager(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_ASKED_IF_JENNA_IS_BACK

#define FLAG_VALE_ASKED_IF_JENNA_IS_BACK   0x81f

Back from Kalay, a villager asked whether Jenna is back yet.

Definition at line 466 of file flags.h.

Referenced by Event_AskWhetherJennaHasReturned().

◆ FLAG_VALE_WARNED_AGAINST_MT_ALEPH

#define FLAG_VALE_WARNED_AGAINST_MT_ALEPH   0x823

A villager stopped Isaac and warned him off the mountain.

"You're not planning on sneaking up to Mt. Aleph..."

Definition at line 469 of file flags.h.

Referenced by Event_RepeatMtAlephWarningAtEitherPause(), Event_RepeatMtAlephWarningFromFirstApproach(), Event_RepeatMtAlephWarningFromSecondApproach(), Event_WarnAgainstSneakingUpMtAleph(), Vale_Initialize(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_STORM_FIRST_ROCK_FELL

#define FLAG_VALE_STORM_FIRST_ROCK_FELL   0x830

The four rocks that fall across the paths (actors 11 to 14).

Definition at line 473 of file flags.h.

Referenced by Event_Rock11Falls(), ValeHome_SetProgressFlagsAndExit(), and ValeStorm_Initialize().

◆ FLAG_VALE_STORM_SECOND_ROCK_FELL

#define FLAG_VALE_STORM_SECOND_ROCK_FELL   0x831

◆ FLAG_VALE_STORM_THIRD_ROCK_FELL

#define FLAG_VALE_STORM_THIRD_ROCK_FELL   0x832

◆ FLAG_VALE_STORM_FOURTH_ROCK_FELL

#define FLAG_VALE_STORM_FOURTH_ROCK_FELL   0x833

◆ FLAG_VALE_STORM_BUMPED_INTO_VILLAGER

#define FLAG_VALE_STORM_BUMPED_INTO_VILLAGER   0x835

A villager running out of his house shoved Isaac.

"Huh? Isaac?"

Definition at line 479 of file flags.h.

Referenced by Event_LeaveByExit6(), ValeHome_SetProgressFlagsAndExit(), and ValeStorm_MeetVillagerAtExit6().

◆ FLAG_VALE_STORM_HEARD_GARET

#define FLAG_VALE_STORM_HEARD_GARET   0x836

Isaac heard Garet struggling with his things.

"Ugh... Hrnghhh..."

Definition at line 482 of file flags.h.

Referenced by Event_GaretCallsAfterIsaac(), Event_HearGaretStruggling(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_STORM_GARET_JOINED

◆ FLAG_VALE_BOULDER_FELL

#define FLAG_VALE_BOULDER_FELL   0x838

◆ FLAG_VALE_STORM_SAW_RIVER_RESCUE

#define FLAG_VALE_STORM_SAW_RIVER_RESCUE   0x83a

Isaac saw the villagers trying to pull Felix from the river.

Definition at line 486 of file flags.h.

Referenced by Event_WitnessRiverRescue(), ValeHome_SetProgressFlagsAndExit(), and ValeStorm_Initialize().

◆ FLAG_VALE_STORM_RIVER_GATHERING_SEEN

#define FLAG_VALE_STORM_RIVER_GATHERING_SEEN   0x841

Jenna came back to the river and the scene there ended with ValeStorm_ShowBoulderSweepingDownriver.

"Mom! Dad! We're back!"

Definition at line 489 of file flags.h.

Referenced by Event_GatherAfterRiverRescue(), Event_LeaveByExit2(), Event_Rock11Falls(), Event_Rock12Falls(), Event_Rock13Falls(), Event_Rock14Falls(), Event_TalkToGaret(), ValeHome_SetProgressFlagsAndExit(), and ValeStorm_Initialize().

◆ FLAG_VALE_STORM_GARET_LEFT

#define FLAG_VALE_STORM_GARET_LEFT   0x842

Garet ran off, leaving Isaac alone. "Isaac!".

Definition at line 491 of file flags.h.

Referenced by Event_LeaveByExit2(), ValeHome_Initialize(), ValeHome_SetProgressFlagsAndExit(), ValeStorm_GaretLeavesIsaac(), and ValeStorm_Initialize().

◆ FLAG_VALE_STORM_SENT_TO_PLAZA

#define FLAG_VALE_STORM_SENT_TO_PLAZA   0x87b

Dora and Kyle sent Isaac to the plaza.

Definition at line 493 of file flags.h.

Referenced by Event_DoraSendsIsaacToThePlaza(), and ValeStorm_Initialize().

◆ FLAG_VALE_STORM_THIRD_MONSTER_FOUGHT

#define FLAG_VALE_STORM_THIRD_MONSTER_FOUGHT   0x87c

Definition at line 494 of file flags.h.

Referenced by Event_FightThirdMonster().

◆ FLAG_VALE_STORM_FOURTH_MONSTER_FOUGHT

#define FLAG_VALE_STORM_FOURTH_MONSTER_FOUGHT   0x87f

Definition at line 495 of file flags.h.

Referenced by Event_FightFourthMonster().

◆ FLAG_VALE_STORM_SENT_TO_AID_ELDERS

#define FLAG_VALE_STORM_SENT_TO_AID_ELDERS   0x840

On the stormy night, the villagers sent Isaac to aid the elders holding back the Boulder.

Definition at line 500 of file flags.h.

Referenced by Event_GatherAfterRiverRescue(), Event_SentToAidElders(), Event_TalkAboutHelping(), ValeHome_Initialize(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_FIRST_WHIRLWIND_TARGET_CLEARED

#define FLAG_VALE_FIRST_WHIRLWIND_TARGET_CLEARED   0x90b

Whirlwind cleared the three targets (actors 8 to 10) in the village.

Definition at line 502 of file flags.h.

Referenced by Event_ClearFirstWhirlwindTarget(), and ValeHome_Initialize().

◆ FLAG_VALE_SECOND_WHIRLWIND_TARGET_CLEARED

#define FLAG_VALE_SECOND_WHIRLWIND_TARGET_CLEARED   0x90c

Definition at line 503 of file flags.h.

Referenced by Event_ClearSecondWhirlwindTarget(), and ValeHome_Initialize().

◆ FLAG_VALE_THIRD_WHIRLWIND_TARGET_CLEARED

#define FLAG_VALE_THIRD_WHIRLWIND_TARGET_CLEARED   0x90d

Definition at line 504 of file flags.h.

Referenced by Event_ClearThirdWhirlwindTarget(), and ValeHome_Initialize().

◆ FLAG_READ_THOUGHTS_ABOUT_DORA

#define FLAG_READ_THOUGHTS_ABOUT_DORA   0x81c

Back from Kalay, Mind Read showed that Dora is ill.

Definition at line 508 of file flags.h.

Referenced by Event_ReadInnkeepersThoughts(), Event_ReadThoughtsAboutDorasIllness(), and Event_VisitSickDora().

◆ FLAG_VISITED_SICK_DORA

#define FLAG_VISITED_SICK_DORA   0x81e

Isaac visited Dora in her sickbed and she got up.

Definition at line 510 of file flags.h.

Referenced by Event_VisitSickDora().

◆ FLAG_VALE_WOODEN_BOX_HERB

#define FLAG_VALE_WOODEN_BOX_HERB   0xf47

The containers, set once each is searched; the last three hold their finds only once the party is back from Kalay.

Definition at line 513 of file flags.h.

◆ FLAG_VALE_JAR_COINS

#define FLAG_VALE_JAR_COINS   0xf48

5 coins

Definition at line 514 of file flags.h.

◆ FLAG_VALE_BARREL_COIN

#define FLAG_VALE_BARREL_COIN   0xf49

1 coin

Definition at line 515 of file flags.h.

◆ FLAG_VALE_JAR_VIAL

#define FLAG_VALE_JAR_VIAL   0x8ad

Definition at line 516 of file flags.h.

◆ FLAG_VALE_BARREL_COINS

#define FLAG_VALE_BARREL_COINS   0x8ae

123 coins

Definition at line 517 of file flags.h.

◆ FLAG_VALE_PSYNERGY_STONE

#define FLAG_VALE_PSYNERGY_STONE   0x8af

Definition at line 518 of file flags.h.

◆ FLAG_VALE_FAREWELL_HERB_RECEIVED

#define FLAG_VALE_FAREWELL_HERB_RECEIVED   0x81b

The item shopkeeper gave Isaac a Herb as a farewell gift.

Definition at line 522 of file flags.h.

Referenced by ValeHome_SetProgressFlagsAndExit(), and ValeInteriors_GiveFarewellHerb().

◆ FLAG_GARET_CAME_HOME

#define FLAG_GARET_CAME_HOME   0x81d

Back from Kalay, Garet surprised his family at home.

Definition at line 524 of file flags.h.

Referenced by Event_GaretComesHome(), ValeHome_SetProgressFlagsAndExit(), and ValeInteriors_Initialize().

◆ FLAG_VALE_INTERIORS_BARREL_ANTIDOTE

#define FLAG_VALE_INTERIORS_BARREL_ANTIDOTE   0xf42

Definition at line 526 of file flags.h.

◆ FLAG_VALE_INTERIORS_JAR_6_COINS

#define FLAG_VALE_INTERIORS_JAR_6_COINS   0xf43

Definition at line 527 of file flags.h.

◆ FLAG_VALE_INTERIORS_JAR_2_COINS

#define FLAG_VALE_INTERIORS_JAR_2_COINS   0xf44

Definition at line 528 of file flags.h.

◆ FLAG_VALE_INTERIORS_JAR_SMOKE_BOMB

#define FLAG_VALE_INTERIORS_JAR_SMOKE_BOMB   0xf45

Definition at line 529 of file flags.h.

◆ FLAG_VALE_INTERIORS_JAR_3_COINS

#define FLAG_VALE_INTERIORS_JAR_3_COINS   0xf46

Definition at line 530 of file flags.h.

◆ FLAG_VALE_RETURNED_FROM_MT_ALEPH

#define FLAG_VALE_RETURNED_FROM_MT_ALEPH   0x879

Isaac and Garet followed the elders into the sanctum.

They came down Mt. Aleph to do so.

Definition at line 535 of file flags.h.

Referenced by Event_ReturnFromMtAleph(), SolSanctumEntrance_ApplyEntryState(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_VALE_CAVE_HALT_GEM

#define FLAG_VALE_CAVE_HALT_GEM   0xfc2

the second room's chest

Definition at line 538 of file flags.h.

◆ FLAG_VALE_CAVE_NUT

#define FLAG_VALE_CAVE_NUT   0xfc3

the second room's other chest

Definition at line 539 of file flags.h.

◆ FLAG_VAULT_MET_IVAN

#define FLAG_VAULT_MET_IVAN   0x850

Set when Ivan first shows the party his strange powers at the mayor's.

Definition at line 543 of file flags.h.

Referenced by Event_MeetIvan(), and Scene_Initialize().

◆ FLAG_VAULT_MAYOR_THANKED_PARTY

#define FLAG_VAULT_MAYOR_THANKED_PARTY   0x851

Set once the mayor has thanked the party for helping Ivan.

Definition at line 545 of file flags.h.

Referenced by Event_MayorAsksHelpForIvan().

◆ FLAG_VAULT_SUSPECTS_APPROACHED

#define FLAG_VAULT_SUSPECTS_APPROACHED   0x852

Set when the party first approaches the two suspects at the inn.

Definition at line 547 of file flags.h.

Referenced by Event_ApproachSuspects(), and Scene_Initialize().

◆ FLAG_VAULT_WATER_OF_LIFE_RECEIVED

#define FLAG_VAULT_WATER_OF_LIFE_RECEIVED   0x857

Set once the mayor has given the party the Water of Life.

Definition at line 549 of file flags.h.

Referenced by Event_MayorGivesWaterOfLife().

◆ FLAG_VAULT_CRATE_MOVED

#define FLAG_VAULT_CRATE_MOVED   0x859

Set once the crate is pushed aside, opening the passage behind it.

Definition at line 551 of file flags.h.

Referenced by Event_CheckCrateMoved(), and Scene_Initialize().

◆ FLAG_VAULT_IVAN_JOINED_ROD_SEARCH

#define FLAG_VAULT_IVAN_JOINED_ROD_SEARCH   0x856

Set when the party agrees to help Ivan find the rod; while it is set and the thieves are free, Ivan waits in Vault whenever the party leaves town.

Definition at line 554 of file flags.h.

Referenced by Event_IvanStaysBehind(), Event_MayorAsksHelpForIvan(), Event_MeetIvan(), and Scene_Initialize().

◆ FLAG_VAULT_SUSPECTS_MIND_READ

#define FLAG_VAULT_SUSPECTS_MIND_READ   0x853

Set once Ivan has read the minds of the two cornered suspects.

Definition at line 556 of file flags.h.

Referenced by Event_ReadCorneredSuspectsMinds(), and Scene_Initialize().

◆ FLAG_VAULT_THIEVES_CONFRONTED

#define FLAG_VAULT_THIEVES_CONFRONTED   0x854

Set as the three thieves are confronted in the attic, before the battle.

Definition at line 558 of file flags.h.

Referenced by Event_FreeRooferAndConfrontThieves(), Event_LeaveAttic(), and Scene_Initialize().

◆ FLAG_VAULT_WARNED_OF_ESCAPED_THIEVES

#define FLAG_VAULT_WARNED_OF_ESCAPED_THIEVES   0x868

Set when, back in Vault after the thieves broke out, the mayor or the villager who spoke with him has warned the party of them.

XXX: no scene here reads it; its reader would say what it gates.

Definition at line 562 of file flags.h.

◆ FLAG_VAULT_BOX_NUT

#define FLAG_VAULT_BOX_NUT   0xf4a

Definition at line 563 of file flags.h.

◆ FLAG_VAULT_INTERIORS_JAR_COINS

#define FLAG_VAULT_INTERIORS_JAR_COINS   0xf4b

Definition at line 566 of file flags.h.

◆ FLAG_VAULT_INTERIORS_BARREL_COINS

#define FLAG_VAULT_INTERIORS_BARREL_COINS   0xf4c

Definition at line 567 of file flags.h.

◆ FLAG_VAULT_INTERIORS_BARREL_SLEEP_BOMB

#define FLAG_VAULT_INTERIORS_BARREL_SLEEP_BOMB   0xf4d

Definition at line 568 of file flags.h.

◆ FLAG_VAULT_INTERIORS_BOX_MINT

#define FLAG_VAULT_INTERIORS_BOX_MINT   0xf4e

Definition at line 569 of file flags.h.

◆ FLAG_VAULT_CAVE_SWITCH_FLIPPED

#define FLAG_VAULT_CAVE_SWITCH_FLIPPED   0x9a8

Definition at line 572 of file flags.h.

Referenced by Event_FlipSwitch(), and Scene_Initialize().

◆ FLAG_VAULT_CAVE_SOUTH_BLOCK_ON_SWITCH

#define FLAG_VAULT_CAVE_SOUTH_BLOCK_ON_SWITCH   0x9a9

◆ FLAG_VAULT_CAVE_NORTH_BLOCK_ON_SWITCH

#define FLAG_VAULT_CAVE_NORTH_BLOCK_ON_SWITCH   0x9aa

Definition at line 574 of file flags.h.

Referenced by Scene_Initialize(), and VaultCave_CompleteNorthernSwitch().

◆ FLAG_VAULT_CAVE_1_CHEST

#define FLAG_VAULT_CAVE_1_CHEST   0xef3

Definition at line 575 of file flags.h.

◆ FLAG_VAULT_CAVE_2_CHEST

#define FLAG_VAULT_CAVE_2_CHEST   0xfc4

Definition at line 576 of file flags.h.

◆ FLAG_JAIL_CHEST_WATER_OF_LIFE

#define FLAG_JAIL_CHEST_WATER_OF_LIFE   0xf8c

Definition at line 579 of file flags.h.

◆ FLAG_JAIL_CHEST_SMOKE_BOMB

#define FLAG_JAIL_CHEST_SMOKE_BOMB   0xf8d

Definition at line 580 of file flags.h.

◆ FLAG_JAIL_CHEST_LUCKY_MEDAL

#define FLAG_JAIL_CHEST_LUCKY_MEDAL   0xf8e

Definition at line 581 of file flags.h.

◆ FLAG_JAIL_CHEST_ANTIDOTE

#define FLAG_JAIL_CHEST_ANTIDOTE   0xf8f

Definition at line 582 of file flags.h.

◆ FLAG_JAIL_CHEST_COINS

#define FLAG_JAIL_CHEST_COINS   0xf90

Definition at line 583 of file flags.h.

◆ FLAG_JAIL_CHEST_ELIXIR

#define FLAG_JAIL_CHEST_ELIXIR   0xf91

Definition at line 584 of file flags.h.

◆ FLAG_XIAN_LUCKY_MEDAL_JAR

#define FLAG_XIAN_LUCKY_MEDAL_JAR   0xf6e

Xian: set once the jar's Lucky Medal is taken.

Definition at line 586 of file flags.h.

◆ FLAG_XIAN_INTERIORS_ELIXIR_BARREL

#define FLAG_XIAN_INTERIORS_ELIXIR_BARREL   0xf6f

Definition at line 589 of file flags.h.

◆ FLAG_XIAN_INTERIORS_SLEEP_BOMB_JAR

#define FLAG_XIAN_INTERIORS_SLEEP_BOMB_JAR   0xf70

Definition at line 590 of file flags.h.

◆ FLAG_GOMA_CAVE_ENTRANCE_STUMP_MOVED

#define FLAG_GOMA_CAVE_ENTRANCE_STUMP_MOVED   0x860

Definition at line 593 of file flags.h.

Referenced by Event_MoveStump(), and Scene_Initialize().

◆ FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_ONE_STEP

#define FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_ONE_STEP   0x861

Definition at line 594 of file flags.h.

Referenced by Event_MoveWestPillar(), and Scene_Initialize().

◆ FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_TWO_STEPS

#define FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_TWO_STEPS   0x862

Definition at line 595 of file flags.h.

Referenced by Event_MoveWestPillar(), and Scene_Initialize().

◆ FLAG_GOMA_CAVE_ENTRANCE_EAST_PILLAR_IN_PLACE

#define FLAG_GOMA_CAVE_ENTRANCE_EAST_PILLAR_IN_PLACE   0x863

Definition at line 596 of file flags.h.

Referenced by Event_MoveEastPillar(), and Scene_Initialize().

◆ FLAG_GOMA_CAVE_WATERWAY_STUMP_MOVED

#define FLAG_GOMA_CAVE_WATERWAY_STUMP_MOVED   0x864

Definition at line 597 of file flags.h.

Referenced by Event_MoveStump(), and Scene_Initialize().

◆ FLAG_GOMA_CAVE_IVAN_REJOINED

#define FLAG_GOMA_CAVE_IVAN_REJOINED   0x865

Ivan has blown the ivy off the stump and rejoined the party.

Definition at line 599 of file flags.h.

Referenced by Event_IvanRejoins(), and Scene_Initialize().

◆ FLAG_GOMA_CAVE_ENTRANCE_IVY_BLOWN_AWAY

#define FLAG_GOMA_CAVE_ENTRANCE_IVY_BLOWN_AWAY   0x866

Definition at line 600 of file flags.h.

Referenced by Event_BlowAwayIvy().

◆ FLAG_GOMA_CAVE_WITNESS_LEFT

#define FLAG_GOMA_CAVE_WITNESS_LEFT   0x869

after the party caught Forge

Definition at line 601 of file flags.h.

Referenced by Event_WitnessCheersForgeCaught().

◆ FLAG_IVAN_REPORTED_TO_LAYANA

#define FLAG_IVAN_REPORTED_TO_LAYANA   0x912

that Hammet is still in Lunpa

Definition at line 604 of file flags.h.

Referenced by HammetPalace_IvanReportsToLayana(), Kalay_PreparePalaceGate(), and Kalay_PrepareTown().

◆ FLAG_LAYANA_SCOLDED_LUNPA_VISIT

#define FLAG_LAYANA_SCOLDED_LUNPA_VISIT   0x913

◆ FLAG_HAMMET_HOMECOMING_SEEN

#define FLAG_HAMMET_HOMECOMING_SEEN   0x914

Definition at line 606 of file flags.h.

Referenced by HammetPalace_HammetsHomecoming(), and HammetPalace_SetUpEntrance().

◆ FLAG_NYUNPA_ENLIGHTENED

#define FLAG_NYUNPA_ENLIGHTENED   0x88f

Nyunpa is enlightened, beyond words: he has passed away.

Definition at line 610 of file flags.h.

Referenced by Event_MonkSpeaksOfNyunpa(), MogallForest_Initialize(), and Scene_Initialize().

◆ FLAG_FUCHIN_TEMPLE_VISITOR_HEARD_BRIDGE_OPEN

#define FLAG_FUCHIN_TEMPLE_VISITOR_HEARD_BRIDGE_OPEN   0x890

The visitor from Kolima heard that the bridge is open again.

Definition at line 612 of file flags.h.

Referenced by Event_VisitorAsksAboutBridge().

◆ FLAG_NYUNPA_TEST_ACCEPTED

#define FLAG_NYUNPA_TEST_ACCEPTED   0x891

the test of the waterfall grotto

Definition at line 613 of file flags.h.

Referenced by Event_NyunpaOffersTest().

◆ FLAG_FUCHIN_FALLS_GROTTO_OPENED

#define FLAG_FUCHIN_FALLS_GROTTO_OPENED   0x892

the monk stepped aside

Definition at line 614 of file flags.h.

Referenced by Event_MonkLetsPartyIntoGrotto(), and Scene_Initialize().

◆ FLAG_NYUNPA_TAUGHT_FORCE

#define FLAG_NYUNPA_TAUGHT_FORCE   0x893

the power the monks call Ki

Definition at line 615 of file flags.h.

Referenced by FuchinTemple_NyunpaTeachesKi(), MogallForest_Initialize(), and Scene_Initialize().

◆ FLAG_FUCHIN_FALLS_MONK_ASKED_ABOUT_TEST

#define FLAG_FUCHIN_FALLS_MONK_ASKED_ABOUT_TEST   0x894

Definition at line 616 of file flags.h.

Referenced by Event_MonkAsksWhetherTestIsDone(), and Scene_Initialize().

◆ FLAG_FUCHIN_FALLS_ORB_OF_FORCE_FOUND

#define FLAG_FUCHIN_FALLS_ORB_OF_FORCE_FOUND   0xf14

The Orb of Force's chest in Fuchin Falls has been opened.

Definition at line 618 of file flags.h.

Referenced by AltinPeak_ReadFallingRockSign(), and Scene_Initialize().

◆ FLAG_FEH_WAITS_TO_SEE_CHI

#define FLAG_FEH_WAITS_TO_SEE_CHI   0x898

◆ FLAG_FEH_CHI_DEMONSTRATION_DECLINED

#define FLAG_FEH_CHI_DEMONSTRATION_DECLINED   0x899

Definition at line 620 of file flags.h.

Referenced by FuchinTemple_FeizhiLeavesForHsu().

◆ FLAG_FEH_SAW_CHI

#define FLAG_FEH_SAW_CHI   0x89b

◆ FLAG_CROSSBONE_ISLE_FIRST_BLUE_DOOR_OPEN

#define FLAG_CROSSBONE_ISLE_FIRST_BLUE_DOOR_OPEN   0x9c0

The four blue doors in a row, then the red door.

Definition at line 625 of file flags.h.

Referenced by CrossboneIslePlatformRooms_InitializeScene1(), and CrossboneIslePlatformRooms_UseBlueKey().

◆ FLAG_CROSSBONE_ISLE_RED_DOOR_OPEN

#define FLAG_CROSSBONE_ISLE_RED_DOOR_OPEN   0x9c4

Definition at line 626 of file flags.h.

Referenced by CrossboneIslePlatformRooms_InitializeScene1(), and Event_UseRedKey().

◆ FLAG_CROSSBONE_ISLE_BANE_FIRST_ESCAPE

#define FLAG_CROSSBONE_ISLE_BANE_FIRST_ESCAPE   0x9c8

Bane's three escapes in the block room.

Definition at line 628 of file flags.h.

Referenced by CrossboneIslePlatformRooms_InitializeScene3(), Event_BaneFirstEscape(), and Event_BaneSecondEscape().

◆ FLAG_CROSSBONE_ISLE_BANE_SECOND_ESCAPE

#define FLAG_CROSSBONE_ISLE_BANE_SECOND_ESCAPE   0x9c9

◆ FLAG_CROSSBONE_ISLE_BANE_LAST_ESCAPE

#define FLAG_CROSSBONE_ISLE_BANE_LAST_ESCAPE   0x9ca

◆ FLAG_CROSSBONE_ISLE_FIRST_IVY_BLOWN_AWAY

#define FLAG_CROSSBONE_ISLE_FIRST_IVY_BLOWN_AWAY   0x8c4

The ivy in the first room: four flags from this one.

Definition at line 632 of file flags.h.

Referenced by CrossboneIsle_RestoreIvy(), Event_BlowAwayIvy15(), Event_BlowAwayIvy16(), Event_BlowAwayIvy17(), and Event_BlowAwayIvy18().

◆ FLAG_CROSSBONE_ISLE_FIRST_GUARDS_DEFEATED

#define FLAG_CROSSBONE_ISLE_FIRST_GUARDS_DEFEATED   0x8c8

The nine guarded rooms: one flag each from these, in room order.

Definition at line 634 of file flags.h.

Referenced by CrossboneIsle_LeaveClearedRoom(), and Event_EnterGuardedRoom().

◆ FLAG_CROSSBONE_ISLE_FIRST_PASSAGE_OPENED

#define FLAG_CROSSBONE_ISLE_FIRST_PASSAGE_OPENED   0x8d2

Definition at line 635 of file flags.h.

Referenced by CrossboneIsle_RestoreMovedRoomBlock(), and Event_MoveBlock().

◆ FLAG_CROSSBONE_ISLE_FINAL_GUARDS_DEFEATED

#define FLAG_CROSSBONE_ISLE_FINAL_GUARDS_DEFEATED   0x8d1

Definition at line 636 of file flags.h.

Referenced by Scene_Initialize().

◆ FLAG_SOL_SANCTUM_FOUND

#define FLAG_SOL_SANCTUM_FOUND   0x809

Crossbone Isle's pursuer room: a pursuer is after the leader.

Kraden has found the hall of statues. "This is it! We've found it!"

Definition at line 641 of file flags.h.

Referenced by Event_KradenFindsHall(), Event_KradenStopsPartyLeaving(), SolSanctumLunaSolRooms_Initialize(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_LUNA_SOL_ROOMS_SEEN

#define FLAG_SOL_SANCTUM_LUNA_SOL_ROOMS_SEEN   0x80a

◆ FLAG_SOL_SANCTUM_NORTHWEST_SEAL_OPEN

◆ FLAG_SOL_SANCTUM_NORTHEAST_SEAL_OPEN

◆ FLAG_SOL_SANCTUM_SOUTHWEST_SEAL_OPEN

◆ FLAG_SOL_SANCTUM_SOUTHEAST_SEAL_OPEN

◆ FLAG_SOL_SANCTUM_ALL_SEALS_OPEN

#define FLAG_SOL_SANCTUM_ALL_SEALS_OPEN   0x80f

◆ FLAG_SOL_SANCTUM_LUNA_PICTURE_CHANGED

#define FLAG_SOL_SANCTUM_LUNA_PICTURE_CHANGED   0x810

Kraden has seen the picture of Luna change to Sol.

Definition at line 651 of file flags.h.

Referenced by Event_KradenSeesLunaPictureChange(), Event_KradenStopsPartyLeaving(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_FLOOR_SYMBOL_SEEN

#define FLAG_SOL_SANCTUM_FLOOR_SYMBOL_SEEN   0x811

Kraden has seen the symbol on the floor change.

Definition at line 653 of file flags.h.

Referenced by Event_RiseToElementalStarRoom(), Event_UpdateRoomTint(), SolSanctumLunaSolRooms_DiscussFloorSymbolChangingToLuna(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN

#define FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN   0x812

The statues' lights have flashed and fallen through the Luna room.

Definition at line 655 of file flags.h.

Referenced by SolSanctumLunaSolRooms_Initialize(), SolSanctumStatue_OpenSeal(), and SolSanctumStatue_SelectStoryExit().

◆ FLAG_SOL_SANCTUM_STATUE_TRAP_SPRUNG

#define FLAG_SOL_SANCTUM_STATUE_TRAP_SPRUNG   0x813

The statues' lights have flashed as Kraden stood among them.

Definition at line 657 of file flags.h.

Referenced by SolSanctumLunaSolRooms_Initialize(), SolSanctumLunaSolRooms_SpringStatueTrap(), SolSanctumStatue_SelectStoryExit(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_ERUPTED

◆ FLAG_SOL_SANCTUM_LEFT_BEAM_SHINING

#define FLAG_SOL_SANCTUM_LEFT_BEAM_SHINING   0x816

The statues beside the hall's centre shine their beams.

Definition at line 662 of file flags.h.

Referenced by Event_CenterStatueMoved(), SolSanctumStatue_Initialize(), SolSanctumStatue_ShineLeftBeam(), and SolSanctumStatue_ShineRightBeam().

◆ FLAG_SOL_SANCTUM_RIGHT_BEAM_SHINING

#define FLAG_SOL_SANCTUM_RIGHT_BEAM_SHINING   0x817

◆ FLAG_SOL_SANCTUM_CENTER_STATUE_MOVED

◆ FLAG_SOL_SANCTUM_STAR_ROOM_PASSAGE_OPEN

#define FLAG_SOL_SANCTUM_STAR_ROOM_PASSAGE_OPEN   0x819

The floor has opened over the way up to the Elemental Star room.

Definition at line 666 of file flags.h.

Referenced by Event_KradenStopsPartyLeaving(), Event_RiseToElementalStarRoom(), SolSanctumLunaSolRooms_Initialize(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT

#define FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT   0x822

Kraden has praised Isaac after the seals' lights flashed.

"You found it, Isaac."

Definition at line 669 of file flags.h.

Referenced by SolSanctumLunaSolRooms_AnimateSavedStatueLights(), and SolSanctumLunaSolRooms_Initialize().

◆ FLAG_SOL_SANCTUM_INNER_STATUES_SEEN

#define FLAG_SOL_SANCTUM_INNER_STATUES_SEEN   0x825

Kraden has seen the statues out of his reach behind the blocks.

Definition at line 671 of file flags.h.

Referenced by SolSanctumEntrance_InspectInnerStatues(), SolSanctumEntrance_RestoreInteriorState(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_NORTHWEST_LIGHT_SHOWN

#define FLAG_SOL_SANCTUM_NORTHWEST_LIGHT_SHOWN   0x826

◆ FLAG_SOL_SANCTUM_NORTHEAST_LIGHT_SHOWN

#define FLAG_SOL_SANCTUM_NORTHEAST_LIGHT_SHOWN   0x827

◆ FLAG_SOL_SANCTUM_SOUTHWEST_LIGHT_SHOWN

#define FLAG_SOL_SANCTUM_SOUTHWEST_LIGHT_SHOWN   0x828

◆ FLAG_SOL_SANCTUM_SOUTHEAST_LIGHT_SHOWN

#define FLAG_SOL_SANCTUM_SOUTHEAST_LIGHT_SHOWN   0x829

◆ FLAG_SOL_SANCTUM_STAR_ROOM_EXPLAINED

#define FLAG_SOL_SANCTUM_STAR_ROOM_EXPLAINED   0x83b

◆ FLAG_SOL_SANCTUM_VENUS_STAR_BAGGED

#define FLAG_SOL_SANCTUM_VENUS_STAR_BAGGED   0x83c

◆ FLAG_SOL_SANCTUM_MERCURY_STAR_BAGGED

#define FLAG_SOL_SANCTUM_MERCURY_STAR_BAGGED   0x83d

◆ FLAG_SOL_SANCTUM_STARS_GIVEN_TO_ALEX

#define FLAG_SOL_SANCTUM_STARS_GIVEN_TO_ALEX   0x83e

The Jupiter Star is bagged and Alex holds the four Elemental Stars.

Definition at line 681 of file flags.h.

Referenced by Event_BagJupiterStarAndMeetSaturos(), Event_TalkToJenna(), Event_TalkToKraden(), SolSanctumElementalStarRoom_Initialize(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_STAR_ROOM_COLLAPSED

#define FLAG_SOL_SANCTUM_STAR_ROOM_COLLAPSED   0x83f

◆ FLAG_SOL_SANCTUM_ISAAC_SEARCHING_FOR_KRADEN

#define FLAG_SOL_SANCTUM_ISAAC_SEARCHING_FOR_KRADEN   0x896

Isaac agreed to look farther on while Kraden studies the rooms.

Definition at line 684 of file flags.h.

Referenced by Event_TalkToKraden(), and SolSanctumLunaSolRooms_IntroduceSolAndLunaRooms().

◆ FLAG_SOL_SANCTUM_FIRST_SMALL_JEWEL_FOUND

#define FLAG_SOL_SANCTUM_FIRST_SMALL_JEWEL_FOUND   0xf01

The chests: the Small Jewel for each minotaur relief, and a Herb.

Definition at line 686 of file flags.h.

Referenced by Event_InspectFirstMinotaurRelief(), Event_SetFirstSmallJewel(), and ValeHome_SetProgressFlagsAndExit().

◆ FLAG_SOL_SANCTUM_SECOND_SMALL_JEWEL_FOUND

#define FLAG_SOL_SANCTUM_SECOND_SMALL_JEWEL_FOUND   0xf02

◆ FLAG_SOL_SANCTUM_HERB_FOUND

#define FLAG_SOL_SANCTUM_HERB_FOUND   0xf40

Definition at line 688 of file flags.h.

◆ FLAG_SANCTUM_QUEST_ACCEPTED

#define FLAG_SANCTUM_QUEST_ACCEPTED   0x9f0

Isaac accepted the Great Healer's request to go to Sol Sanctum.

Definition at line 692 of file flags.h.

Referenced by Event_ReconsiderQuest(), and Sanctum_RequestQuestAcceptance().

◆ FLAG_VENUS_LIGHTHOUSE_ATTACK_TOLD

#define FLAG_VENUS_LIGHTHOUSE_ATTACK_TOLD   0x981

The man at the entrance has told of the attack and is gone.

Definition at line 696 of file flags.h.

Referenced by Event_HearOfTheAttack(), and Scene_RunEntrySetup().

◆ FLAG_VENUS_LIGHTHOUSE_FIRST_PATH

#define FLAG_VENUS_LIGHTHOUSE_FIRST_PATH   0x982

The path the statue opened: the first or the second of its two.

Definition at line 698 of file flags.h.

Referenced by Event_ReadFirstStatue(), Event_SearchStatue(), Scene_RunEntrySetup(), and TunnelRuins_Initialize().

◆ FLAG_VENUS_LIGHTHOUSE_SECOND_PATH

#define FLAG_VENUS_LIGHTHOUSE_SECOND_PATH   0x983

◆ FLAG_VENUS_LIGHTHOUSE_BLOCK_AT_WALL

#define FLAG_VENUS_LIGHTHOUSE_BLOCK_AT_WALL   0x986

Garet has said the block by the wall can go no farther.

Definition at line 701 of file flags.h.

Referenced by Event_MoveBlockTowardWall().

◆ FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED

#define FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED   0x987

Carry has set that block down beyond the wall.

Definition at line 703 of file flags.h.

Referenced by Event_CarryBlockPastWall(), and Scene_RunEntrySetup().

◆ FLAG_BLACK_ORB_RETURNED

#define FLAG_BLACK_ORB_RETURNED   0x85d

The Black Orb did nothing on Babi's ship and was handed back.

Definition at line 707 of file flags.h.

Referenced by Event_UseBlackOrb(), and WorldMap_Initialize().

◆ FLAG_WORLD_MAP_TURTLE_BOOTS

#define FLAG_WORLD_MAP_TURTLE_BOOTS   0xfcf

buried, found by searching

Definition at line 708 of file flags.h.

◆ FLAG_SCENE_TEMP_00

#define FLAG_SCENE_TEMP_00   0x200

Definition at line 713 of file flags.h.

Referenced by CrossboneIslePlatformRooms_InitializeScene3(), DisplayScroll_DrawLine(), Event_ApplySecondRoomTint(), Event_BlowAwayBushA(), Event_BlowAwayBushB(), Event_CarryFloatingBlock(), Event_EnterPalace(), Event_EscortHintsAtBarricade(), Event_FlipLoweringSwitch(), Event_FlipRaisingSwitch(), Event_FloorGivesWayToUpperMiddleNorthwest(), Event_FreezeGatePuddle(), Event_FreezeHiddenPuddle(), Event_FreezePuddle(), Event_FreezePuddleA(), Event_HideSecrets(), Event_KiteRunsBehindLedge(), Event_KiteRunsOff(), Event_MoveBlockOntoSwitch(), Event_MoveWestObjectIntoHole(), Event_RestorePlainTint(), Event_RevealSecrets(), Event_SetBlockOnBalance(), Event_UpdateRoomTint(), Event_UpdateRoomTintInverse(), Event_WalkThroughDoor(), Event_WarnBeforeLeaving(), Garden_ApplyProgress(), Garden_OpenPalaceGate(), KolimaForestBridge_Initialize(), KolimaForestBridge_PushLog(), LinkLobby_EnterBattle(), LinkLobby_PollPeerReady(), LinkLobby_PromptToParticipate(), LinkLobby_ReportDisconnection(), Scene_Initialize(), Scene_RunEntrySetup(), SolSanctumLunaSolRooms_Initialize(), SolSanctumLunaSolRooms_PrepareStatueTransition(), SolSanctumLunaSolRooms_ShowFloatingEye(), Tolbi_ApplyEntryState(), Tolbi_GrowSprout(), TolbiShipInteriors_PlaceAnchorCharm(), TolbiSpring_Initialize(), TolbiSpring_TossCoinOrMedal(), TunnelRuins_Initialize(), ValeCave_ApplyEntryState(), Vault_EnableAlternatePassageCells(), Vault_RestorePassageCells(), WorldMap_UpdateTransferredActorLanding(), Xian_JumpOverSpilledWater(), and Xian_TalkToWaterCarrier().

◆ FLAG_SCENE_TEMP_01

◆ FLAG_SCENE_TEMP_02

◆ FLAG_SCENE_TEMP_03

◆ FLAG_SCENE_TEMP_04

◆ FLAG_SCENE_TEMP_05

◆ FLAG_SCENE_TEMP_06

◆ FLAG_SCENE_TEMP_07

◆ FLAG_SCENE_TEMP_08

#define FLAG_SCENE_TEMP_08   0x208

◆ FLAG_SCENE_TEMP_09

#define FLAG_SCENE_TEMP_09   0x209

◆ FLAG_SCENE_TEMP_0A

#define FLAG_SCENE_TEMP_0A   0x20a

◆ FLAG_SCENE_TEMP_0B

#define FLAG_SCENE_TEMP_0B   0x20b

Definition at line 724 of file flags.h.

Referenced by Event_FloorGivesWayToLowerMiddleCenter().

◆ FLAG_SCENE_TEMP_0C

#define FLAG_SCENE_TEMP_0C   0x20c

Definition at line 725 of file flags.h.

Referenced by Event_FloorGivesWayToLowerMiddleNorthwest().

◆ FLAG_SCENE_TEMP_0D

#define FLAG_SCENE_TEMP_0D   0x20d

Definition at line 726 of file flags.h.

Referenced by Event_FloorGivesWayToLowerMiddleNorth(), and TretTreeInteriors_EnterRoom().

◆ FLAG_SCENE_TEMP_0E

#define FLAG_SCENE_TEMP_0E   0x20e

Definition at line 727 of file flags.h.

Referenced by Event_FloorGivesWayToLowerMiddleNortheast(), and Event_StormGivesChase().

◆ FLAG_SCENE_TEMP_0F

#define FLAG_SCENE_TEMP_0F   0x20f

◆ FLAG_SCENE_TEMP_10

◆ FLAG_SCENE_TEMP_11

◆ FLAG_SCENE_TEMP_12

#define FLAG_SCENE_TEMP_12   0x212

◆ FLAG_SCENE_TEMP_13

#define FLAG_SCENE_TEMP_13   0x213

◆ FLAG_SCENE_TEMP_14

◆ FLAG_SCENE_TEMP_15

◆ FLAG_SCENE_TEMP_16

#define FLAG_SCENE_TEMP_16   0x216

Definition at line 735 of file flags.h.

◆ FLAG_SCENE_TEMP_17

#define FLAG_SCENE_TEMP_17   0x217

Definition at line 736 of file flags.h.

Referenced by Event_BlowAwayFirstSwitchCover(), and LunpaFortress_InitializeColumnRoom().

◆ FLAG_SCENE_TEMP_18

#define FLAG_SCENE_TEMP_18   0x218

◆ FLAG_SCENE_TEMP_19

#define FLAG_SCENE_TEMP_19   0x219

Definition at line 738 of file flags.h.

◆ FLAG_SCENE_TEMP_1A

#define FLAG_SCENE_TEMP_1A   0x21a

Definition at line 739 of file flags.h.

◆ FLAG_SCENE_TEMP_1B

#define FLAG_SCENE_TEMP_1B   0x21b

Definition at line 740 of file flags.h.

◆ FLAG_SCENE_TEMP_1C

#define FLAG_SCENE_TEMP_1C   0x21c

Definition at line 741 of file flags.h.

◆ FLAG_SCENE_TEMP_1D

#define FLAG_SCENE_TEMP_1D   0x21d

Definition at line 742 of file flags.h.

◆ FLAG_SCENE_TEMP_1E

#define FLAG_SCENE_TEMP_1E   0x21e

Definition at line 743 of file flags.h.

◆ FLAG_SCENE_TEMP_1F

#define FLAG_SCENE_TEMP_1F   0x21f

Definition at line 744 of file flags.h.

◆ FLAG_SCENE_TEMP_20

◆ FLAG_SCENE_TEMP_21

#define FLAG_SCENE_TEMP_21   0x221

Definition at line 746 of file flags.h.

◆ FLAG_SCENE_TEMP_22

#define FLAG_SCENE_TEMP_22   0x222

Definition at line 747 of file flags.h.

◆ FLAG_SCENE_TEMP_23

#define FLAG_SCENE_TEMP_23   0x223

Definition at line 748 of file flags.h.

◆ FLAG_SCENE_TEMP_24

#define FLAG_SCENE_TEMP_24   0x224

Definition at line 749 of file flags.h.

Referenced by Event_EntranceGuardThrowsPartyOut().

◆ FLAG_SCENE_TEMP_25

#define FLAG_SCENE_TEMP_25   0x225

◆ FLAG_SCENE_TEMP_26

#define FLAG_SCENE_TEMP_26   0x226

Definition at line 751 of file flags.h.

Referenced by Event_ReadStartledResidentsThoughts(), and Event_TalkToStartledResident().

◆ FLAG_SCENE_TEMP_27

#define FLAG_SCENE_TEMP_27   0x227

Definition at line 752 of file flags.h.

Referenced by Event_TalkToStartledResident().

◆ FLAG_SCENE_TEMP_28

#define FLAG_SCENE_TEMP_28   0x228

Definition at line 753 of file flags.h.

◆ FLAG_SCENE_TEMP_29

#define FLAG_SCENE_TEMP_29   0x229

Definition at line 754 of file flags.h.

◆ FLAG_SCENE_TEMP_2A

#define FLAG_SCENE_TEMP_2A   0x22a

Definition at line 755 of file flags.h.

◆ FLAG_SCENE_TEMP_2B

#define FLAG_SCENE_TEMP_2B   0x22b

Definition at line 756 of file flags.h.

◆ FLAG_SCENE_TEMP_2C

#define FLAG_SCENE_TEMP_2C   0x22c

Definition at line 757 of file flags.h.

◆ FLAG_SCENE_TEMP_2D

#define FLAG_SCENE_TEMP_2D   0x22d

Definition at line 758 of file flags.h.

◆ FLAG_SCENE_TEMP_2E

#define FLAG_SCENE_TEMP_2E   0x22e

Definition at line 759 of file flags.h.

◆ FLAG_SCENE_TEMP_2F

#define FLAG_SCENE_TEMP_2F   0x22f

Definition at line 760 of file flags.h.

◆ FLAG_SCENE_TEMP_30

#define FLAG_SCENE_TEMP_30   0x230

Definition at line 761 of file flags.h.

◆ FLAG_SCENE_TEMP_31

#define FLAG_SCENE_TEMP_31   0x231

Definition at line 762 of file flags.h.

◆ FLAG_SCENE_TEMP_32

#define FLAG_SCENE_TEMP_32   0x232

Definition at line 763 of file flags.h.

◆ FLAG_SCENE_TEMP_33

#define FLAG_SCENE_TEMP_33   0x233

Definition at line 764 of file flags.h.

◆ FLAG_SCENE_TEMP_34

◆ FLAG_SCENE_TEMP_35

◆ FLAG_SCENE_TEMP_36

#define FLAG_SCENE_TEMP_36   0x236

◆ FLAG_SCENE_TEMP_37

#define FLAG_SCENE_TEMP_37   0x237

◆ FLAG_SCENE_TEMP_38

#define FLAG_SCENE_TEMP_38   0x238

Definition at line 769 of file flags.h.

◆ FLAG_SCENE_TEMP_39

#define FLAG_SCENE_TEMP_39   0x239

Definition at line 770 of file flags.h.

◆ FLAG_SCENE_TEMP_3A

#define FLAG_SCENE_TEMP_3A   0x23a

Definition at line 771 of file flags.h.

◆ FLAG_SCENE_TEMP_3B

#define FLAG_SCENE_TEMP_3B   0x23b

Definition at line 772 of file flags.h.

◆ FLAG_SCENE_TEMP_3C

#define FLAG_SCENE_TEMP_3C   0x23c

Definition at line 773 of file flags.h.

◆ FLAG_SCENE_TEMP_3D

#define FLAG_SCENE_TEMP_3D   0x23d

Definition at line 774 of file flags.h.

◆ FLAG_SCENE_TEMP_3E

#define FLAG_SCENE_TEMP_3E   0x23e

Definition at line 775 of file flags.h.

◆ FLAG_SCENE_TEMP_3F

#define FLAG_SCENE_TEMP_3F   0x23f

Definition at line 776 of file flags.h.

◆ FLAG_SCENE_TEMP_40

#define FLAG_SCENE_TEMP_40   0x240

◆ FLAG_SCENE_TEMP_41

#define FLAG_SCENE_TEMP_41   0x241

◆ FLAG_SCENE_TEMP_42

#define FLAG_SCENE_TEMP_42   0x242

◆ FLAG_SCENE_TEMP_43

#define FLAG_SCENE_TEMP_43   0x243

◆ FLAG_SCENE_TEMP_44

#define FLAG_SCENE_TEMP_44   0x244

Definition at line 781 of file flags.h.

Referenced by Event_CloakFades(), and Event_GuardsCatchParty().

◆ FLAG_SCENE_TEMP_45

#define FLAG_SCENE_TEMP_45   0x245

Definition at line 782 of file flags.h.

◆ FLAG_SCENE_TEMP_46

#define FLAG_SCENE_TEMP_46   0x246

Definition at line 783 of file flags.h.

Referenced by SolSanctumEruption_PlayHostageScene(), and SolSanctumEruption_StepEmbers().

◆ FLAG_SCENE_TEMP_47

#define FLAG_SCENE_TEMP_47   0x247

Definition at line 784 of file flags.h.

◆ FLAG_SCENE_TEMP_48

#define FLAG_SCENE_TEMP_48   0x248

Definition at line 785 of file flags.h.

◆ FLAG_SCENE_TEMP_49

#define FLAG_SCENE_TEMP_49   0x249

Definition at line 786 of file flags.h.

◆ FLAG_SCENE_TEMP_4A

#define FLAG_SCENE_TEMP_4A   0x24a

Definition at line 787 of file flags.h.

◆ FLAG_SCENE_TEMP_4B

#define FLAG_SCENE_TEMP_4B   0x24b

Definition at line 788 of file flags.h.

◆ FLAG_SCENE_TEMP_4C

#define FLAG_SCENE_TEMP_4C   0x24c

Definition at line 789 of file flags.h.

◆ FLAG_SCENE_TEMP_4D

#define FLAG_SCENE_TEMP_4D   0x24d

Definition at line 790 of file flags.h.

◆ FLAG_SCENE_TEMP_4E

#define FLAG_SCENE_TEMP_4E   0x24e

Definition at line 791 of file flags.h.

◆ FLAG_SCENE_TEMP_4F

#define FLAG_SCENE_TEMP_4F   0x24f

Definition at line 792 of file flags.h.

◆ FLAG_SCENE_TEMP_50

◆ FLAG_SCENE_TEMP_51

#define FLAG_SCENE_TEMP_51   0x251

Definition at line 794 of file flags.h.

◆ FLAG_SCENE_TEMP_52

#define FLAG_SCENE_TEMP_52   0x252

Definition at line 795 of file flags.h.

◆ FLAG_SCENE_TEMP_53

#define FLAG_SCENE_TEMP_53   0x253

Definition at line 796 of file flags.h.

◆ FLAG_SCENE_TEMP_54

#define FLAG_SCENE_TEMP_54   0x254

Definition at line 797 of file flags.h.

◆ FLAG_SCENE_TEMP_55

#define FLAG_SCENE_TEMP_55   0x255

Definition at line 798 of file flags.h.

◆ FLAG_SCENE_TEMP_56

#define FLAG_SCENE_TEMP_56   0x256

Definition at line 799 of file flags.h.

◆ FLAG_SCENE_TEMP_57

#define FLAG_SCENE_TEMP_57   0x257

Definition at line 800 of file flags.h.

◆ FLAG_SCENE_TEMP_58

#define FLAG_SCENE_TEMP_58   0x258

Definition at line 801 of file flags.h.

◆ FLAG_SCENE_TEMP_59

#define FLAG_SCENE_TEMP_59   0x259

Definition at line 802 of file flags.h.

◆ FLAG_SCENE_TEMP_5A

#define FLAG_SCENE_TEMP_5A   0x25a

Definition at line 803 of file flags.h.

◆ FLAG_SCENE_TEMP_5B

#define FLAG_SCENE_TEMP_5B   0x25b

Definition at line 804 of file flags.h.

◆ FLAG_SCENE_TEMP_5C

#define FLAG_SCENE_TEMP_5C   0x25c

Definition at line 805 of file flags.h.

◆ FLAG_SCENE_TEMP_5D

#define FLAG_SCENE_TEMP_5D   0x25d

Definition at line 806 of file flags.h.

◆ FLAG_SCENE_TEMP_5E

#define FLAG_SCENE_TEMP_5E   0x25e

Definition at line 807 of file flags.h.

◆ FLAG_SCENE_TEMP_5F

#define FLAG_SCENE_TEMP_5F   0x25f

Definition at line 808 of file flags.h.

◆ FLAG_SCENE_TEMP_60

#define FLAG_SCENE_TEMP_60   0x260

Definition at line 809 of file flags.h.

◆ FLAG_SCENE_TEMP_61

#define FLAG_SCENE_TEMP_61   0x261

Definition at line 810 of file flags.h.

◆ FLAG_SCENE_TEMP_62

#define FLAG_SCENE_TEMP_62   0x262

Definition at line 811 of file flags.h.

◆ FLAG_SCENE_TEMP_63

#define FLAG_SCENE_TEMP_63   0x263

Definition at line 812 of file flags.h.

◆ FLAG_SCENE_TEMP_64

#define FLAG_SCENE_TEMP_64   0x264

Definition at line 813 of file flags.h.

◆ FLAG_SCENE_TEMP_65

#define FLAG_SCENE_TEMP_65   0x265

Definition at line 814 of file flags.h.

◆ FLAG_SCENE_TEMP_66

#define FLAG_SCENE_TEMP_66   0x266

Definition at line 815 of file flags.h.

◆ FLAG_SCENE_TEMP_67

#define FLAG_SCENE_TEMP_67   0x267

Definition at line 816 of file flags.h.

◆ FLAG_SCENE_TEMP_68

#define FLAG_SCENE_TEMP_68   0x268

Definition at line 817 of file flags.h.

◆ FLAG_SCENE_TEMP_69

#define FLAG_SCENE_TEMP_69   0x269

Definition at line 818 of file flags.h.

◆ FLAG_SCENE_TEMP_6A

#define FLAG_SCENE_TEMP_6A   0x26a

Definition at line 819 of file flags.h.

◆ FLAG_SCENE_TEMP_6B

#define FLAG_SCENE_TEMP_6B   0x26b

Definition at line 820 of file flags.h.

◆ FLAG_SCENE_TEMP_6C

#define FLAG_SCENE_TEMP_6C   0x26c

Definition at line 821 of file flags.h.

◆ FLAG_SCENE_TEMP_6D

#define FLAG_SCENE_TEMP_6D   0x26d

Definition at line 822 of file flags.h.

◆ FLAG_SCENE_TEMP_6E

#define FLAG_SCENE_TEMP_6E   0x26e

Definition at line 823 of file flags.h.

◆ FLAG_SCENE_TEMP_6F

#define FLAG_SCENE_TEMP_6F   0x26f

Definition at line 824 of file flags.h.

◆ FLAG_SCENE_TEMP_70

#define FLAG_SCENE_TEMP_70   0x270

Definition at line 825 of file flags.h.

Referenced by Event_FindHammet().

◆ FLAG_SCENE_TEMP_71

#define FLAG_SCENE_TEMP_71   0x271

Definition at line 826 of file flags.h.

Referenced by TolbiShipDeck_ApplyEntryState(), and TolbiShipDeck_OpenFirstDoor().

◆ FLAG_SCENE_TEMP_72

#define FLAG_SCENE_TEMP_72   0x272

Definition at line 827 of file flags.h.

Referenced by TolbiShipDeck_ApplyEntryState(), and TolbiShipDeck_OpenSecondDoor().

◆ FLAG_SCENE_TEMP_73

#define FLAG_SCENE_TEMP_73   0x273

Definition at line 828 of file flags.h.

◆ FLAG_SCENE_TEMP_74

#define FLAG_SCENE_TEMP_74   0x274

Definition at line 829 of file flags.h.

◆ FLAG_SCENE_TEMP_75

#define FLAG_SCENE_TEMP_75   0x275

Definition at line 830 of file flags.h.

◆ FLAG_SCENE_TEMP_76

#define FLAG_SCENE_TEMP_76   0x276

Definition at line 831 of file flags.h.

◆ FLAG_SCENE_TEMP_77

#define FLAG_SCENE_TEMP_77   0x277

Definition at line 832 of file flags.h.

◆ FLAG_SCENE_TEMP_78

#define FLAG_SCENE_TEMP_78   0x278

Definition at line 833 of file flags.h.

◆ FLAG_SCENE_TEMP_79

#define FLAG_SCENE_TEMP_79   0x279

Definition at line 834 of file flags.h.

◆ FLAG_SCENE_TEMP_7A

#define FLAG_SCENE_TEMP_7A   0x27a

Definition at line 835 of file flags.h.

◆ FLAG_SCENE_TEMP_7B

#define FLAG_SCENE_TEMP_7B   0x27b

Definition at line 836 of file flags.h.

◆ FLAG_SCENE_TEMP_7C

#define FLAG_SCENE_TEMP_7C   0x27c

Definition at line 837 of file flags.h.

◆ FLAG_SCENE_TEMP_7D

#define FLAG_SCENE_TEMP_7D   0x27d

Definition at line 838 of file flags.h.

◆ FLAG_SCENE_TEMP_7E

#define FLAG_SCENE_TEMP_7E   0x27e

Definition at line 839 of file flags.h.

◆ FLAG_SCENE_TEMP_7F

#define FLAG_SCENE_TEMP_7F   0x27f

Definition at line 840 of file flags.h.

◆ FLAG_SCENE_TEMP_80

#define FLAG_SCENE_TEMP_80   0x280

Definition at line 841 of file flags.h.

◆ FLAG_SCENE_TEMP_81

#define FLAG_SCENE_TEMP_81   0x281

Definition at line 842 of file flags.h.

◆ FLAG_SCENE_TEMP_82

#define FLAG_SCENE_TEMP_82   0x282

Definition at line 843 of file flags.h.

◆ FLAG_SCENE_TEMP_83

#define FLAG_SCENE_TEMP_83   0x283

Definition at line 844 of file flags.h.

◆ FLAG_SCENE_TEMP_84

#define FLAG_SCENE_TEMP_84   0x284

Definition at line 845 of file flags.h.

◆ FLAG_SCENE_TEMP_85

#define FLAG_SCENE_TEMP_85   0x285

Definition at line 846 of file flags.h.

◆ FLAG_SCENE_TEMP_86

#define FLAG_SCENE_TEMP_86   0x286

Definition at line 847 of file flags.h.

◆ FLAG_SCENE_TEMP_87

#define FLAG_SCENE_TEMP_87   0x287

Definition at line 848 of file flags.h.

◆ FLAG_SCENE_TEMP_88

#define FLAG_SCENE_TEMP_88   0x288

Definition at line 849 of file flags.h.

◆ FLAG_SCENE_TEMP_89

#define FLAG_SCENE_TEMP_89   0x289

Definition at line 850 of file flags.h.

◆ FLAG_SCENE_TEMP_8A

#define FLAG_SCENE_TEMP_8A   0x28a

Definition at line 851 of file flags.h.

◆ FLAG_SCENE_TEMP_8B

#define FLAG_SCENE_TEMP_8B   0x28b

Definition at line 852 of file flags.h.

◆ FLAG_SCENE_TEMP_8C

#define FLAG_SCENE_TEMP_8C   0x28c

Definition at line 853 of file flags.h.

◆ FLAG_SCENE_TEMP_8D

#define FLAG_SCENE_TEMP_8D   0x28d

Definition at line 854 of file flags.h.

◆ FLAG_SCENE_TEMP_8E

#define FLAG_SCENE_TEMP_8E   0x28e

Definition at line 855 of file flags.h.

◆ FLAG_SCENE_TEMP_8F

#define FLAG_SCENE_TEMP_8F   0x28f

Definition at line 856 of file flags.h.

◆ FLAG_SCENE_TEMP_90

#define FLAG_SCENE_TEMP_90   0x290

Definition at line 857 of file flags.h.

◆ FLAG_SCENE_TEMP_91

#define FLAG_SCENE_TEMP_91   0x291

Definition at line 858 of file flags.h.

◆ FLAG_SCENE_TEMP_92

#define FLAG_SCENE_TEMP_92   0x292

Definition at line 859 of file flags.h.

◆ FLAG_SCENE_TEMP_93

#define FLAG_SCENE_TEMP_93   0x293

Definition at line 860 of file flags.h.

◆ FLAG_SCENE_TEMP_94

#define FLAG_SCENE_TEMP_94   0x294

Definition at line 861 of file flags.h.

◆ FLAG_SCENE_TEMP_95

#define FLAG_SCENE_TEMP_95   0x295

Definition at line 862 of file flags.h.

◆ FLAG_SCENE_TEMP_96

#define FLAG_SCENE_TEMP_96   0x296

Definition at line 863 of file flags.h.

◆ FLAG_SCENE_TEMP_97

#define FLAG_SCENE_TEMP_97   0x297

Definition at line 864 of file flags.h.

◆ FLAG_SCENE_TEMP_98

#define FLAG_SCENE_TEMP_98   0x298

Definition at line 865 of file flags.h.

◆ FLAG_SCENE_TEMP_99

#define FLAG_SCENE_TEMP_99   0x299

Definition at line 866 of file flags.h.

◆ FLAG_SCENE_TEMP_9A

#define FLAG_SCENE_TEMP_9A   0x29a

Definition at line 867 of file flags.h.

◆ FLAG_SCENE_TEMP_9B

#define FLAG_SCENE_TEMP_9B   0x29b

Definition at line 868 of file flags.h.

◆ FLAG_SCENE_TEMP_9C

#define FLAG_SCENE_TEMP_9C   0x29c

Definition at line 869 of file flags.h.

◆ FLAG_SCENE_TEMP_9D

#define FLAG_SCENE_TEMP_9D   0x29d

Definition at line 870 of file flags.h.

◆ FLAG_SCENE_TEMP_9E

#define FLAG_SCENE_TEMP_9E   0x29e

Definition at line 871 of file flags.h.

◆ FLAG_SCENE_TEMP_9F

#define FLAG_SCENE_TEMP_9F   0x29f

Definition at line 872 of file flags.h.

◆ FLAG_SCENE_TEMP_A0

#define FLAG_SCENE_TEMP_A0   0x2a0

Definition at line 873 of file flags.h.

◆ FLAG_SCENE_TEMP_A1

#define FLAG_SCENE_TEMP_A1   0x2a1

Definition at line 874 of file flags.h.

◆ FLAG_SCENE_TEMP_A2

#define FLAG_SCENE_TEMP_A2   0x2a2

Definition at line 875 of file flags.h.

◆ FLAG_SCENE_TEMP_A3

#define FLAG_SCENE_TEMP_A3   0x2a3

Definition at line 876 of file flags.h.

◆ FLAG_SCENE_TEMP_A4

#define FLAG_SCENE_TEMP_A4   0x2a4

Definition at line 877 of file flags.h.

◆ FLAG_SCENE_TEMP_A5

#define FLAG_SCENE_TEMP_A5   0x2a5

Definition at line 878 of file flags.h.

◆ FLAG_SCENE_TEMP_A6

#define FLAG_SCENE_TEMP_A6   0x2a6

Definition at line 879 of file flags.h.

◆ FLAG_SCENE_TEMP_A7

#define FLAG_SCENE_TEMP_A7   0x2a7

Definition at line 880 of file flags.h.

◆ FLAG_SCENE_TEMP_A8

#define FLAG_SCENE_TEMP_A8   0x2a8

Definition at line 881 of file flags.h.

◆ FLAG_SCENE_TEMP_A9

#define FLAG_SCENE_TEMP_A9   0x2a9

Definition at line 882 of file flags.h.

◆ FLAG_SCENE_TEMP_AA

#define FLAG_SCENE_TEMP_AA   0x2aa

Definition at line 883 of file flags.h.

◆ FLAG_SCENE_TEMP_AB

#define FLAG_SCENE_TEMP_AB   0x2ab

Definition at line 884 of file flags.h.

◆ FLAG_SCENE_TEMP_AC

#define FLAG_SCENE_TEMP_AC   0x2ac

Definition at line 885 of file flags.h.

◆ FLAG_SCENE_TEMP_AD

#define FLAG_SCENE_TEMP_AD   0x2ad

Definition at line 886 of file flags.h.

◆ FLAG_SCENE_TEMP_AE

#define FLAG_SCENE_TEMP_AE   0x2ae

Definition at line 887 of file flags.h.

◆ FLAG_SCENE_TEMP_AF

#define FLAG_SCENE_TEMP_AF   0x2af

Definition at line 888 of file flags.h.

◆ FLAG_SCENE_TEMP_B0

#define FLAG_SCENE_TEMP_B0   0x2b0

Definition at line 889 of file flags.h.

◆ FLAG_SCENE_TEMP_B1

#define FLAG_SCENE_TEMP_B1   0x2b1

Definition at line 890 of file flags.h.

◆ FLAG_SCENE_TEMP_B2

#define FLAG_SCENE_TEMP_B2   0x2b2

Definition at line 891 of file flags.h.

◆ FLAG_SCENE_TEMP_B3

#define FLAG_SCENE_TEMP_B3   0x2b3

Definition at line 892 of file flags.h.

◆ FLAG_SCENE_TEMP_B4

#define FLAG_SCENE_TEMP_B4   0x2b4

Definition at line 893 of file flags.h.

◆ FLAG_SCENE_TEMP_B5

#define FLAG_SCENE_TEMP_B5   0x2b5

Definition at line 894 of file flags.h.

◆ FLAG_SCENE_TEMP_B6

#define FLAG_SCENE_TEMP_B6   0x2b6

Definition at line 895 of file flags.h.

◆ FLAG_SCENE_TEMP_B7

#define FLAG_SCENE_TEMP_B7   0x2b7

Definition at line 896 of file flags.h.

◆ FLAG_SCENE_TEMP_B8

#define FLAG_SCENE_TEMP_B8   0x2b8

Definition at line 897 of file flags.h.

◆ FLAG_SCENE_TEMP_B9

#define FLAG_SCENE_TEMP_B9   0x2b9

Definition at line 898 of file flags.h.

◆ FLAG_SCENE_TEMP_BA

#define FLAG_SCENE_TEMP_BA   0x2ba

Definition at line 899 of file flags.h.

◆ FLAG_SCENE_TEMP_BB

#define FLAG_SCENE_TEMP_BB   0x2bb

Definition at line 900 of file flags.h.

◆ FLAG_SCENE_TEMP_BC

#define FLAG_SCENE_TEMP_BC   0x2bc

Definition at line 901 of file flags.h.

◆ FLAG_SCENE_TEMP_BD

#define FLAG_SCENE_TEMP_BD   0x2bd

Definition at line 902 of file flags.h.

◆ FLAG_SCENE_TEMP_BE

#define FLAG_SCENE_TEMP_BE   0x2be

Definition at line 903 of file flags.h.

◆ FLAG_SCENE_TEMP_BF

#define FLAG_SCENE_TEMP_BF   0x2bf

Definition at line 904 of file flags.h.

◆ FLAG_SCENE_TEMP_C0

#define FLAG_SCENE_TEMP_C0   0x2c0

Definition at line 905 of file flags.h.

◆ FLAG_SCENE_TEMP_C1

#define FLAG_SCENE_TEMP_C1   0x2c1

Definition at line 906 of file flags.h.

◆ FLAG_SCENE_TEMP_C2

#define FLAG_SCENE_TEMP_C2   0x2c2

Definition at line 907 of file flags.h.

◆ FLAG_SCENE_TEMP_C3

#define FLAG_SCENE_TEMP_C3   0x2c3

Definition at line 908 of file flags.h.

◆ FLAG_SCENE_TEMP_C4

#define FLAG_SCENE_TEMP_C4   0x2c4

Definition at line 909 of file flags.h.

◆ FLAG_SCENE_TEMP_C5

#define FLAG_SCENE_TEMP_C5   0x2c5

Definition at line 910 of file flags.h.

◆ FLAG_SCENE_TEMP_C6

#define FLAG_SCENE_TEMP_C6   0x2c6

Definition at line 911 of file flags.h.

◆ FLAG_SCENE_TEMP_C7

#define FLAG_SCENE_TEMP_C7   0x2c7

Definition at line 912 of file flags.h.

◆ FLAG_SCENE_TEMP_C8

#define FLAG_SCENE_TEMP_C8   0x2c8

Definition at line 913 of file flags.h.

◆ FLAG_SCENE_TEMP_C9

#define FLAG_SCENE_TEMP_C9   0x2c9

Definition at line 914 of file flags.h.

◆ FLAG_SCENE_TEMP_CA

#define FLAG_SCENE_TEMP_CA   0x2ca

Definition at line 915 of file flags.h.

◆ FLAG_SCENE_TEMP_CB

#define FLAG_SCENE_TEMP_CB   0x2cb

Definition at line 916 of file flags.h.

◆ FLAG_SCENE_TEMP_CC

#define FLAG_SCENE_TEMP_CC   0x2cc

Definition at line 917 of file flags.h.

◆ FLAG_SCENE_TEMP_CD

#define FLAG_SCENE_TEMP_CD   0x2cd

Definition at line 918 of file flags.h.

◆ FLAG_SCENE_TEMP_CE

#define FLAG_SCENE_TEMP_CE   0x2ce

Definition at line 919 of file flags.h.

◆ FLAG_SCENE_TEMP_CF

#define FLAG_SCENE_TEMP_CF   0x2cf

Definition at line 920 of file flags.h.

◆ FLAG_SCENE_TEMP_D0

#define FLAG_SCENE_TEMP_D0   0x2d0

Definition at line 921 of file flags.h.

◆ FLAG_SCENE_TEMP_D1

#define FLAG_SCENE_TEMP_D1   0x2d1

Definition at line 922 of file flags.h.

◆ FLAG_SCENE_TEMP_D2

#define FLAG_SCENE_TEMP_D2   0x2d2

Definition at line 923 of file flags.h.

◆ FLAG_SCENE_TEMP_D3

#define FLAG_SCENE_TEMP_D3   0x2d3

Definition at line 924 of file flags.h.

◆ FLAG_SCENE_TEMP_D4

#define FLAG_SCENE_TEMP_D4   0x2d4

Definition at line 925 of file flags.h.

◆ FLAG_SCENE_TEMP_D5

#define FLAG_SCENE_TEMP_D5   0x2d5

Definition at line 926 of file flags.h.

◆ FLAG_SCENE_TEMP_D6

#define FLAG_SCENE_TEMP_D6   0x2d6

Definition at line 927 of file flags.h.

◆ FLAG_SCENE_TEMP_D7

#define FLAG_SCENE_TEMP_D7   0x2d7

Definition at line 928 of file flags.h.

◆ FLAG_SCENE_TEMP_D8

#define FLAG_SCENE_TEMP_D8   0x2d8

Definition at line 929 of file flags.h.

◆ FLAG_SCENE_TEMP_D9

#define FLAG_SCENE_TEMP_D9   0x2d9

Definition at line 930 of file flags.h.

◆ FLAG_SCENE_TEMP_DA

#define FLAG_SCENE_TEMP_DA   0x2da

Definition at line 931 of file flags.h.

◆ FLAG_SCENE_TEMP_DB

#define FLAG_SCENE_TEMP_DB   0x2db

Definition at line 932 of file flags.h.

◆ FLAG_SCENE_TEMP_DC

#define FLAG_SCENE_TEMP_DC   0x2dc

Definition at line 933 of file flags.h.

◆ FLAG_SCENE_TEMP_DD

#define FLAG_SCENE_TEMP_DD   0x2dd

Definition at line 934 of file flags.h.

◆ FLAG_SCENE_TEMP_DE

#define FLAG_SCENE_TEMP_DE   0x2de

Definition at line 935 of file flags.h.

◆ FLAG_SCENE_TEMP_DF

#define FLAG_SCENE_TEMP_DF   0x2df

Definition at line 936 of file flags.h.

◆ FLAG_SCENE_TEMP_E0

#define FLAG_SCENE_TEMP_E0   0x2e0

Definition at line 937 of file flags.h.

◆ FLAG_SCENE_TEMP_E1

#define FLAG_SCENE_TEMP_E1   0x2e1

Definition at line 938 of file flags.h.

◆ FLAG_SCENE_TEMP_E2

#define FLAG_SCENE_TEMP_E2   0x2e2

Definition at line 939 of file flags.h.

◆ FLAG_SCENE_TEMP_E3

#define FLAG_SCENE_TEMP_E3   0x2e3

Definition at line 940 of file flags.h.

◆ FLAG_SCENE_TEMP_E4

#define FLAG_SCENE_TEMP_E4   0x2e4

Definition at line 941 of file flags.h.

◆ FLAG_SCENE_TEMP_E5

#define FLAG_SCENE_TEMP_E5   0x2e5

Definition at line 942 of file flags.h.

◆ FLAG_SCENE_TEMP_E6

#define FLAG_SCENE_TEMP_E6   0x2e6

Definition at line 943 of file flags.h.

◆ FLAG_SCENE_TEMP_E7

#define FLAG_SCENE_TEMP_E7   0x2e7

Definition at line 944 of file flags.h.

◆ FLAG_SCENE_TEMP_E8

#define FLAG_SCENE_TEMP_E8   0x2e8

Definition at line 945 of file flags.h.

◆ FLAG_SCENE_TEMP_E9

#define FLAG_SCENE_TEMP_E9   0x2e9

Definition at line 946 of file flags.h.

◆ FLAG_SCENE_TEMP_EA

#define FLAG_SCENE_TEMP_EA   0x2ea

Definition at line 947 of file flags.h.

◆ FLAG_SCENE_TEMP_EB

#define FLAG_SCENE_TEMP_EB   0x2eb

Definition at line 948 of file flags.h.

◆ FLAG_SCENE_TEMP_EC

#define FLAG_SCENE_TEMP_EC   0x2ec

Definition at line 949 of file flags.h.

◆ FLAG_SCENE_TEMP_ED

#define FLAG_SCENE_TEMP_ED   0x2ed

Definition at line 950 of file flags.h.

◆ FLAG_SCENE_TEMP_EE

#define FLAG_SCENE_TEMP_EE   0x2ee

Definition at line 951 of file flags.h.

◆ FLAG_SCENE_TEMP_EF

#define FLAG_SCENE_TEMP_EF   0x2ef

Definition at line 952 of file flags.h.

◆ FLAG_SCENE_TEMP_F0

#define FLAG_SCENE_TEMP_F0   0x2f0

Definition at line 953 of file flags.h.

Referenced by Event_DouseTravelMarker(), and WorldMap_StartAirborneTravel().

◆ FLAG_SCENE_TEMP_F1

#define FLAG_SCENE_TEMP_F1   0x2f1

Definition at line 954 of file flags.h.

Referenced by Event_DouseTravelMarker(), and WorldMap_InitializeProgressMarker().

◆ FLAG_SCENE_TEMP_F2

#define FLAG_SCENE_TEMP_F2   0x2f2

Definition at line 955 of file flags.h.

◆ FLAG_SCENE_TEMP_F3

#define FLAG_SCENE_TEMP_F3   0x2f3

Definition at line 956 of file flags.h.

◆ FLAG_SCENE_TEMP_F4

#define FLAG_SCENE_TEMP_F4   0x2f4

Definition at line 957 of file flags.h.

◆ FLAG_SCENE_TEMP_F5

#define FLAG_SCENE_TEMP_F5   0x2f5

Definition at line 958 of file flags.h.

◆ FLAG_SCENE_TEMP_F6

#define FLAG_SCENE_TEMP_F6   0x2f6

Definition at line 959 of file flags.h.

◆ FLAG_SCENE_TEMP_F7

#define FLAG_SCENE_TEMP_F7   0x2f7

Definition at line 960 of file flags.h.

◆ FLAG_SCENE_TEMP_F8

#define FLAG_SCENE_TEMP_F8   0x2f8

◆ FLAG_SCENE_TEMP_F9

#define FLAG_SCENE_TEMP_F9   0x2f9

Definition at line 962 of file flags.h.

◆ FLAG_SCENE_TEMP_FA

#define FLAG_SCENE_TEMP_FA   0x2fa

Definition at line 963 of file flags.h.

◆ FLAG_SCENE_TEMP_FB

#define FLAG_SCENE_TEMP_FB   0x2fb

Definition at line 964 of file flags.h.

◆ FLAG_SCENE_TEMP_FC

#define FLAG_SCENE_TEMP_FC   0x2fc

Definition at line 965 of file flags.h.

◆ FLAG_SCENE_TEMP_FD

#define FLAG_SCENE_TEMP_FD   0x2fd

Definition at line 966 of file flags.h.

◆ FLAG_SCENE_TEMP_FE

#define FLAG_SCENE_TEMP_FE   0x2fe

Definition at line 967 of file flags.h.

◆ FLAG_SCENE_TEMP_FF

#define FLAG_SCENE_TEMP_FF   0x2ff

Definition at line 968 of file flags.h.