DynRPG v0.32 Unofficial
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RPG::Item Class Reference

Used for the data of items which can be accessed or changed in-game. More...

#include <Item.h>

Public Attributes

int id
 ID of the item.
 
DStringPtr name
 The name of the item.
 
DStringPtr description
 The description of the item.
 
ItemType type
 The item's type as defined in the database (see RPG::ItemType)
 
int price
 Price.
 
int numUses
 Number of uses (0 = unlimited)
 
int str
 Attack.
 
int def
 Defense.
 
int intl
 Intelligence.
 
int agl
 Agility.
 
bool twoHanded
 Is it two-handed? (Hands Required)
 
int mpCost
 Agility.
 
int hitProb
 Hit Probability.
 
int critBonus
 Critical Bonus.
 
int battleAnimId
 Battle Animation ID.
 
bool alwaysAttackFirst
 Always attack first?
 
bool attackTwice
 Attack twice?
 
bool attackAll
 Attack all enemies?
 
bool ignoreEvasion
 Ignore evasion?
 
bool preventCrit
 Prevent critical hits?
 
bool increaseEvasion
 Increased evasion?
 
bool halfMpCost
 Half MP Consumption?
 
bool noTerrainDmg
 No Terrain Damage?
 
ItemTarget target
 Does the item target a single hero or all? (see RPG::ItemTarget)
 
int hpRestorePercent
 % of Max HP to restore
 
int hpRestoreUnits
 Amount of HP to restore.
 
int mpRestorePercent
 % of Max MP to restore
 
int mpRestoreUnits
 Amount of MP to restore.
 
bool onlyInField
 Only usable on the field map?
 
bool onlyOnDead
 Only usable on dead characters?
 
int addMaxHp
 Max HP to add.
 
int addMaxMp
 Max MP to add.
 
int addStr
 STR to add.
 
int addDef
 DEF to add.
 
int addInt
 INT to add.
 
int addAgl
 AGL to add.
 
ItemScrollMsgShown messageShown
 Message Shown When Used (see RPG::ItemScrollMsgShown)
 
int skillId
 Skill Id.
 
int switchId
 Switch Id.
 
bool useInField
 Activation in field?
 
bool useInBattle
 Activation in battle?
 
DArray< boolusableByHero
 Usable By Hero Array.
 
DArray< boolconditions
 Array of Conditions. size = highest condition that is checked off.
 
DArray< boolattributes
 Array of Attributes. size = highest attribute that is checked off.
 
int conditionPercentage
 Inflict/Resist Condition %.
 
NamedCatalogPtr< AnimationWeapon * > weaponAnims
 Pointer to the RPG::AnimationWeapon array.
 
bool invokeSkill
 Does the item invoke a skill (set skill with skillId)
 
DArray< boolusableByClass
 Usable By Class Array.
 
bool isCursed
 Is the item cursed?
 
ItemConditionFlag conditionFlag
 Does the item remove the condition instead of inflict? (see RPG::ItemConditionFlag)
 
WeaponRangedTrajectory weaponTrajectory
 If a ranged weapon, the weapons' trajectory (see RPG::WeaponRangedTrajectory)
 
WeaponRangedTargeting weaponTargetting
 If a ranged weapon, the weapons' target(s) (see RPG::WeaponRangedTargetting)
 

Detailed Description

Used for the data of items which can be accessed or changed in-game.

See also
RPG::items
RPG::ItemType
RPG::ItemTarget
RPG::ItemScrollMsgShown
RPG::ItemConditionFlag
RPG::WeaponRangedTrajectory
RPG::WeaponRangedTargetting
RPG::AnimationWeapon

Member Data Documentation

◆ addAgl

int RPG::Item::addAgl

AGL to add.

See also
RPG::ITEM_SEED

◆ addDef

int RPG::Item::addDef

DEF to add.

See also
RPG::ITEM_SEED

◆ addInt

int RPG::Item::addInt

INT to add.

See also
RPG::ITEM_SEED

◆ addMaxHp

int RPG::Item::addMaxHp

Max HP to add.

See also
RPG::ITEM_SEED

◆ addMaxMp

int RPG::Item::addMaxMp

Max MP to add.

See also
RPG::ITEM_SEED

◆ addStr

int RPG::Item::addStr

STR to add.

See also
RPG::ITEM_SEED

◆ agl

int RPG::Item::agl

Agility.

See also
RPG::ITEM_WEAPON

◆ alwaysAttackFirst

bool RPG::Item::alwaysAttackFirst

Always attack first?

See also
RPG::ITEM_WEAPON

◆ attackAll

bool RPG::Item::attackAll

Attack all enemies?

See also
RPG::ITEM_WEAPON

◆ attackTwice

bool RPG::Item::attackTwice

Attack twice?

See also
RPG::ITEM_WEAPON

◆ battleAnimId

int RPG::Item::battleAnimId

Battle Animation ID.

See also
RPG::ITEM_WEAPON

◆ critBonus

int RPG::Item::critBonus

Critical Bonus.

See also
RPG::ITEM_WEAPON

◆ def

int RPG::Item::def

Defense.

See also
RPG::ITEM_WEAPON

◆ halfMpCost

bool RPG::Item::halfMpCost

Half MP Consumption?

See also
RPG::ITEM_SHIELD

◆ hitProb

int RPG::Item::hitProb

Hit Probability.

See also
RPG::ITEM_WEAPON

◆ hpRestorePercent

int RPG::Item::hpRestorePercent

% of Max HP to restore

See also
RPG::ITEM_MEDICINE

◆ hpRestoreUnits

int RPG::Item::hpRestoreUnits

Amount of HP to restore.

See also
RPG::ITEM_MEDICINE

◆ ignoreEvasion

bool RPG::Item::ignoreEvasion

Ignore evasion?

See also
RPG::ITEM_WEAPON

◆ increaseEvasion

bool RPG::Item::increaseEvasion

Increased evasion?

See also
RPG::ITEM_SHIELD

◆ intl

int RPG::Item::intl

Intelligence.

See also
RPG::ITEM_WEAPON

◆ messageShown

ItemScrollMsgShown RPG::Item::messageShown

Message Shown When Used (see RPG::ItemScrollMsgShown)

See also
RPG::ITEM_SCROLL

◆ mpCost

int RPG::Item::mpCost

Agility.

See also
RPG::ITEM_WEAPON

◆ mpRestorePercent

int RPG::Item::mpRestorePercent

% of Max MP to restore

See also
RPG::ITEM_MEDICINE

◆ mpRestoreUnits

int RPG::Item::mpRestoreUnits

Amount of MP to restore.

See also
RPG::ITEM_MEDICINE

◆ noTerrainDmg

bool RPG::Item::noTerrainDmg

No Terrain Damage?

See also
RPG::ITEM_SHIELD

◆ onlyInField

bool RPG::Item::onlyInField

Only usable on the field map?

See also
RPG::ITEM_MEDICINE

◆ onlyOnDead

bool RPG::Item::onlyOnDead

Only usable on dead characters?

See also
RPG::ITEM_MEDICINE

◆ preventCrit

bool RPG::Item::preventCrit

Prevent critical hits?

See also
RPG::ITEM_SHIELD

◆ skillId

int RPG::Item::skillId

Skill Id.

See also
RPG::ITEM_SCROLL

◆ str

int RPG::Item::str

Attack.

See also
RPG::ITEM_WEAPON

◆ switchId

int RPG::Item::switchId

Switch Id.

See also
RPG::ITEM_SWITCH

◆ target

ItemTarget RPG::Item::target

Does the item target a single hero or all? (see RPG::ItemTarget)

See also
RPG::ITEM_MEDICINE

◆ twoHanded

bool RPG::Item::twoHanded

Is it two-handed? (Hands Required)

See also
RPG::ITEM_WEAPON

◆ useInBattle

bool RPG::Item::useInBattle

Activation in battle?

See also
RPG::ITEM_SWITCH

◆ useInField

bool RPG::Item::useInField

Activation in field?

See also
RPG::ITEM_SWITCH

The documentation for this class was generated from the following file: