Here is a list of all struct and union fields with links to the structures/unions they belong to:
- r -
- radius : FieldActor, ObjectRuntime, ScriptOperands
- raisedTrigger : EventWork
- ramp : JudgmentWork
- rampFrames : RampedSpinObject
- randomValue : EffectSlot
- range : BattleAct, BattleActionRecord, BattleEffectArgument
- rate : EncounterZone, SoundWork
- rate30 : Effect
- rate34 : Effect
- rateStep : SoundWork
- reactionFrames : SpringObstacle
- ready : BattleUnit, SparkWork
- readyBuffer : SerialRuntime
- receivedMask : SerialRuntime
- receiveIndex : SerialRuntime
- record : OverlayObject, SaveWorkspace::[union].slot, SceneActor::[struct].fields
- recordId : FormationCandidate, SaveSlotHeader, SaveWorkspace
- records : ArcEffectObject, MotionObject, SelectionScreen
- recordStorageKind : MotionObject
- red : WaveFxWork
- reels : ReelWork
- reflect : BattleUnit
- refrain : BattleUnit
- refused : FieldActor, ScriptInterpreter, ScriptMotionObject, ScriptOperands
- regions : SceneEntries
- regionsVeneer : SceneEntries
- release : CgbNote, SoundVoice
- remaining : BattleAutomaticState
- render : EffectSlot
- renderMode : TolbiUiWork
- repeat : ReelWork
- repeatCount : FieldActor, ScriptInterpreter, ScriptOperands
- requestedExit : EventWork
- required : ClassDefinition
- requiredFlag : SceneEntrance
- res : ElementLevelBonus
- reserved : SaveLinkGreeting, SaveSlotHeader, SceneRecord, SchedulerTask
- reserved00 : BurstParticleVisual, Effect05Object, ItemBreakFragmentObject
- reserved02 : ItemEffect
- reserved06 : BurstParticleVisual
- reserved0a : SerialRuntime
- reserved0c : SerialRuntime
- reserved0d : ItemDefinition
- reserved10 : ItemDefinition
- reserved18 : Effect05State
- reserved20 : Effect05Object, SerialRuntime
- reserved21 : Effect05State
- reserved2a : ItemDefinition
- reserved2c : Effect05Object
- reserved34 : Effect05Object
- reserved35 : Effect05State
- reserved4c : ItemBreakFragmentObject
- reserved54 : Effect05Object
- reserved56 : Effect05Object, ItemBreakFragmentObject
- reserved60 : Effect05Object
- reservedTail : SerialPacket
- resistance : BattleElementStats
- resistanceStage : BattleUnit
- resistanceTurns : BattleUnit
- resolvingAction : FieldWork
- resource : BattleObj, DescendingArcSprite, ResourceSlotNumber, SelectionEntry
- resourceBase : ResourceMenuWork
- resourceEntries : InnRuntimeState
- resourceId : InnRuntimeState, SceneRecord
- resourceIds : ResourceMenuWork, UiRenderWork
- resources : LayeredSceneEntry, PerspectiveWork
- resourceSlots : InventoryMenuState
- restraint : BattleUnit
- result : EffectDescriptor, UiWindowInterpolationScratch
- retainCacheEntry : AnimationObject
- retainSpriteCache : FieldActor
- retreatEntrance : GameState
- retreatScene : GameState
- returnCue : GameState
- revealActive : FieldWork
- revealCenterX : FieldWork
- revealCenterY : FieldWork
- revealFrames : FieldWork
- reverb : SoundWork
- rewardKeeper : PalacePlacementTalkFacingView
- rewards : BattleUnit, EnemyDefinition
- rings : SparkWork
- rise : IntroWork
- riseBaseY : FieldActor
- riseCounter : FieldActor
- riseEnabled : FieldActor
- rivalActor : ColossoGaugeWork, PathWork
- roll : Streak
- romSize : FlashType
- rotation : AnimationObject, EffectOptions, MapRenderWork
- row : BattleMenuWork, MarkerSlot, MenuResult, OwnerStatusCursor, OwnerStatusStatCursor, ResourceMenuWork, StatusCursor
- rowCount : CharacterMenuState, InventoryMenuState, PsynergyMenuState
- rowObjects : CharacterMenuState
- rowPositions : PsynergyMenuState
- rows : AffineMatrix, DisplayScrollWork, FontGlyph
- rowX : CharacterMenuState
- rowY : CharacterMenuState