DynRPG v0.32 Unofficial
Plugin SDK
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Used for monsters as subtype of battlers. More...
#include <Monster.h>
Public Member Functions | |
void | transform (int monsterId) |
Built-in RM2k3 function that transforms an enemy into a new monster (ATB unaltered) | |
void | loadMonsterGroup (int id) |
Built-in RM2k3 function that loads a new monster group into the current one (retains battle commands). | |
Public Member Functions inherited from RPG::Battler | |
std::string | getName () |
Returns the name of the actor or monster. | |
int | getMaxHp () |
Returns the maximal HP. | |
int | getMaxMp () |
Returns the maximal MP. | |
int | getAttack () |
Returns the attack value. | |
int | getDefense () |
Returns the defense value. | |
int | getIntelligence () |
Returns the intelligence value. | |
int | getAgility () |
Returns the agility value. | |
void | setRow (Row newRow) |
Sets the current row. | |
void | damagePopup (int number, int color) |
Shows a damage popup with a number. | |
void | damagePopup (std::string text) |
Shows a damage popup with a small text. | |
bool | isMonster () |
Checks whether the battler is a monster or an actor. | |
void | flash (int r, int g, int b, int intensity, int duration) |
Flashes a battler in a certain color. | |
bool | executeAction (bool skipPluginHandlers=false) |
Executes the action of a battler (highly experimental!) | |
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) | |
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. | |
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. | |
Public Attributes | |
int | databaseId |
The database ID of the monster. | |
Image * | image |
The image of the monster's graphic. | |
Image * | imageMirrored |
The mirrored image of the monster's graphic (used when RPG::Battler::mirrored is true ) | |
int | blinkTimer |
Frames left until damage blinking is done. | |
int | deathTimer |
Internal timer for when a monster is dying. | |
int | explodeTimer |
Internal timer for when a monster is... exploding?? (wat) | |
Public Attributes inherited from RPG::Battler | |
int | id |
One-based ID of the battler. | |
bool | notHidden |
false if the battler is currently hidden (but not dead) | |
Action * | action |
Current action of the battler. | |
int | hp |
Current HP. | |
int | mp |
Current MP. | |
int | attackDiff |
Difference from the default attack value. | |
int | defenseDiff |
Difference from the default defense value. | |
int | intelligenceDiff |
Difference from the default intelligence value. | |
int | agilityDiff |
Difference from the default agility value. | |
DArray< short, 1 > | attributes |
Array for a battler's attributes. | |
DArray< short, 1 > | conditions |
Turns elapsed in a certain condition (see details) | |
bool | isCharging |
Is the battler (monster) currently using the "Charge Up" action. | |
int | atbValue |
Current value of the ATB bar (0 to 300000 - see details) | |
bool | mirrored |
true if the battler's image is mirrored | |
int | frameCounter |
Internally used. | |
int | animationId |
ID of the battle graphic pose (see details) | |
int | x |
Current X coordinate (centered) | |
int | y |
Current Y coordinate (centered) | |
int | originX |
Origin X coordinate (used when an actor moves to attack) | |
int | originY |
Origin Y coordinate (used when an actor moves to attack) | |
int | destinationX |
Destination X coordinate (used when an actor moves to attack) | |
int | destinationY |
Destination Y coordinate (used when an actor moves to attack) | |
Row | rowAlt |
Internally used, I do not understand the difference from row yet. | |
Row | row |
Current row (no visible effect on monsters) | |
int | damagePopupTimer |
Frames left until damage popup has finished (zero: no damage popup active) | |
Image * | damageImage |
Pointer to the image of the damage pointer. | |
int | flashR |
Red value for flashing the battler (0 to 31 ) | |
int | flashG |
Green value for flashing the battler (0 to 31 ) | |
int | flashB |
Blue value for flashing the battler (0 to 31 ) | |
double | flashIntensity |
Intensity for flashing the battler (0 to 31 - will decrease until flashing is done) | |
int | flashTimer |
Frames left until flashing the battler finished (zero: no flashing active) | |
int | shakeStrength |
If the battler is being shaken, the strength of the shake. | |
int | shakeSpeed |
If the battler is being shaken, the speed of the shake. | |
int | shakeOffsetX |
If the battler is being shaken, the amount of pixels? to shake the battler left/right. | |
int | shakeOffsetY |
If the battler is being shaken, the amount of pixels? to shake the battler up/down. | |
int | shakeTimer |
Frames left until shaking the battler finished (zero: no shaking active) | |
int | turnsTaken |
Turns taken by this battler. | |
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) | |
Static Public Attributes | |
static AnimationInBattle *& | animData |
Returns the battle animation information for when an animation is playing over a monster (being attacked or healed) | |
Used for monsters as subtype of battlers.
void RPG::Monster::loadMonsterGroup | ( | int | id | ) |
Built-in RM2k3 function that loads a new monster group into the current one (retains battle commands).
Call by using RPG::Monster::loadMonsterGroup(int) since each of the RPG::monsters[i] get replaced.
id | The database ID of the new monster group to load |
void RPG::Monster::transform | ( | int | monsterId | ) |
Built-in RM2k3 function that transforms an enemy into a new monster (ATB unaltered)
monsterId | The database ID of the monster to transform into |
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static |
Returns the battle animation information for when an animation is playing over a monster (being attacked or healed)
int RPG::Monster::blinkTimer |
Frames left until damage blinking is done.
If a monster takes damage, it blinks a few time. The blinking is started by setting blinkTimer
to the number of frames the blinking should take. The blinkTimer
is then increased by one each frame (while the image will be shown and hidden repeatedly), until it reaches zero at which point the blinking will be stopped. Internal timer for when a monster is flashing