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Alchemy
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Here is a list of all macros with links to the files they belong to:
- e -
EARTH_WALL_CELL_HEIGHTS :
effect_table.c
EARTH_WALL_CELL_WIDTHS :
effect_table.c
EARTH_WALL_CELLS :
effect_table.c
EAST_PILLAR :
goma_cave_entrance.c
,
goma_cave_pillar.c
EASTERN_MOVABLE_OBJECT :
vale_cave.c
EDITOR_HEX_DIGIT :
palette_editor.c
EDITOR_MAP :
palette_editor.c
EDITOR_PALETTE :
palette_editor.c
EFFECT_BEGIN_NARROW_CANVAS :
effect_internal.h
EFFECT_BLITTERS :
effect.h
EFFECT_CALLBACK_ORDER :
effect_internal.h
EFFECT_CAP_LEVEL :
effect_internal.h
EFFECT_CLIP_BOUNDS :
effect.h
EFFECT_DISPCNT :
effect_internal.h
EFFECT_DRAW_FLARE :
effect_internal.h
EFFECT_DRAW_MOTE :
effect_internal.h
EFFECT_END_FRAME :
effect_internal.h
EFFECT_FINISH_CANVAS :
effect_internal.h
EFFECT_FINISH_CANVAS_ONE_BLITTER :
effect_internal.h
EFFECT_FOR_EACH_TARGET :
battle_effect_argument.h
EFFECT_FREE_PARTICLES :
effect_internal.h
EFFECT_GET_SLOTS :
effect_internal.h
EFFECT_GET_WORK_AND_CANVAS :
effect_internal.h
EFFECT_LOAD_BLITTER :
effect_internal.h
EFFECT_NO_TARGET :
effect_slot.h
EFFECT_OBJECT_COUNT :
field_fx.c
EFFECT_OBJECT_POOL :
field_fx.c
EFFECT_PLAYBACK_ORDER :
effect_internal.h
EFFECT_PRESENT_FRAME :
effect_internal.h
EFFECT_RELEASE_BLITTERS :
effect_internal.h
EFFECT_SET_BATTLE_WINDOWS :
effect_internal.h
EFFECT_SET_CANVAS_AFFINE :
effect_internal.h
EFFECT_SET_TRANSFER :
effect_internal.h
EFFECT_SHOW_DAMAGE :
effect_internal.h
EFFECT_SHOW_WIDE_CANVAS :
effect_internal.h
EFFECT_SLOT :
effect_internal.h
EFFECT_SPAWN :
effect_spawn.h
EFFECT_SPAWN_RESIDENT :
whirlwind.c
EFFECT_START_TRANSFER :
effect_internal.h
EFFECT_STRIKE_TARGET :
effect_internal.h
EFFECT_VIEW_FROM_CAMERA :
effect_internal.h
EFFECT_WIN0_LAYERS :
effect_internal.h
EFFECT_WINOUT :
effect_internal.h
EFFECT_WRITE_CANVAS_MAP_ROW :
effect_internal.h
ELEMENT_PILLAR_FRAMES :
death_plunge.c
ELEMENTAL_ARC_SCALE_X_DECREASE :
sol_sanctum_eruption.c
EMBER_EMISSION_DISABLED :
sol_sanctum_eruption.c
EMOTE_IN_FRONT :
field_event.h
ENCOUNTER_FLED :
encounter.c
ENCOUNTER_PARTY_LOST :
encounter.c
ENEMY_BATTLE_SIZE :
battle_internal.h
ENEMY_CLASS_FIRST :
battle_internal.h
ENEMY_CLASS_LAST :
classes.c
ENEMY_DEFEATED_FLAG :
battle_internal.h
ENEMY_NAME_SUFFIX_COUNT :
formation.c
ENEMY_SPRITE_SLOTS :
sprites.c
ENEMY_SUFFIX_FIRST :
party.c
ENEMY_SUFFIX_LAST :
party.c
ENTRY11_COMMAND_LABEL_WIDTH :
battle_command_internal.h
ENTRY19_COMMAND_LABEL_WIDTH :
battle_command_internal.h
ENTRY_NARROW_GAP :
decode.c
ENTRY_WIDE_GAP :
decode.c
EQUIP_WEAPON :
battle_internal.h
ERUPTION_FIELD_MOTE_CELLS :
eruption.c
EV_BEGIN :
event.h
EV_END :
event.h
EVENT_FLAG_DJINN_BONUS :
events.c
EVENT_ITEM_ON_ACTOR :
field_scene.h
EVENT_PSYNERGY_IN_AREA :
field_scene.h
EVENT_PSYNERGY_ON_ACTOR :
field_scene.h
EVENT_SCRIPT :
field_scene.h
EVENT_TOUCH_FACING :
field_scene.h
EVENT_TOUCH_WALKING :
field_scene.h
EVENT_WORK_1F4 :
tolbi.h
EXIT_ENTRANCE :
scene.c
EXIT_FLAG_NONE :
sol_sanctum_entrance.c
EXIT_HAS_FLAG :
scene.c
EXIT_KIND :
scene.c
EXIT_KIND_ANY :
scene.c
EXIT_NONE :
object_internal.h
EXIT_RETREAT :
object_internal.h
EXIT_SCENE_MASK :
scene.c
EXIT_TABLE_END :
scene.c