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DynRPG v0.32 Unofficial
Plugin SDK
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Used for the data and settings for the current battle. (OMG YES) More...
#include <BattleData.h>
Public Attributes | |
| int | monsterGroupId |
| ID of the monster group. | |
| DStringPtr | backdropFilename |
| The filename of the backdrop. | |
| bool | escapeAllowed |
| Is escaping allowed? | |
| bool | defeatAllowed |
| Is defeat allowed? (This would cause a game over) | |
| bool | firstStrike |
| Image * | backdropImage |
| The RPG::Image object of the backdrop. | |
| BattleNavigationLevel_T | navLevel |
| Which window or action has the focus? | |
| bool | isInitialized |
| Has the battle been initialized? | |
| Window * | winParty |
| The RPG::Window object of the party. | |
| Window * | winFightEscape |
| The RPG::Window object for fight/escape/autobattle. | |
| Window * | winCommand |
| The RPG::Window object for commands. | |
| Window * | winSkill |
| The RPG::Window object for skills. | |
| Window * | winItem |
| The RPG::Window object for items. | |
| Window * | winPartyTarget |
| The RPG::Window object for targetting party members. | |
| Window * | winMonTarget |
| The RPG::Window object for targetting enemies. | |
| Window * | winAction |
| The RPG::Window object for the action window! | |
| int | actionMessageLineAmount |
| int | currentHeroId |
| Party slot. | |
| Battler * | currentHero |
| The RPG::Battler data for the currently commanded hero. | |
| int | fleeChance |
| Percentage for escape (Formula: 50 + (100 - 100 * Avg Enemy AGI / Avg Hero AGI)) | |
| DListPtr< char > | battleProgress |
| bool | canvasRedrawn |
| Was the canvas redrawn? | |
| int | readyPartySlot [4] |
| If a hero is ready to act, their party index will be added to this array. | |
| bool | isSys2CursorShown |
| Is the system2 cursor currently on the screen? | |
| BattlePhase | battlePhase |
| The phase of the battle (you can use this for special conditions) | |
| int | battlEndTimer |
| Timer between the frame the last monster is defeated, and the end of battle message windows. | |
| bool | isDefeat |
| Was the party defeated? (you can use this for special actions upon losing the battle) | |
| bool | isVictory |
| Was the party victorious (you can use this for special actions upon winning the battle) | |
| int | sys2CursorX |
| The x-position of the System2 cursor. | |
| int | sys2CursorY |
| The y-position of the System2 cursor. | |
| BattlePartyFormation | partyFormation |
| The party's formation. | |
| BattleEncounterCondition | encounterCondition |
| The condition of the battle encounter. | |
| Panorama * | backgroundFrame |
| The background frame panorama object (defined by the terrain) | |
| Panorama * | foregroundFrame |
| The foreground frame panorama object (defined by the terrain) | |
| int | terrainId |
| The ID of the terrain. | |
| Battler * | reflectTarget |
| If the current action is being reflected, the target of the reflecting spell. | |
| char | reflectTargetRange |
| bool | isBattleAnimPlaying |
| bool | autoBattle |
| is autoBattle enabled? | |
| BattleType | battleType |
| Is this a random encounter or did it start via event? | |
| char | currentTargetRange |
| int | currentActingBattlerId |
| Currently acting battler. | |
| int | currentActingHeroDbId |
| Database ID of the currently acting hero, -1 = enemy. | |
| bool | continueBattle |
| bool | eventReady |
| Is an event command ready to be executed? | |
| bool | delay |
| Delay the battle (might be able to use this for long actions & animations) | |
Used for the data and settings for the current battle. (OMG YES)
| int RPG::BattleData::battlEndTimer |
Timer between the frame the last monster is defeated, and the end of battle message windows.
Starts at 60 the moment the last enemy is defeated and counts back to 0 each frame (60 = 1 second)
| int RPG::BattleData::readyPartySlot[4] |
If a hero is ready to act, their party index will be added to this array.