DynRPG
v0.32 Unofficial
Plugin SDK
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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... | |
Functions | |
RPG::EventScriptLine * | getCommonEventLine (int id, int lineId) |
Easily returns a common event line. More... | |
RPG::EventScriptLine * | getBattleEventLine (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::EventScriptLine * | getEventLine (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)) |
The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks.
typedef unsigned char RPG::ActionKind_T |
One-byte version of RPG::ActionKind.
typedef unsigned char RPG::BasicAction_T |
One-byte version of RPG::BasicAction.
typedef unsigned char RPG::Target_T |
One-byte version of RPG::Target.
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.
typedef void RPG::BattleEventScriptData |
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.
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 |
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.
typedef unsigned char RPG::KeyDownAlt_T |
One-byte version of RPG::KeyDownAlt.
typedef void RPG::Chipset |
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 |
typedef unsigned char RPG::Scene_T |
One-byte version of RPG::Scene.
typedef unsigned char RPG::ATBMode_T |
One-byte version or RPG::ATBMode.
typedef unsigned char RPG::TerrainSpriteDisplay_T |
One-byte version or RPG::TilePassability.
typedef unsigned char RPG::TilePassability_T |
One-byte version or RPG::TilePassability.
enum RPG::ActionKind |
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 |
enum RPG::BasicAction |
Possible values for the RPG::Action::basicActionId member.
enum RPG::Target |
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. |
enum RPG::WeaponSlotInUse |
Possible values for RPG::Actor::usedWeaponSlot.
Enumerator | |
---|---|
WEAPON_A | |
WEAPON_B |
Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose.
The animation pose ID of the battler.
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
Definition at line 27 of file Animation.h.
enum RPG::AnimationScope |
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.
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.
enum RPG::AttributeType |
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.
enum RPG::BattlePhase |
Possible values for RPG::BattleData::battlePhase.
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.
enum RPG::BattleType |
Possible values for RPG::BattleData::battleType.
Enumerator | |
---|---|
BTYPE_RANDOM_ENCOUNTER | |
BTYPE_ENCOUNTER_BY_EVENT_COMMAND |
Definition at line 39 of file BattleData.h.
enum RPG::TriggerFlag |
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.
enum RPG::TriggerFlag2k3 |
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. |
enum RPG::ActionStatus |
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. |
enum RPG::ActionType |
Possible values for RPG::Battler::actionType.
Enumerator | |
---|---|
AT_SHORT_ACTION | |
AT_LONG_SKILL | |
AT_LONG_ITEM |
enum RPG::BattleLayout |
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.
enum RPG::Direction |
Possible values for RPG::Character::direction.
Definition at line 4 of file Character.h.
enum RPG::AnimationType |
Possible values for RPG::Character::animationType.
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.
enum RPG::HeroVehicle |
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.
enum RPG::HeroControlMode |
Hero control mode (see RPG::Hero::setControlMode)
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.
enum RPG::EventTrigger |
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.
enum RPG::AlterationType |
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 |
Enumerator | |
---|---|
MA_MANUAL | |
MA_AUTO |
Definition at line 3 of file DBMonsterGroup.h.
enum RPG::Transition |
Screen transitions.
Definition at line 3 of file DBSystem.h.
enum RPG::SystemFont |
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.
enum RPG::MenuCommand |
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.
enum RPG::Facing |
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.
enum RPG::EventFrame |
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.
enum RPG::EventCommand |
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.
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. |
enum RPG::Key |
RPG Maker key names
Shift
key is handled differently by the RPG Maker, thus it can't be used the way other keys can be used by DynRPG. enum RPG::KeyDown |
enum RPG::KeyDownAlt |
enum RPG::ItemType |
Possible values for RPG::Item::type.
The item's type. This determines which parameters will be available to use.
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 |
enum RPG::ItemTarget |
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 |
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. |
Possible values for RPG::Item::conditionFlag.
Determines if the item will inflict or remove.
Enumerator | |
---|---|
ITEM_CONDITION_INFLICT | |
ITEM_CONDITION_REMOVE |
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.) |
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. |
enum RPG::MapWrapping |
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.
enum RPG::DungeonGenType |
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.
enum RPG::MapTreeType |
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.
enum RPG::MapMusicType |
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.
enum RPG::MapBgType |
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.
enum RPG::MapAllowType |
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.
enum RPG::MoveType |
"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.
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.
|
MT_SWITCH_OFF |
Turns a switch OFF. This command takes one integer parameter: The switch ID.
|
MT_CHANGE_GRAPHIC |
Changes the charset graphic of the character. This command takes two parameters:
|
MT_PLAY_SE |
Plays a sound effect. This command takes four parameters:
|
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.
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.
enum RPG::PictureEffect |
enum RPG::FileSceneMode |
Possible values for RPG::SceneFile::mode.
Enumerator | |
---|---|
FILE_LOAD | |
FILE_SAVE |
Definition at line 7 of file SceneFile.h.
enum RPG::MenuSubScreen |
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.
enum RPG::ShopSubScene |
Possible values for RPG::SceneShop::screen.
The sub-screen the user is currently on.
Definition at line 8 of file SceneShop.h.
enum RPG::ShopTransaction |
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.
enum RPG::ShopVocabulary |
Possible values for RPG::SceneShop::vocabulary.
The vocabulary used for the shop
Enumerator | |
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SHOP_VOCAB_TYPE_A | |
SHOP_VOCAB_TYPE_B | |
SHOP_VOCAB_TYPE_C |
Definition at line 35 of file SceneShop.h.
enum RPG::SkillType |
Possible values for RPG::Skill::type.
The skill's type. This determines which parameters will be available to use.
Enumerator | |
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SKILL_NORMAL | |
SKILL_TELEPORT | |
SKILL_ESCAPE | |
SKILL_SWITCH |
enum RPG::SkillTarget |
Possible values for RPG::Skill::target.
The target type for the skill as defined in the database.
Enumerator | |
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SKILL_TARGET_ENEMY | |
SKILL_TARGET_ALL_ENEMIES | |
SKILL_TARGET_SELF | |
SKILL_TARGET_ALLY | |
SKILL_TARGET_ALL_ALLIES |
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.
Enumerator | |
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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 ( |
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 |
enum RPG::MessagePosition |
Possible values for RPG::System::messagePosition.
Enumerator | |
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MSGPOS_TOP |
Top. |
MSGPOS_MIDDLE |
Middle. |
MSGPOS_BOTTOM |
Bottom. |
enum RPG::FacePosition |
Possible values for RPG::System::facePosition.
Enumerator | |
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FACEPOS_LEFT |
Left. |
FACEPOS_RIGHT |
Right. |
enum RPG::ATBMode |
Possible values for RPG::System::atbMode.
Enumerator | |
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ATBM_ACTIVE |
"Active" mode (enemies also attack in selection menus) |
ATBM_WAIT |
"Wait" mode |
Possible values for RPG::Teleport::facingDirection.
The teleport direction
Enumerator | |
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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.
Possible values for RPG::Terrain::battleTypes.
Enumerator | |
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TBP_NONE | |
TBP_INITIATIVE | |
TBP_BACK_ATK | |
TBP_SURROUND_ATK | |
TBP_PINCERS_ATK | |
TBP_ALL |
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 | |
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TGD_NONE | |
TGD_SHALLOW | |
TGD_DEEP |
enum RPG::TilePassability |
Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability.
A tile's passability value. This determines which properties the tile will have.
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.
enum RPG::WaterAnimation |
Possible values for RPG::Tileset::waterAnim.
The water animation sequence of the tileset.
Enumerator | |
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WATERANIM_1_2_3_2 |
"1-2-3-2" radio button |
WATERANIM_1_TWO_THREE |
"1-2-3" radio button |
enum RPG::WaterSpeed |
Possible values for RPG::Tileset::waterSpeed.
The water animation speed of the tileset.
Enumerator | |
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WATERSPD_SLOW | |
WATERSPD_FAST |
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.
id | The common event ID (one-based) |
lineId | The line ID (zero-based) |
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.
monsterGroup | The monster group ID (one-based) |
battleEventPage | The monster group's battle event page ID (zero-based) |
lineId | The line ID (zero-based) |
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.
maxValue | the maximum number to return |
Definition at line 10 of file DynFunctions.h.
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Goes directly to the title screen.
Definition at line 24 of file DynFunctions.h.
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Quits the game, and runs through the proper quit procedure code.
Definition at line 33 of file DynFunctions.h.
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Built-in RM2k3 function that gets the party's average agility in battle.
Definition at line 52 of file DynFunctions.h.
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Built-in RM2k3 function that gets the monster party's average agility in battle.
Definition at line 64 of file DynFunctions.h.
void RPG::openMenu | ( | RPG::MenuSubScreen | screen, |
int | heroId = 1 , |
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int | skillOrItemId = 1 |
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) |
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.
message | Message to show |
eventId | Event ID |
pageId | Event page ID |
lineId | Zero-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.
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.
mode | Mode of the update (see RPG::BattleEventUpdateMode) |
battler | Battler whose action is executed |
battler
can be 0
if mode
is RPG::BEUM_BATTLE_START. 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.
std::string RPG::getItemName | ( | int | id | ) |
Returns the name of an item.
id | Database ID of the item |
std::string RPG::getItemDescription | ( | int | id | ) |
Returns the description of an item.
id | Database ID of the item |
std::string RPG::getSkillName | ( | int | id | ) |
Returns the name of a skill.
id | Database ID of the skill |
std::string RPG::getSkillDescription | ( | int | id | ) |
Returns the description of a skill.
id | Database ID of the skill |
std::string RPG::getConditionName | ( | int | id | ) |
Returns the name of a condition.
id | Database ID 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.
sectionName | Name of the section to load from the INI file |
filename | Name of the INI file (defaults to DynRPG.ini ) |
std::string RPG::encode | ( | int | value | ) |
Encodes a numerical value for use with RPG::Character::move.
value | Value to encode |
std::string RPG::encode | ( | std::string | value | ) |
Encodes a string for use with RPG::Character::move.
value | String to encode |
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.
eventId | The monster group ID (one-based) |
pageId | The monster group's battle event page ID (zero-based) |
lineId | The line ID (zero-based) |
void RPG::teleportHero | ( | int | mapId = 1 , |
int | x = 0 , |
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int | y = 0 , |
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TeleportDirection | dir = RPG::TP_DIR_RETAIN_FACING |
||
) |
Simple function for teleporting.
Definition at line 45 of file Teleport.h.
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Variables array
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Accesses the array of Strings in the database.
Example:
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.
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