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Here is a list of all enum values with links to the files they belong to:
- s -
SANCTUM_SERVICE_CURE_POISON :
shop_internal.h
SANCTUM_SERVICE_EXORCISE :
shop_internal.h
SANCTUM_SERVICE_REMOVE_CURSE :
shop_internal.h
SANCTUM_SERVICE_REVIVE :
shop_internal.h
SAND_MONSTER :
lamakan_desert.c
SATRAGE :
colosseum_entrance.c
SAVE_CHECKSUM_BYTES :
save.c
SAVE_FILE_COUNT :
save.c
SAVE_FLASH_IDENTIFY_ATTEMPTS :
save.c
SAVE_FLASH_TIMER :
save.c
SAVE_MENU_CLEARED :
save.c
SAVE_MENU_CONTINUE :
save.c
SAVE_MENU_COPY :
save.c
SAVE_MENU_ERASE :
save.c
SAVE_MENU_EXTRA :
save.c
SAVE_MENU_SAVE :
save.c
SAVE_RECORD_NONE :
save.c
SAVE_SECTOR_COUNT :
save.c
SAVE_SEQUENCE_LIMIT :
save.c
SCALE_PAN_EAST :
colosso_log.c
SCALE_PAN_WEST :
colosso_log.c
SCALE_WEIGHT :
colosso_log.c
SCALES_ATTENDANT :
colosso_log.c
SCENE_BATTLE :
object_internal.h
SCENE_BLANK :
object_internal.h
SCENE_EFFECT_ATALANTA :
effect.h
SCENE_EFFECT_BOREAS :
effect.h
SCENE_EFFECT_CYBELE :
effect.h
SCENE_EFFECT_JUDGMENT :
effect.h
SCENE_EFFECT_KIRIN :
effect.h
SCENE_EFFECT_METEOR :
effect.h
SCENE_EFFECT_NEPTUNE :
effect.h
SCENE_EFFECT_NEREID :
effect.h
SCENE_EFFECT_PROCNE :
effect.h
SCENE_EFFECT_RAMSES :
effect.h
SCENE_EFFECT_THOR :
effect.h
SCENE_EFFECT_TIAMAT :
effect.h
SCENE_LUCKY_DICE :
object_internal.h
SCENE_LUNPA :
field_scene.h
SCENE_LUNPA_FORTRESS :
field_scene.h
SCENE_LUNPA_FORTRESS_GATE :
field_scene.h
SCENE_LUNPA_SUHALLA :
field_scene.h
SCENE_REEL_GAME :
object_internal.h
SCENE_SUHALLA_GATE :
field_scene.h
SCENE_TABLE_END :
field_scene.h
SCENE_VAULT :
field_scene.h
SCENE_VAULT_JAIL :
field_scene.h
SCENE_VAULT_REVISIT :
field_scene.h
SCENE_WEST_LUNPA_CAVE :
field_scene.h
SCENE_WORLD_MAP :
field_scene.h
SCHEDULER_TBS_TASK_COUNT :
callback_scheduler.h
SCHEDULER_TLA_TASK_COUNT :
callback_scheduler.h
SCRIPT_APPROACH_DISTANCE :
script_commands.c
SCRIPT_BLOCKED_MOVE_FRAMES :
script_commands.c
SCRIPT_HALF_TURN :
script_commands.c
SCRIPT_LABEL_SEARCH_WORDS :
script_commands.c
SCRIPT_OPERAND_ADD :
script_commands.c
SCRIPT_OPERAND_COMPARE :
script_commands.c
SCRIPT_OPERAND_SET :
script_commands.c
SCRIPT_WANDER_DIAGONAL_ANGLE :
script_commands.c
SCRIPT_WANDER_PROBE_DISTANCE :
script_commands.c
SCRIPT_WANDER_SIDE_ANGLE :
script_commands.c
SCRIPT_WANDER_TRIES :
script_commands.c
SEA_KAJA :
tolbi_ship_deck.c
SEA_OURANOS :
tolbi_ship_deck.c
SEA_SEAN :
tolbi_ship_deck.c
SEARCH_BARREL :
field_scene.h
SEARCH_BED :
field_scene.h
SEARCH_BOARDS :
field_scene.h
SEARCH_BOOKCASE :
field_scene.h
SEARCH_BOOKS :
field_scene.h
SEARCH_CHEST :
field_scene.h
SEARCH_CHIMNEY :
field_scene.h
SEARCH_DOOR :
field_scene.h
SEARCH_FIREPLACE :
field_scene.h
SEARCH_FIREWOOD :
field_scene.h
SEARCH_FOUNTAIN :
field_scene.h
SEARCH_GRAVE :
field_scene.h
SEARCH_GROUND :
field_scene.h
SEARCH_HOLE :
field_scene.h
SEARCH_JAR :
field_scene.h
SEARCH_OVEN :
field_scene.h
SEARCH_ROCK :
field_scene.h
SEARCH_SHELF :
field_scene.h
SEARCH_STALACTITE :
field_scene.h
SEARCH_STONE_COFFIN :
field_scene.h
SEARCH_STONE_PILLAR :
field_scene.h
SEARCH_STONE_STATUE :
field_scene.h
SEARCH_STONE_TABLET :
field_scene.h
SEARCH_TABLE :
field_scene.h
SEARCH_TREE :
field_scene.h
SEARCH_UNDERBRUSH :
field_scene.h
SEARCH_UNNAMED :
field_scene.h
SEARCH_WALL :
field_scene.h
SEARCH_WARDROBE :
field_scene.h
SEARCH_WATER :
field_scene.h
SEARCH_WELL :
field_scene.h
SEARCH_WOODEN_BOX :
field_scene.h
SERIAL_BLOCK_BYTES :
serial.c
SERIAL_IDLE_HALFWORD :
serial.c
SERIAL_PACKET_HALFWORDS :
serial.c
SERIAL_PAYLOAD_BYTES :
serial.c
SERIAL_TIMER_RELOAD :
serial.c
SERIAL_TRANSFER_TIMEOUT_FRAMES :
serial.c
SHIFTING_FLOOR_ATTENDANT :
colosso_wall.c
SHIP_CLEAR_FLAG_RANGE :
tolbi_ship_interiors.c
SHIP_CLEAR_ROWING_SELECTIONS :
tolbi_ship_interiors.c
SHIP_CLOSE_SCENE :
tolbi_ship_interiors.c
SHIP_FACE_PARTY :
tolbi_ship_interiors.c
SHIP_FACE_PARTY_EAST_AND_WEST :
tolbi_ship_interiors.c
SHIP_HIDE_ACTORS_13_AND_14 :
tolbi_ship_interiors.c
SHIP_HIDE_ACTORS_28_TO_35 :
tolbi_ship_interiors.c
SHIP_HIDE_CABIN_CREW :
tolbi_ship_interiors.c
SHIP_HIDE_PARTY_FOLLOWERS :
tolbi_ship_interiors.c
SHIP_HIDE_PASSENGERS :
tolbi_ship_interiors.c
SHIP_NORTH :
lemurian_ship.c
SHIP_OPEN_SCENE :
tolbi_ship_interiors.c
SHIP_PLACE_FOLLOWERS_AND_MONSTERS :
tolbi_ship_interiors.c
SHIP_PLAY_PARTY_ANIMATION :
tolbi_ship_interiors.c
SHIP_RESET_CAMERA :
tolbi_ship_interiors.c
SHIP_RESTORE_ACTOR_12_SCRIPT :
tolbi_ship_interiors.c
SHIP_RESTORE_ROWER_POSE :
tolbi_ship_interiors.c
SHIP_RESTORE_ROWING_DECK_POSES :
tolbi_ship_interiors.c
SHIP_SET_SELECTED_ROWER_POSE :
tolbi_ship_interiors.c
SHIP_SETUP_CAPTAINS_CABIN :
tolbi_ship_interiors.c
SHIP_SETUP_MONSTER_ENCOUNTER :
tolbi_ship_interiors.c
SHIP_SETUP_PASSENGER_HOLD :
tolbi_ship_interiors.c
SHIP_SETUP_RECRUITMENT_DECK :
tolbi_ship_interiors.c
SHIP_SETUP_ROWING_PARTY :
tolbi_ship_interiors.c
SHIP_SHOW_PARTY_EMOTE :
tolbi_ship_interiors.c
SHIP_SOUTH :
lemurian_ship.c
SHIP_START_MIRRORED_ROWING_ANIMATION :
tolbi_ship_interiors.c
SHIP_START_ROWING_ANIMATION :
tolbi_ship_interiors.c
SHOP_ACTION_ARTIFACTS :
shop_internal.h
SHOP_ACTION_BUY :
shop_internal.h
SHOP_ACTION_REPAIR :
shop_internal.h
SHOP_ACTION_SELL :
shop_internal.h
SHOP_ALTIN_ARMOR :
altin.c
SHOP_ALTIN_ITEMS :
altin.c
SHOP_ALTIN_WEAPONS :
altin.c
SHOP_INVENTORY_COLUMNS :
shop_internal.h
SHOP_LUNPA_ARMOR :
lunpa_suhalla.h
SHOP_LUNPA_ITEMS :
lunpa_suhalla.h
SHOP_LUNPA_WEAPONS :
lunpa_suhalla.h
SHOP_STOCK_ARTIFACT_COUNT :
artifacts.c
SHOP_STOCK_ARTIFACTS :
artifacts.c
SHOP_STOCK_COLUMNS :
artifacts.c
SHOP_STOCK_ITEM_COUNT :
artifacts.c
SHOP_STOCK_ITEMS :
artifacts.c
SHOP_STOCK_PAGE_ITEMS :
shop_internal.h
SHOP_STOCK_ROWS :
artifacts.c
SHOP_STOCK_TYPE :
artifacts.c
SHOP_SUHALLA :
suhalla_interiors.c
SHOPKEEPER :
suhalla_interiors.c
SHOPKEEPER_32 :
lalivero_interiors.c
SHOPKEEPER_33 :
lalivero_interiors.c
SHOPKEEPER_34 :
lalivero_interiors.c
SHORT_LOG :
kolima_forest_bend.c
SIDEWALK_BLOCK :
colosso_log.c
SIGHTING_GARET_ASKS_WHAT_ELSE :
west_lunpa_cave.h
SIGHTING_GARET_SAW_SOMEONE :
west_lunpa_cave.h
SIGHTING_GARET_WILL_FIGHT :
west_lunpa_cave.h
SIGHTING_IVAN_ASKS_IF_FOUND :
west_lunpa_cave.h
SIGHTING_MIA_SAW_SOMETHING :
west_lunpa_cave.h
SIGN :
kolima_forest_bend.c
SLEEP_COMBO_FRAMES :
frame.c
SLEEP_IDLE_FRAMES :
frame.c
SLEEP_WAKE_FRAMES :
frame.c
SLEEP_WHITE_FRAMES :
frame.c
SMOG :
lamakan_desert.c
SOL_SANCTUM_RING_MAX :
sol_sanctum_elemental_star_ring_setup.h
SOLDIER_EAST :
lalivero.c
SOLDIER_NORTH :
suhalla_interiors.c
SOLDIER_SOUTH :
suhalla_interiors.c
SOLDIER_WEST :
lalivero.c
SOUND_CGB_CHANNEL_COUNT :
audio_engine_types.h
SOUND_FADE_IN :
audio_engine_types.h
SOUND_FADE_PAUSE :
audio_engine_types.h
SOUND_MODULATION_PAN :
audio_engine_types.h
SOUND_MODULATION_PITCH :
audio_engine_types.h
SOUND_MODULATION_VOLUME :
audio_engine_types.h
SOUND_PCM_NOTE_CAPACITY :
audio_engine_types.h
SOUND_PLAYER_PAUSED :
audio_engine_types.h
SOUND_PLAYER_TRACK_LIMIT :
audio_engine_types.h
SOUND_TRACK_ACTIVE :
audio_engine_types.h
SOUND_TRACK_PITCH_DIRTY :
audio_engine_types.h
SOUND_TRACK_RESET :
audio_engine_types.h
SOUND_TRACK_UPDATE_PITCH :
audio_engine_types.h
SOUND_TRACK_UPDATE_VOLUME :
audio_engine_types.h
SOUND_TRACK_VOLUME_DIRTY :
audio_engine_types.h
SOUND_WORK_ADD :
audio_engine_types.h
SOUND_WORK_ADD_BYTE :
audio_engine_types.h
SOUND_WORK_COPY :
audio_engine_types.h
SOUND_WORK_EQUAL :
audio_engine_types.h
SOUND_WORK_EQUAL_BYTE :
audio_engine_types.h
SOUND_WORK_GREATER :
audio_engine_types.h
SOUND_WORK_GREATER_BYTE :
audio_engine_types.h
SOUND_WORK_GREATER_EQUAL :
audio_engine_types.h
SOUND_WORK_GREATER_EQUAL_BYTE :
audio_engine_types.h
SOUND_WORK_LESS :
audio_engine_types.h
SOUND_WORK_LESS_BYTE :
audio_engine_types.h
SOUND_WORK_LESS_EQUAL :
audio_engine_types.h
SOUND_WORK_LESS_EQUAL_BYTE :
audio_engine_types.h
SOUND_WORK_NOT_EQUAL :
audio_engine_types.h
SOUND_WORK_NOT_EQUAL_BYTE :
audio_engine_types.h
SOUND_WORK_SET :
audio_engine_types.h
SOUND_WORK_SUBTRACT :
audio_engine_types.h
SOUND_WORK_SUBTRACT_BYTE :
audio_engine_types.h
SPARK_GROUPS_BURSTS :
effect_table.h
SPARK_GROUPS_OFFSET :
effect_table.h
SPARK_GROUPS_SPARKS :
effect_table.h
SPIRE_SHARD_X :
effect_table.h
SPIRE_SHARD_Y :
effect_table.h
SPRING_TOSS_COIN :
tolbi_spring.c
SPRING_TOSS_MEDAL :
tolbi_spring.c
SPRITE_ARMOR_MERCHANT :
lunpa_suhalla.h
SPRITE_BALANCE :
tunnel_ruins.c
SPRITE_BLOCK :
tunnel_ruins.c
SPRITE_BOULDER :
altin_peak.c
SPRITE_BUNZA :
west_lunpa_cave.h
SPRITE_BUSH :
tunnel_ruins.c
SPRITE_CARRY_BLOCK :
tunnel_ruins.c
SPRITE_CHEF :
lunpa_suhalla.h
SPRITE_COLOR_BGR :
animspr.h
SPRITE_COLOR_BLACK :
animspr.h
SPRITE_COLOR_BLUE_TINT :
animspr.h
SPRITE_COLOR_BRG :
animspr.h
SPRITE_COLOR_FILL :
animspr.h
SPRITE_COLOR_GBR :
animspr.h
SPRITE_COLOR_GRB :
animspr.h
SPRITE_COLOR_GREEN_TINT :
animspr.h
SPRITE_COLOR_GREY :
animspr.h
SPRITE_COLOR_HIDDEN :
animspr.h
SPRITE_COLOR_NORMAL :
animspr.h
SPRITE_COLOR_RBG :
animspr.h
SPRITE_COLOR_RED_TINT :
animspr.h
SPRITE_COLOR_WHITE :
animspr.h
SPRITE_COUNTER :
lunpa_suhalla.h
SPRITE_GLINT :
lunpa.h
SPRITE_GUARD :
lunpa.h
SPRITE_HAMMET :
west_lunpa_cave.h
SPRITE_INNKEEPER :
lunpa_suhalla.h
SPRITE_ITEM_ICON :
lunpa.h
SPRITE_ITEM_MERCHANT :
lunpa_suhalla.h
SPRITE_JUPITER_DJINNI :
tret_tree_branch.c
SPRITE_LADY_STATUE :
tunnel_ruins.c
SPRITE_PILLAR :
tunnel_ruins.c
SPRITE_PRIEST :
lunpa_suhalla.h
SPRITE_PRISONER :
vault_jail.c
SPRITE_PUDDLE :
lunpa.h
,
tunnel_ruins.c
,
west_lunpa_cave.h
SPRITE_SINKING_PILLAR :
tunnel_ruins.c
SPRITE_SPRAY :
altin.c
,
altin_peak.c
SPRITE_STATUE :
tunnel_ruins.c
SPRITE_THIEF :
vault_jail.c
SPRITE_THIEF_LEADER :
vault_jail.c
SPRITE_TOWNSPERSON_A :
lunpa_suhalla.h
SPRITE_TOWNSPERSON_B :
lunpa.h
,
lunpa_suhalla.h
SPRITE_TOWNSPERSON_C :
lunpa.h
,
lunpa_suhalla.h
SPRITE_TOWNSPERSON_D :
lunpa.h
,
lunpa_suhalla.h
SPRITE_TOWNSPERSON_E :
lunpa.h
,
lunpa_suhalla.h
SPRITE_TOWNSPERSON_F :
lunpa_suhalla.h
SPRITE_TOWNSPERSON_G :
lunpa.h
SPRITE_TOWNSPERSON_H :
lunpa.h
SPRITE_TOWNSPERSON_I :
lunpa.h
SPRITE_TOWNSPERSON_J :
lunpa.h
SPRITE_TRET_FACE :
tret_tree_interiors.c
SPRITE_WEAPON_MERCHANT :
lunpa_suhalla.h
SPROUT :
suhalla.c
STAT_ARROW_DOWN :
common.c
STAT_ARROW_UP :
common.c
STAT_BOOST_BURST :
stat_change.c
STAT_BOOST_DJINNI :
stat_change.c
STAT_BOOST_FLARES :
stat_change.c
STAT_BOOST_PICTURE :
stat_change.c
STATUS_PANEL_CLASS :
menu_internal.h
STATUS_PANEL_EQUIP :
menu_internal.h
STATUS_PANEL_EXPERIENCE :
menu_internal.h
STATUS_PANEL_LEARN :
menu_internal.h
STATUS_PANEL_STATS :
menu_internal.h
STEP_EVENT_FIRST :
step.c
STEP_EVENT_HAZARD :
step.c
STEP_EVENT_LAST :
step.c
STEP_TERRAIN_FIRST :
step.c
STEP_TERRAIN_LAST :
step.c
STEP_WARP_FIRST :
step.c
STEP_WARP_LAST :
step.c
STEPPING_STONE_ATTENDANT :
colosso_log.c
STONE :
colosso_log.c
STORM_CALLBACK_PRIORITY :
vale_storm.c
STORM_CAPTURE_FRAMES :
suhalla_desert.c
STORM_CHASING :
suhalla_desert.c
STORM_FIRST :
suhalla_desert.c
STORM_FOURTH :
suhalla_desert.c
STORM_LAST :
suhalla_desert.c
STREAKS_STYLE_CYAN :
streaks.c
STREAKS_STYLE_EMBER :
streaks.c
STREAKS_STYLE_LIME :
streaks.c
STREAKS_STYLE_RED :
streaks.c
STREAKS_STYLE_VIOLET :
streaks.c
SUHALLA_GATE_ENTRANCE_FROM_LUNPA :
lunpa_suhalla.h
SUMMON_ELEMENT_TILE :
battle_command_internal.h
SW_ACCEL :
objcmd.h
SW_ARRIVAL :
objcmd.h
SW_BOUNCE :
objcmd.h
SW_COLLISION :
objcmd.h
SW_CURSOR :
objcmd.h
SW_FACING :
objcmd.h
SW_GRAVITY :
objcmd.h
SW_GROUND :
objcmd.h
SW_HOOK :
objcmd.h
SW_MOTION :
objcmd.h
SW_PAUSED :
objcmd.h
SW_RADIUS :
objcmd.h
SW_REPEAT :
objcmd.h
SW_RESULT :
objcmd.h
SW_SCALE_X :
objcmd.h
SW_SCALE_Y :
objcmd.h
SW_SCRIPT :
objcmd.h
SW_SNAP :
objcmd.h
SW_SPEED :
objcmd.h
SW_STEERING :
objcmd.h
SW_TARGET_X :
objcmd.h
SW_TARGET_Y :
objcmd.h
SW_TARGET_Z :
objcmd.h
SW_VELOCITY_X :
objcmd.h
SW_VELOCITY_Y :
objcmd.h
SW_VELOCITY_Z :
objcmd.h
SW_WAIT :
objcmd.h
SW_X :
objcmd.h
SW_Y :
objcmd.h
SW_Z :
objcmd.h