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DynRPG v0.32 Unofficial
Plugin SDK
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Variables | |
| RPG::NamedCatalogPtr< RPG::Actor * > & | RPG::actors |
| Array of actors from the database, used for properties which can change in-game. | |
| RPG::NamedCatalogPtr< RPG::Animation * > & | RPG::battleAnimations |
| Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::NamedCatalogPtr< RPG::Animation2 * > & | RPG::battlerAnimations |
| Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::NamedCatalogPtr< RPG::Attribute * > & | RPG::attributes |
| Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::BattleData *& | RPG::battleData |
| Data and settings for the current battle. | |
| RPG::BattleEvent *& | RPG::battleEvents |
| Battle event data. | |
| RPG::BattleSettings *& | RPG::battleSettings |
| Battle settings. | |
| RPG::NamedCatalogPtr< RPG::CommonEvent * > & | RPG::commonEvents |
| Access to the common events. | |
| RPG::NamedCatalogPtr< RPG::Condition * > & | RPG::conditions |
| Array of conditions from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::NamedCatalogPtr< RPG::DBActor * > & | RPG::dbActors |
| Array of actors from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::NamedCatalogPtr< RPG::DBClass * > & | RPG::dbClasses |
| Array of actors from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::NamedCatalogPtr< RPG::DBMonster * > & | RPG::dbMonsters |
| Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::NamedCatalogPtr< RPG::DBMonsterGroup * > & | RPG::dbMonsterGroups |
| Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::DBSystem *& | RPG::dbSystem |
| Object of "system" data, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::Hero *& | RPG::hero |
| The hero (which moves around on the map, similar to an event) | |
| RPG::Input *& | RPG::input |
| Object used for key assignments and key input checking. | |
| RPG::Inventory *& | RPG::inventory |
| The player's inventory (items, # of items, uses), and party statistics. | |
| RPG::NamedCatalogPtr< RPG::Item * > & | RPG::items |
| Array of items from the database, used for default values and properties which are not supposed to be changed in-game. | |
| Map *& | RPG::map |
| The current map environment (camera, events, etc.) | |
| MapTree *& | RPG::mapTree |
| The map tree, used for default values and properties which are not supposed to be changed in-game. | |
| CatalogPtr< Monster * > & | RPG::monsters |
| Array of monsters in the current monster group. | |
| Panorama *& | RPG::panorama |
| Settings for the panorama on the current map. | |
| NamedCatalogPtr< Picture * > & | RPG::pictures |
| Array of pictures. | |
| RPG::SceneDebug *& | RPG::debug |
| Access to the debug scenee. | |
| SceneEnterName *& | RPG::enterName |
| Access to the Enter Hero Name scene. | |
| SceneFile *& | RPG::fileSaveLoad |
| Access to the Save/Load scene. | |
| SceneGameOver *& | RPG::gameOver |
| Access to the game over scene. | |
| SceneMenu *& | RPG::menu |
| Access to the menu scene. | |
| SceneShop *& | RPG::shop |
| Access to the shop scene. | |
| SceneTitle *& | RPG::title |
| Access to the title screen parameters. | |
| RPG::Screen *& | RPG::screen |
| The screen, including window properties, FPS and the drawing canvas. | |
| ScreenEffect *& | RPG::effect |
| Pointer to the handler for various screen effects (WIP) | |
| NamedCatalogPtr< Skill * > & | RPG::skills |
| Array of skills from the database, used for default values and properties which are not supposed to be changed in-game. | |
| Switches | RPG::switches |
| Switches array | |
| System *& | RPG::system |
| Object of "system" data, used for values which can be changed in-game. | |
| RPG::Teleport *& | RPG::teleport |
| Teleport parameters. | |
| TeleportManagement *& | RPG::teleportManagement |
| Teleport Management. It's the same as the "Teleport Target Management" event command. | |
| NamedCatalogPtr< Terrain * > & | RPG::terrains |
| Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game. | |
| NamedCatalogPtr< Tileset * > & | RPG::tilesets |
| Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game. | |
| RPG::Variables | RPG::variables |
| Variables array | |
| RPG::Vehicle *& | RPG::vehicleSkiff |
| The skiff vehicle (which moves around on the map, similar to an event) | |
| RPG::Vehicle *& | RPG::vehicleShip |
| The ship vehicle (which moves around on the map, similar to an event) | |
| RPG::Vehicle *& | RPG::vehicleAirship |
| The airship vehicle (which moves around on the map, similar to an event) | |
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extern |
Array of actors from the database, used for properties which can change in-game.
Use the database ID as index for accessing an actor.
Example:
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extern |
Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a attributes.
Example:
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extern |
Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing an animation.
Example:
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extern |
Data and settings for the current battle.
Example:
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Battle event data.
Example:
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extern |
Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing an animation.
Example:
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extern |
Battle settings.
Please mind that this object is not saved and loaded automatically, but only initialized once at startup.
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Array of conditions from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a condition.
Example:
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Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing an actor.
Example:
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Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a battler's class.
Example:
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Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a monster.
Example:
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extern |
Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a monster.
Example:
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Object of "system" data, used for default values and properties which are not supposed to be changed in-game.
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extern |
The player's inventory (items, # of items, uses), and party statistics.
Example:
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Array of items from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing an item.
Example:
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The current map environment (camera, events, etc.)
For accessing events, use RPG::map->events[event ID].
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The map tree, used for default values and properties which are not supposed to be changed in-game.
Example:
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Array of monsters in the current monster group.
Use the zero-based party member ID as index for accessing a monster.
Example:
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Settings for the panorama on the current map.
Example:
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Array of pictures.
Use the picture ID as index for accessing a picture.
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Array of skills from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a skill.
Example:
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Object of "system" data, used for values which can be changed in-game.
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Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a terrain.
Example:
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Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game.
Use the database ID as index for accessing a tileset.
Example:
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Access to the title screen parameters.
Example: