DynRPG v0.32 Unofficial
Plugin SDK
RPG::BattleData Class Reference

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)
 

Detailed Description

Member Data Documentation

◆ battlEndTimer

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)

◆ readyPartySlot

int RPG::BattleData::readyPartySlot[4]

If a hero is ready to act, their party index will be added to this array.

Note
This array lists the heroes in the order that they become ready, so if hero 2 is the first to act, and hero 3 is next to act, readyPartySlot[0] = 1 (hero 2), readyPartySlot[1] = 2 (hero 3), readyPartySlot[2] = -1 (empty) and readyPartySlot[3] = -1 (empty)

The documentation for this class was generated from the following file: