DynRPG  v0.32 Unofficial
Plugin SDK
Classes | Typedefs | Enumerations | Functions | Variables
RPG Namespace Reference

The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks. More...

Classes

class  Action
 Action of a battler (normal attack, skill, escape, etc.), including target More...
 
class  Actor
 Used for the data of actors which can be changed in-game. More...
 
class  Animation
 Used to define a battle animation, its frames, and effects. More...
 
class  Animation2
 Used to define a battler's character animation. More...
 
class  Animation2Pose
 Used to define a battler's character animation pose and pose parameters. More...
 
class  Animation2Weapon
 Used to define a battler's weapon animations. More...
 
class  AnimationCurrent
 Used to access the data for the battle animation currently playing. More...
 
class  AnimationEffect
 Used to define an animation's effect from its effect array. More...
 
class  AnimationFrame
 Used to define an animation's frame and its cels. More...
 
class  AnimationFrameCel
 Used for an animation frame's cel data. More...
 
class  AnimationInBattle
 Used to access battle animation data while an animation is on screen. More...
 
class  AnimationSkill
 Used to define a skill animation for a particular battler. More...
 
class  AnimationWeapon
 Used to define a weapon animation for a particular battler. More...
 
class  ArrayBaseOne
 Helper class for arrays with base one. More...
 
class  Attribute
 Used for the data of attributes which can be accessed or changed in-game. More...
 
class  BattleCommand
 Used to define the actual battle commands (Attack, Defend, etc) More...
 
class  BattleData
 Used for the data and settings for the current battle. (OMG YES) More...
 
class  BattleEvent
 Used to access battle event parameters (NOT the scriptlines). More...
 
class  BattleEventPage
 Used to access battle event pages specific to the monster group being referenced. More...
 
class  BattleEventTrigger
 Used to access event command specific to the current battle. (OMG YES) More...
 
class  Battler
 Used for entities participating in battle, i.e. actors and monsters. More...
 
class  BattleSettings
 Used for battle settings (layout, etc.) More...
 
class  Canvas
 Image buffer with 16 bit color depth, used as canvas for multiple 8-bit images More...
 
class  Catalog
 Wrapper class for RPG::DList which doesn't crash if the index is out of bounds. More...
 
class  CatalogPtr
 Wrapper class for RPG::Catalog pointers (syntactic sugar) More...
 
class  Character
 Used for movable entities on the map, i.e. events, the hero (and vehicles, but they are not supported yet) More...
 
class  ColorControl
 Color effect settings for RPG::Image objects. More...
 
class  CommonEvent
 Access to the common events. More...
 
class  Condition
 Used for the data of conditions which can be accessed or changed in-game. More...
 
class  DArray
 
class  DBActor
 Used for the default data of actors which is defined in the database. More...
 
class  DBClass
 Used for the default data of classes which is defined in the database. More...
 
class  DBitmap
 Wrapper class for windows' HBITMAPs. More...
 
class  DBMonster
 Used for the default data of monsters which is defined in the database. More...
 
class  DBMonsterGroup
 Used for the default data of monster groups which are defined in the database. More...
 
class  DBSystem
 Used for the default system data which is defined in the database. More...
 
class  DList
 Class representing Delphi's TList (without resizing for the moment) More...
 
class  DListPtr
 Wrapper class for RPG::DList pointers (syntactic sugar) More...
 
class  DString
 Helper class representing a Delphi string. More...
 
class  DStringPtr
 Mighty wrapper class for RPG::DString pointers, the string class for RPG Maker strings. More...
 
class  Event
 Used for events as subtype of characters. More...
 
class  EventData
 Class used for storing event names, ids, the event pages, and script data. More...
 
class  EventPage
 Used for pages within a map event, along with their conditions, script list, commands, etc. More...
 
class  EventPrecondition
 The preconditions for a particular event page. More...
 
class  EventScriptData
 Class used for the event script data of an event. More...
 
class  EventScriptLine
 Represents an event script line. More...
 
class  EventScriptList
 List of event script lines. More...
 
class  FontImage
 
class  Hero
 Used for the hero as subtype of characters. More...
 
class  Image
 Used for image buffers (8 bit) More...
 
class  Input
 Used for key input. More...
 
class  Inventory
 Used for the inventory data and statistics of the current game being played. More...
 
class  Item
 Used for the data of items which can be accessed or changed in-game. More...
 
class  Map
 Used for accessing and manipulating the current map environment. More...
 
class  MapEncounter
 A single monster group encounter on a map (the map itself has the full array). More...
 
class  MapGraphics
 Serves as the pointer to the tileset, the filename of the Chipset and the data for the actual tiles?? More...
 
class  MapLmuFile
 The paramaters for the LMU (map) files. More...
 
class  MapProperties
 The current map, it's properties, dungeon generation settings, events, and chipset properties. More...
 
class  MapStartPositions
 Access to the starting positions of the party and the vehicles. More...
 
class  MapTree
 Used for the default data of monster groups which are defined in the database. More...
 
class  MapTreeProperties
 The properties of a map (including some map tree data). More...
 
class  Monster
 Used for monsters as subtype of battlers. More...
 
class  MonsterBehavior
 An entry of the monster's behavior (normal attack, skill, transform, etc.) More...
 
class  MonsterGroupPosition
 Used to define an individual monster's position in the group. More...
 
class  MoveRoute
 Used for the move route of an character (also set by the "Move Event" command) More...
 
class  Music
 Used for background music settings. More...
 
class  NamedCatalog
 Class inherited from RPG::Catalog in which elements with non-consecutive IDs are stored without waste of memory (i.e. events on a map) More...
 
class  NamedCatalogPtr
 Wrapper class for RPG::NamedCatalog pointers (syntactic sugar) More...
 
class  Panorama
 Used to define a panorama object (ie. battle frames), or the panorama/frame on a particular map. More...
 
class  ParsedCommentData
 Used for parsed event comments (see event_comments guidelines) More...
 
class  ParsedCommentParameter
 Used for parameters of parsed event comments (see event_comments guidelines) More...
 
class  Picture
 Used for in-game pictures. More...
 
class  SceneDebug
 The Debug scene upon pressing F9 in test play mode. More...
 
class  SceneEnterName
 The Enter Hero Name scene. More...
 
class  SceneFile
 The Save/Load scene. More...
 
class  SceneGameOver
 The Game Over scene. More...
 
class  SceneMenu
 Used to access the menu windows and its variables. More...
 
class  SceneShop
 Used to access the menu windows and its variables. More...
 
class  SceneTitle
 Access to the title screen parameters. More...
 
class  Screen
 Used for the screen, including window properties and FPS. More...
 
class  ScreenEffect
 Screen effects. More...
 
class  Skill
 Used for the data of skills which can be accessed or changed in-game. More...
 
class  SkillProgression
 Used to define the skill progression table for a particular hero. More...
 
class  Sound
 Used for sound effect settings. More...
 
class  Switch
 Access to switch names. More...
 
class  Switches
 Provides easy access to in-game switches. More...
 
class  System
 Used for system data which can change in-game. More...
 
class  SystemGraphic
 Used to store the system and "system2" graphics. More...
 
class  Teleport
 Class used for teleporting. More...
 
class  TeleportManagement
 Same as the "Teleport Target Management" event command. More...
 
class  Terrain
 Used for the data of terrains which can be accessed or changed in-game. More...
 
class  Tileset
 Used for the data of tilesets which can be accessed or changed in-game. More...
 
class  Variable
 Access to variable names. More...
 
class  Variables
 Provides easy access to in-game variables. More...
 
class  Vehicle
 Used for the vehicles as subtype of characters. More...
 
class  Window
 Used for Window objects of all kinds. More...
 
class  WindowMenuEnd
 Used for quit menu from the main menu. More...
 
class  WindowMenuEquip
 Used for equip menu from the main menu. More...
 
class  WindowMenuItem
 Used for item menu from the main menu. More...
 
class  WindowMenuOrder
 Used for quit menu from the main menu. More...
 
class  WindowMenuSkill
 Used for skill menu from the main menu. More...
 
class  WindowMenuStatus
 Used for quit menu from the main menu. More...
 
class  WindowMenuTarget
 Used for skill/item target sub-menus (when a skill/item is used on a party member) More...
 
class  WindowMessage
 Used for message windows. More...
 
class  WindowMessageBox
 Used for message windows. More...
 
class  WindowSaveFile
 Used for individual save files within the Save/load menu. More...
 

Typedefs

typedef unsigned char ActionKind_T
 One-byte version of RPG::ActionKind. More...
 
typedef unsigned char BasicAction_T
 One-byte version of RPG::BasicAction. More...
 
typedef unsigned char Target_T
 One-byte version of RPG::Target. More...
 
typedef unsigned char AnimationScope_T
 One-byte version of RPG::AnimationScope. More...
 
typedef unsigned char AnimationYAxisLine_T
 One-byte version of RPG::AnimationYAxisLine. More...
 
typedef unsigned char PoseAnimationType_T
 One-byte version of RPG::PoseAnimationType. More...
 
typedef unsigned char AnimationEffectScope_T
 One-byte version of RPG::AnimationScope. More...
 
typedef void Stub
 Stub. More...
 
typedef unsigned char AttributeType_T
 One-byte version or RPG::AttributeType. More...
 
typedef unsigned char BattleNavigationLevel_T
 One-byte version of RPG::BattleNavigationLevel. More...
 
typedef void BattleEventScriptData
 Stub. More...
 
typedef unsigned char TriggerFlag_T
 One-byte version of RPG::TriggerFlag. More...
 
typedef unsigned char TriggerFlag2k3_T
 One-byte version of RPG::TriggerFlag2k3. More...
 
typedef unsigned char BattleLayout_T
 One-byte version of RPG::BattleLayout. More...
 
typedef unsigned char Direction_T
 One-byte version of RPG::Direction. More...
 
typedef unsigned char AnimationType_T
 One-byte version of RPG::AnimationType. More...
 
typedef unsigned char Layer_T
 One-byte version of RPG::Layer. More...
 
typedef unsigned char CommonEventTrigger_T
 One-byte version of RPG::CommonEventTrigger. More...
 
typedef unsigned char ActionRestriction_T
 One-byte version or RPG::ActionRestriction. More...
 
typedef unsigned char DamageMultiplier_T
 One-byte version or RPG::DamageMultiplier. More...
 
typedef unsigned char Transition_T
 One-byte version of RPG::Transition. More...
 
typedef short MenuCommand_T
 Two-byte version of RPG::MenuCommand. More...
 
typedef void UnknownPointer
 Not implemented yet. More...
 
typedef unsigned char Facing_T
 One-byte version of RPG::Facing. More...
 
typedef unsigned char EventPreconditionFlag_T
 One-byte version of RPG::EventPreconditionFlag. More...
 
typedef unsigned char KeyDown_T
 One-byte version of RPG::KeyDown. More...
 
typedef unsigned char KeyDownAlt_T
 One-byte version of RPG::KeyDownAlt. More...
 
typedef void Chipset
 Not implemented yet. More...
 
typedef unsigned char MapWrapping_T
 One-byte version of RPG::MapWrapping. More...
 
typedef unsigned char MapTreeType_T
 One-byte version or RPG::MapTreeType. More...
 
typedef unsigned char MapMusicType_T
 One-byte version or RPG::MapMusicType. More...
 
typedef unsigned char MapBgType_T
 One-byte version or RPG::MapBgType. More...
 
typedef unsigned char MapAllowType_T
 One-byte version or RPG::MapAllowType. More...
 
typedef unsigned char MonsterPrecondition_T
 One-byte version or RPG::MonsterPrecondition. More...
 
typedef void MoveRouteItem
 Not implemented yet. More...
 
typedef void AuroraBoard
 Not implemented yet. More...
 
typedef unsigned char FileSceneMode_T
 One-byte version of RPG::FileSceneMode. More...
 
typedef unsigned char MenuSubScreen_T
 One-byte version of RPG::MenuSubScreen. More...
 
typedef void ShopScript
 Not implemented yet. More...
 
typedef unsigned char ShopSubScene_T
 One-byte version of RPG::ShopSubScene. More...
 
typedef void AuroraDrawMain
 Not implemented yet. More...
 
typedef unsigned char Scene_T
 One-byte version of RPG::Scene. More...
 
typedef unsigned char ATBMode_T
 One-byte version or RPG::ATBMode. More...
 
typedef unsigned char TerrainSpriteDisplay_T
 One-byte version or RPG::TilePassability. More...
 
typedef unsigned char TilePassability_T
 One-byte version or RPG::TilePassability. More...
 

Enumerations

enum  ActionKind {
  AK_BASIC, AK_SKILL, AK_TRANSFORM, AK_ITEM,
  AK_NONE, AK_RANDOM
}
 Possible values for the RPG::Action::kind member. More...
 
enum  BasicAction {
  BA_ATTACK, BA_DOUBLE_ATTACK, BA_DEFEND, BA_OBSERVE,
  BA_CHARGE, BA_SELF_DESTRUCT, BA_ESCAPE, BA_NONE,
  BA_CHANGE_ROW
}
 Possible values for the RPG::Action::basicActionId member. More...
 
enum  Target {
  TARGET_NONE, TARGET_ACTOR, TARGET_ALL_ACTORS, TARGET_MONSTER,
  TARGET_ALL_MONSTERS
}
 Possible values for the RPG::Action::target member. More...
 
enum  WeaponSlotInUse { WEAPON_A, WEAPON_B }
 Possible values for RPG::Actor::usedWeaponSlot. More...
 
enum  AnimationBattlerPose {
  ANIM_POSE_STAND, ANIM_POSE_PUNCH_RIGHT, ANIM_POSE_PUNCH_LEFT, ANIM_POSE_SKILL,
  ANIM_POSE_DEAD, ANIM_POSE_DAMAGE, ANIM_POSE_DAZED, ANIM_POSE_BLOCK,
  ANIM_POSE_RUN_LEFT, ANIM_POSE_RUN_RIGHT, ANIM_POSE_VICTORY, ANIM_POSE_ITEM
}
 Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose. More...
 
enum  AnimationMoveBeforeAttack { ANIM_MOVE_BEFORE_ACTION_NONE, ANIM_MOVE_BEFORE_ACTION_STEP_FORWARD, ANIM_MOVE_BEFORE_ACTION_JUMP_FORWARD, ANIM_MOVE_BEFORE_ACTION_MOVE_TO_TARGET }
 Possible values for RPG::WeaponAnimation::movement and RPG::SkillAnimation::movement. More...
 
enum  AnimationScope { ANIM_SCOPE_LOCAL, ANIM_SCOPE_GLOBAL }
 Possible values for RPG::Animation::scope. More...
 
enum  AnimationYAxisLine { ANIM_YAXIS_HIGH, ANIM_YAXIS_CENTER, ANIM_YAXIS_LOW }
 Possible values for RPG::Animation::yLine. More...
 
enum  Anim2DisplaySpeed { A2DISP_FAST = 8, A2DISP_MEDIUM = 14, A2DISP_SLOW = 20 }
 Possible values for RPG::Animation2::displaySpeed. More...
 
enum  PoseAnimationType { PT_CHARACTER_POSE, PT_BATTLE_ANIMATION }
 Possible values for RPG::Animation2Pose::animType. More...
 
enum  AnimationEffectScope { ANIM_EFFECT_SCOPE_NONE, ANIM_EFFECT_SCOPE_TARGET, ANIM_EFFECT_SCOPE_SCREEN }
 Possible values for RPG::AnimationEffect::flashScope and RPG::AnimationEffect::shakeScope. More...
 
enum  AnimationTargetMonster {
  ATM_NONE = -2, ATM_ALL_ENEMIES = -1, ATM_ENEMY_1 = 0, ATM_ENEMY_2 = 1,
  ATM_ENEMY_3 = 2, ATM_ENEMY_4 = 3, ATM_ENEMY_5 = 4, ATM_ENEMY_6 = 5,
  ATM_ENEMY_7 = 6, ATM_ENEMY_8 = 7
}
 Possible values for RPG::AnimationInBattle::currentAnimTarget. More...
 
enum  WeaponNumberOfAttacks { WEAPON_NUM_ATTACKS_ONCE, WEAPON_NUM_ATTACKS_TWICE, WEAPON_NUM_ATTACKS_THREE_TIMES }
 Possible values for RPG::Item::WeaponAnimation::numAttacks. More...
 
enum  WeaponRangedAnimSpeed { WEAPON_RANGED_ANIM_FAST, WEAPON_RANGED_ANIM_MEDIUM, WEAPON_RANGED_ANIM_SLOW }
 Possible values for RPG::Item::WeaponAnimation::rangedAnimSpeed. More...
 
enum  AttributeType { ATTRIBUTE_WEAPON, ATTRIBUTE_MAGIC }
 Possible values for RPG::Attribute::type. More...
 
enum  BattleCommandArchetype {
  BCOM_ATTACK, BCOM_SKILL, BCOM_SKILL_SUBSET, BCOM_DEFEND,
  BCOM_ITEM, BCOM_ESCAPE, BCOM_LINK_TO_EVENT
}
 Possible values for RPG::BattleCommands::archetype. More...
 
enum  BattleNavigationLevel {
  BNAV_IN_FIGHT_ESCAPE_WINDOW, BNAV_IN_PARTY_WINDOW, BNAV_IN_COMMAND_WINDOW, BNAV_BLANK,
  BNAV_ESCAPING
}
 Possible values for RPG::BattleData::navLevel. More...
 
enum  BattlePhase { BPHASE_BATTLE, BPHASE_DEATH, BPHASE_VICTORY, BPHASE_END }
 Possible values for RPG::BattleData::battlePhase. More...
 
enum  BattlePartyFormation { BPFORM_TERRAIN, BPFORM_LOOSE, BPFORM_TIGHT }
 Possible values for RPG::BattleData::partyFormation. More...
 
enum  BattleEncounterCondition {
  BENC_TYPE_NO_SPECIAL_CONDITIONS, BENC_TYPE_INITIATIVE, BENC_TYPE_BACK_ATTACK, BENC_TYPE_SURROUND_ATTACK,
  BENC_TYPE_PINCER_ATTACK
}
 Possible values for RPG::BattleData::encounterCondition. More...
 
enum  BattleType { BTYPE_RANDOM_ENCOUNTER, BTYPE_ENCOUNTER_BY_EVENT_COMMAND }
 Possible values for RPG::BattleData::battleType. More...
 
enum  TriggerFlag {
  TF_NONE = 0, TF_SWITCH_A = 1, TF_SWITCH_B = 2, TF_VARIABLE = 4,
  TF_TURN_NUM = 8, TF_EXHAUSTION = 16, TF_MONSTER_HP = 32, TF_HERO_HP = 64,
  TF_MONSTER_TURN = 128
}
 Possible values for the RPG::BattleEventTrigger::triggerFlags member. More...
 
enum  TriggerFlag2k3 { TF2_HERO_TURN = 1, TF2_BATTLE_COMMAND = 2 }
 Possible values for the RPG::BattleEventTrigger::triggerFlags2k3 member. More...
 
enum  Row { ROW_FRONT, ROW_BACK }
 Possible values used for the battle row in RPG::Battler. More...
 
enum  ActionStatus { AS_IDLE, AS_WAITING, AS_FINAL_PHASE }
 Possible values for RPG::Battler::actionStatus. More...
 
enum  ActionType { AT_SHORT_ACTION, AT_LONG_SKILL, AT_LONG_ITEM }
 Possible values for RPG::Battler::actionType. More...
 
enum  BattleLayout { BL_TRADITIONAL, BL_ALTERNATIVE, BL_GAUGE }
 Possible values for RPG::BattleSettings::layout. More...
 
enum  RandomEncounterDeath { RE_DEATH_GAME_OVER, RE_DEATH_CALL_COMMON_EVENT }
 Possible values for RPG::BattleSettings::randomEncounterDeath. More...
 
enum  Direction {
  DIR_UP, DIR_RIGHT, DIR_DOWN, DIR_LEFT,
  DIR_UP_RIGHT, DIR_DOWN_RIGHT, DIR_DOWN_LEFT, DIR_UP_LEFT
}
 Possible values for RPG::Character::direction. More...
 
enum  AnimationType {
  ANI_NORMAL, ANI_STEPPING, ANI_FIXED_DIR_NORMAL, ANI_FIXED_DIR_STEPPING,
  ANI_FIXED_GRAPHIC, ANI_SPIN_AROUND
}
 Possible values for RPG::Character::animationType. More...
 
enum  AnimationFrameCharset { ANI_FRAME_LEFT, ANI_FRAME_MIDDLE_A, ANI_FRAME_RIGHT, ANI_FRAME_MIDDLE_B }
 Possible values for RPG::Character::step. More...
 
enum  Layer { LAYER_BELOW_HERO, LAYER_SAME_LEVEL_AS_HERO, LAYER_ABOVE_HERO }
 Possible values for RPG::Character::layer. More...
 
enum  HeroVehicle { HV_NONE, HV_SKIFF, HV_SHIP, HV_AIRSHIP }
 Possible values for RPG::Hero::vehicle and RPG::Vehicle::type. More...
 
enum  HeroControlMode { CONTROL_EVERYTHING, CONTROL_EVERYTHING_EXCEPT_MOVEMENT, CONTROL_NOTHING }
 Hero control mode (see RPG::Hero::setControlMode) More...
 
enum  HeroPanTransitionSpeed {
  HPTS_ONE_EIGHTH_NORMAL = 4, HPTS_ONE_FOURTH_NORMAL = 8, HPTS_ONE_HALF_NORMAL = 16, HPTS_NORMAL = 32,
  HPTS_TWICE_NORMAL = 64, HPTS_FOUR_TIMES_NORMAL = 128
}
 Hero pan speed (see RPG::Hero::panTransitionSpeed) More...
 
enum  EventTrigger {
  ET_ACTION_KEY, ET_PLAYER_TOUCH, ET_EVENT_TOUCH, ET_AUTOSTART,
  ET_PARALLEL, ET_NONE
}
 Event trigger. More...
 
enum  CommonEventTrigger { CET_AUTO_START = 3, CET_PARALLEL_PROCESS, CET_CALL }
 Possible values for the RPG::CommonEvent::trigger member. More...
 
enum  ActionRestriction { AR_NONE, AR_NO_ACTION_ALLOWED, AR_ATTACK_ENEMIES_RANDOMLY, AR_ATTACK_ALLIES_RANDOMLY }
 Possible values for RPG::Condition::actionRestriction. More...
 
enum  BaseStatAlteration { BSA_HALF, BSA_DOUBLE, BSA_NONE }
 Possible values for RPG::Condition::statAlteration. More...
 
enum  AlterationType { AT_ALTER_DAMAGE, AT_ALTER_RECOVER, AT_ALTER_NONE }
 Possible values for RPG::Condition::hpAlterationType and RPG::Condition::mpAlterationType. More...
 
enum  DamageMultiplier {
  DMG_A, DMG_B, DMG_C, DMG_D,
  DMG_E
}
 Possible values for RPG::DBActor::conditions, RPG::DBActor::attributes, RPG::DBMonster::conditions, RPG::DBMonster::attributes The damage multipliers. More...
 
enum  MonsterAlignment { MA_MANUAL, MA_AUTO }
 
enum  Transition {
  TRANS_FADE, TRANS_DISSOLVE, TRANS_DISSOLVE_UP, TRANS_DISSOLVE_DOWN,
  TRANS_BLINDS, TRANS_VERTICAL_STRIPES, TRANS_HORIZONTAL_STRIPES, TRANS_RECIDING_SQUARE,
  TRANS_EXPANDING_SQUARE, TRANS_SHIFT_UP, TRANS_SHIFT_DOWN, TRANS_SHIFT_LEFT,
  TRANS_SHIFT_RIGHT, TRANS_VERTICAL_SPLIT, TRANS_HORIZONTAL_SPLIT, TRANS_4_WAY_SPLIT,
  TRANS_ZOOM, TRANS_MOSAIC, TRANS_WAVER_SCREEN, TRANS_INSTANT,
  TRANS_NONE, TRANS_DEFAULT = 255
}
 Screen transitions. More...
 
enum  SystemFont { SYSF_MSGOTHIC, SYSF_MSMINCHO }
 Possible values for RPG::DBSystem::systemFont. More...
 
enum  MenuCommand {
  MENU_CMD_NONE, MENU_CMD_ITEM, MENU_CMD_SKILL, MENU_CMD_EQUIP,
  MENU_CMD_PARTY, MENU_CMD_STATUS, MENU_CMD_POSITION, MENU_CMD_ORDER,
  MENU_CMD_ATB_MODE
}
 Possible values for RPG::DBSystem::menuCommand. More...
 
enum  BattleEventUpdateMode { BEUM_BEFORE_ACTION, BEUM_AFTER_ACTION, BEUM_SWITCH_ACTIVATED, BEUM_BATTLE_START }
 Possible values of the mode parameter of RPG::updateBattleEvents. More...
 
enum  Facing { FACE_UP, FACE_RIGHT, FACE_DOWN, FACE_LEFT }
 Possible values for RPG::EventPage::charsetDir and RPG::Character::facing. More...
 
enum  EventFrame { EF_LEFT, EF_MIDDLE, EF_RIGHT }
 Possible values for the RPG::EventPage::charsetFrame member. More...
 
enum  EventMoveFrequency {
  EMS_ONE_EIGHTH_NORMAL = 1, EMS_ONE_FOURTH_NORMAL, EMS_ONE_HALF_NORMAL, EMS_NORMAL,
  EMS_TWICE_NORMAL, EMS_FOUR_TIMES_NORMAL
}
 Possible values for the RPG::EventPage::moveSpeed member. More...
 
enum  EventPreconditionFlag {
  EPF_NONE = 0, EPF_SWITCH_A = 1, EPF_SWITCH_B = 2, EPF_VARIABLE = 4,
  EPF_ITEM = 8, EPF_HERO = 16, EPF_TIMER1 = 32, EPF_TIMER2 = 64
}
 Possible values for the RPG::EventPrecondition::flag member. More...
 
enum  EventPreconditionVarLogic {
  EPVL_EQUAL, EPVL_GREATER_EQUAL, EPVL_LESS_EQUAL, EPVL_GREATER,
  EPVL_LESS, EPVL_NOT_EQUAL
}
 Possible values for the RPG::EventPrecondition::varLogic member. More...
 
enum  EventCommand {
  EVCMD_END_OF_EVENT = 0, EVCMD_EMPTY_LINE = 10, EVCMD_SHOW_MESSAGE = 10110, EVCMD_ADD_LINE_TO_MESSAGE = 20110,
  EVCMD_MESSAGE_OPTIONS = 10120, EVCMD_SELECT_FACE = 10130, EVCMD_SHOW_CHOICE = 10140, EVCMD_CHOICE_CASE = 20140,
  EVCMD_CHOICE_END = 20141, EVCMD_INPUT_NUMBER = 10150, EVCMD_CHANGE_SWITCH = 10210, EVCMD_CHANGE_VARIABLE = 10220,
  EVCMD_CHANGE_TIMER = 10230, EVCMD_CHANGE_MONEY = 10310, EVCMD_CHANGE_ITEMS = 10320, EVCMD_CHANGE_PARTY = 10330,
  EVCMD_CHANGE_EXP = 10410, EVCMD_CHANGE_LEVEL = 10420, EVCMD_CHANGE_STATS = 10430, EVCMD_CHANGE_SKILL = 10440,
  EVCMD_CHANGE_EQUIPMENT = 10450, EVCMD_CHANGE_HP = 10460, EVCMD_CHANGE_MP = 10470, EVCMD_CHANGE_CONDITION = 10480,
  EVCMD_FULL_RECOVERY = 10490, EVCMD_INFLICT_DAMAGE = 10500, EVCMD_CHANGE_HERO_NAME = 10610, EVCMD_CHANGE_HERO_TITLE = 10620,
  EVCMD_CHANGE_HERO_GRAPHIC = 10630, EVCMD_CHANGE_HERO_FACE = 10640, EVCMD_CHANGE_VEHICLE_GRAPHIC = 10650, EVCMD_CHANGE_SYSTEM_BGM = 10660,
  EVCMD_CHANGE_SYSTEM_SE = 10670, EVCMD_CHANGE_SYSTEM_GRAPHIC = 10680, EVCMD_CHANGE_TRANSITION = 10690, EVCMD_START_COMBAT = 10710,
  EVCMD_BATTLE_VICTORY = 20710, EVCMD_BATTLE_ESCAPE = 20711, EVCMD_BATTLE_DEFEAT = 20712, EVCMD_BATTLE_END = 20713,
  EVCMD_CALL_SHOP = 10720, EVCMD_SHOP_TRANSACTION = 20720, EVCMD_SHOP_CANCEL = 20721, EVCMD_SHOP_END = 20722,
  EVCMD_CALL_INN = 10730, EVCMD_INN_REST = 20730, EVCMD_INN_CANCEL = 20731, EVCMD_INN_END = 20732,
  EVCMD_ENTER_HERO_NAME = 10740, EVCMD_TELEPORT = 10810, EVCMD_MEMORIZE_LOCATION = 10820, EVCMD_GO_TO_MEMORIZED_LOCATION = 10830,
  EVCMD_RIDE_VEHICLE = 10840, EVCMD_TELEPORT_VEHICLE = 10850, EVCMD_SET_EVENT_LOCATION = 10860, EVCMD_SWAP_TWO_EVENT_LOCATIONS = 10870,
  EVCMD_GET_TERRAIN_ID = 10910, EVCMD_GET_EVENT_ID = 10920, EVCMD_ERASE_SCREEN = 11010, EVCMD_SHOW_SCREEN = 11020,
  EVCMD_SET_SCREEN_TONE = 11030, EVCMD_FLASH_SCREEN = 11040, EVCMD_SHAKE_SCREEN = 11050, EVCMD_PAN_SCREEN = 11060,
  EVCMD_WEATHER_EFFECTS = 11070, EVCMD_SHOW_PICTURE = 11110, EVCMD_MOVE_PICTURE = 11120, EVCMD_ERASE_PICTURE = 11130,
  EVCMD_SHOW_BATTLE_ANIMATION = 11210, EVCMD_SET_HERO_OPACITY = 11310, EVCMD_FLASH_EVENT = 11320, EVCMD_MOVE_EVENT = 11330,
  EVCMD_WAIT_UNTIL_MOVED = 11340, EVCMD_STOP_ALL_MOVEMENT = 11350, EVCMD_WAIT = 11410, EVCMD_PLAY_BGM = 11510,
  EVCMD_FADE_OUT_BGM = 11520, EVCMD_MEMORIZE_BGM = 11530, EVCMD_PLAY_MEMORIZED_BGM = 11540, EVCMD_PLAY_SOUND_EFFECT = 11550,
  EVCMD_PLAY_MOVIE = 11560, EVCMD_KEY_INPUT_PROCESSING = 11610, EVCMD_CHANGE_TILESET = 11710, EVCMD_CHANGE_PANORAMA = 11720,
  EVCMD_CHANGE_ENCOUNTER_RATE = 11740, EVCMD_CHANGE_SINGLE_TILE = 11750, EVCMD_CHANGE_TELEPORT_TARGET = 11810, EVCMD_ENABLE_TELEPORT = 11820,
  EVCMD_SET_ESCAPE_LOCATION = 11830, EVCMD_ENABLE_ESCAPE = 11840, EVCMD_CALL_SAVE_MENU = 11910, EVCMD_ENABLE_SAVE = 11930,
  EVCMD_CALL_MAIN_MENU = 11950, EVCMD_ENABLE_MAIN_MENU = 11960, EVCMD_FORK = 12010, EVCMD_FORK_ELSE_CASE = 22010,
  EVCMD_FORK_END = 22011, EVCMD_LABEL = 12110, EVCMD_JUMP_TO_LABEL = 12120, EVCMD_START_LOOP = 12210,
  EVCMD_END_LOOP = 22210, EVCMD_BREAK_LOOP = 12220, EVCMD_STOP_EVENT = 12310, EVCMD_DELETE_EVENT = 12320,
  EVCMD_CALL_EVENT = 12330, EVCMD_COMMENT = 12410, EVCMD_ADD_LINE_TO_COMMENT = 22410, EVCMD_GAME_OVER = 12420,
  EVCMD_GO_TO_TITLE_SCREEN = 12510, EVCMD_CHANGE_CLASS = 1008, EVCMD_CHANGE_BATTLE_COMMANDS = 1009, EVCMD_CHANGE_ENEMY_HP = 13110,
  EVCMD_CHANGE_ENEMY_MP = 13120, EVCMD_CHANGE_ENEMY_CONDITION = 13130, EVCMD_REVIVE_ENEMY = 13150, EVCMD_CHANGE_BACKDROP = 13210,
  EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE = 13260, EVCMD_ENABLE_COMBO = 1007, EVCMD_FORCE_FLEE = 1006, EVCMD_END_BATTLE = 13410,
  EVCMD_FORK_IN_BATTLE = 13310, EVCMD_FORK_IN_BATTLE_ELSE_CASE = 23310, EVCMD_FORK_IN_BATTLE_END = 23311, EVCMD_CALL_COMMON_EVENT = 1005
}
 Event command type More...
 
enum  { MASK_NONE = -1 }
 
enum  Key {
  KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_UP,
  KEY_DECISION, KEY_CANCEL, KEY_0, KEY_1,
  KEY_2, KEY_3, KEY_4, KEY_5,
  KEY_6, KEY_7, KEY_8, KEY_9,
  KEY_ADD, KEY_SUBTRACT, KEY_MULTIPLY, KEY_DIVIDE,
  KEY_DECIMAL
}
 RPG Maker key names More...
 
enum  KeyDown {
  KEYD_NONE, KEYD_DOWN, KEYD_LEFT, KEYD_RIGHT = 4,
  KEYD_UP = 8, KEYD_DECISION = 16, KEYD_CANCEL = 32, KEYD_MOUSE_LBUT = 64,
  KEYD_MOUSE_RBUT = 128
}
 Detectable keys to determine whether one is pressed, tapped, or held. More...
 
enum  KeyDownAlt { KEYH_NONE, KEYH_SHIFT, KEYH_CTRL }
 Special keys to determine whether one is pressed, tapped, or held. More...
 
enum  ItemType {
  ITEM_COMMON, ITEM_WEAPON, ITEM_SHIELD, ITEM_ARMOR,
  ITEM_HELMET, ITEM_OTHER, ITEM_MEDICINE, ITEM_BOOK,
  ITEM_SEED, ITEM_SCROLL, ITEM_SWITCH
}
 Possible values for RPG::Item::type. More...
 
enum  ItemTarget { ITEM_TARGET_SINGLE, ITEM_TARGET_ALL }
 Possible values for RPG::Item::target. More...
 
enum  ItemScrollMsgShown { ITEM_SCROLL_MSG_ITEM, ITEM_SCROLL_MSG_SKILL }
 Possible values for RPG::Item::messageShown. More...
 
enum  ItemConditionFlag { ITEM_CONDITION_INFLICT, ITEM_CONDITION_REMOVE }
 Possible values for RPG::Item::conditionFlag. More...
 
enum  WeaponRangedTrajectory { WEAPON_RANGED_TRAJ_FLY_TO_TARGET, WEAPON_RANGED_TRAJ_RETURN_TO_HERO }
 Possible values for RPG::Item::weaponTrajectory. More...
 
enum  WeaponRangedTargetting { WEAPON_RANGED_TARGET_SINGLE, WEAPON_RANGED_TARGET_SCREEN_CENTER, WEAPON_RANGED_TARGET_ALL_SIMUL, WEAPON_RANGED_TARGET_ALL_INTURN }
 Possible values for RPG::Item::weaponTargetting. More...
 
enum  MapWrapping { MCL_NONE, MCL_VERTICAL, MCL_HORIZONTAL, MCL_BOTH }
 Possible values for the RPG::MapProperties::wrapping member. More...
 
enum  DungeonGenType { DGT_SINGLE_PASSAGE, DGT_LINKED_ROOMS, DGT_MAZE_LIKE, DGT_OPEN_ROOM }
 Possible values for the RPG::MapProperties::dGenType member. More...
 
enum  DungeonGenPassWidth { DGPW_ONE_BY_ONE, DGPW_TWO_BY_TWO }
 Possible values for the RPG::MapProperties::dGenPassageGranularity member. More...
 
enum  MapTreeType { MAP_TREE_FOLDER, MAP_TREE_MAP, MAP_TREE_AREA }
 Possible values for RPG::MapTreeProperties::treeEntryType. More...
 
enum  MapMusicType { MAP_MUSIC_SAME_AS_PARENT, MAP_MUSIC_ENTRUST_TO_EVENT, MAP_MUSIC_SPECIFY }
 Possible values for RPG::MapTreeProperties::bgmType. More...
 
enum  MapBgType { MAP_BG_SAME_AS_PARENT, MAP_BG_USE_TERRAIN_SETTINGS, MAP_BG_SPECIFY }
 Possible values for RPG::MapTreeProperties::battleBgType. More...
 
enum  MapAllowType { MAP_TES_SAME_AS_PARENT, MAP_TES_ALLOW, MAP_TES_FORBID }
 Possible values for RPG::MapTreeProperties::entryType. More...
 
enum  MonsterPrecondition {
  MON_PRE_NONE, MON_PRE_SWITCH, MON_PRE_TURNS, MON_PRE_MONSTER_PRESENT,
  MON_PRE_MONSTER_HP, MON_PRE_MONSTER_MP, MON_PRE_AVG_LEVEL, MON_PRE_AVG_EXHAUSTION
}
 Possible values for RPG::MonsterBehavior::precondition. More...
 
enum  MoveType {
  MT_MOVE_UP, MT_MOVE_RIGHT, MT_MOVE_DOWN, MT_MOVE_LEFT,
  MT_MOVE_UP_RIGHT, MT_MOVE_DOWN_RIGHT, MT_MOVE_DOWN_LEFT, MT_MOVE_UP_LEFT,
  MT_MOVE_RANDOMLY, MT_MOVE_TOWARD_HERO, MT_MOVE_AWAY_FROM_HERO, MT_MOVE_FORWARD,
  MT_FACE_UP, MT_FACE_RIGHT, MT_FACE_DOWN, MT_FACE_LEFT,
  MT_TURN_RIGHT, MT_TURN_LEFT, MT_TURN_AROUND, MT_TURN_RANDOMLY,
  MT_FACE_RANDOMLY, MT_FACE_TOWARD_HERO, MT_FACE_AWAY_FROM_HERO, MT_WAIT,
  MT_BEGIN_JUMP, MT_END_JUMP, MT_LOCK_FACING, MT_UNLOCK_FACING,
  MT_INCREASE_SPEED, MT_DECREASE_SPEED, MT_INCREASE_FREQUENCY, MT_DECREASE_FREQUENCY,
  MT_SWITCH_ON, MT_SWITCH_OFF, MT_CHANGE_GRAPHIC, MT_PLAY_SE,
  MT_PHASING_MODE_ON, MT_PHASING_MODE_OFF, MT_STOP_ANIMATION, MT_RESUME_ANIMATION,
  MT_INCREASE_TRANSPARENCY, MT_DECREASE_TRANSPARENCY
}
 "Move event" command type More...
 
enum  ParsedCommentParameterType { PARAM_NUMBER, PARAM_STRING, PARAM_TOKEN }
 Type of a parsed comment parameter. More...
 
enum  PictureEffect { PFX_NONE, PFX_ROTATE, PFX_RIPPLE }
 Special effects for pictures. More...
 
enum  FileSceneMode { FILE_LOAD, FILE_SAVE }
 Possible values for RPG::SceneFile::mode. More...
 
enum  MenuSubScreen {
  MENU_MAIN, MENU_ITEM, MENU_ITEM_USE, MENU_SKILL,
  MENU_SKILL_USE, MENU_TELEPORT, MENU_EQUIP, MENU_QUIT,
  MENU_STATUS, MENU_ORDER, MENU_ULT_SAVELOAD = 20, MENU_ULT_SYSTEM = 21
}
 Possible values for RPG::SceneMenu::screen. More...
 
enum  ShopSubScene {
  SHOP_MENU, SHOP_BUY, SHOP_BUY_VENDING, SHOP_BUY_COMPLETE,
  SHOP_SELL, SHOP_SELL_VENDING, SHOP_SELL_COMPLETE
}
 Possible values for RPG::SceneShop::screen. More...
 
enum  ShopTransaction { SHOP_TRANS_BUY_SELL, SHOP_TRANS_BUY_ONLY, SHOP_TRANS_SELL_ONLY }
 Possible values for RPG::SceneShop::transaction. More...
 
enum  ShopVocabulary { SHOP_VOCAB_TYPE_A, SHOP_VOCAB_TYPE_B, SHOP_VOCAB_TYPE_C }
 Possible values for RPG::SceneShop::vocabulary. More...
 
enum  SkillType { SKILL_NORMAL, SKILL_TELEPORT, SKILL_ESCAPE, SKILL_SWITCH }
 Possible values for RPG::Skill::type. More...
 
enum  SkillTarget {
  SKILL_TARGET_ENEMY, SKILL_TARGET_ALL_ENEMIES, SKILL_TARGET_SELF, SKILL_TARGET_ALLY,
  SKILL_TARGET_ALL_ALLIES
}
 Possible values for RPG::Skill::target. More...
 
enum  Scene {
  SCENE_MAP, SCENE_MENU, SCENE_BATTLE, SCENE_SHOP,
  SCENE_NAME, SCENE_FILE, SCENE_TITLE, SCENE_GAME_OVER,
  SCENE_DEBUG, SCENE_9, SCENE_SHOP_2 = 17, SCENE_GAMEJOLT = 18,
  SCENE_ULT_SAVELOAD = 19, SCENE_ULT_NAME = 20, SCENE_UNI_DEBUG = 42, SCENE_OGL_OPTIONS = 77
}
 In-game scenes. More...
 
enum  MessagePosition { MSGPOS_TOP, MSGPOS_MIDDLE, MSGPOS_BOTTOM }
 Possible values for RPG::System::messagePosition. More...
 
enum  FacePosition { FACEPOS_LEFT, FACEPOS_RIGHT }
 Possible values for RPG::System::facePosition. More...
 
enum  ATBMode { ATBM_ACTIVE, ATBM_WAIT }
 Possible values for RPG::System::atbMode. More...
 
enum  TeleportDirection {
  TP_DIR_RETAIN_FACING, TP_DIR_UP, TP_DIR_RIGHT, TP_DIR_DOWN,
  TP_DIR_LEFT
}
 Possible values for RPG::Teleport::facingDirection. More...
 
enum  TerrainSpriteDisplay { TSD_DISP_NORMAL, TSD_DISP_OBSCURE_THIRD, TSD_DISP_OBSCURE_HALF, TSD_DISP_SEMI_TRANSPARENT }
 Possible values for RPG::Terrain::spriteDisplay. More...
 
enum  TerrainBattleType {
  TBP_NONE = 0, TBP_INITIATIVE = 1, TBP_BACK_ATK = 2, TBP_SURROUND_ATK = 4,
  TBP_PINCERS_ATK = 8, TBP_ALL = 15
}
 Possible values for RPG::Terrain::battleTypes. More...
 
enum  TerrainGridDepth { TGD_NONE, TGD_SHALLOW, TGD_DEEP }
 Possible values for RPG::Terrain::gridDepth. More...
 
enum  TilePassability {
  CP_X = 0, CP_B = 1, CP_L = 2, CP_R = 4,
  CP_T = 8, CP_O = 15, CP_STAR = 16, CP_SQUARE = 48,
  CP_COUNTER = 64
}
 Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability. More...
 
enum  WaterAnimation { WATERANIM_1_2_3_2, WATERANIM_1_TWO_THREE }
 Possible values for RPG::Tileset::waterAnim. More...
 
enum  WaterSpeed { WATERSPD_SLOW, WATERSPD_FAST }
 Possible values for RPG::Tileset::waterSpeed. More...
 

Functions

RPG::EventScriptLinegetCommonEventLine (int id, int lineId)
 Easily returns a common event line. More...
 
RPG::EventScriptLinegetBattleEventLine (int monsterGroup, int battleEventPage, int lineId)
 Easily returns a battle event line. More...
 
int getDiceRoll (int maxValue)
 Built-in RM2k3 function that gets a random number between 1 and the specified number. More...
 
static void goToTitle ()
 Goes directly to the title screen. More...
 
static void quitGame ()
 Quits the game, and runs through the proper quit procedure code. More...
 
static int getAvgPartyAgl ()
 Built-in RM2k3 function that gets the party's average agility in battle. More...
 
static int getAvgMonsterPartyAgl ()
 Built-in RM2k3 function that gets the monster party's average agility in battle. More...
 
void openMenu (RPG::MenuSubScreen screen, int heroId=1, int skillOrItemId=1)
 Open the main menu directly into a sub-menu. Experimental!! More...
 
void OpenMenuUnpatch ()
 The unpatch code for using RPG::openMenu. Experimental!! More...
 
void showError (std::string message, int eventId, int pageId, int lineId)
 Shows an error message and asks whether the game should be continued or not. More...
 
void updateBattle ()
 Updates the battle, including actions, ATB, animations, etc. More...
 
void updateBattleEvents (RPG::BattleEventUpdateMode mode, RPG::Battler *battler)
 Processes battle events. More...
 
int getSelectedMonsterIndex ()
 Returns the index of the currently selected monster. More...
 
std::string getItemName (int id)
 Returns the name of an item. More...
 
std::string getItemDescription (int id)
 Returns the description of an item. More...
 
std::string getSkillName (int id)
 Returns the name of a skill. More...
 
std::string getSkillDescription (int id)
 Returns the description of a skill. More...
 
std::string getConditionName (int id)
 Returns the name of a condition. More...
 
std::map< std::string, std::string > loadConfiguration (char *sectionName, char *filename=NULL)
 Returns a std::map containing configuration from an INI file. More...
 
std::string encode (int value)
 Encodes a numerical value for use with RPG::Character::move. More...
 
std::string encode (std::string value)
 Encodes a string for use with RPG::Character::move. More...
 
int getPartyIndex (int databaseId)
 
RPG::EventScriptLinegetEventLine (int eventId, int pageId, int lineId)
 Easily returns an event line. More...
 
static RPG::Switches switches __attribute__ ((unused))
 Switches array More...
 
void teleportHero (int mapId=1, int x=0, int y=0, TeleportDirection dir=RPG::TP_DIR_RETAIN_FACING)
 Simple function for teleporting. More...
 
static RPG::Variables variables __attribute__ ((unused))
 Variables array More...
 

Variables

static RPG::NamedCatalogPtr< RPG::Actor * > & actors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Actor *> **>(0x4CDDC8))
 Array of actors from the database, used for properties which can change in-game. More...
 
static RPG::NamedCatalogPtr< RPG::Animation * > & battleAnimations = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Animation *> **>(0x4CDDC4))
 Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::Animation2 * > & battlerAnimations = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Animation2 *> **>(0x4CDC90))
 Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::Attribute * > & attributes = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Attribute *> **>(0x4CDE44))
 Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::BattleData *& battleData = (**reinterpret_cast<RPG::BattleData ***>(0x4CDD38))
 Data and settings for the current battle. More...
 
static RPG::BattleEvent *& battleEvents = (**reinterpret_cast<RPG::BattleEvent ***>(0x4CDB10))
 Battle event data. More...
 
static RPG::BattleSettings *& battleSettings = (**reinterpret_cast<RPG::BattleSettings ***>(0x4CDD60))
 Battle settings. More...
 
static RPG::Hero *& hero = (**reinterpret_cast<RPG::Hero ***>(0x4CDE54))
 The hero (which moves around on the map, similar to an event) More...
 
static RPG::Vehicle *& vehicleSkiff = (**reinterpret_cast<RPG::Vehicle ***>(0x4CE00C))
 The skiff vehicle (which moves around on the map, similar to an event) More...
 
static RPG::Vehicle *& vehicleShip = (**reinterpret_cast<RPG::Vehicle ***>(0x4CE034))
 The ship vehicle (which moves around on the map, similar to an event) More...
 
static RPG::Vehicle *& vehicleAirship = (**reinterpret_cast<RPG::Vehicle ***>(0x4CDE68))
 The airship vehicle (which moves around on the map, similar to an event) More...
 
static RPG::NamedCatalogPtr< RPG::CommonEvent * > & commonEvents = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::CommonEvent *> **>(0x4CDF40))
 Access to the common events. More...
 
static RPG::NamedCatalogPtr< RPG::Condition * > & conditions = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Condition *> **>(0x4CDE84))
 Array of conditions from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::DBActor * > & dbActors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::DBActor *> **>(0x4CDD54))
 Array of actors from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::DBClass * > & dbClasses = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::DBClass *> **>(0x4CDD7C))
 Array of actors from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::DBMonster * > & dbMonsters = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::DBMonster *> **>(0x4CDE0C))
 Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::DBMonsterGroup * > & dbMonsterGroups = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::DBMonsterGroup *> **>(0x4CDDC0))
 Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::DBSystem *& dbSystem = (**reinterpret_cast<RPG::DBSystem ***>(0x4CDC0C))
 Object of "system" data, used for default values and properties which are not supposed to be changed in-game. More...
 
static bool & isTestPlay = (**reinterpret_cast<bool **>(0x4CDD50))
 The test play flag. More...
 
static bool & isBattleTest = (**reinterpret_cast<bool **>(0x4CDCB8))
 The test play flag. More...
 
static bool & showTitle = (**reinterpret_cast<bool **>(0x4CDF90))
 Should the title screen be shown (according to the "Show Title" button in the RPG Maker)? More...
 
static int & battleSpeed = (*reinterpret_cast<int *>(0x442600))
 Speed of the ATB system in percent. More...
 
static bool & transparentWindowsEverywhere = (*reinterpret_cast<bool *>(0x442604))
 Allows transparent windows in outside of the map too. More...
 
static RPG::Input *& input = (**reinterpret_cast<RPG::Input ***>(0x4CDAEC))
 Object used for key assignments and key input checking. More...
 
static RPG::Inventory *& inventory = (**reinterpret_cast<RPG::Inventory ***>(0x4CDB74))
 The player's inventory (items, # of items, uses), and party statistics. More...
 
static RPG::NamedCatalogPtr< RPG::Item * > & items = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Item *> **>(0x4CDB14))
 Array of items from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::Map *& map = (**reinterpret_cast<RPG::Map ***>(0x4CDD74))
 The current map environment (camera, events, etc.) More...
 
static RPG::MapTree *& mapTree = (**reinterpret_cast<RPG::MapTree ***>(0x4CDCF4))
 The map tree, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::CatalogPtr< RPG::Monster * > & monsters = (**reinterpret_cast<RPG::CatalogPtr<RPG::Monster *> **>(0x4CDE64))
 Array of monsters in the current monster group. More...
 
static RPG::Panorama *& panorama = (**reinterpret_cast<RPG::Panorama ***>(0x4CDBBC))
 Settings for the panorama on the current map. More...
 
static RPG::NamedCatalogPtr< RPG::Picture * > & pictures = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Picture *> **>(0x4CDF3C))
 Array of pictures. More...
 
static RPG::SceneDebug *& debug = (**reinterpret_cast<RPG::SceneDebug ***>(0x4CDD4C))
 Access to the debug scene (because why not?!) More...
 
static RPG::SceneEnterName *& enterName = (**reinterpret_cast<RPG::SceneEnterName ***>(0x4CDBF4))
 Access to the Enter Hero Name scene. More...
 
static RPG::SceneFile *& fileSaveLoad = (**reinterpret_cast<RPG::SceneFile ***>(0x4CDFCC))
 Access to the Save/Load scene. More...
 
static RPG::SceneGameOver *& gameOver = (**reinterpret_cast<RPG::SceneGameOver ***>(0x4CE008))
 Access to the game over scene. More...
 
static RPG::SceneMenu *& menu = (**reinterpret_cast<RPG::SceneMenu ***>(0x4CDC60))
 Access to the menu scene. More...
 
static RPG::SceneShop *& shop = (**reinterpret_cast<RPG::SceneShop ***>(0x4CDE4C))
 Access to the shop scene. More...
 
static RPG::SceneTitle *& title = (**reinterpret_cast<RPG::SceneTitle ***>(0x4CDB94))
 Access to the title screen parameters. More...
 
static RPG::Screen *& screen = (**reinterpret_cast<RPG::Screen ***>(0x4CDB24))
 The screen, including window properties, FPS and the drawing canvas. More...
 
static RPG::NamedCatalogPtr< RPG::Skill * > & skills = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Skill *> **>(0x4CDBC4))
 Array of skills from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::System *& system = (**reinterpret_cast<RPG::System ***>(0x4CDC7C))
 Object of "system" data, used for values which can be changed in-game. More...
 
static RPG::Teleport *& teleport = (**reinterpret_cast<RPG::Teleport ***>(0x4CDC1C))
 Teleport parameters. More...
 
static RPG::TeleportManagement *& teleportManagement = (**reinterpret_cast<RPG::TeleportManagement ***>(0x4CDB50))
 Teleport Management. It's the same as the "Teleport Target Management" event command. More...
 
static RPG::NamedCatalogPtr< RPG::Terrain * > & terrains = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Terrain *> **>(0x4CDD80))
 Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::NamedCatalogPtr< RPG::Tileset * > & tilesets = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Tileset *> **>(0x4CDD0C))
 Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game. More...
 
static RPG::DStringPtr *& vocabulary = (**reinterpret_cast<RPG::DStringPtr ***>(0x4CDCB4))
 Accesses the array of Strings in the database. More...
 
static RPG::WindowMessage *& winMessage = (**reinterpret_cast<RPG::WindowMessage ***>(0x4CDEF4))
 

Detailed Description

The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks.

Typedef Documentation

typedef unsigned char RPG::ActionKind_T

One-byte version of RPG::ActionKind.

Definition at line 14 of file Action.h.

typedef unsigned char RPG::BasicAction_T

One-byte version of RPG::BasicAction.

Definition at line 30 of file Action.h.

typedef unsigned char RPG::Target_T

One-byte version of RPG::Target.

Definition at line 42 of file Action.h.

typedef unsigned char RPG::AnimationScope_T

One-byte version of RPG::AnimationScope.

Definition at line 44 of file Animation.h.

typedef unsigned char RPG::AnimationYAxisLine_T

One-byte version of RPG::AnimationYAxisLine.

Definition at line 57 of file Animation.h.

typedef unsigned char RPG::PoseAnimationType_T

One-byte version of RPG::PoseAnimationType.

Definition at line 12 of file Animation2Pose.h.

typedef unsigned char RPG::AnimationEffectScope_T

One-byte version of RPG::AnimationScope.

Definition at line 11 of file AnimationEffect.h.

typedef void RPG::Stub

Stub.

Definition at line 3 of file AnimationInBattle.h.

typedef unsigned char RPG::AttributeType_T

One-byte version or RPG::AttributeType.

Definition at line 12 of file Attribute.h.

typedef unsigned char RPG::BattleNavigationLevel_T

One-byte version of RPG::BattleNavigationLevel.

Definition at line 12 of file BattleData.h.

Stub.

Definition at line 3 of file BattleEvent.h.

typedef unsigned char RPG::TriggerFlag_T

One-byte version of RPG::TriggerFlag.

Definition at line 17 of file BattleEventTrigger.h.

typedef unsigned char RPG::TriggerFlag2k3_T

One-byte version of RPG::TriggerFlag2k3.

Definition at line 26 of file BattleEventTrigger.h.

typedef unsigned char RPG::BattleLayout_T

One-byte version of RPG::BattleLayout.

Definition at line 11 of file BattleSettings.h.

typedef unsigned char RPG::Direction_T

One-byte version of RPG::Direction.

Definition at line 16 of file Character.h.

typedef unsigned char RPG::AnimationType_T

One-byte version of RPG::AnimationType.

Definition at line 29 of file Character.h.

typedef unsigned char RPG::Layer_T

One-byte version of RPG::Layer.

Definition at line 47 of file Character.h.

typedef unsigned char RPG::CommonEventTrigger_T

One-byte version of RPG::CommonEventTrigger.

Definition at line 10 of file CommonEvent.h.

typedef unsigned char RPG::ActionRestriction_T

One-byte version or RPG::ActionRestriction.

Definition at line 14 of file Condition.h.

typedef unsigned char RPG::DamageMultiplier_T

One-byte version or RPG::DamageMultiplier.

Definition at line 15 of file DBActor.h.

typedef unsigned char RPG::Transition_T

One-byte version of RPG::Transition.

Definition at line 35 of file DBSystem.h.

typedef short RPG::MenuCommand_T

Two-byte version of RPG::MenuCommand.

Definition at line 55 of file DBSystem.h.

typedef void RPG::UnknownPointer

Not implemented yet.

Definition at line 50 of file DynRPG.h.

typedef unsigned char RPG::Facing_T

One-byte version of RPG::Facing.

Definition at line 11 of file EventPage.h.

typedef unsigned char RPG::EventPreconditionFlag_T

One-byte version of RPG::EventPreconditionFlag.

Definition at line 15 of file EventPrecondition.h.

typedef unsigned char RPG::KeyDown_T

One-byte version of RPG::KeyDown.

Definition at line 52 of file Input.h.

typedef unsigned char RPG::KeyDownAlt_T

One-byte version of RPG::KeyDownAlt.

Definition at line 66 of file Input.h.

typedef void RPG::Chipset

Not implemented yet.

Definition at line 3 of file Map.h.

typedef unsigned char RPG::MapWrapping_T

One-byte version of RPG::MapWrapping.

Definition at line 11 of file MapProperties.h.

typedef unsigned char RPG::MapTreeType_T

One-byte version or RPG::MapTreeType.

Definition at line 13 of file MapTreeProperties.h.

typedef unsigned char RPG::MapMusicType_T

One-byte version or RPG::MapMusicType.

Definition at line 26 of file MapTreeProperties.h.

typedef unsigned char RPG::MapBgType_T

One-byte version or RPG::MapBgType.

Definition at line 39 of file MapTreeProperties.h.

typedef unsigned char RPG::MapAllowType_T

One-byte version or RPG::MapAllowType.

Definition at line 52 of file MapTreeProperties.h.

typedef unsigned char RPG::MonsterPrecondition_T

One-byte version or RPG::MonsterPrecondition.

Definition at line 19 of file MonsterBehavior.h.

typedef void RPG::MoveRouteItem

Not implemented yet.

Definition at line 83 of file MoveRoute.h.

typedef void RPG::AuroraBoard

Not implemented yet.

Definition at line 3 of file SceneDebug.h.

typedef unsigned char RPG::FileSceneMode_T

One-byte version of RPG::FileSceneMode.

Definition at line 13 of file SceneFile.h.

typedef unsigned char RPG::MenuSubScreen_T

One-byte version of RPG::MenuSubScreen.

Definition at line 23 of file SceneMenu.h.

typedef void RPG::ShopScript

Not implemented yet.

Definition at line 3 of file SceneShop.h.

typedef unsigned char RPG::ShopSubScene_T

One-byte version of RPG::ShopSubScene.

Definition at line 19 of file SceneShop.h.

typedef void RPG::AuroraDrawMain

Not implemented yet.

Definition at line 3 of file Screen.h.

typedef unsigned char RPG::Scene_T

One-byte version of RPG::Scene.

Definition at line 35 of file System.h.

typedef unsigned char RPG::ATBMode_T

One-byte version or RPG::ATBMode.

Definition at line 105 of file System.h.

typedef unsigned char RPG::TerrainSpriteDisplay_T

One-byte version or RPG::TilePassability.

Definition at line 14 of file Terrain.h.

typedef unsigned char RPG::TilePassability_T

One-byte version or RPG::TilePassability.

Definition at line 33 of file Tileset.h.

Enumeration Type Documentation

Possible values for the RPG::Action::kind member.

Enumerator
AK_BASIC 

Basic action (attack, defense, escape, etc. - see RPG::BasicAction)

AK_SKILL 

Use a skill.

AK_TRANSFORM 

Transform into another monster (do not use for actors)

AK_ITEM 

Use an item (do not use for monsters)

AK_NONE 

No action (last action was already executed)

AK_RANDOM 

Definition at line 3 of file Action.h.

Possible values for the RPG::Action::basicActionId member.

Enumerator
BA_ATTACK 

Attack.

BA_DOUBLE_ATTACK 

Double attack.

BA_DEFEND 

Defend.

BA_OBSERVE 

Observe battle.

BA_CHARGE 

Charge up.

BA_SELF_DESTRUCT 

Self-destruct.

BA_ESCAPE 

Escape (will always succeed)

BA_NONE 

No action.

BA_CHANGE_ROW 

Change row (has no visible effects if used by monsters)

Definition at line 17 of file Action.h.

Possible values for the RPG::Action::target member.

Enumerator
TARGET_NONE 

No target (the sounds of the battle animation will still be audible)

TARGET_ACTOR 

Target is an actor, specified in the RPG::Action::targetId member.

TARGET_ALL_ACTORS 

Target are all actors at once.

TARGET_MONSTER 

Target is a monster, specified in the RPG::Action::targetId member.

TARGET_ALL_MONSTERS 

Target are all mosnters at once.

Definition at line 33 of file Action.h.

Possible values for RPG::Actor::usedWeaponSlot.

Enumerator
WEAPON_A 
WEAPON_B 

Definition at line 4 of file Actor.h.

Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose.

The animation pose ID of the battler.

Note
Each of these is numerical based starting from 0, but correspond to their value+1 in the database
Use numerical values for poses 13-32. These are 0 based, so they will be defined as 12-31 here.
Enumerator
ANIM_POSE_STAND 

Pose 1 in the database.

ANIM_POSE_PUNCH_RIGHT 

Pose 2 in the database.

ANIM_POSE_PUNCH_LEFT 

Pose 3 in the database.

ANIM_POSE_SKILL 

Pose 4 in the database.

ANIM_POSE_DEAD 

Pose 5 in the database.

ANIM_POSE_DAMAGE 

Pose 6 in the database.

ANIM_POSE_DAZED 

Pose 7 in the database.

ANIM_POSE_BLOCK 

Pose 8 in the database.

ANIM_POSE_RUN_LEFT 

Pose 9 in the database.

ANIM_POSE_RUN_RIGHT 

Pose 10 in the database.

ANIM_POSE_VICTORY 

Pose 11 in the database.

ANIM_POSE_ITEM 

Pose 12 in the database.

Definition at line 8 of file Animation.h.

Possible values for RPG::WeaponAnimation::movement and RPG::SkillAnimation::movement.

These values describe the hero's movement before attacking

Enumerator
ANIM_MOVE_BEFORE_ACTION_NONE 

No movement animation before attacking.

ANIM_MOVE_BEFORE_ACTION_STEP_FORWARD 

Step forward a little bit before attacking.

ANIM_MOVE_BEFORE_ACTION_JUMP_FORWARD 

Jump forward before attacking.

ANIM_MOVE_BEFORE_ACTION_MOVE_TO_TARGET 

Quickly move to target before attacking.

Definition at line 27 of file Animation.h.

Possible values for RPG::Animation::scope.

Does the battle animation target a single opponent or all?

Enumerator
ANIM_SCOPE_LOCAL 
ANIM_SCOPE_GLOBAL 

Definition at line 38 of file Animation.h.

Possible values for RPG::Animation::yLine.

Where does the vertical center of the animation lie?

Enumerator
ANIM_YAXIS_HIGH 
ANIM_YAXIS_CENTER 
ANIM_YAXIS_LOW 

Definition at line 50 of file Animation.h.

Possible values for RPG::Animation2::displaySpeed.

The speed of the battler animation

Enumerator
A2DISP_FAST 
A2DISP_MEDIUM 
A2DISP_SLOW 

Definition at line 6 of file Animation2.h.

Possible values for RPG::Animation2Pose::animType.

The type of the battler animation pose

Enumerator
PT_CHARACTER_POSE 
PT_BATTLE_ANIMATION 

Definition at line 6 of file Animation2Pose.h.

Possible values for RPG::AnimationEffect::flashScope and RPG::AnimationEffect::shakeScope.

Enumerator
ANIM_EFFECT_SCOPE_NONE 
ANIM_EFFECT_SCOPE_TARGET 
ANIM_EFFECT_SCOPE_SCREEN 

Definition at line 4 of file AnimationEffect.h.

Possible values for RPG::AnimationInBattle::currentAnimTarget.

The current target of the battle animation

Enumerator
ATM_NONE 
ATM_ALL_ENEMIES 
ATM_ENEMY_1 
ATM_ENEMY_2 
ATM_ENEMY_3 
ATM_ENEMY_4 
ATM_ENEMY_5 
ATM_ENEMY_6 
ATM_ENEMY_7 
ATM_ENEMY_8 

Definition at line 9 of file AnimationInBattle.h.

Possible values for RPG::Item::WeaponAnimation::numAttacks.

This is the number of times a weapon will attack.

Note
If the weapon has the attackTwice flag set, the number of attacks will double.
Enumerator
WEAPON_NUM_ATTACKS_ONCE 
WEAPON_NUM_ATTACKS_TWICE 
WEAPON_NUM_ATTACKS_THREE_TIMES 

Definition at line 8 of file AnimationWeapon.h.

Possible values for RPG::Item::WeaponAnimation::rangedAnimSpeed.

The speed of the ranged weapon's ammunition battle animation.

Enumerator
WEAPON_RANGED_ANIM_FAST 
WEAPON_RANGED_ANIM_MEDIUM 
WEAPON_RANGED_ANIM_SLOW 

Definition at line 19 of file AnimationWeapon.h.

Possible values for RPG::Attribute::type.

The type of attribute as defined in the database.

Enumerator
ATTRIBUTE_WEAPON 
ATTRIBUTE_MAGIC 

Definition at line 6 of file Attribute.h.

Possible values for RPG::BattleCommands::archetype.

Enumerator
BCOM_ATTACK 
BCOM_SKILL 
BCOM_SKILL_SUBSET 
BCOM_DEFEND 
BCOM_ITEM 
BCOM_ESCAPE 
BCOM_LINK_TO_EVENT 

Definition at line 4 of file BattleCommand.h.

Possible values for RPG::BattleData::navLevel.

Enumerator
BNAV_IN_FIGHT_ESCAPE_WINDOW 
BNAV_IN_PARTY_WINDOW 
BNAV_IN_COMMAND_WINDOW 
BNAV_BLANK 

Not used?

BNAV_ESCAPING 

Definition at line 3 of file BattleData.h.

Possible values for RPG::BattleData::battlePhase.

Enumerator
BPHASE_BATTLE 

From the moment the battle starts until a victory/death condition.

BPHASE_DEATH 

After the party has died.

BPHASE_VICTORY 

After the party has achieved a victory.

BPHASE_END 

After the battle screen has faded out before going back to the map.

Definition at line 15 of file BattleData.h.

Possible values for RPG::BattleData::partyFormation.

Enumerator
BPFORM_TERRAIN 
BPFORM_LOOSE 
BPFORM_TIGHT 

Definition at line 23 of file BattleData.h.

Possible values for RPG::BattleData::encounterCondition.

Enumerator
BENC_TYPE_NO_SPECIAL_CONDITIONS 
BENC_TYPE_INITIATIVE 
BENC_TYPE_BACK_ATTACK 
BENC_TYPE_SURROUND_ATTACK 
BENC_TYPE_PINCER_ATTACK 

Definition at line 30 of file BattleData.h.

Possible values for RPG::BattleData::battleType.

Enumerator
BTYPE_RANDOM_ENCOUNTER 
BTYPE_ENCOUNTER_BY_EVENT_COMMAND 

Definition at line 39 of file BattleData.h.

Possible values for the RPG::BattleEventTrigger::triggerFlags member.

Enumerator
TF_NONE 
TF_SWITCH_A 
TF_SWITCH_B 
TF_VARIABLE 
TF_TURN_NUM 
TF_EXHAUSTION 
TF_MONSTER_HP 
TF_HERO_HP 
TF_MONSTER_TURN 

Definition at line 4 of file BattleEventTrigger.h.

Possible values for the RPG::BattleEventTrigger::triggerFlags2k3 member.

Enumerator
TF2_HERO_TURN 
TF2_BATTLE_COMMAND 

Definition at line 20 of file BattleEventTrigger.h.

enum RPG::Row

Possible values used for the battle row in RPG::Battler.

Enumerator
ROW_FRONT 

Front row.

ROW_BACK 

Back row.

Definition at line 3 of file Battler.h.

Possible values for RPG::Battler::actionStatus.

Enumerator
AS_IDLE 

No action is active.

AS_WAITING 

Info window is displayed or action is otherwise waiting.

AS_FINAL_PHASE 

Final phase, damage is displayed, etc.

Definition at line 15 of file Battler.h.

Possible values for RPG::Battler::actionType.

Enumerator
AT_SHORT_ACTION 
AT_LONG_SKILL 
AT_LONG_ITEM 

Definition at line 22 of file Battler.h.

Possible values for RPG::BattleSettings::layout.

Enumerator
BL_TRADITIONAL 

"Traditional" layout

BL_ALTERNATIVE 

"Alternative" layout

BL_GAUGE 

"Gauge" layout

Definition at line 4 of file BattleSettings.h.

Possible values for RPG::BattleSettings::randomEncounterDeath.

Enumerator
RE_DEATH_GAME_OVER 
RE_DEATH_CALL_COMMON_EVENT 

Definition at line 14 of file BattleSettings.h.

Possible values for RPG::Character::direction.

Enumerator
DIR_UP 

Character moves down

DIR_RIGHT 

Character moves to the right

DIR_DOWN 

Character moves down

DIR_LEFT 

Character moves to the left

DIR_UP_RIGHT 

Character moves diagonally up-right

DIR_DOWN_RIGHT 

Character moves diagonally down-right

DIR_DOWN_LEFT 

Character moves diagonally down-left

DIR_UP_LEFT 

Character moves diagonally up-left

Definition at line 4 of file Character.h.

Possible values for RPG::Character::animationType.

Enumerator
ANI_NORMAL 

"Non-continuous"

ANI_STEPPING 

"Continuous" (always stepping)

ANI_FIXED_DIR_NORMAL 

"Non-continous", fixed direction

ANI_FIXED_DIR_STEPPING 

"Continuous", fixed direction

ANI_FIXED_GRAPHIC 

Fixed graphic (no stepping, fixed direction)

ANI_SPIN_AROUND 

Spinning around.

Definition at line 19 of file Character.h.

Possible values for RPG::Character::step.

Enumerator
ANI_FRAME_LEFT 
ANI_FRAME_MIDDLE_A 
ANI_FRAME_RIGHT 
ANI_FRAME_MIDDLE_B 

Definition at line 32 of file Character.h.

enum RPG::Layer

Possible values for RPG::Character::layer.

Enumerator
LAYER_BELOW_HERO 

Below hero.

LAYER_SAME_LEVEL_AS_HERO 

Same level as hero.

LAYER_ABOVE_HERO 

Above hero.

Definition at line 40 of file Character.h.

Possible values for RPG::Hero::vehicle and RPG::Vehicle::type.

Enumerator
HV_NONE 

Hero is in no vehicle.

HV_SKIFF 

Hero is in the skiff.

HV_SHIP 

Hero is in the ship.

HV_AIRSHIP 

Hero is in the airship.

Definition at line 327 of file Character.h.

Hero control mode (see RPG::Hero::setControlMode)

Enumerator
CONTROL_EVERYTHING 

Everything works normally.

CONTROL_EVERYTHING_EXCEPT_MOVEMENT 

Opening menu and activating events works, but movement is disabled.

CONTROL_NOTHING 

No control possible (checking key state still works, of course)

Definition at line 335 of file Character.h.

Hero pan speed (see RPG::Hero::panTransitionSpeed)

Enumerator
HPTS_ONE_EIGHTH_NORMAL 
HPTS_ONE_FOURTH_NORMAL 
HPTS_ONE_HALF_NORMAL 
HPTS_NORMAL 
HPTS_TWICE_NORMAL 
HPTS_FOUR_TIMES_NORMAL 

Definition at line 342 of file Character.h.

Event trigger.

Enumerator
ET_ACTION_KEY 
ET_PLAYER_TOUCH 
ET_EVENT_TOUCH 
ET_AUTOSTART 
ET_PARALLEL 
ET_NONE 

Definition at line 352 of file Character.h.

Possible values for the RPG::CommonEvent::trigger member.

Enumerator
CET_AUTO_START 
CET_PARALLEL_PROCESS 
CET_CALL 

Definition at line 3 of file CommonEvent.h.

Possible values for RPG::Condition::actionRestriction.

The type of action restriction as defined in the condition tab of the database.

Enumerator
AR_NONE 
AR_NO_ACTION_ALLOWED 
AR_ATTACK_ENEMIES_RANDOMLY 
AR_ATTACK_ALLIES_RANDOMLY 

Definition at line 6 of file Condition.h.

Possible values for RPG::Condition::statAlteration.

The base stat alteration as defined for the condition

Enumerator
BSA_HALF 
BSA_DOUBLE 
BSA_NONE 

Definition at line 20 of file Condition.h.

Possible values for RPG::Condition::hpAlterationType and RPG::Condition::mpAlterationType.

The alteration type for hp & mp as defined for the condition

Enumerator
AT_ALTER_DAMAGE 
AT_ALTER_RECOVER 
AT_ALTER_NONE 

Definition at line 30 of file Condition.h.

Possible values for RPG::DBActor::conditions, RPG::DBActor::attributes, RPG::DBMonster::conditions, RPG::DBMonster::attributes The damage multipliers.

Enumerator
DMG_A 
DMG_B 
DMG_C 
DMG_D 
DMG_E 

Definition at line 6 of file DBActor.h.

Enumerator
MA_MANUAL 
MA_AUTO 

Definition at line 3 of file DBMonsterGroup.h.

Screen transitions.

Enumerator
TRANS_FADE 
TRANS_DISSOLVE 
TRANS_DISSOLVE_UP 
TRANS_DISSOLVE_DOWN 
TRANS_BLINDS 
TRANS_VERTICAL_STRIPES 
TRANS_HORIZONTAL_STRIPES 
TRANS_RECIDING_SQUARE 
TRANS_EXPANDING_SQUARE 
TRANS_SHIFT_UP 
TRANS_SHIFT_DOWN 
TRANS_SHIFT_LEFT 
TRANS_SHIFT_RIGHT 
TRANS_VERTICAL_SPLIT 
TRANS_HORIZONTAL_SPLIT 
TRANS_4_WAY_SPLIT 
TRANS_ZOOM 
TRANS_MOSAIC 
TRANS_WAVER_SCREEN 
TRANS_INSTANT 
TRANS_NONE 

Used for "Erase" transitions to indicate that the screen should not be erased.

TRANS_DEFAULT 

Default transition from the database.

Definition at line 3 of file DBSystem.h.

Possible values for RPG::DBSystem::systemFont.

Enumerator
SYSF_MSGOTHIC 

First font (normally MS Gothic)

SYSF_MSMINCHO 

Second font (normally MS Mincho)

Definition at line 29 of file DBSystem.h.

Possible values for RPG::DBSystem::menuCommand.

Enumerator
MENU_CMD_NONE 
MENU_CMD_ITEM 
MENU_CMD_SKILL 
MENU_CMD_EQUIP 
MENU_CMD_PARTY 
MENU_CMD_STATUS 
MENU_CMD_POSITION 
MENU_CMD_ORDER 
MENU_CMD_ATB_MODE 

Definition at line 42 of file DBSystem.h.

Possible values of the mode parameter of RPG::updateBattleEvents.

Warning
I am not completely sure about the effects these modes have.
Enumerator
BEUM_BEFORE_ACTION 

Used before a battler executes its action.

BEUM_AFTER_ACTION 

Used after a battler executes its action.

BEUM_SWITCH_ACTIVATED 

Used when a skill or an item activates a switch.

BEUM_BATTLE_START 

Used to call events with start condition "Turns elapsed [0x+0]".

Definition at line 176 of file DynRPG.h.

Possible values for RPG::EventPage::charsetDir and RPG::Character::facing.

Enumerator
FACE_UP 

Character looks up

FACE_RIGHT 

Character looks to the right

FACE_DOWN 

Character looks down

FACE_LEFT 

Character looks to the left

Definition at line 3 of file EventPage.h.

Possible values for the RPG::EventPage::charsetFrame member.

Enumerator
EF_LEFT 
EF_MIDDLE 
EF_RIGHT 

Definition at line 14 of file EventPage.h.

Possible values for the RPG::EventPage::moveSpeed member.

Enumerator
EMS_ONE_EIGHTH_NORMAL 
EMS_ONE_FOURTH_NORMAL 
EMS_ONE_HALF_NORMAL 
EMS_NORMAL 
EMS_TWICE_NORMAL 
EMS_FOUR_TIMES_NORMAL 

Definition at line 21 of file EventPage.h.

Possible values for the RPG::EventPrecondition::flag member.

Enumerator
EPF_NONE 
EPF_SWITCH_A 
EPF_SWITCH_B 
EPF_VARIABLE 
EPF_ITEM 
EPF_HERO 
EPF_TIMER1 
EPF_TIMER2 

Definition at line 3 of file EventPrecondition.h.

Possible values for the RPG::EventPrecondition::varLogic member.

Enumerator
EPVL_EQUAL 
EPVL_GREATER_EQUAL 
EPVL_LESS_EQUAL 
EPVL_GREATER 
EPVL_LESS 
EPVL_NOT_EQUAL 

Definition at line 18 of file EventPrecondition.h.

Event command type

Each event command can have a number of parameters. Unfortunately, documenting all of them (nearly 150) is beyond my time resources at the moment. If you need to know how the parameters of a certain command work, you can write a simple plugin which logs event commands and their parameters and try it out yourself.

See also
RPG::EventScriptLine
onEventCommand
Note
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator
EVCMD_END_OF_EVENT 

End of the event command list.

EVCMD_EMPTY_LINE 

Empty line (<>)

EVCMD_SHOW_MESSAGE 

First line of a "Show Message" command.

EVCMD_ADD_LINE_TO_MESSAGE 

Additional lines of a "Show Message" command.

EVCMD_MESSAGE_OPTIONS 
EVCMD_SELECT_FACE 
EVCMD_SHOW_CHOICE 

First line of a "Show Choice" command.

EVCMD_CHOICE_CASE 

[XXXX] handler lines of a "Show Choice" command

EVCMD_CHOICE_END 

: End line of a "Show Choice" command

EVCMD_INPUT_NUMBER 
EVCMD_CHANGE_SWITCH 
EVCMD_CHANGE_VARIABLE 
EVCMD_CHANGE_TIMER 
EVCMD_CHANGE_MONEY 
EVCMD_CHANGE_ITEMS 
EVCMD_CHANGE_PARTY 
EVCMD_CHANGE_EXP 
EVCMD_CHANGE_LEVEL 
EVCMD_CHANGE_STATS 
EVCMD_CHANGE_SKILL 
EVCMD_CHANGE_EQUIPMENT 
EVCMD_CHANGE_HP 
EVCMD_CHANGE_MP 
EVCMD_CHANGE_CONDITION 
EVCMD_FULL_RECOVERY 
EVCMD_INFLICT_DAMAGE 
EVCMD_CHANGE_HERO_NAME 
EVCMD_CHANGE_HERO_TITLE 
EVCMD_CHANGE_HERO_GRAPHIC 
EVCMD_CHANGE_HERO_FACE 
EVCMD_CHANGE_VEHICLE_GRAPHIC 
EVCMD_CHANGE_SYSTEM_BGM 
EVCMD_CHANGE_SYSTEM_SE 
EVCMD_CHANGE_SYSTEM_GRAPHIC 
EVCMD_CHANGE_TRANSITION 
EVCMD_START_COMBAT 

First line of a "Start Combat" command.

EVCMD_BATTLE_VICTORY 

Victory handler line of a "Start Combat" command

EVCMD_BATTLE_ESCAPE 

Escape handler line of a "Start Combat" command

EVCMD_BATTLE_DEFEAT 

Defeat handler line of a "Start Combat" command

EVCMD_BATTLE_END 

: End line of a "Start Combat" command

EVCMD_CALL_SHOP 

First line of a "Call Shop" command.

EVCMD_SHOP_TRANSACTION 

Transaction handler line of a "Call Shop" command

EVCMD_SHOP_CANCEL 

Cancel handler line of a "Call Shop" command

EVCMD_SHOP_END 

: End line of "Call Shop" command

EVCMD_CALL_INN 

First line of a "Call Inn" command.

EVCMD_INN_REST 

Rest handler line of a "Call Inn" command

EVCMD_INN_CANCEL 

Cancel handler line of a "Call Inn" command

EVCMD_INN_END 

: End line of a "Call Inn" command

EVCMD_ENTER_HERO_NAME 
EVCMD_TELEPORT 
EVCMD_MEMORIZE_LOCATION 
EVCMD_GO_TO_MEMORIZED_LOCATION 
EVCMD_RIDE_VEHICLE 
EVCMD_TELEPORT_VEHICLE 
EVCMD_SET_EVENT_LOCATION 
EVCMD_SWAP_TWO_EVENT_LOCATIONS 
EVCMD_GET_TERRAIN_ID 
EVCMD_GET_EVENT_ID 
EVCMD_ERASE_SCREEN 
EVCMD_SHOW_SCREEN 
EVCMD_SET_SCREEN_TONE 
EVCMD_FLASH_SCREEN 
EVCMD_SHAKE_SCREEN 
EVCMD_PAN_SCREEN 
EVCMD_WEATHER_EFFECTS 
EVCMD_SHOW_PICTURE 
EVCMD_MOVE_PICTURE 
EVCMD_ERASE_PICTURE 
EVCMD_SHOW_BATTLE_ANIMATION 

"Show Battle Animation" in map/common events

EVCMD_SET_HERO_OPACITY 
EVCMD_FLASH_EVENT 
EVCMD_MOVE_EVENT 
EVCMD_WAIT_UNTIL_MOVED 
EVCMD_STOP_ALL_MOVEMENT 
EVCMD_WAIT 
EVCMD_PLAY_BGM 
EVCMD_FADE_OUT_BGM 
EVCMD_MEMORIZE_BGM 
EVCMD_PLAY_MEMORIZED_BGM 
EVCMD_PLAY_SOUND_EFFECT 
EVCMD_PLAY_MOVIE 
EVCMD_KEY_INPUT_PROCESSING 
EVCMD_CHANGE_TILESET 
EVCMD_CHANGE_PANORAMA 
EVCMD_CHANGE_ENCOUNTER_RATE 
EVCMD_CHANGE_SINGLE_TILE 
EVCMD_CHANGE_TELEPORT_TARGET 
EVCMD_ENABLE_TELEPORT 
EVCMD_SET_ESCAPE_LOCATION 
EVCMD_ENABLE_ESCAPE 
EVCMD_CALL_SAVE_MENU 
EVCMD_ENABLE_SAVE 
EVCMD_CALL_MAIN_MENU 
EVCMD_ENABLE_MAIN_MENU 
EVCMD_FORK 

First line of a "Conditional Branch" in map/common events.

EVCMD_FORK_ELSE_CASE 

: Else Case line of a "Conditional Branch" in map/common events

EVCMD_FORK_END 

: End Case line of a "Conditional Branch" in map/common events

EVCMD_LABEL 
EVCMD_JUMP_TO_LABEL 
EVCMD_START_LOOP 

"Loop" command

EVCMD_END_LOOP 

: End line of a "Loop"

EVCMD_BREAK_LOOP 
EVCMD_STOP_EVENT 
EVCMD_DELETE_EVENT 
EVCMD_CALL_EVENT 

"Call Event" in map/common events

EVCMD_COMMENT 

First line of a comment.

EVCMD_ADD_LINE_TO_COMMENT 

Additional lines of a comment.

EVCMD_GAME_OVER 
EVCMD_GO_TO_TITLE_SCREEN 
EVCMD_CHANGE_CLASS 
EVCMD_CHANGE_BATTLE_COMMANDS 
EVCMD_CHANGE_ENEMY_HP 
EVCMD_CHANGE_ENEMY_MP 
EVCMD_CHANGE_ENEMY_CONDITION 
EVCMD_REVIVE_ENEMY 
EVCMD_CHANGE_BACKDROP 
EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE 

"Show Battle Animation" in battle events

EVCMD_ENABLE_COMBO 
EVCMD_FORCE_FLEE 
EVCMD_END_BATTLE 
EVCMD_FORK_IN_BATTLE 

First line of a "Conditional Branch" in battle events.

EVCMD_FORK_IN_BATTLE_ELSE_CASE 

: Else Case line of a "Conditional Branch" in battle events

EVCMD_FORK_IN_BATTLE_END 

: End Case line of a "Conditional Branch" in battle events

EVCMD_CALL_COMMON_EVENT 

"Call Common Event" in battle events

Definition at line 14 of file EventScriptLine.h.

anonymous enum
Enumerator
MASK_NONE 

Used for RPG::Image::draw if no transparent color should be used.

Definition at line 6 of file Image.h.

enum RPG::Key

RPG Maker key names

Note
The Shift key is handled differently by the RPG Maker, thus it can't be used the way other keys can be used by DynRPG.
See also
RPG::Input
RPG::Input::pressed
Note
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator
KEY_DOWN 

Keys which are used for moving down.

KEY_LEFT 

Keys which are used for moving left.

KEY_RIGHT 

Keys which are used for moving right.

KEY_UP 

Keys which are used for moving up.

KEY_DECISION 

Keys which are used to confirm an action.

KEY_CANCEL 

Keys which are used to cancel an action or open the menu.

KEY_0 
KEY_1 
KEY_2 
KEY_3 
KEY_4 
KEY_5 
KEY_6 
KEY_7 
KEY_8 
KEY_9 
KEY_ADD 
KEY_SUBTRACT 
KEY_MULTIPLY 
KEY_DIVIDE 
KEY_DECIMAL 

Definition at line 10 of file Input.h.

Detectable keys to determine whether one is pressed, tapped, or held.

See also
RPG::input::isPressed
RPG::input::isHeld
RPG::input::isTapped
Enumerator
KEYD_NONE 
KEYD_DOWN 
KEYD_LEFT 
KEYD_RIGHT 
KEYD_UP 
KEYD_DECISION 
KEYD_CANCEL 
KEYD_MOUSE_LBUT 
KEYD_MOUSE_RBUT 

Definition at line 39 of file Input.h.

Special keys to determine whether one is pressed, tapped, or held.

See also
RPG::input::isShiftCtrlPressed
RPG::input::isShiftCtrlHeld
RPG::input::isShiftCtrlTapped
Enumerator
KEYH_NONE 
KEYH_SHIFT 
KEYH_CTRL 

Definition at line 59 of file Input.h.

Possible values for RPG::Item::type.

The item's type. This determines which parameters will be available to use.

Note
Refer to the database's Item page to determine which params can be used.
Warning
Use of any variables outside of their item type is untested.
Enumerator
ITEM_COMMON 
ITEM_WEAPON 
ITEM_SHIELD 
ITEM_ARMOR 
ITEM_HELMET 
ITEM_OTHER 
ITEM_MEDICINE 
ITEM_BOOK 

Skill Book.

ITEM_SEED 

Stat Up.

ITEM_SCROLL 

Skill Scroll.

ITEM_SWITCH 

Definition at line 8 of file Item.h.

Possible values for RPG::Item::target.

If ITEM_MEDICINE, this determines if one hero or all heroes are affected.

Enumerator
ITEM_TARGET_SINGLE 
ITEM_TARGET_ALL 

Definition at line 26 of file Item.h.

Possible values for RPG::Item::messageShown.

If ITEM_SCROLL, this determines if the item's name or the skill's name will be used in the battle window.

Enumerator
ITEM_SCROLL_MSG_ITEM 

Item Name.

ITEM_SCROLL_MSG_SKILL 

Name of Associated Skill.

Definition at line 36 of file Item.h.

Possible values for RPG::Item::conditionFlag.

Determines if the item will inflict or remove.

Enumerator
ITEM_CONDITION_INFLICT 
ITEM_CONDITION_REMOVE 

Definition at line 45 of file Item.h.

Possible values for RPG::Item::weaponTrajectory.

If ranged weapon, this is the movement of the ammunition.

Enumerator
WEAPON_RANGED_TRAJ_FLY_TO_TARGET 

Fly Straight to Target (crossbows, bullets, etc.)

WEAPON_RANGED_TRAJ_RETURN_TO_HERO 

Return to User after Striking (steel ball & chain, etc.)

Definition at line 54 of file Item.h.

Possible values for RPG::Item::weaponTargetting.

If ranged weapon, this is the type of targetting that the weapon uses.

Enumerator
WEAPON_RANGED_TARGET_SINGLE 

Single Target.

WEAPON_RANGED_TARGET_SCREEN_CENTER 

Fly Down Center of Screen.

WEAPON_RANGED_TARGET_ALL_SIMUL 

Strike Each Enemy Simultaneously.

WEAPON_RANGED_TARGET_ALL_INTURN 

STrike Each Enemy in Turn.

Definition at line 63 of file Item.h.

Possible values for the RPG::MapProperties::wrapping member.

Enumerator
MCL_NONE 
MCL_VERTICAL 
MCL_HORIZONTAL 
MCL_BOTH 

Definition at line 3 of file MapProperties.h.

Possible values for the RPG::MapProperties::dGenType member.

Enumerator
DGT_SINGLE_PASSAGE 
DGT_LINKED_ROOMS 
DGT_MAZE_LIKE 
DGT_OPEN_ROOM 

Definition at line 15 of file MapProperties.h.

Possible values for the RPG::MapProperties::dGenPassageGranularity member.

Enumerator
DGPW_ONE_BY_ONE 
DGPW_TWO_BY_TWO 

Definition at line 23 of file MapProperties.h.

Possible values for RPG::MapTreeProperties::treeEntryType.

The type of entry in the map tree for a particular map.

Enumerator
MAP_TREE_FOLDER 

The root directory (name of your game)

MAP_TREE_MAP 
MAP_TREE_AREA 

Definition at line 6 of file MapTreeProperties.h.

Possible values for RPG::MapTreeProperties::bgmType.

The type of music defined on a map

Enumerator
MAP_MUSIC_SAME_AS_PARENT 
MAP_MUSIC_ENTRUST_TO_EVENT 
MAP_MUSIC_SPECIFY 

Definition at line 19 of file MapTreeProperties.h.

Possible values for RPG::MapTreeProperties::battleBgType.

The type of battle background defined on a map

Enumerator
MAP_BG_SAME_AS_PARENT 
MAP_BG_USE_TERRAIN_SETTINGS 
MAP_BG_SPECIFY 

Definition at line 32 of file MapTreeProperties.h.

Possible values for RPG::MapTreeProperties::entryType.

The properties for Teleport/Escape/Save as defined on a map

Enumerator
MAP_TES_SAME_AS_PARENT 
MAP_TES_ALLOW 
MAP_TES_FORBID 

Definition at line 45 of file MapTreeProperties.h.

Possible values for RPG::MonsterBehavior::precondition.

The precondition of the action, as defined in the Behavior entry.

Enumerator
MON_PRE_NONE 
MON_PRE_SWITCH 
MON_PRE_TURNS 
MON_PRE_MONSTER_PRESENT 
MON_PRE_MONSTER_HP 
MON_PRE_MONSTER_MP 
MON_PRE_AVG_LEVEL 
MON_PRE_AVG_EXHAUSTION 

Definition at line 7 of file MonsterBehavior.h.

"Move event" command type

A few of these commands take parameters, see details. For information how to use these commands, see the RPG::Character::move documentation.

See also
RPG::Character::move
Note
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator
MT_MOVE_UP 
MT_MOVE_RIGHT 
MT_MOVE_DOWN 
MT_MOVE_LEFT 
MT_MOVE_UP_RIGHT 
MT_MOVE_DOWN_RIGHT 
MT_MOVE_DOWN_LEFT 
MT_MOVE_UP_LEFT 
MT_MOVE_RANDOMLY 
MT_MOVE_TOWARD_HERO 
MT_MOVE_AWAY_FROM_HERO 
MT_MOVE_FORWARD 
MT_FACE_UP 
MT_FACE_RIGHT 
MT_FACE_DOWN 
MT_FACE_LEFT 
MT_TURN_RIGHT 
MT_TURN_LEFT 
MT_TURN_AROUND 
MT_TURN_RANDOMLY 
MT_FACE_RANDOMLY 
MT_FACE_TOWARD_HERO 
MT_FACE_AWAY_FROM_HERO 
MT_WAIT 
MT_BEGIN_JUMP 
MT_END_JUMP 
MT_LOCK_FACING 
MT_UNLOCK_FACING 
MT_INCREASE_SPEED 
MT_DECREASE_SPEED 
MT_INCREASE_FREQUENCY 
MT_DECREASE_FREQUENCY 
MT_SWITCH_ON 

Turns a switch ON.

This command takes one integer parameter: The switch ID.

See also
RPG::MT_SWITCH_OFF
RPG::Switches
MT_SWITCH_OFF 

Turns a switch OFF.

This command takes one integer parameter: The switch ID.

See also
RPG::MT_SWITCH_ON
RPG::Switches
MT_CHANGE_GRAPHIC 

Changes the charset graphic of the character.

This command takes two parameters:

  • The charset filename (string)
  • The charset sprite ID (integer)
MT_PLAY_SE 

Plays a sound effect.

This command takes four parameters:

  • The sound filename (string)
  • The sound volume (integer)
  • The sound speed (integer)
  • The sound pan value (integer)
See also
RPG::Sound
MT_PHASING_MODE_ON 
MT_PHASING_MODE_OFF 
MT_STOP_ANIMATION 
MT_RESUME_ANIMATION 
MT_INCREASE_TRANSPARENCY 
MT_DECREASE_TRANSPARENCY 

Definition at line 10 of file MoveRoute.h.

Type of a parsed comment parameter.

See also
RPG::ParsedCommentParameter
RPG::ParsedCommentData
Enumerator
PARAM_NUMBER 

The parameter is a number.

PARAM_STRING 

The parameter is a string.

PARAM_TOKEN 

The parameter is a token.

Definition at line 6 of file ParsedCommentData.h.

Special effects for pictures.

Enumerator
PFX_NONE 

No effect.

PFX_ROTATE 

Rotation.

PFX_RIPPLE 

Ripple effect ("Waver")

Definition at line 3 of file Picture.h.

Possible values for RPG::SceneFile::mode.

Enumerator
FILE_LOAD 
FILE_SAVE 

Definition at line 7 of file SceneFile.h.

Possible values for RPG::SceneMenu::screen.

The sub-screen the user is currently on.

Enumerator
MENU_MAIN 

Main menu screen.

MENU_ITEM 

Item screen.

MENU_ITEM_USE 

Item sub-screen for when an item is used on a hero.

MENU_SKILL 

Skill screen.

MENU_SKILL_USE 

Skill sub-screen for when a skill is used on a hero.

MENU_TELEPORT 

???

MENU_EQUIP 

Equip screen.

MENU_QUIT 

Quit confirm/cancel screen.

MENU_STATUS 

Status screen.

MENU_ORDER 

Order screen.

MENU_ULT_SAVELOAD 

PepsiOtaku's Ultimate Save/Load Menu Plugin (forthcoming)

MENU_ULT_SYSTEM 

PepsiOtaku's Ultimate System Menu Plugin (forthcoming)

Definition at line 6 of file SceneMenu.h.

Possible values for RPG::SceneShop::screen.

The sub-screen the user is currently on.

Enumerator
SHOP_MENU 
SHOP_BUY 

Main buy scene.

SHOP_BUY_VENDING 

Scene for selecting sell amount.

SHOP_BUY_COMPLETE 

Scene that appears for a second or two after making a buy transaction.

SHOP_SELL 

Main sell scene.

SHOP_SELL_VENDING 

Scene for selecting sell amount.

SHOP_SELL_COMPLETE 

Scene that appears for a second or two after making a sell transaction.

Definition at line 8 of file SceneShop.h.

Possible values for RPG::SceneShop::transaction.

The type of transaction that is allowed.

Enumerator
SHOP_TRANS_BUY_SELL 
SHOP_TRANS_BUY_ONLY 
SHOP_TRANS_SELL_ONLY 

Definition at line 25 of file SceneShop.h.

Possible values for RPG::SceneShop::vocabulary.

The vocabulary used for the shop

Enumerator
SHOP_VOCAB_TYPE_A 
SHOP_VOCAB_TYPE_B 
SHOP_VOCAB_TYPE_C 

Definition at line 35 of file SceneShop.h.

Possible values for RPG::Skill::type.

The skill's type. This determines which parameters will be available to use.

Note
Skill subsets are accessible through values 4+, with 4 being the first subset, 5 being the second, 6 being the third, etc.
Warning
Max number of subsets: 252 (in extreme cases), but beyond that is untested.
Enumerator
SKILL_NORMAL 
SKILL_TELEPORT 
SKILL_ESCAPE 
SKILL_SWITCH 

Definition at line 9 of file Skill.h.

Possible values for RPG::Skill::target.

The target type for the skill as defined in the database.

Warning
Not to be confused with Action::target!
Enumerator
SKILL_TARGET_ENEMY 
SKILL_TARGET_ALL_ENEMIES 
SKILL_TARGET_SELF 
SKILL_TARGET_ALLY 
SKILL_TARGET_ALL_ALLIES 

Definition at line 22 of file Skill.h.

enum RPG::Scene

In-game scenes.

Each scene has its own drawing method and its own data. You may also "invent" a new scene and draw its contents using the onFrame callback. If you are creating a new scene for wide-spread use, please contact me (PepsiOtaku) to reserve a scene ID and I will add it below. This will prevent any conflicts if two+ people use the same scene ID.

See also
onFrame
RPG::Screen::update
Enumerator
SCENE_MAP 

Map

SCENE_MENU 

Game menu.

SCENE_BATTLE 

Battle.

SCENE_SHOP 

Shop.

SCENE_NAME 

Hero naming screen

SCENE_FILE 

Save or load menu.

SCENE_TITLE 

Title screen.

SCENE_GAME_OVER 

Game over screen.

SCENE_DEBUG 

Debug screen (F9 menu)

SCENE_9 
SCENE_SHOP_2 

Scene #17 - Alternate Shop for special items, exchanges, etc.

SCENE_GAMEJOLT 

Scene #18 - PepsiOtaku's Game Jolt plugin.

SCENE_ULT_SAVELOAD 

Scene #19 - PepsiOtaku's Ultimate Save/Load Menu Plugin (forthcoming)

SCENE_ULT_NAME 

Scene #22 - PepsiOtaku's Ultimate Hero Rename Plugin (forthcoming)

SCENE_UNI_DEBUG 

Scene #42 - Cherry's UniDebug Tool,.

SCENE_OGL_OPTIONS 

Definition at line 13 of file System.h.

Possible values for RPG::System::messagePosition.

Enumerator
MSGPOS_TOP 

Top.

MSGPOS_MIDDLE 

Middle.

MSGPOS_BOTTOM 

Bottom.

Definition at line 86 of file System.h.

Possible values for RPG::System::facePosition.

Enumerator
FACEPOS_LEFT 

Left.

FACEPOS_RIGHT 

Right.

Definition at line 93 of file System.h.

Possible values for RPG::System::atbMode.

Enumerator
ATBM_ACTIVE 

"Active" mode (enemies also attack in selection menus)

ATBM_WAIT 

"Wait" mode

Definition at line 99 of file System.h.

Possible values for RPG::Teleport::facingDirection.

The teleport direction

Enumerator
TP_DIR_RETAIN_FACING 
TP_DIR_UP 
TP_DIR_RIGHT 
TP_DIR_DOWN 
TP_DIR_LEFT 

Definition at line 9 of file Teleport.h.

Possible values for RPG::Terrain::spriteDisplay.

Sprite display controls how the hero sprite will appear when walking over the terrain.

Enumerator
TSD_DISP_NORMAL 
TSD_DISP_OBSCURE_THIRD 

One-third of the sprite is semi-transparent.

TSD_DISP_OBSCURE_HALF 

Half of the sprite is semi-transparent.

TSD_DISP_SEMI_TRANSPARENT 

ALl of the sprite is semi-transparent.

Definition at line 6 of file Terrain.h.

Possible values for RPG::Terrain::battleTypes.

Note
Values can be combined up to 15 (meaning all 4 special battle types are checked off). The TBP_ALL enum has been added for convenience.
Enumerator
TBP_NONE 
TBP_INITIATIVE 
TBP_BACK_ATK 
TBP_SURROUND_ATK 
TBP_PINCERS_ATK 
TBP_ALL 

Definition at line 21 of file Terrain.h.

Possible values for RPG::Terrain::gridDepth.

These are basically presets for the grid shape. TGD_NONE encompasses any custom grid shapes set via gridTopY, gridElongation & gridInclination, equivalent to clicking on the grid graphic and adjusting the lines.

Enumerator
TGD_NONE 
TGD_SHALLOW 
TGD_DEEP 

Definition at line 36 of file Terrain.h.

Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability.

A tile's passability value. This determines which properties the tile will have.

Note
These are named based on their numeric value. Combine enums to get the specific properties of a tile.

A tile that is not passable is considered zero. With each direction that is passable, its value is added (1, 2, 4 & 8). If the tile is completely passable (aka the "O" tile), it adds up to 15. Star tiles, square tiles, and counter flags are added on top of that. Think of it like this: (CP_X + ) CP_B/CP_L/CP_R/CP_T (Any combo) + CP_STAR/CP_SQUARE + CP_COUNTER

For instance, a tile might have a value of 91, which is a combination of CP_B (1), CP_L (2), CP_T (8) + CP_STAR (16) + CP_COUNTER (64)... which means it's above hero (star), passable from the bottom, top, and left, and has the counter flag.

With this in mind, you can give properties to tiles that aren't normally allowed, like adding the counter flag to a lower layer tile.

Warning
If you are checking for a specific property, (like if a tile is passable from the top), be sure to check each applicable variation as well: 8(CP_T), 24 (CP_T+CP_STAR), 56 (CP_T+CP_SQUARE), 88 (CP_T+CP_STAR+CP_COUNTER), and for the sake of argument, you can also check 120 (CP_T+CP_SQUARE+CP_COUNTER), although it's not possible through normal means. This is an extreme example, so of course you can use less checks if you know the layer or group of tiles.
Enumerator
CP_X 

"X" tile (Not passable)

CP_B 

Passable from the bottom.

CP_L 

Passable from the left.

CP_R 

Passable from the right.

CP_T 

Passable from the top.

CP_O 

"O" tile (completely passable). Equal to CP_B + CP_L + CP_R+ CP_T.

CP_STAR 

Star tile (above hero), but NOT passable. A typical passable star tile would be considered CP_STAR + CP_O (= 31)

CP_SQUARE 

Square tile. Only allowed in tiles 6-17 (zero-based)

CP_COUNTER 

Counter flag. Only allowed in upper tiles.

Definition at line 20 of file Tileset.h.

Possible values for RPG::Tileset::waterAnim.

The water animation sequence of the tileset.

Enumerator
WATERANIM_1_2_3_2 

"1-2-3-2" radio button

WATERANIM_1_TWO_THREE 

"1-2-3" radio button

Definition at line 39 of file Tileset.h.

Possible values for RPG::Tileset::waterSpeed.

The water animation speed of the tileset.

Enumerator
WATERSPD_SLOW 
WATERSPD_FAST 

Definition at line 48 of file Tileset.h.

Function Documentation

RPG::EventScriptLine* RPG::getCommonEventLine ( int  id,
int  lineId 
)

Easily returns a common event line.

Allows you to write RPG::getCommonEventLine(12,1)->command instead of RPG::commonEvents[12]->scriptLines->list->items[1]->command which gets the 2nd line of common event 12.

Parameters
idThe common event ID (one-based)
lineIdThe line ID (zero-based)
See also
RPG::CommonEvent

Definition at line 44 of file CommonEvent.h.

RPG::EventScriptLine* RPG::getBattleEventLine ( int  monsterGroup,
int  battleEventPage,
int  lineId 
)

Easily returns a battle event line.

Allows you to write RPG::getBattleEventLine(23,1,1)->command instead of RPG::dbMonsterGroups[23]->battleEventPages[1]->scriptLines->list->items[1]->command which gets the 2nd line on the 2nd page of monster group 23.

Parameters
monsterGroupThe monster group ID (one-based)
battleEventPageThe monster group's battle event page ID (zero-based)
lineIdThe line ID (zero-based)
See also
RPG::BattleEventPage

Definition at line 53 of file DBMonsterGroup.h.

int RPG::getDiceRoll ( int  maxValue)

Built-in RM2k3 function that gets a random number between 1 and the specified number.

Parameters
maxValuethe maximum number to return
Returns
A random number between 1 and the specified number

Definition at line 10 of file DynFunctions.h.

static void RPG::goToTitle ( )
static

Goes directly to the title screen.

Definition at line 24 of file DynFunctions.h.

static void RPG::quitGame ( )
static

Quits the game, and runs through the proper quit procedure code.

Definition at line 33 of file DynFunctions.h.

static int RPG::getAvgPartyAgl ( )
static

Built-in RM2k3 function that gets the party's average agility in battle.

Returns
The agility average of the party

Definition at line 52 of file DynFunctions.h.

static int RPG::getAvgMonsterPartyAgl ( )
static

Built-in RM2k3 function that gets the monster party's average agility in battle.

Returns
The agility average of the monster party

Definition at line 64 of file DynFunctions.h.

void RPG::openMenu ( RPG::MenuSubScreen  screen,
int  heroId = 1,
int  skillOrItemId = 1 
)

Open the main menu directly into a sub-menu. Experimental!!

Definition at line 117 of file DynFunctions.h.

void RPG::OpenMenuUnpatch ( )

The unpatch code for using RPG::openMenu. Experimental!!

Definition at line 223 of file DynFunctions.h.

void RPG::showError ( std::string  message,
int  eventId,
int  pageId,
int  lineId 
)

Shows an error message and asks whether the game should be continued or not.

This function can be used to show an error message of any kind.

Parameters
messageMessage to show
eventIdEvent ID
pageIdEvent page ID
lineIdZero-based line number (will be incremented before being shown to the user)
void RPG::updateBattle ( )

Updates the battle, including actions, ATB, animations, etc.

This function can be used if you want to do something which takes longer than one frame, for example displaying some kind of animation or taking and processing user input.

Precondition
You must be in battle, otherwise the behavior is undefined.
Warning
This function is experimental.
void RPG::updateBattleEvents ( RPG::BattleEventUpdateMode  mode,
RPG::Battler battler 
)

Processes battle events.

This function can be used to update battle events and maybe call them at a time where normally no battle event is processed.

Parameters
modeMode of the update (see RPG::BattleEventUpdateMode)
battlerBattler whose action is executed
Note
battler can be 0 if mode is RPG::BEUM_BATTLE_START.
Precondition
You must be in battle, otherwise the behavior is undefined.
Warning
This function is highly experimental!
See also
RPG::updateBattleEvents
int RPG::getSelectedMonsterIndex ( )

Returns the index of the currently selected monster.

This function can be used to found out which monster is selected when the player is selecting a target for an attack or skill.

Returns
Zero-based party member index of the selected monster
Precondition
You must be in battle, otherwise the behavior is undefined.
std::string RPG::getItemName ( int  id)

Returns the name of an item.

Parameters
idDatabase ID of the item
Returns
Name of the item
See also
RPG::getItemDescription
std::string RPG::getItemDescription ( int  id)

Returns the description of an item.

Parameters
idDatabase ID of the item
Returns
Description of the item
See also
RPG::getItemName
std::string RPG::getSkillName ( int  id)

Returns the name of a skill.

Parameters
idDatabase ID of the skill
Returns
Name of the skill
See also
RPG::getSkillDescription
std::string RPG::getSkillDescription ( int  id)

Returns the description of a skill.

Parameters
idDatabase ID of the skill
Returns
Description of the skill
See also
RPG::getSkillName
std::string RPG::getConditionName ( int  id)

Returns the name of a condition.

Parameters
idDatabase ID of the condition
Returns
Name of the condition
std::map<std::string, std::string> RPG::loadConfiguration ( char *  sectionName,
char *  filename = NULL 
)

Returns a std::map containing configuration from an INI file.

This function should be used to load configuration for a plugin. See the configuration guidelines for more information.

Parameters
sectionNameName of the section to load from the INI file
filenameName of the INI file (defaults to DynRPG.ini)
Returns
All keys and values of the specified section from the INI file
std::string RPG::encode ( int  value)

Encodes a numerical value for use with RPG::Character::move.

Parameters
valueValue to encode
Returns
Encoded value as string (may be 1 to 5 characters long)
std::string RPG::encode ( std::string  value)

Encodes a string for use with RPG::Character::move.

Parameters
valueString to encode
Returns
Encoded string (including length information)
int RPG::getPartyIndex ( int  databaseId)

Definition at line 154 of file Inventory.h.

RPG::EventScriptLine* RPG::getEventLine ( int  eventId,
int  pageId,
int  lineId 
)

Easily returns an event line.

Allows you to write RPG::getBattleEventLine(6,2,0)->command instead of RPG::mapCurrent->events[6]->pages[3]->scriptLines->list->items[0]->command which gets the first line on the 3rd page of the event 6.

Parameters
eventIdThe monster group ID (one-based)
pageIdThe monster group's battle event page ID (zero-based)
lineIdThe line ID (zero-based)
See also
RPG::MapEventPage

Definition at line 177 of file Map.h.

void RPG::teleportHero ( int  mapId = 1,
int  x = 0,
int  y = 0,
TeleportDirection  dir = RPG::TP_DIR_RETAIN_FACING 
)

Simple function for teleporting.

Definition at line 45 of file Teleport.h.

static RPG::Variables variables RPG::__attribute__ ( (unused)  )
static

Variables array

Variable Documentation

bool& RPG::isTestPlay = (**reinterpret_cast<bool **>(0x4CDD50))
static

The test play flag.

This flag may also be changed at runtime.

Definition at line 152 of file DynRPG.h.

bool& RPG::isBattleTest = (**reinterpret_cast<bool **>(0x4CDCB8))
static

The test play flag.

This flag may also be changed at runtime, but it probably wouldn't make sense.

Definition at line 156 of file DynRPG.h.

bool& RPG::showTitle = (**reinterpret_cast<bool **>(0x4CDF90))
static

Should the title screen be shown (according to the "Show Title" button in the RPG Maker)?

This flag may also be changed at runtime, but it probably wouldn't make sense.

Definition at line 161 of file DynRPG.h.

int& RPG::battleSpeed = (*reinterpret_cast<int *>(0x442600))
static

Speed of the ATB system in percent.

This value can be set to zero to pause the battle.

Note
This is a special feature of the DynRPG patch.

Definition at line 166 of file DynRPG.h.

bool& RPG::transparentWindowsEverywhere = (*reinterpret_cast<bool *>(0x442604))
static

Allows transparent windows in outside of the map too.

Set this flag to true to allow transparent windows in the menu, on the title screen, etc.

Note
This is a special feature of the DynRPG patch.

Definition at line 172 of file DynRPG.h.

RPG::DStringPtr*& RPG::vocabulary = (**reinterpret_cast<RPG::DStringPtr ***>(0x4CDCB4))
static

Accesses the array of Strings in the database.

Returns
The RPG::DStringPtr to a particular string.

Example:

std::string victoryMessage = RPG::vocabulary[3]

Indexes are:

String Page 1

 0: Message at the Beginning of Each Battle
 1: Initiative Message
 2: Escape Failure Message
 3: Victory Message
 4: Defeat Message
 5: Experience Gain Message (Field 2)
 6: Money Acquisition Message (Field 1)
 7: Money Acquisition Message (Field 3)
 8: Item Discovery Message

The following are not in the Strings tab... (but accessible via Resource Hacker)

 9: attacks
10: A critical hit! (target = monster)
11: A critical hit! (target = hero)
12: defends.
13: is waiting and watching.
14: is building strength.
15: pounces.
16: runs away!
17: transformed
18: HP is lost (target = monster)
19: Dodged (target = monster)
20: HP is lost (target = hero)
21: dodged (target = hero)
22: got out of the way (magic)
23: needs more practice (magic)
24: was not affected (magic)
25: dodged (physical)
26: used
27: recovered!
28: raises!
29: drops
30: is taken!
31: is taken!
32: Defense increases!
33: Defense decreases!

Strings Page 2

34: Level Up (Field 2)
35: Skill Learned (Field 2)
36: ??
37: ??
38: ??
39: ??
40: ??

Strings Page 4

41: Items Possessed
42: Item Equipped
43: Currency

Strings Page 5

44: Fight
45: Auto-Fight
46: Escape

????

47: "Attack"
48: "Defend"

Strings Page 5 (continued)

49: Item
50: Skill
51: Equipment
52: Save
53: Quit
54: New Game
55: Load Game
56: Quit Game
57: Level
58: HP
59: MP
60: Normal Status
61: Experience
62: Level (Short Form)
63: HP (Short Form)
64: MP (Short Form)
65: MP Consumed
66: Attack
67: Defense
68: Intelligence
69: Agility
70: Weapon
71: Shield
72: Armor
73: Helmet
74: Accessory
75: Choosing a Save Slot
76: Choosing Which Slot to Load
77: Confirm Quit
78: File
79: Yes
80: No
81: Status
82: Order
83: Row
84: Wait ON
85: Wait OFF

????

86: ??

String Page 1 (continued)

87:  "Miss" Message

Definition at line 128 of file Vocabulary.h.

RPG::WindowMessage*& RPG::winMessage = (**reinterpret_cast<RPG::WindowMessage ***>(0x4CDEF4))
static

Definition at line 186 of file Window.h.