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std::string | getName () |
| Returns the current name.
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std::string | getDegree () |
| Returns the current degree.
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std::string | getCharsetFilename () |
| Returns the current charset filename.
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int | getCharsetId () |
| Returns the current charset ID.
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int | getCharsetTransparency () |
| Returns the current charset transparency.
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std::string | getFacesetFilename () |
| Returns the current faceset filename.
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int | getFacesetId () |
| Returns the current faceset ID.
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int | getBattleGraphicId () |
| Returns the current battle graphic ID.
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int | getBattleCommand (int index) |
| Returns the current battle command on a certain position.
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void | addSkill (int skillId) |
| Built-in RM2k3 function that adds a skill to a hero.
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void | removeSkill (int skillId) |
| Built-in RM2k3 function that removes a skill from a hero.
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bool | isSkillKnown (int skillId) |
| Built-in RM2k3 function that tests if a hero already knows a certain skill.
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int | getTwoWeaponAttack () |
| Returns the attack value if actor has two weapons equipped (one weapon is ignored)
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int | getTwoWeaponAgility () |
| Returns the agility value if actor has two weapons equipped (one weapon is ignored)
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std::string | getName () |
| Returns the name of the actor or monster.
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int | getMaxHp () |
| Returns the maximal HP.
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int | getMaxMp () |
| Returns the maximal MP.
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int | getAttack () |
| Returns the attack value.
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int | getDefense () |
| Returns the defense value.
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int | getIntelligence () |
| Returns the intelligence value.
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int | getAgility () |
| Returns the agility value.
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void | setRow (Row newRow) |
| Sets the current row.
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void | damagePopup (int number, int color) |
| Shows a damage popup with a number.
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void | damagePopup (std::string text) |
| Shows a damage popup with a small text.
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bool | isMonster () |
| Checks whether the battler is a monster or an actor.
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void | flash (int r, int g, int b, int intensity, int duration) |
| Flashes a battler in a certain color.
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bool | executeAction (bool skipPluginHandlers=false) |
| Executes the action of a battler (highly experimental!)
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int | getAttributeResist (int id) |
| Built-in RM2k3 function that returns the actual damage multiplier for when the battler would be hit with a certain attribute (considers the (Elemental) Resistance of equipment (max. one step towards dmgE) and the "Reduce / Increase Resistance" of skill effects)
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int | getAttackPower (RPG::Battler *target) |
| Built-in RM2k3 function that returns the strength of an attack (not the final attack value) Rough formula (a lot still not taken into account): if (critical hit) atk*3, else if (charge up) atk*2.
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int | getSkillPower (int skillId, RPG::Battler *target) |
| Built-in RM2k3 function that returns the strength of a skill on a certain target, however, it's before the miss probability based on agility and statuses is calculated.
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DStringPtr | name |
| Name ("\x01" means database default)
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DStringPtr | degree |
| Degree ("\x01" means database default)
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DStringPtr | charsetFilename |
| Filename of the charset (empty means database default)
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int | charsetId |
| ID of the sprite in the charset file (only valid if charsetFilename isn't empty)
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int | charsetTransparency |
| Transparency of the charset (0 to 8 , only valid if charsetFilename isn't empty)
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DStringPtr | facesetFilename |
| Filename of the faceset (empty means database default)
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int | facesetId |
| ID of the sprite in the faceset file (only valid if facesetFilename isn't empty)
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int | level |
| Current level.
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int | exp |
| Current experience points.
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int | maxHpDiff |
| Difference from the default maximal HP.
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int | maxMpDiff |
| Difference from the default maximal MP.
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int | attackDiff |
| Difference from the default attack value.
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int | defenseDiff |
| Difference from the default defense value.
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int | intelligenceDiff |
| Difference from the default intelligence value.
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int | agilityDiff |
| Difference from the default agility value.
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DArray< short > | learnedSkills |
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short | weaponId |
| Database ID of the current weapon (zero for none)
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short | shieldId |
| Database ID of the current shield (or second-hand weapon, zero for none)
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short | armorId |
| Database ID of the current armor (zero for none)
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short | helmetId |
| Database ID of the current helmet (zero for none)
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short | accessoryId |
| Database ID of the current accessory (zero for none)
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bool | twoWeapons |
| Can the actor hold two weapons?
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bool | lockEquipment |
| Is the actor's equipment unchangable by the player?
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bool | aiControl |
| Is the battle AI activated for this actor?
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bool | mightyGuard |
| Is the "mighty guard" mode activated for this actor?
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int | battleGraphicId |
| Database ID of the battle graphic (zero for database default)
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bool | customBattleCommands |
| true if the battleCommands member is valid, otherwise the database default should be used
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int | battleCommands [7] |
| The current battle commands for this actor (0 and -1 both mean "no command at this position")
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bool | classChanging |
| Is the actor's class in the process of changing?
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Image * | poses [32] |
| The pose images. These include each of the 3 frames of animation in the pose.
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Image * | posesMirrored [32] |
| The mirrored pose images.
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Image * | firstWeapon |
| The weapon image for the battler's first equipped weapon.
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Image * | firstWeaponMirrored |
| The mirrored weapon image for the battler's first equipped weapon.
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Image * | firstWeaponRanged |
| The ranged weapon image for the battler's first equipped weapon.
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Image * | firstWeaponRangedMirrored |
| The mirrored ranged weapon image for the battler's first equipped weapon.
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Image * | secondWeapon |
| The weapon image for the battler's second equipped weapon (if applicable)
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Image * | secondWeaponMirrored |
| The mirrored weapon image for the battler's second equipped weapon (if applicable)
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Image * | secondWeaponRanged |
| The ranged weapon image for the battler's second equipped weapon (if applicable)
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Image * | secondWeaponRangedMirrored |
| The mirrored ranged weapon image for the battler's second equipped weapon (if applicable)
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int | graphicsUpdateValue |
| allows graphics if remainder after division by 10 is < 5 ??
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int | battlerAnimFrame |
| The animation frame of the battler (0-2)
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int | currentComboHit |
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int | currentComboHitAlt |
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int | attackDuration |
| Affected by ranged speed.
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int | rangedWeaponX [8] |
| When a ranged weapon hits multiple enemies, The x value of the image for each enemy.
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int | rangedWeaponY [8] |
| When a ranged weapon hits multiple enemies, The y value of the image for each enemy.
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int | afterImageX |
| Current X coordinate of the after image.
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int | afterImageY |
| Current Y coordinate of the after image.
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int | afterImageOriginX |
| Origin X coordinate of the after image.
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int | afterImageOriginY |
| Origin Y coordinate of the after image.
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int | afterImageDestinationX |
| Destination X coordinate of the after image.
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int | afterImageDestinationY |
| Destination Y coordinate of the after image.
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AnimationMoveBeforeAttack | weaponMovement |
| The weapon's movement before attacking (See RPG::AnimationMoveBeforeAttack)
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bool | weaponAddAfterImage |
| "Add" the after image of the weapon?
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WeaponNumberOfAttacks | weaponNumAttacks |
| Number of attacks for the weapon (See RPG::WeaponNumberOfAttacks)
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bool | isRangedWeapon |
| Is ranged weapon?
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WeaponRangedTrajectory | weaponTrajectory |
| If a ranged weapon, the weapons' trajectory (see RPG::WeaponRangedTrajectory)
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WeaponRangedTargeting | weaponTargetting |
| If a ranged weapon, the weapons' target(s) (see RPG::WeaponRangedTargetting)
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WeaponRangedAnimSpeed | rangedAnimSpeed |
| Ranged animation speed? (See RPG::WeaponRangedAnimSpeed)
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WeaponSlotInUse | usedWeaponSlot |
| If actor uses two weapons, the slot of the weapon currently being used (See RPG::WeaponSlotInUse)
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AnimationCurrent * | actorAnim |
| The actor's battle animation data.
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int | actorAnimationId |
| The ID of the actor's current battle animation. Can be battler or weapon anims.
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int | actorAnimationFrame |
| The frame of the battle animation.
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int | comboUsedBattleCommand |
| The battle command ID that was used (for use in "Enable Combo")
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int | comboBattleCommand |
| The battle command ID that is expected (set in "Enable Combo")
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int | comboRepetitions |
| Number of times to repeat combo (set in "Enable Combo")
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DArray< short > | itemsInBattle |
| Items in the inventory only updated when accessing Item menu in battle. Index is zero-based. (See RPG::Inventory::items)
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unsigned char * | itemAmountInBattle |
| Item amounts in the inventory only updated when accessing Item menu in battle. Index is zero-based. (See RPG::Inventory::items)
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bool | isAutoBattle |
| Is auto-battle enabled? (.
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int | maxHitNumber |
| comboRepetitions * Weapon's hit #?
|
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bool | battlerSpawned |
| Used internally at start of battler for loading.
|
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int | id |
| One-based ID of the battler.
|
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bool | notHidden |
| false if the battler is currently hidden (but not dead)
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Action * | action |
| Current action of the battler.
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int | hp |
| Current HP.
|
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int | mp |
| Current MP.
|
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int | attackDiff |
| Difference from the default attack value.
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int | defenseDiff |
| Difference from the default defense value.
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int | intelligenceDiff |
| Difference from the default intelligence value.
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int | agilityDiff |
| Difference from the default agility value.
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DArray< short, 1 > | attributes |
| Array for a battler's attributes.
|
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DArray< short, 1 > | conditions |
| Turns elapsed in a certain condition (see details)
|
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bool | isCharging |
| Is the battler (monster) currently using the "Charge Up" action.
|
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int | atbValue |
| Current value of the ATB bar (0 to 300000 - see details)
|
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bool | mirrored |
| true if the battler's image is mirrored
|
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int | frameCounter |
| Internally used.
|
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int | animationId |
| ID of the battle graphic pose (see details)
|
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int | x |
| Current X coordinate (centered)
|
|
int | y |
| Current Y coordinate (centered)
|
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int | originX |
| Origin X coordinate (used when an actor moves to attack)
|
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int | originY |
| Origin Y coordinate (used when an actor moves to attack)
|
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int | destinationX |
| Destination X coordinate (used when an actor moves to attack)
|
|
int | destinationY |
| Destination Y coordinate (used when an actor moves to attack)
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Row | rowAlt |
| Internally used, I do not understand the difference from row yet.
|
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Row | row |
| Current row (no visible effect on monsters)
|
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int | damagePopupTimer |
| Frames left until damage popup has finished (zero: no damage popup active)
|
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Image * | damageImage |
| Pointer to the image of the damage pointer.
|
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int | flashR |
| Red value for flashing the battler (0 to 31 )
|
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int | flashG |
| Green value for flashing the battler (0 to 31 )
|
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int | flashB |
| Blue value for flashing the battler (0 to 31 )
|
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double | flashIntensity |
| Intensity for flashing the battler (0 to 31 - will decrease until flashing is done)
|
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int | flashTimer |
| Frames left until flashing the battler finished (zero: no flashing active)
|
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int | shakeStrength |
| If the battler is being shaken, the strength of the shake.
|
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int | shakeSpeed |
| If the battler is being shaken, the speed of the shake.
|
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int | shakeOffsetX |
| If the battler is being shaken, the amount of pixels? to shake the battler left/right.
|
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int | shakeOffsetY |
| If the battler is being shaken, the amount of pixels? to shake the battler up/down.
|
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int | shakeTimer |
| Frames left until shaking the battler finished (zero: no shaking active)
|
|
int | turnsTaken |
| Turns taken by this battler.
|
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ActionType | actionType |
| Whether the action is short, or long (skill is being cast or item is being used)
|
|
ActionStatus | actionStatus |
| Status of the current action.
|
|
int | jobClassId |
| The job class ID. -1 if it's the database default.
|
|
int | displayedConditions [5] |
| Conditions which will be displayed in the info window (see details)
|
|
Used for the data of actors which can be changed in-game.
- Note
- Many things are only stored in this class if they were changed and are now different from the default in the database, thus you should use the getter methods to access these things.
The members ending with Diff
are "offsets" which are added to the default value (which is calculated from the current level, class and equipment).
- See also
- RPG::actors
-
RPG::DBActor
-
RPG::dbActors
-
RPG::Battler