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DynRPG v0.32 Unofficial
Plugin SDK
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Used for the data of items which can be accessed or changed in-game. More...
#include <Item.h>
Public Attributes | |
| int | id |
| ID of the item. | |
| DStringPtr | name |
| The name of the item. | |
| DStringPtr | description |
| The description of the item. | |
| ItemType | type |
| The item's type as defined in the database (see RPG::ItemType) | |
| int | price |
| Price. | |
| int | numUses |
| Number of uses (0 = unlimited) | |
| int | str |
| Attack. | |
| int | def |
| Defense. | |
| int | intl |
| Intelligence. | |
| int | agl |
| Agility. | |
| bool | twoHanded |
| Is it two-handed? (Hands Required) | |
| int | mpCost |
| Agility. | |
| int | hitProb |
| Hit Probability. | |
| int | critBonus |
| Critical Bonus. | |
| int | battleAnimId |
| Battle Animation ID. | |
| bool | alwaysAttackFirst |
| Always attack first? | |
| bool | attackTwice |
| Attack twice? | |
| bool | attackAll |
| Attack all enemies? | |
| bool | ignoreEvasion |
| Ignore evasion? | |
| bool | preventCrit |
| Prevent critical hits? | |
| bool | increaseEvasion |
| Increased evasion? | |
| bool | halfMpCost |
| Half MP Consumption? | |
| bool | noTerrainDmg |
| No Terrain Damage? | |
| ItemTarget | target |
| Does the item target a single hero or all? (see RPG::ItemTarget) | |
| int | hpRestorePercent |
| % of Max HP to restore | |
| int | hpRestoreUnits |
| Amount of HP to restore. | |
| int | mpRestorePercent |
| % of Max MP to restore | |
| int | mpRestoreUnits |
| Amount of MP to restore. | |
| bool | onlyInField |
| Only usable on the field map? | |
| bool | onlyOnDead |
| Only usable on dead characters? | |
| int | addMaxHp |
| Max HP to add. | |
| int | addMaxMp |
| Max MP to add. | |
| int | addStr |
| STR to add. | |
| int | addDef |
| DEF to add. | |
| int | addInt |
| INT to add. | |
| int | addAgl |
| AGL to add. | |
| ItemScrollMsgShown | messageShown |
| Message Shown When Used (see RPG::ItemScrollMsgShown) | |
| int | skillId |
| Skill Id. | |
| int | switchId |
| Switch Id. | |
| bool | useInField |
| Activation in field? | |
| bool | useInBattle |
| Activation in battle? | |
| DArray< bool > | usableByHero |
| Usable By Hero Array. | |
| DArray< bool > | conditions |
| Array of Conditions. size = highest condition that is checked off. | |
| DArray< bool > | attributes |
| Array of Attributes. size = highest attribute that is checked off. | |
| int | conditionPercentage |
| Inflict/Resist Condition %. | |
| NamedCatalogPtr< AnimationWeapon * > | weaponAnims |
| Pointer to the RPG::AnimationWeapon array. | |
| bool | invokeSkill |
| Does the item invoke a skill (set skill with skillId) | |
| DArray< bool > | usableByClass |
| Usable By Class Array. | |
| bool | isCursed |
| Is the item cursed? | |
| ItemConditionFlag | conditionFlag |
| Does the item remove the condition instead of inflict? (see RPG::ItemConditionFlag) | |
| WeaponRangedTrajectory | weaponTrajectory |
| If a ranged weapon, the weapons' trajectory (see RPG::WeaponRangedTrajectory) | |
| WeaponRangedTargeting | weaponTargetting |
| If a ranged weapon, the weapons' target(s) (see RPG::WeaponRangedTargetting) | |
Used for the data of items which can be accessed or changed in-game.
| int RPG::Item::addAgl |
AGL to add.
| int RPG::Item::addDef |
DEF to add.
| int RPG::Item::addInt |
INT to add.
| int RPG::Item::addMaxHp |
Max HP to add.
| int RPG::Item::addMaxMp |
Max MP to add.
| int RPG::Item::addStr |
STR to add.
| int RPG::Item::agl |
Agility.
| bool RPG::Item::alwaysAttackFirst |
Always attack first?
| bool RPG::Item::attackAll |
Attack all enemies?
| bool RPG::Item::attackTwice |
Attack twice?
| int RPG::Item::battleAnimId |
Battle Animation ID.
| int RPG::Item::critBonus |
Critical Bonus.
| int RPG::Item::def |
Defense.
| bool RPG::Item::halfMpCost |
Half MP Consumption?
| int RPG::Item::hitProb |
Hit Probability.
| int RPG::Item::hpRestorePercent |
% of Max HP to restore
| int RPG::Item::hpRestoreUnits |
Amount of HP to restore.
| bool RPG::Item::ignoreEvasion |
Ignore evasion?
| bool RPG::Item::increaseEvasion |
Increased evasion?
| int RPG::Item::intl |
Intelligence.
| ItemScrollMsgShown RPG::Item::messageShown |
Message Shown When Used (see RPG::ItemScrollMsgShown)
| int RPG::Item::mpCost |
Agility.
| int RPG::Item::mpRestorePercent |
% of Max MP to restore
| int RPG::Item::mpRestoreUnits |
Amount of MP to restore.
| bool RPG::Item::noTerrainDmg |
No Terrain Damage?
| bool RPG::Item::onlyInField |
Only usable on the field map?
| bool RPG::Item::onlyOnDead |
Only usable on dead characters?
| bool RPG::Item::preventCrit |
Prevent critical hits?
| int RPG::Item::skillId |
Skill Id.
| int RPG::Item::str |
Attack.
| int RPG::Item::switchId |
Switch Id.
| ItemTarget RPG::Item::target |
Does the item target a single hero or all? (see RPG::ItemTarget)
| bool RPG::Item::twoHanded |
Is it two-handed? (Hands Required)
| bool RPG::Item::useInBattle |
Activation in battle?
| bool RPG::Item::useInField |
Activation in field?