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.