DynRPG v0.32 Unofficial
Plugin SDK
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#include <ScreenEffect.h>
Classes | |
struct | Particle |
Public Member Functions | |
void | flash (int r, int g, int b, int intensity, int duration) |
Built-in RM2k3 function to flash the screen (similar to the event command) | |
Public Attributes | |
int | tintR |
Screen tint's red value. | |
int | tintG |
Screen tint's green value. | |
int | tintB |
Screen tint's blue value. | |
int | tintSaturation |
Screen tint's saturation value. | |
int | transitionTimer |
Screen tint's transition timer (in frames) | |
int | flashR |
Red value during "Flash Screen". | |
int | flashG |
Green value during "Flash Screen". | |
int | flashB |
Blue value during "Flash Screen". | |
int | flashTimer |
"Flash Screen" timer (in frames) | |
int | shakeStr |
Shake strength. | |
int | shakeSpd |
Shake speed value used in "Shake Screen" command (0-9). Can be set higher than the default. | |
int | shakeOffsetX |
The screen offset value during a "Shake Screen" command. | |
int | shakeOffsetY |
An unused Y offset for a vertical Shake Screen. Affects the screen, but gets reset to 0 every frame. | |
int | shakeTimer |
"Shake Screen" timer (in frames) | |
int | weather_type |
Which weather effect is active 0 - None 1 - Rain 2 - Snow 3 - Fog 4 - Sandstorm. | |
int | weather_strength |
the strength level of the current weather effect | |
Particle | weather_particles [255] |
Particles used for weather effects. | |
Screen effects.
void RPG::ScreenEffect::flash | ( | int | r, |
int | g, | ||
int | b, | ||
int | intensity, | ||
int | duration ) |
Built-in RM2k3 function to flash the screen (similar to the event command)
r | Red value (0 to 31) |
g | Green value (0 to 31) |
b | Blue value (0 to 31) |
intensity | Intensity of the flash (0 to 33.5) |
duration | Duration in frames |
int RPG::ScreenEffect::flashTimer |
"Flash Screen" timer (in frames)
Start with the # of frames to transition from, and each frame will count backwards. Keep in mind 1.0 Secs = 60 frames. This value is changed during "Flash Screen" event commands.
int RPG::ScreenEffect::shakeStr |
Shake strength.
Strength value used in "Shake Screen" command (0-9). Shake strength value used in "Shake Screen" command (0-9). Can be set higher than the default
int RPG::ScreenEffect::shakeTimer |
"Shake Screen" timer (in frames)
Start with the # of frames to transition from, and each frame will count backwards. Keep in mind 1.0 Secs = 60 frames. This value is changed during "Shake Screen" event commands.
int RPG::ScreenEffect::tintB |
Screen tint's blue value.
Supported values are from 0
(completely black) to 200
(completely blue). 100
is the normal value. This value is changed during "Tint Screen" event commands.
int RPG::ScreenEffect::tintG |
Screen tint's green value.
Supported values are from 0
(completely black) to 200
(completely green). 100
is the normal value. This value is changed during "Tint Screen" event commands.
int RPG::ScreenEffect::tintR |
Screen tint's red value.
Supported values are from 0
(completely black) to 200
(completely red). 100
is the normal value. This value is changed during "Tint Screen" event commands.
int RPG::ScreenEffect::tintSaturation |
Screen tint's saturation value.
Supported values are from 0
(completely desaturated) to 200
(completely saturated). 100
is the normal value. This value is changed during "Tint Screen" event commands.
int RPG::ScreenEffect::transitionTimer |
Screen tint's transition timer (in frames)
Start with the # of frames to transition from, and each frame will count backwards. Keep in mind 1.0 Secs = 60 frames. This value is changed during "Tint Screen" event commands.
Particle RPG::ScreenEffect::weather_particles[255] |
Particles used for weather effects.
Rain and Snow use 100 particles and only t, x, and y. Fog uses the first 2 particles for the 2 fog layer movement and uses only x. Sandstorm uses the first 2 particles the same as fog and the remaining 253 particles and all the fields for the move sand particles.
int RPG::ScreenEffect::weather_strength |
the strength level of the current weather effect
Valid values are 0,1, and 2. Values >= 3 work but produce glitchy effects.