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