DynRPG  v0.32 Unofficial
Plugin SDK
Public Attributes | List of all members
RPG::DBActor Class Reference

Used for the default data of actors which is defined in the database. More...

Public Attributes

int id
 ID of the actor. More...
 
DStringPtr name
 Default name. More...
 
DStringPtr degree
 Default degree. More...
 
DStringPtr charsetFilename
 Default charset filename. More...
 
int charsetId
 Default charset ID. More...
 
bool charsetTransparent
 Default charset transparency (see details) More...
 
int minLevel
 Minimum level. More...
 
int maxLevel
 Maximum level. More...
 
bool allowCriticalHit
 Critical hits allows? More...
 
int criticalHitProbability
 Probability of a critical hit. More...
 
DStringPtr facesetFilename
 Default faceset filename. More...
 
int facesetId
 Default faceset ID. More...
 
bool twoWeapons
 Does the actor use a second weapon instead of the shield? More...
 
bool aiControl
 Is the actor controlled by the computer in battle? More...
 
bool lockEquipment
 Is the equipment locked? More...
 
bool mightyGuard
 Does defending reduce the damage more than usual? More...
 
ArrayBaseOne< short, 99 > maxHp
 Array of maximum HP values for each level. More...
 
ArrayBaseOne< short, 99 > maxMp
 Array of maximum MP values for each level. More...
 
ArrayBaseOne< short, 99 > attack
 Array of attack values for each level. More...
 
ArrayBaseOne< short, 99 > defense
 Array of defense values for each level. More...
 
ArrayBaseOne< short, 99 > intelligence
 Array of intelligence values for each level. More...
 
ArrayBaseOne< short, 99 > agility
 Array of agility values for each level. More...
 
int expPrimary
 Primary experience curve parameter. More...
 
int expSecondary
 Secondary experience curve parameter. More...
 
int expTertiary
 Tertiary experience curve parameter. More...
 
short weaponId
 Default weapon ID. More...
 
short shieldId
 Default shield ID. More...
 
short armorId
 Default armor ID. More...
 
short helmetId
 Default helmet ID. More...
 
short accessoryId
 Default accessory ID. More...
 
int unarmedBattleAnimationId
 Battle animation ID for attacks without weapon. More...
 
CatalogPtr< SkillProgression * > skillLearning
 Skill learning data. More...
 
DArray< DamageMultiplier_T, 1, 2 > conditions
 Condition Resistance Array (See RPG::DamageMultiplier) More...
 
DArray< DamageMultiplier_T, 1, 2 > attributes
 Attribute Resistance Array (See RPG::DamageMultiplier) More...
 
int classId
 Default class ID. More...
 
int battleGraphicId
 Battle graphic ID. More...
 
int battleCommands [7]
 Default battle commands (0 and -1 both mean "no command at this position") More...
 
int xPosInBattle
 Set in the battle layout tab if using "Manual" placement mode. More...
 
int yPosInBattle
 Set in the battle layout tab if using "Manual" placement mode. More...
 

Detailed Description

Used for the default data of actors which is defined in the database.

Note
The members of this class either mean default values of a property or they are used for properties which aren't supposed to be changed in-game, thus the members won't be saved and loaded automatically (as it is the case with RPG::Actor), but only loaded once at startup.

If you want to access data which could be changed in-game, use the members and methods of RPG::Actor instead.
See also
RPG::dbActors
RPG::Actor
RPG::actors

Definition at line 32 of file DBActor.h.

Member Data Documentation

int RPG::DBActor::id

ID of the actor.

Definition at line 35 of file DBActor.h.

DStringPtr RPG::DBActor::name

Default name.

Definition at line 36 of file DBActor.h.

DStringPtr RPG::DBActor::degree

Default degree.

Definition at line 37 of file DBActor.h.

DStringPtr RPG::DBActor::charsetFilename

Default charset filename.

Definition at line 38 of file DBActor.h.

int RPG::DBActor::charsetId

Default charset ID.

Definition at line 39 of file DBActor.h.

bool RPG::DBActor::charsetTransparent

Default charset transparency (see details)

Unlike RPG::Actor::charsetTransparency, this member is a simple boolean value. true means a transparency value of 3 while false means a transparency value of 0.

Definition at line 46 of file DBActor.h.

int RPG::DBActor::minLevel

Minimum level.

Definition at line 47 of file DBActor.h.

int RPG::DBActor::maxLevel

Maximum level.

Definition at line 48 of file DBActor.h.

bool RPG::DBActor::allowCriticalHit

Critical hits allows?

Definition at line 49 of file DBActor.h.

int RPG::DBActor::criticalHitProbability

Probability of a critical hit.

Definition at line 50 of file DBActor.h.

DStringPtr RPG::DBActor::facesetFilename

Default faceset filename.

Definition at line 51 of file DBActor.h.

int RPG::DBActor::facesetId

Default faceset ID.

Definition at line 52 of file DBActor.h.

bool RPG::DBActor::twoWeapons

Does the actor use a second weapon instead of the shield?

Definition at line 53 of file DBActor.h.

bool RPG::DBActor::aiControl

Is the actor controlled by the computer in battle?

Definition at line 54 of file DBActor.h.

bool RPG::DBActor::lockEquipment

Is the equipment locked?

Definition at line 55 of file DBActor.h.

bool RPG::DBActor::mightyGuard

Does defending reduce the damage more than usual?

Definition at line 56 of file DBActor.h.

ArrayBaseOne<short, 99> RPG::DBActor::maxHp

Array of maximum HP values for each level.

Definition at line 58 of file DBActor.h.

ArrayBaseOne<short, 99> RPG::DBActor::maxMp

Array of maximum MP values for each level.

Definition at line 59 of file DBActor.h.

ArrayBaseOne<short, 99> RPG::DBActor::attack

Array of attack values for each level.

Definition at line 60 of file DBActor.h.

ArrayBaseOne<short, 99> RPG::DBActor::defense

Array of defense values for each level.

Definition at line 61 of file DBActor.h.

ArrayBaseOne<short, 99> RPG::DBActor::intelligence

Array of intelligence values for each level.

Definition at line 62 of file DBActor.h.

ArrayBaseOne<short, 99> RPG::DBActor::agility

Array of agility values for each level.

Definition at line 63 of file DBActor.h.

int RPG::DBActor::expPrimary

Primary experience curve parameter.

Definition at line 65 of file DBActor.h.

int RPG::DBActor::expSecondary

Secondary experience curve parameter.

Definition at line 66 of file DBActor.h.

int RPG::DBActor::expTertiary

Tertiary experience curve parameter.

Definition at line 67 of file DBActor.h.

short RPG::DBActor::weaponId

Default weapon ID.

Definition at line 68 of file DBActor.h.

short RPG::DBActor::shieldId

Default shield ID.

Definition at line 69 of file DBActor.h.

short RPG::DBActor::armorId

Default armor ID.

Definition at line 70 of file DBActor.h.

short RPG::DBActor::helmetId

Default helmet ID.

Definition at line 71 of file DBActor.h.

short RPG::DBActor::accessoryId

Default accessory ID.

Definition at line 72 of file DBActor.h.

int RPG::DBActor::unarmedBattleAnimationId

Battle animation ID for attacks without weapon.

Definition at line 73 of file DBActor.h.

CatalogPtr<SkillProgression *> RPG::DBActor::skillLearning

Skill learning data.

Definition at line 74 of file DBActor.h.

DArray<DamageMultiplier_T, 1, 2> RPG::DBActor::conditions

Condition Resistance Array (See RPG::DamageMultiplier)

If at a certain point, the resistance of a condition and all conditions higher than it are C, the conditions.size will equal the number of the highest non-C condition.

Example:

Cond1: A
Cond2: B
Cond3: C
Cond4: C
Cond5: C

Because Cond3 is C, and those above it are C, conditions.size will be 2, because Cond2 is the last non-C condition.

Warning
This can be confusing, because if you need to use conditions[15], but check for conditions.size to be 15 first, it could be 10 if 11-15 are all C, so the check would be false. The solution would be to use RPG::conditions.count() for the check instead. This would resize the array once a condition higher than conditions.size is called, but because of the resizeValue in the template for RPG::DArray, conditions 11-15 would be correctly assigned to C

Definition at line 94 of file DBActor.h.

DArray<DamageMultiplier_T, 1, 2> RPG::DBActor::attributes

Attribute Resistance Array (See RPG::DamageMultiplier)

If at a certain point, the resistance of an attribute and all attributes higher than it are C, the attributes.size will equal the number of the highest non-C attribute.

Example:

Attr1: A
Attr2: B
Attr3: C
Attr4: C
Attr5: C

Because Attr3 is C, and those above it are C, attributes.size will be 2, because Attr2 is the last non-C attribute.

Warning
This can be confusing, because if you need to use attributes[15], but check for attributes.size to be 15 first, it could be 10 if 11-15 are all C, so the check would be false. The solution would be to use RPG::attributes.count() for the check instead. This would resize the array once an attribute higher than attributes.size is called, but because of the resizeValue in the template for RPG::DArray, attributes 11-15 would be correctly assigned to C

Definition at line 112 of file DBActor.h.

int RPG::DBActor::classId

Default class ID.

Definition at line 113 of file DBActor.h.

int RPG::DBActor::battleGraphicId

Battle graphic ID.

Definition at line 114 of file DBActor.h.

int RPG::DBActor::battleCommands[7]

Default battle commands (0 and -1 both mean "no command at this position")

Definition at line 116 of file DBActor.h.

int RPG::DBActor::xPosInBattle

Set in the battle layout tab if using "Manual" placement mode.

Definition at line 117 of file DBActor.h.

int RPG::DBActor::yPosInBattle

Set in the battle layout tab if using "Manual" placement mode.

Definition at line 118 of file DBActor.h.