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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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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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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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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Data and settings for the current battle.
Example:
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Battle event data.
Example:
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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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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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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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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: