1#ifndef ALCHEMY_LUNPA_SUHALLA_H
2#define ALCHEMY_LUNPA_SUHALLA_H
5#include "text/msg_ids.h"
26#define ROOM_DOOR(room) {EVENT_EXIT, (room), CONDITION_ALWAYS, (room)}
Ability numbers, named from the English release.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
The scene table formats: entrances, exits, placements and events, and the macros that write them.
Game flags, named where their meaning is shown.
Item numbers, named from the English release.
@ LUNPA_ENTRANCE_FROM_ITEM_SHOP
@ LUNPA_ENTRANCE_FROM_THIRD_HOME
@ LUNPA_ENTRANCE_FROM_FIRST_HOME
@ LUNPA_ENTRANCE_FROM_TEMPLE
@ LUNPA_ENTRANCE_FROM_INN
@ LUNPA_ENTRANCE_FROM_SECOND_HOME
@ LUNPA_ENTRANCE_FROM_EIGHTH_ROOM
@ LUNPA_ENTRANCE_FROM_ARMS_SHOP
@ ROOM_TEMPLE_SECOND_ENTRANCE
@ ROOM_SUHALLA_GATE_HOUSE
@ ACTOR_FIRST_HOME_RESIDENT_A
@ ACTOR_THIRD_HOME_RESIDENT_A
@ ACTOR_SECOND_HOME_RESIDENT_B
@ ACTOR_FIRST_HOME_RESIDENT_B
@ ACTOR_SECOND_HOME_RESIDENT_A
@ ACTOR_THIRD_HOME_RESIDENT_B
@ SUHALLA_GATE_ENTRANCE_FROM_LUNPA
The integer types, TRUE, UNUSED and the fixed-address macros.