DynRPG v0.32 Unofficial
Plugin SDK
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The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks. More...
Classes | |
class | Action |
Action of a battler (normal attack, skill, escape, etc.), including target More... | |
class | Actor |
Used for the data of actors which can be changed in-game. More... | |
class | Animation |
Used to define a battle animation, its frames, and effects. More... | |
class | Animation2 |
Used to define a battler's character animation. More... | |
class | Animation2Pose |
Used to define a battler's character animation pose and pose parameters. More... | |
class | Animation2Weapon |
Used to define a battler's weapon animations. More... | |
class | AnimationCurrent |
Used to access the data for the battle animation currently playing. More... | |
class | AnimationEffect |
Used to define an animation's effect from its effect array. More... | |
class | AnimationFrame |
Used to define an animation's frame and its cels. More... | |
class | AnimationFrameCel |
Used for an animation frame's cel data. More... | |
class | AnimationInBattle |
Used to access battle animation data while an animation is on screen. More... | |
class | AnimationSkill |
Used to define a skill animation for a particular battler. More... | |
class | AnimationWeapon |
Used to define a weapon animation for a particular battler. More... | |
class | ArrayBaseOne |
Helper class for arrays with base one. More... | |
class | Attribute |
Used for the data of attributes which can be accessed or changed in-game. More... | |
class | BattleCommand |
Used to define the actual battle commands (Attack, Defend, etc) More... | |
class | BattleData |
Used for the data and settings for the current battle. (OMG YES) More... | |
class | BattleEvent |
Used to access battle event parameters (NOT the scriptlines). More... | |
class | BattleEventPage |
Used to access battle event pages specific to the monster group being referenced. More... | |
class | BattleEventTrigger |
Used to access event command specific to the current battle. (OMG YES) More... | |
class | Battler |
Used for entities participating in battle, i.e. actors and monsters. More... | |
class | BattleSettings |
Used for battle settings (layout, etc.) More... | |
class | Canvas |
Image buffer with 16 bit color depth, used as canvas for multiple 8-bit images More... | |
class | Catalog |
Wrapper class for RPG::DList which doesn't crash if the index is out of bounds. More... | |
class | CatalogPtr |
Wrapper class for RPG::Catalog pointers (syntactic sugar) More... | |
class | Character |
Used for movable entities on the map, i.e. events, the hero (and vehicles, but they are not supported yet) More... | |
class | CharacterGraphics |
class | ColorControl |
Color effect settings for RPG::Image objects. More... | |
class | CommonEvent |
Access to the common events. More... | |
class | Condition |
Used for the data of conditions which can be accessed or changed in-game. More... | |
class | DArray |
class | DBActor |
Used for the default data of actors which is defined in the database. More... | |
class | DBClass |
Used for the default data of classes which is defined in the database. More... | |
class | DBitmap |
Wrapper class for windows' HBITMAPs. More... | |
class | DBMonster |
Used for the default data of monsters which is defined in the database. More... | |
class | DBMonsterGroup |
Used for the default data of monster groups which are defined in the database. More... | |
class | DBSystem |
Used for the default system data which is defined in the database. More... | |
class | DList |
Class representing Delphi's TList (without resizing for the moment) More... | |
class | DListPtr |
Wrapper class for RPG::DList pointers (syntactic sugar) More... | |
class | DString |
Helper class representing a Delphi string. More... | |
class | DStringPtr |
Mighty wrapper class for DString pointers, the string class for RPG Maker strings. More... | |
class | Event |
Used for events as subtype of characters. More... | |
class | EventData |
Class used for storing event names, ids, the event pages, and script data. More... | |
class | EventPage |
Used for pages within a map event, along with their conditions, script list, commands, etc. More... | |
class | EventPrecondition |
The preconditions for a particular event page. More... | |
class | EventScriptData |
Class used for the event script data of an event. More... | |
class | EventScriptLine |
Represents an event script line. More... | |
class | EventScriptList |
List of event script lines. More... | |
class | FontImage |
class | Hero |
Used for the hero as subtype of characters. More... | |
class | Image |
Used for image buffers (8 bit) More... | |
class | Input |
Used for key input. More... | |
class | Inventory |
Used for the inventory data and statistics of the current game being played. More... | |
class | Item |
Used for the data of items which can be accessed or changed in-game. More... | |
class | Map |
Used for accessing and manipulating the current map environment. More... | |
class | MapEncounter |
A single monster group encounter on a map (the map itself has the full array). More... | |
class | MapGraphics |
Serves as the pointer to the tileset, the filename of the Chipset and the data for the actual tiles?? More... | |
class | MapLmuFile |
The paramaters for the LMU (map) files. More... | |
class | MapProperties |
The current map, it's properties, dungeon generation settings, events, and chipset properties. More... | |
class | MapStartPositions |
Access to the starting positions of the party and the vehicles. More... | |
class | MapTree |
Used for the default data of monster groups which are defined in the database. More... | |
class | MapTreeProperties |
The properties of a map (including some map tree data). More... | |
class | Monster |
Used for monsters as subtype of battlers. More... | |
class | MonsterBehavior |
An entry of the monster's behavior (normal attack, skill, transform, etc.) More... | |
class | MonsterGroupPosition |
Used to define an individual monster's position in the group. More... | |
class | MoveRoute |
Used for the move route of an character (also set by the "Move Event" command) More... | |
class | Music |
Used for background music settings. More... | |
class | NamedCatalog |
Class inherited from RPG::Catalog in which elements with non-consecutive IDs are stored without waste of memory (i.e. events on a map) More... | |
class | NamedCatalogPtr |
Wrapper class for RPG::NamedCatalog pointers (syntactic sugar) More... | |
class | Panorama |
Used to define a panorama object (ie. battle frames), or the panorama/frame on a particular map. More... | |
class | ParsedCommentData |
Used for parsed event comments (see Event comments guidelines) More... | |
class | ParsedCommentParameter |
Used for parameters of parsed event comments (see Event comments guidelines) More... | |
class | Picture |
Used for in-game pictures. More... | |
class | SceneDebug |
The Debug scene upon pressing F9 in test play mode. More... | |
class | SceneEnterName |
The Enter Hero Name scene. More... | |
class | SceneFile |
The Save/Load scene. More... | |
class | SceneGameOver |
The Game Over scene. More... | |
class | SceneMenu |
Used to access the menu windows and its variables. More... | |
class | SceneShop |
Used to access the menu windows and its variables. More... | |
class | SceneTitle |
Access to the title screen parameters. More... | |
class | Screen |
Used for the screen, including window properties and FPS. More... | |
class | ScreenEffect |
Screen effects. More... | |
class | Skill |
Used for the data of skills which can be accessed or changed in-game. More... | |
class | SkillProgression |
Used to define the skill progression table for a particular hero. More... | |
class | Sound |
Used for sound effect settings. More... | |
class | Switches |
Provides easy access to in-game switches You may also use RPG::System::switches, but the RPG::Switches class will also tolerate negative indexes and is less to type. More... | |
class | System |
Used for system data which can change in-game. More... | |
class | SystemGraphic |
Used to store the system and "system2" graphics. More... | |
class | Teleport |
Class used for teleporting. More... | |
class | TeleportManagement |
Same as the "Teleport Target Management" event command. More... | |
class | Terrain |
Used for the data of terrains which can be accessed or changed in-game. More... | |
class | Tileset |
Used for the data of tilesets which can be accessed or changed in-game. More... | |
class | Variables |
Provides easy access to in-game variables You may also use RPG::System::variables, but the RPG::Variables class will also tolerate negative indexes and is less to type. More... | |
class | Vehicle |
Used for the vehicles as subtype of characters. More... | |
class | Window |
Used for Window objects of all kinds. More... | |
class | WindowMenuEnd |
Used for quit menu from the main menu. More... | |
class | WindowMenuEquip |
Used for equip menu from the main menu. More... | |
class | WindowMenuItem |
Used for item menu from the main menu. More... | |
class | WindowMenuOrder |
Used for quit menu from the main menu. More... | |
class | WindowMenuSkill |
Used for skill menu from the main menu. More... | |
class | WindowMenuStatus |
Used for quit menu from the main menu. More... | |
class | WindowMenuTarget |
Used for skill/item target sub-menus (when a skill/item is used on a party member) More... | |
class | WindowMessage |
Used for message windows. More... | |
class | WindowMessageBox |
Used for message windows. More... | |
class | WindowSaveFile |
Used for individual save files within the Save/load menu. More... | |
Typedefs | |
typedef unsigned char | ActionKind_T |
One-byte version of RPG::ActionKind. | |
typedef unsigned char | ActionRestriction_T |
One-byte version or RPG::ActionRestriction. | |
typedef unsigned char | Animation2PoseType_T |
One-byte version of RPG::Animation2PoseType. | |
typedef unsigned char | AnimationEffectScope_T |
One-byte version of RPG::AnimationScope. | |
typedef unsigned char | AnimationScope_T |
One-byte version of RPG::AnimationScope. | |
typedef unsigned char | AnimationType_T |
One-byte version of RPG::AnimationType. | |
typedef unsigned char | AnimationYAxisLine_T |
One-byte version of RPG::AnimationYAxisLine. | |
typedef unsigned char | ATBMode_T |
One-byte version or RPG::ATBMode. | |
typedef unsigned char | AttributeType_T |
One-byte version or RPG::AttributeType. | |
typedef unsigned char | BasicAction_T |
One-byte version of RPG::BasicAction. | |
typedef unsigned char | BattleLayout_T |
One-byte version of RPG::BattleLayout. | |
typedef unsigned char | BattleNavigationLevel_T |
One-byte version of RPG::BattleNavigationLevel. | |
typedef unsigned char | CommonEventTrigger_T |
One-byte version of RPG::CommonEventTrigger. | |
typedef unsigned char | DamageMultiplier_T |
One-byte version or RPG::DamageMultiplier. | |
typedef unsigned char | Direction_T |
One-byte version of RPG::Direction. | |
typedef unsigned char | EventPreconditionFlag_T |
One-byte version of RPG::EventPreconditionFlag. | |
typedef unsigned char | Facing_T |
One-byte version of RPG::Facing. | |
typedef unsigned char | FileSceneMode_T |
One-byte version of RPG::FileSceneMode. | |
typedef unsigned char | KeyDown_T |
One-byte version of RPG::KeyDown. | |
typedef unsigned char | KeyDownAlt_T |
One-byte version of RPG::KeyDownAlt. | |
typedef unsigned char | Layer_T |
One-byte version of RPG::Layer. | |
typedef unsigned char | MapAllowType_T |
One-byte version or RPG::MapAllowType. | |
typedef unsigned char | MapBgType_T |
One-byte version or RPG::MapBgType. | |
typedef unsigned char | MapMusicType_T |
One-byte version or RPG::MapMusicType. | |
typedef unsigned char | MapTreeType_T |
One-byte version or RPG::MapTreeType. | |
typedef unsigned char | MapWrapping_T |
One-byte version of RPG::MapWrapping. | |
typedef short | MenuCommand_T |
Two-byte version of RPG::MenuCommand. | |
typedef unsigned char | MenuSubScreen_T |
One-byte version of RPG::MenuSubScreen. | |
typedef unsigned char | MonsterPrecondition_T |
One-byte version or RPG::MonsterPrecondition. | |
typedef unsigned char | Scene_T |
One-byte version of RPG::Scene. | |
typedef unsigned char | ShopSubScene_T |
One-byte version of RPG::ShopSubScene. | |
typedef unsigned char | Target_T |
One-byte version of RPG::Target. | |
typedef unsigned char | TerrainSpriteDisplay_T |
One-byte version or RPG::TilePassability. | |
typedef unsigned char | TilePassability_T |
One-byte version or RPG::TilePassability. | |
typedef unsigned char | Transition_T |
One-byte version of RPG::Transition. | |
typedef unsigned char | TriggerFlag_T |
One-byte version of RPG::TriggerFlag. | |
typedef unsigned char | TriggerFlag2k3_T |
One-byte version of RPG::TriggerFlag2k3. | |
typedef void | Chipset |
Not implemented yet. | |
typedef void | MoveRouteItem |
Not implemented yet. | |
typedef void | AuroraDrawMain |
Not implemented yet. | |
Enumerations | |
enum | ActionKind { AK_BASIC , AK_SKILL , AK_TRANSFORM , AK_ITEM , AK_NONE , AK_RANDOM } |
Possible values for the RPG::Action::kind member. More... | |
enum | ActionRestriction { AR_NONE , AR_NO_ACTION_ALLOWED , AR_ATTACK_ENEMIES_RANDOMLY , AR_ATTACK_ALLIES_RANDOMLY } |
Possible values for RPG::Condition::actionRestriction. More... | |
enum | ActionStatus { AS_IDLE , AS_WAITING , AS_FINAL_PHASE } |
Possible values for RPG::Battler::actionStatus. More... | |
enum | ActionType { AT_SHORT_ACTION , AT_LONG_SKILL , AT_LONG_ITEM } |
Possible values for RPG::Battler::actionType. | |
enum | AlterationType { AT_ALTER_DAMAGE , AT_ALTER_RECOVER , AT_ALTER_NONE } |
Possible values for RPG::Condition::hpAlterationType and RPG::Condition::mpAlterationType. More... | |
enum | Animation2DisplaySpeed { A2DISP_FAST = 8 , A2DISP_MEDIUM = 14 , A2DISP_SLOW = 20 } |
Possible values for RPG::Animation2::displaySpeed. More... | |
enum | Animation2PoseType { PT_CHARACTER_POSE , PT_BATTLE_ANIMATION } |
Possible values for RPG::Animation2Pose::animType. More... | |
enum | AnimationBattlerPose { ANIM_POSE_STAND , ANIM_POSE_PUNCH_RIGHT , ANIM_POSE_PUNCH_LEFT , ANIM_POSE_SKILL , ANIM_POSE_DEAD , ANIM_POSE_DAMAGE , ANIM_POSE_DAZED , ANIM_POSE_BLOCK , ANIM_POSE_RUN_LEFT , ANIM_POSE_RUN_RIGHT , ANIM_POSE_VICTORY , ANIM_POSE_ITEM } |
Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose. More... | |
enum | AnimationEffectScope { ANIM_EFFECT_SCOPE_NONE , ANIM_EFFECT_SCOPE_TARGET , ANIM_EFFECT_SCOPE_SCREEN } |
Possible values for RPG::AnimationEffect::flashScope and RPG::AnimationEffect::shakeScope. | |
enum | AnimationFrameCharset { ANI_FRAME_LEFT , ANI_FRAME_MIDDLE_A , ANI_FRAME_RIGHT , ANI_FRAME_MIDDLE_B } |
Possible values for RPG::Character::step. | |
enum | AnimationMoveBeforeAttack { ANIM_MOVE_BEFORE_ACTION_NONE , ANIM_MOVE_BEFORE_ACTION_STEP_FORWARD , ANIM_MOVE_BEFORE_ACTION_JUMP_FORWARD , ANIM_MOVE_BEFORE_ACTION_MOVE_TO_TARGET } |
Possible values for RPG::WeaponAnimation::movement and RPG::SkillAnimation::movement. More... | |
enum | AnimationScope { ANIM_SCOPE_LOCAL , ANIM_SCOPE_GLOBAL } |
Possible values for RPG::Animation::scope. More... | |
enum | AnimationTargetMonster { ATM_NONE = -2 , ATM_ALL_ENEMIES = -1 , ATM_ENEMY_1 = 0 , ATM_ENEMY_2 = 1 , ATM_ENEMY_3 = 2 , ATM_ENEMY_4 = 3 , ATM_ENEMY_5 = 4 , ATM_ENEMY_6 = 5 , ATM_ENEMY_7 = 6 , ATM_ENEMY_8 = 7 } |
Possible values for RPG::AnimationInBattle::currentAnimTarget. More... | |
enum | AnimationType { ANI_NORMAL , ANI_STEPPING , ANI_FIXED_DIR_NORMAL , ANI_FIXED_DIR_STEPPING , ANI_FIXED_GRAPHIC , ANI_SPIN_AROUND } |
Possible values for RPG::Character::animationType. More... | |
enum | AnimationYAxisLine { ANIM_YAXIS_HIGH , ANIM_YAXIS_CENTER , ANIM_YAXIS_LOW } |
Possible values for RPG::Animation::yLine. More... | |
enum | ATBMode { ATBM_ACTIVE , ATBM_WAIT } |
Possible values for RPG::System::atbMode. More... | |
enum | AttributeType { ATTRIBUTE_WEAPON , ATTRIBUTE_MAGIC } |
Possible values for RPG::Attribute::type. More... | |
enum | BaseStatAlteration { BSA_HALF , BSA_DOUBLE , BSA_NONE } |
Possible values for RPG::Condition::statAlteration. More... | |
enum | BasicAction { BA_ATTACK , BA_DOUBLE_ATTACK , BA_DEFEND , BA_OBSERVE , BA_CHARGE , BA_SELF_DESTRUCT , BA_ESCAPE , BA_NONE , BA_CHANGE_ROW } |
Possible values for the RPG::Action::basicActionId member. More... | |
enum | BattleCommandArchetype { BCOM_ATTACK , BCOM_SKILL , BCOM_SKILL_SUBSET , BCOM_DEFEND , BCOM_ITEM , BCOM_ESCAPE , BCOM_LINK_TO_EVENT } |
Possible values for RPG::BattleCommands::archetype. | |
enum | BattleEncounterCondition { BENC_TYPE_NO_SPECIAL_CONDITIONS , BENC_TYPE_INITIATIVE , BENC_TYPE_BACK_ATTACK , BENC_TYPE_SURROUND_ATTACK , BENC_TYPE_PINCER_ATTACK } |
Possible values for RPG::BattleData::encounterCondition. | |
enum | BattleEventUpdateMode { BEUM_BEFORE_ACTION , BEUM_AFTER_ACTION , BEUM_SWITCH_ACTIVATED , BEUM_BATTLE_START } |
Possible values of the mode parameter of RPG::updateBattleEvents. More... | |
enum | BattleLayout { BL_TRADITIONAL , BL_ALTERNATIVE , BL_GAUGE } |
Possible values for RPG::BattleSettings::layout. More... | |
enum | BattleNavigationLevel { BNAV_IN_FIGHT_ESCAPE_WINDOW , BNAV_IN_PARTY_WINDOW , BNAV_IN_COMMAND_WINDOW , BNAV_BLANK , BNAV_ESCAPING } |
Possible values for RPG::BattleData::navLevel. More... | |
enum | BattlePartyFormation { BPFORM_TERRAIN , BPFORM_LOOSE , BPFORM_TIGHT } |
Possible values for RPG::BattleData::partyFormation. | |
enum | BattlePhase { BPHASE_BATTLE , BPHASE_DEATH , BPHASE_VICTORY , BPHASE_END } |
Possible values for RPG::BattleData::battlePhase. More... | |
enum | BattleType { BTYPE_RANDOM_ENCOUNTER , BTYPE_ENCOUNTER_BY_EVENT_COMMAND } |
Possible values for RPG::BattleData::battleType. | |
enum | CommonEventTrigger { CET_AUTO_START = 3 , CET_PARALLEL_PROCESS , CET_CALL } |
Possible values for the RPG::CommonEvent::trigger member. | |
enum | DamageMultiplier { DMG_A , DMG_B , DMG_C , DMG_D , DMG_E } |
Possible values for RPG::DBActor::conditions, RPG::DBActor::attributes, RPG::DBMonster::conditions, RPG::DBMonster::attributes The damage multipliers. | |
enum | Direction { DIR_UP , DIR_RIGHT , DIR_DOWN , DIR_LEFT , DIR_UP_RIGHT , DIR_DOWN_RIGHT , DIR_DOWN_LEFT , DIR_UP_LEFT } |
Possible values for RPG::Character::direction. More... | |
enum | DungeonGenPassWidth { DGPW_ONE_BY_ONE , DGPW_TWO_BY_TWO } |
Possible values for the RPG::MapProperties::dGenPassageGranularity member. | |
enum | DungeonGenType { DGT_SINGLE_PASSAGE , DGT_LINKED_ROOMS , DGT_MAZE_LIKE , DGT_OPEN_ROOM } |
Possible values for the RPG::MapProperties::dGenType member. | |
enum | EventCommand { EVCMD_END_OF_EVENT = 0 , EVCMD_EMPTY_LINE = 10 , EVCMD_SHOW_MESSAGE = 10110 , EVCMD_ADD_LINE_TO_MESSAGE = 20110 , EVCMD_MESSAGE_OPTIONS = 10120 , EVCMD_SELECT_FACE = 10130 , EVCMD_SHOW_CHOICE = 10140 , EVCMD_CHOICE_CASE = 20140 , EVCMD_CHOICE_END = 20141 , EVCMD_INPUT_NUMBER = 10150 , EVCMD_CHANGE_SWITCH = 10210 , EVCMD_CHANGE_VARIABLE = 10220 , EVCMD_CHANGE_TIMER = 10230 , EVCMD_CHANGE_MONEY = 10310 , EVCMD_CHANGE_ITEMS = 10320 , EVCMD_CHANGE_PARTY = 10330 , EVCMD_CHANGE_EXP = 10410 , EVCMD_CHANGE_LEVEL = 10420 , EVCMD_CHANGE_STATS = 10430 , EVCMD_CHANGE_SKILL = 10440 , EVCMD_CHANGE_EQUIPMENT = 10450 , EVCMD_CHANGE_HP = 10460 , EVCMD_CHANGE_MP = 10470 , EVCMD_CHANGE_CONDITION = 10480 , EVCMD_FULL_RECOVERY = 10490 , EVCMD_INFLICT_DAMAGE = 10500 , EVCMD_CHANGE_HERO_NAME = 10610 , EVCMD_CHANGE_HERO_TITLE = 10620 , EVCMD_CHANGE_HERO_GRAPHIC = 10630 , EVCMD_CHANGE_HERO_FACE = 10640 , EVCMD_CHANGE_VEHICLE_GRAPHIC = 10650 , EVCMD_CHANGE_SYSTEM_BGM = 10660 , EVCMD_CHANGE_SYSTEM_SE = 10670 , EVCMD_CHANGE_SYSTEM_GRAPHIC = 10680 , EVCMD_CHANGE_TRANSITION = 10690 , EVCMD_START_COMBAT = 10710 , EVCMD_BATTLE_VICTORY = 20710 , EVCMD_BATTLE_ESCAPE = 20711 , EVCMD_BATTLE_DEFEAT = 20712 , EVCMD_BATTLE_END = 20713 , EVCMD_CALL_SHOP = 10720 , EVCMD_SHOP_TRANSACTION = 20720 , EVCMD_SHOP_CANCEL = 20721 , EVCMD_SHOP_END = 20722 , EVCMD_CALL_INN = 10730 , EVCMD_INN_REST = 20730 , EVCMD_INN_CANCEL = 20731 , EVCMD_INN_END = 20732 , EVCMD_ENTER_HERO_NAME = 10740 , EVCMD_TELEPORT = 10810 , EVCMD_MEMORIZE_LOCATION = 10820 , EVCMD_GO_TO_MEMORIZED_LOCATION = 10830 , EVCMD_RIDE_VEHICLE = 10840 , EVCMD_TELEPORT_VEHICLE = 10850 , EVCMD_SET_EVENT_LOCATION = 10860 , EVCMD_SWAP_TWO_EVENT_LOCATIONS = 10870 , EVCMD_GET_TERRAIN_ID = 10910 , EVCMD_GET_EVENT_ID = 10920 , EVCMD_ERASE_SCREEN = 11010 , EVCMD_SHOW_SCREEN = 11020 , EVCMD_SET_SCREEN_TONE = 11030 , EVCMD_FLASH_SCREEN = 11040 , EVCMD_SHAKE_SCREEN = 11050 , EVCMD_PAN_SCREEN = 11060 , EVCMD_WEATHER_EFFECTS = 11070 , EVCMD_SHOW_PICTURE = 11110 , EVCMD_MOVE_PICTURE = 11120 , EVCMD_ERASE_PICTURE = 11130 , EVCMD_SHOW_BATTLE_ANIMATION = 11210 , EVCMD_SET_HERO_OPACITY = 11310 , EVCMD_FLASH_EVENT = 11320 , EVCMD_MOVE_EVENT = 11330 , EVCMD_WAIT_UNTIL_MOVED = 11340 , EVCMD_STOP_ALL_MOVEMENT = 11350 , EVCMD_WAIT = 11410 , EVCMD_PLAY_BGM = 11510 , EVCMD_FADE_OUT_BGM = 11520 , EVCMD_MEMORIZE_BGM = 11530 , EVCMD_PLAY_MEMORIZED_BGM = 11540 , EVCMD_PLAY_SOUND_EFFECT = 11550 , EVCMD_PLAY_MOVIE = 11560 , EVCMD_KEY_INPUT_PROCESSING = 11610 , EVCMD_CHANGE_TILESET = 11710 , EVCMD_CHANGE_PANORAMA = 11720 , EVCMD_CHANGE_ENCOUNTER_RATE = 11740 , EVCMD_CHANGE_SINGLE_TILE = 11750 , EVCMD_CHANGE_TELEPORT_TARGET = 11810 , EVCMD_ENABLE_TELEPORT = 11820 , EVCMD_SET_ESCAPE_LOCATION = 11830 , EVCMD_ENABLE_ESCAPE = 11840 , EVCMD_CALL_SAVE_MENU = 11910 , EVCMD_ENABLE_SAVE = 11930 , EVCMD_CALL_MAIN_MENU = 11950 , EVCMD_ENABLE_MAIN_MENU = 11960 , EVCMD_FORK = 12010 , EVCMD_FORK_ELSE_CASE = 22010 , EVCMD_FORK_END = 22011 , EVCMD_LABEL = 12110 , EVCMD_JUMP_TO_LABEL = 12120 , EVCMD_START_LOOP = 12210 , EVCMD_END_LOOP = 22210 , EVCMD_BREAK_LOOP = 12220 , EVCMD_STOP_EVENT = 12310 , EVCMD_DELETE_EVENT = 12320 , EVCMD_CALL_EVENT = 12330 , EVCMD_COMMENT = 12410 , EVCMD_ADD_LINE_TO_COMMENT = 22410 , EVCMD_GAME_OVER = 12420 , EVCMD_GO_TO_TITLE_SCREEN = 12510 , EVCMD_CHANGE_CLASS = 1008 , EVCMD_CHANGE_BATTLE_COMMANDS = 1009 , EVCMD_CHANGE_ENEMY_HP = 13110 , EVCMD_CHANGE_ENEMY_MP = 13120 , EVCMD_CHANGE_ENEMY_CONDITION = 13130 , EVCMD_REVIVE_ENEMY = 13150 , EVCMD_CHANGE_BACKDROP = 13210 , EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE = 13260 , EVCMD_ENABLE_COMBO = 1007 , EVCMD_FORCE_FLEE = 1006 , EVCMD_END_BATTLE = 13410 , EVCMD_FORK_IN_BATTLE = 13310 , EVCMD_FORK_IN_BATTLE_ELSE_CASE = 23310 , EVCMD_FORK_IN_BATTLE_END = 23311 , EVCMD_CALL_COMMON_EVENT = 1005 } |
Event command type More... | |
enum | EventFrame { EF_LEFT , EF_MIDDLE , EF_RIGHT } |
Possible values for the RPG::EventPage::charsetFrame member. | |
enum | EventMoveFrequency { EMS_ONE_EIGHTH_NORMAL = 1 , EMS_ONE_FOURTH_NORMAL , EMS_ONE_HALF_NORMAL , EMS_NORMAL , EMS_TWICE_NORMAL , EMS_FOUR_TIMES_NORMAL } |
Possible values for the RPG::EventPage::moveSpeed member. | |
enum | EventPreconditionFlag { EPF_NONE = 0 , EPF_SWITCH_A = 1 , EPF_SWITCH_B = 2 , EPF_VARIABLE = 4 , EPF_ITEM = 8 , EPF_HERO = 16 , EPF_TIMER1 = 32 , EPF_TIMER2 = 64 } |
Possible values for the RPG::EventPrecondition::flag member. | |
enum | EventPreconditionVarLogic { EPVL_EQUAL , EPVL_GREATER_EQUAL , EPVL_LESS_EQUAL , EPVL_GREATER , EPVL_LESS , EPVL_NOT_EQUAL } |
Possible values for the RPG::EventPrecondition::varLogic member. | |
enum | EventTrigger { ET_ACTION_KEY , ET_PLAYER_TOUCH , ET_EVENT_TOUCH , ET_AUTOSTART , ET_PARALLEL , ET_NONE } |
Event trigger. | |
enum | FacePosition { FACEPOS_LEFT , FACEPOS_RIGHT } |
Possible values for RPG::System::facePosition. More... | |
enum | Facing { FACE_UP , FACE_RIGHT , FACE_DOWN , FACE_LEFT } |
Possible values for RPG::EventPage::charsetDir and RPG::Character::facing. More... | |
enum | FileSceneMode { FILE_LOAD , FILE_SAVE } |
Possible values for RPG::SceneFile::mode. | |
enum | HeroControlMode { CONTROL_EVERYTHING , CONTROL_EVERYTHING_EXCEPT_MOVEMENT , CONTROL_NOTHING } |
Hero control mode (see RPG::Hero::setControlMode) More... | |
enum | HeroPanTransitionSpeed { HPTS_ONE_EIGHTH_NORMAL = 4 , HPTS_ONE_FOURTH_NORMAL = 8 , HPTS_ONE_HALF_NORMAL = 16 , HPTS_NORMAL = 32 , HPTS_TWICE_NORMAL = 64 , HPTS_FOUR_TIMES_NORMAL = 128 } |
Hero pan speed (see RPG::Hero::panTransitionSpeed) | |
enum | HeroVehicle { HV_NONE , HV_SKIFF , HV_SHIP , HV_AIRSHIP } |
Possible values for RPG::Hero::vehicle and RPG::Vehicle::type. More... | |
enum | ItemConditionFlag { ITEM_CONDITION_INFLICT , ITEM_CONDITION_REMOVE } |
Possible values for RPG::Item::conditionFlag. More... | |
enum | ItemScrollMsgShown { ITEM_SCROLL_MSG_ITEM , ITEM_SCROLL_MSG_SKILL } |
Possible values for RPG::Item::messageShown. More... | |
enum | ItemTarget { ITEM_TARGET_SINGLE , ITEM_TARGET_ALL } |
Possible values for RPG::Item::target. More... | |
enum | ItemType { ITEM_COMMON , ITEM_WEAPON , ITEM_SHIELD , ITEM_ARMOR , ITEM_HELMET , ITEM_OTHER , ITEM_MEDICINE , ITEM_BOOK , ITEM_SEED , ITEM_SCROLL , ITEM_SWITCH } |
Possible values for RPG::Item::type. More... | |
enum | Key { KEY_DOWN , KEY_LEFT , KEY_RIGHT , KEY_UP , KEY_DECISION , KEY_CANCEL , KEY_0 , KEY_1 , KEY_2 , KEY_3 , KEY_4 , KEY_5 , KEY_6 , KEY_7 , KEY_8 , KEY_9 , KEY_ADD , KEY_SUBTRACT , KEY_MULTIPLY , KEY_DIVIDE , KEY_DECIMAL } |
RPG Maker key names More... | |
enum | KeyDown { KEYD_NONE , KEYD_DOWN , KEYD_LEFT , KEYD_RIGHT = 4 , KEYD_UP = 8 , KEYD_DECISION = 16 , KEYD_CANCEL = 32 , KEYD_MOUSE_LBUT = 64 , KEYD_MOUSE_RBUT = 128 } |
Detectable keys to determine whether one is pressed, tapped, or held. More... | |
enum | KeyDownAlt { KEYH_NONE , KEYH_SHIFT , KEYH_CTRL } |
Special keys to determine whether one is pressed, tapped, or held. More... | |
enum | Layer { LAYER_BELOW_HERO , LAYER_SAME_LEVEL_AS_HERO , LAYER_ABOVE_HERO } |
Possible values for RPG::Character::layer. More... | |
enum | MapAllowType { MAP_TES_SAME_AS_PARENT , MAP_TES_ALLOW , MAP_TES_FORBID } |
Possible values for RPG::MapTreeProperties::entryType. More... | |
enum | MapBgType { MAP_BG_SAME_AS_PARENT , MAP_BG_USE_TERRAIN_SETTINGS , MAP_BG_SPECIFY } |
Possible values for RPG::MapTreeProperties::battleBgType. More... | |
enum | MapMusicType { MAP_MUSIC_SAME_AS_PARENT , MAP_MUSIC_ENTRUST_TO_EVENT , MAP_MUSIC_SPECIFY } |
Possible values for RPG::MapTreeProperties::bgmType. More... | |
enum | MapTreeType { MAP_TREE_FOLDER , MAP_TREE_MAP , MAP_TREE_AREA } |
Possible values for RPG::MapTreeProperties::treeEntryType. More... | |
enum | MapWrapping { MCL_NONE , MCL_VERTICAL , MCL_HORIZONTAL , MCL_BOTH } |
Possible values for the RPG::MapProperties::wrapping member. | |
enum | MenuCommand { MENU_CMD_NONE , MENU_CMD_ITEM , MENU_CMD_SKILL , MENU_CMD_EQUIP , MENU_CMD_PARTY , MENU_CMD_STATUS , MENU_CMD_POSITION , MENU_CMD_ORDER , MENU_CMD_ATB_MODE } |
Possible values for RPG::DBSystem::menuCommand. | |
enum | MenuSubScreen { MENU_MAIN , MENU_ITEM , MENU_ITEM_USE , MENU_SKILL , MENU_SKILL_USE , MENU_TELEPORT , MENU_EQUIP , MENU_QUIT , MENU_STATUS , MENU_ORDER , MENU_ULT_SAVELOAD = 20 , MENU_ULT_SYSTEM = 21 } |
Possible values for RPG::SceneMenu::screen. More... | |
enum | MessagePosition { MSGPOS_TOP , MSGPOS_MIDDLE , MSGPOS_BOTTOM } |
Possible values for RPG::System::messagePosition. More... | |
enum | MonsterAlignment { MA_MANUAL , MA_AUTO } |
enum | MonsterPrecondition { MON_PRE_NONE , MON_PRE_SWITCH , MON_PRE_TURNS , MON_PRE_MONSTER_PRESENT , MON_PRE_MONSTER_HP , MON_PRE_MONSTER_MP , MON_PRE_AVG_LEVEL , MON_PRE_AVG_EXHAUSTION } |
Possible values for RPG::MonsterBehavior::precondition. More... | |
enum | MoveType { MT_MOVE_UP , MT_MOVE_RIGHT , MT_MOVE_DOWN , MT_MOVE_LEFT , MT_MOVE_UP_RIGHT , MT_MOVE_DOWN_RIGHT , MT_MOVE_DOWN_LEFT , MT_MOVE_UP_LEFT , MT_MOVE_RANDOMLY , MT_MOVE_TOWARD_HERO , MT_MOVE_AWAY_FROM_HERO , MT_MOVE_FORWARD , MT_FACE_UP , MT_FACE_RIGHT , MT_FACE_DOWN , MT_FACE_LEFT , MT_TURN_RIGHT , MT_TURN_LEFT , MT_TURN_AROUND , MT_TURN_RANDOMLY , MT_FACE_RANDOMLY , MT_FACE_TOWARD_HERO , MT_FACE_AWAY_FROM_HERO , MT_WAIT , MT_BEGIN_JUMP , MT_END_JUMP , MT_LOCK_FACING , MT_UNLOCK_FACING , MT_INCREASE_SPEED , MT_DECREASE_SPEED , MT_INCREASE_FREQUENCY , MT_DECREASE_FREQUENCY , MT_SWITCH_ON , MT_SWITCH_OFF , MT_CHANGE_GRAPHIC , MT_PLAY_SE , MT_PHASING_MODE_ON , MT_PHASING_MODE_OFF , MT_STOP_ANIMATION , MT_RESUME_ANIMATION , MT_INCREASE_TRANSPARENCY , MT_DECREASE_TRANSPARENCY } |
"Move event" command type More... | |
enum | ParsedCommentParameterType { PARAM_NUMBER , PARAM_STRING , PARAM_TOKEN } |
Type of a parsed comment parameter. More... | |
enum | PictureEffect { PFX_NONE , PFX_ROTATE , PFX_RIPPLE } |
Special effects for pictures. More... | |
enum | RandomEncounterDeath { RE_DEATH_GAME_OVER , RE_DEATH_CALL_COMMON_EVENT } |
Possible values for RPG::BattleSettings::randomEncounterDeath. | |
enum | Row { ROW_FRONT , ROW_BACK } |
Possible values used for the battle row in RPG::Battler. More... | |
enum | Scene { SCENE_MAP , SCENE_MENU , SCENE_BATTLE , SCENE_SHOP , SCENE_NAME , SCENE_FILE , SCENE_TITLE , SCENE_GAME_OVER , SCENE_DEBUG , SCENE_9 , SCENE_SHOP_2 = 17 , SCENE_GAMEJOLT = 18 , SCENE_ULT_SAVELOAD = 19 , SCENE_ULT_NAME = 20 , SCENE_UNI_DEBUG = 42 , SCENE_OGL_OPTIONS = 77 } |
In-game scenes. More... | |
enum | ShopSubScene { SHOP_MENU , SHOP_BUY , SHOP_BUY_VENDING , SHOP_BUY_COMPLETE , SHOP_SELL , SHOP_SELL_VENDING , SHOP_SELL_COMPLETE } |
Possible values for RPG::SceneShop::screen. More... | |
enum | ShopTransaction { SHOP_TRANS_BUY_SELL , SHOP_TRANS_BUY_ONLY , SHOP_TRANS_SELL_ONLY } |
Possible values for RPG::SceneShop::transaction. More... | |
enum | ShopVocabulary { SHOP_VOCAB_TYPE_A , SHOP_VOCAB_TYPE_B , SHOP_VOCAB_TYPE_C } |
Possible values for RPG::SceneShop::vocabulary. More... | |
enum | SkillTarget { SKILL_TARGET_ENEMY , SKILL_TARGET_ALL_ENEMIES , SKILL_TARGET_SELF , SKILL_TARGET_ALLY , SKILL_TARGET_ALL_ALLIES } |
Possible values for RPG::Skill::target. More... | |
enum | SkillType { SKILL_NORMAL , SKILL_TELEPORT , SKILL_ESCAPE , SKILL_SWITCH } |
Possible values for RPG::Skill::type. More... | |
enum | SystemFont { SYSF_MSGOTHIC , SYSF_MSMINCHO } |
Possible values for RPG::DBSystem::systemFont. More... | |
enum | Target { TARGET_NONE , TARGET_ACTOR , TARGET_ALL_ACTORS , TARGET_MONSTER , TARGET_ALL_MONSTERS } |
Possible values for the RPG::Action::target member. More... | |
enum | TeleportDirection { TP_DIR_RETAIN_FACING , TP_DIR_UP , TP_DIR_RIGHT , TP_DIR_DOWN , TP_DIR_LEFT } |
Possible values for RPG::Teleport::facingDirection. More... | |
enum | TerrainBattleType { TBP_NONE = 0 , TBP_INITIATIVE = 1 , TBP_BACK_ATK = 2 , TBP_SURROUND_ATK = 4 , TBP_PINCERS_ATK = 8 , TBP_ALL = 15 } |
Possible values for RPG::Terrain::battleTypes. More... | |
enum | TerrainGridDepth { TGD_NONE , TGD_SHALLOW , TGD_DEEP } |
Possible values for RPG::Terrain::gridDepth. More... | |
enum | TerrainSpriteDisplay { TSD_DISP_NORMAL , TSD_DISP_OBSCURE_THIRD , TSD_DISP_OBSCURE_HALF , TSD_DISP_SEMI_TRANSPARENT } |
Possible values for RPG::Terrain::spriteDisplay. More... | |
enum | TilePassability { CP_X = 0 , CP_B = 1 , CP_L = 2 , CP_R = 4 , CP_T = 8 , CP_O = 15 , CP_STAR = 16 , CP_SQUARE = 48 , CP_COUNTER = 64 } |
Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability. More... | |
enum | Transition { TRANS_FADE , TRANS_DISSOLVE , TRANS_DISSOLVE_UP , TRANS_DISSOLVE_DOWN , TRANS_BLINDS , TRANS_VERTICAL_STRIPES , TRANS_HORIZONTAL_STRIPES , TRANS_RECIDING_SQUARE , TRANS_EXPANDING_SQUARE , TRANS_SHIFT_UP , TRANS_SHIFT_DOWN , TRANS_SHIFT_LEFT , TRANS_SHIFT_RIGHT , TRANS_VERTICAL_SPLIT , TRANS_HORIZONTAL_SPLIT , TRANS_4_WAY_SPLIT , TRANS_ZOOM , TRANS_MOSAIC , TRANS_WAVER_SCREEN , TRANS_INSTANT , TRANS_NONE , TRANS_DEFAULT = 255 } |
Screen transitions. More... | |
enum | TriggerFlag { TF_NONE = 0 , TF_SWITCH_A = 1 , TF_SWITCH_B = 2 , TF_VARIABLE = 4 , TF_TURN_NUM = 8 , TF_EXHAUSTION = 16 , TF_MONSTER_HP = 32 , TF_HERO_HP = 64 , TF_MONSTER_TURN = 128 } |
Possible values for the RPG::BattleEventTrigger::triggerFlags member. | |
enum | TriggerFlag2k3 { TF2_HERO_TURN = 1 , TF2_BATTLE_COMMAND = 2 } |
Possible values for the RPG::BattleEventTrigger::triggerFlags2k3 member. | |
enum | WaterAnimation { WATERANIM_1_2_3_2 , WATERANIM_1_TWO_THREE } |
Possible values for RPG::Tileset::waterAnim. More... | |
enum | WaterSpeed { WATERSPD_SLOW , WATERSPD_FAST } |
Possible values for RPG::Tileset::waterSpeed. More... | |
enum | WeaponNumberOfAttacks { WEAPON_NUM_ATTACKS_ONCE , WEAPON_NUM_ATTACKS_TWICE , WEAPON_NUM_ATTACKS_THREE_TIMES } |
Possible values for RPG::Item::WeaponAnimation::numAttacks. More... | |
enum | WeaponRangedAnimSpeed { WEAPON_RANGED_ANIM_FAST , WEAPON_RANGED_ANIM_MEDIUM , WEAPON_RANGED_ANIM_SLOW } |
Possible values for RPG::Item::WeaponAnimation::rangedAnimSpeed. More... | |
enum | WeaponRangedTargeting { WEAPON_RANGED_TARGET_SINGLE , WEAPON_RANGED_TARGET_SCREEN_CENTER , WEAPON_RANGED_TARGET_ALL_SIMUL , WEAPON_RANGED_TARGET_ALL_INTURN } |
Possible values for RPG::Item::weaponTargetting. More... | |
enum | WeaponRangedTrajectory { WEAPON_RANGED_TRAJ_FLY_TO_TARGET , WEAPON_RANGED_TRAJ_RETURN_TO_HERO } |
Possible values for RPG::Item::weaponTrajectory. More... | |
enum | WeaponSlotInUse { WEAPON_A , WEAPON_B } |
Possible values for RPG::Actor::usedWeaponSlot. | |
enum | { MASK_NONE = -1 } |
Functions | |
void | showError (std::string message, int eventId, int pageId, int lineId) |
Shows an error message and asks whether the game should be continued or not. | |
void | updateBattle () |
Updates the battle, including actions, ATB, animations, etc. | |
void | updateBattleEvents (BattleEventUpdateMode mode, Battler *battler) |
Processes battle events. | |
int | getSelectedMonsterIndex () |
Returns the index of the currently selected monster. | |
std::string | getItemName (int id) |
Returns the name of an item. | |
std::string | getItemDescription (int id) |
Returns the description of an item. | |
std::string | getSkillName (int id) |
Returns the name of a skill. | |
std::string | getSkillDescription (int id) |
Returns the description of a skill. | |
std::string | getConditionName (int id) |
Returns the name of a condition. | |
std::string | getSwitchName (int index) |
Gets the name of a switch. | |
std::string | getVariableName (int index) |
Gets the name of a variable. | |
std::string | getCommonEventName (int index) |
Gets the name of a common event. | |
void | teleportHero (int mapId=1, int x=0, int y=0, TeleportDirection dir=TP_DIR_RETAIN_FACING) |
Simple function for teleporting. | |
RPG::EventScriptLine * | getEventLine (int eventId, int pageId, int lineId) |
Easily returns an event line. | |
std::map< std::string, std::string > | loadConfiguration (char *sectionName, char *filename=NULL) |
Returns a std::map containing configuration from an INI file. | |
std::string | encode (int value) |
Encodes a numerical value for use with RPG::Character::move. | |
std::string | encode (std::string value) |
Encodes a string for use with RPG::Character::move. | |
int | getDiceRoll (int maxValue) |
Built-in RM2k3 function that gets a random number between 1 and the specified number. | |
void | goToTitle () |
Goes directly to the title screen. | |
void | quitGame () |
Quits the game, and runs through the proper quit procedure code. | |
int | getAvgPartyAgl () |
Built-in RM2k3 function that gets the party's average agility in battle. | |
int | getAvgMonsterPartyAgl () |
Built-in RM2k3 function that gets the monster party's average agility in battle. | |
void | openMenu (MenuSubScreen screen, int heroId=1, int skillOrItemId=1) |
Open the main menu directly into a sub-menu. Experimental!! | |
void | openMenuUnpatch () |
The unpatch code for using RPG::openMenu. Experimental!! | |
Variables | |
RPG::NamedCatalogPtr< RPG::Actor * > & | actors |
Array of actors from the database, used for properties which can change in-game. | |
RPG::NamedCatalogPtr< RPG::Animation * > & | 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 * > & | 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 * > & | attributes |
Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game. | |
RPG::BattleData *& | battleData |
Data and settings for the current battle. | |
RPG::BattleEvent *& | battleEvents |
Battle event data. | |
RPG::BattleSettings *& | battleSettings |
Battle settings. | |
RPG::NamedCatalogPtr< RPG::CommonEvent * > & | commonEvents |
Access to the common events. | |
RPG::NamedCatalogPtr< RPG::Condition * > & | 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 * > & | 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 * > & | 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 * > & | 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 * > & | dbMonsterGroups |
Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game. | |
RPG::DBSystem *& | dbSystem |
Object of "system" data, used for default values and properties which are not supposed to be changed in-game. | |
bool & | isTestPlay |
The test play flag. | |
bool & | isBattleTest |
The test play flag. | |
bool & | showTitle |
Should the title screen be shown (according to the "Show Title" button in the RPG Maker)? | |
bool & | showingLogo |
int & | battleSpeed |
Speed of the ATB system in percent. | |
bool & | transparentWindowsEverywhere |
Allows transparent windows in outside of the map too. | |
RPG::Hero *& | hero |
The hero (which moves around on the map, similar to an event) | |
RPG::Input *& | input |
Object used for key assignments and key input checking. | |
RPG::Inventory *& | inventory |
The player's inventory (items, # of items, uses), and party statistics. | |
RPG::NamedCatalogPtr< RPG::Item * > & | items |
Array of items from the database, used for default values and properties which are not supposed to be changed in-game. | |
Map *& | map |
The current map environment (camera, events, etc.) | |
MapTree *& | mapTree |
The map tree, used for default values and properties which are not supposed to be changed in-game. | |
CatalogPtr< Monster * > & | monsters |
Array of monsters in the current monster group. | |
Panorama *& | panorama |
Settings for the panorama on the current map. | |
NamedCatalogPtr< Picture * > & | pictures |
Array of pictures. | |
RPG::SceneDebug *& | debug |
Access to the debug scenee. | |
SceneEnterName *& | enterName |
Access to the Enter Hero Name scene. | |
SceneFile *& | fileSaveLoad |
Access to the Save/Load scene. | |
SceneGameOver *& | gameOver |
Access to the game over scene. | |
SceneMenu *& | menu |
Access to the menu scene. | |
SceneShop *& | shop |
Access to the shop scene. | |
SceneTitle *& | title |
Access to the title screen parameters. | |
RPG::Screen *& | screen |
The screen, including window properties, FPS and the drawing canvas. | |
ScreenEffect *& | effect |
Pointer to the handler for various screen effects (WIP) | |
NamedCatalogPtr< Skill * > & | skills |
Array of skills from the database, used for default values and properties which are not supposed to be changed in-game. | |
Switches | switches |
Switches array | |
System *& | system |
Object of "system" data, used for values which can be changed in-game. | |
RPG::Teleport *& | teleport |
Teleport parameters. | |
TeleportManagement *& | teleportManagement |
Teleport Management. It's the same as the "Teleport Target Management" event command. | |
NamedCatalogPtr< Terrain * > & | terrains |
Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game. | |
NamedCatalogPtr< Tileset * > & | tilesets |
Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game. | |
RPG::Variables | variables |
Variables array | |
RPG::Vehicle *& | vehicleSkiff |
The skiff vehicle (which moves around on the map, similar to an event) | |
RPG::Vehicle *& | vehicleShip |
The ship vehicle (which moves around on the map, similar to an event) | |
RPG::Vehicle *& | vehicleAirship |
The airship vehicle (which moves around on the map, similar to an event) | |
DStringPtr *& | vocabulary |
Accesses the array of Strings in the database. | |
WindowMessage *& | winMessage |
The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks.
anonymous enum |
Enumerator | |
---|---|
MASK_NONE | Used for RPG::Image::draw if no transparent color should be used. |
enum RPG::ActionKind |
Possible values for the RPG::Action::kind member.
Enumerator | |
---|---|
AK_BASIC | Basic action (attack, defense, escape, etc. - see RPG::BasicAction) |
AK_SKILL | Use a skill. |
AK_TRANSFORM | Transform into another monster (do not use for actors) |
AK_ITEM | Use an item (do not use for monsters) |
AK_NONE | No action (last action was already executed) |
Possible values for RPG::Condition::actionRestriction.
The type of action restriction as defined in the condition tab of the database.
enum RPG::ActionStatus |
Possible values for RPG::Battler::actionStatus.
Enumerator | |
---|---|
AS_IDLE | No action is active. |
AS_WAITING | Info window is displayed or action is otherwise waiting. |
AS_FINAL_PHASE | Final phase, damage is displayed, etc. |
enum RPG::AlterationType |
Possible values for RPG::Condition::hpAlterationType and RPG::Condition::mpAlterationType.
The alteration type for hp & mp as defined for the condition
Possible values for RPG::Animation2::displaySpeed.
The speed of the battler animation
Possible values for RPG::Animation2Pose::animType.
The type of the battler animation pose
Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose.
The animation pose ID of the battler.
Possible values for RPG::WeaponAnimation::movement and RPG::SkillAnimation::movement.
These values describe the hero's movement before attacking
enum RPG::AnimationScope |
Possible values for RPG::Animation::scope.
Does the battle animation target a single opponent or all?
Possible values for RPG::AnimationInBattle::currentAnimTarget.
The current target of the battle animation
enum RPG::AnimationType |
Possible values for RPG::Character::animationType.
Possible values for RPG::Animation::yLine.
Where does the vertical center of the animation lie?
enum RPG::ATBMode |
Possible values for RPG::System::atbMode.
Enumerator | |
---|---|
ATBM_ACTIVE | "Active" mode (enemies also attack in selection menus) |
ATBM_WAIT | "Wait" mode |
enum RPG::AttributeType |
Possible values for RPG::Attribute::type.
The type of attribute as defined in the database.
Possible values for RPG::Condition::statAlteration.
The base stat alteration as defined for the condition
enum RPG::BasicAction |
Possible values for the RPG::Action::basicActionId member.
Possible values of the mode
parameter of RPG::updateBattleEvents.
enum RPG::BattleLayout |
Possible values for RPG::BattleSettings::layout.
Enumerator | |
---|---|
BL_TRADITIONAL | "Traditional" layout |
BL_ALTERNATIVE | "Alternative" layout |
BL_GAUGE | "Gauge" layout |
Possible values for RPG::BattleData::navLevel.
Enumerator | |
---|---|
BNAV_BLANK | Not used? |
enum RPG::BattlePhase |
Possible values for RPG::BattleData::battlePhase.
enum RPG::Direction |
Possible values for RPG::Character::direction.
enum RPG::EventCommand |
Event command type
Each event command can have a number of parameters. Unfortunately, documenting all of them (nearly 150) is beyond my time resources at the moment. If you need to know how the parameters of a certain command work, you can write a simple plugin which logs event commands and their parameters and try it out yourself.
enum RPG::FacePosition |
Possible values for RPG::System::facePosition.
Enumerator | |
---|---|
FACEPOS_LEFT | Left. |
FACEPOS_RIGHT | Right. |
enum RPG::Facing |
Possible values for RPG::EventPage::charsetDir and RPG::Character::facing.
Enumerator | |
---|---|
FACE_UP | Character looks up |
FACE_RIGHT | Character looks to the right |
FACE_DOWN | Character looks down |
FACE_LEFT | Character looks to the left |
enum RPG::HeroControlMode |
Hero control mode (see RPG::Hero::setControlMode)
enum RPG::HeroVehicle |
Possible values for RPG::Hero::vehicle and RPG::Vehicle::type.
Enumerator | |
---|---|
HV_NONE | Hero is in no vehicle. |
HV_SKIFF | Hero is in the skiff. |
HV_SHIP | Hero is in the ship. |
HV_AIRSHIP | Hero is in the airship. |
Possible values for RPG::Item::conditionFlag.
Determines if the item will inflict or remove.
Possible values for RPG::Item::messageShown.
If ITEM_SCROLL, this determines if the item's name or the skill's name will be used in the battle window.
Enumerator | |
---|---|
ITEM_SCROLL_MSG_ITEM | Item Name. |
ITEM_SCROLL_MSG_SKILL | Name of Associated Skill. |
enum RPG::ItemTarget |
Possible values for RPG::Item::target.
If ITEM_MEDICINE, this determines if one hero or all heroes are affected.
enum RPG::ItemType |
Possible values for RPG::Item::type.
The item's type. This determines which parameters will be available to use.
Enumerator | |
---|---|
ITEM_BOOK | Skill Book. |
ITEM_SEED | Stat Up. |
ITEM_SCROLL | Skill Scroll. |
enum RPG::Key |
RPG Maker key names
Shift
key is handled differently by the RPG Maker, thus it can't be used the way other keys can be used by DynRPG. enum RPG::KeyDown |
Detectable keys to determine whether one is pressed, tapped, or held.
enum RPG::KeyDownAlt |
Special keys to determine whether one is pressed, tapped, or held.
enum RPG::Layer |
Possible values for RPG::Character::layer.
Enumerator | |
---|---|
LAYER_BELOW_HERO | Below hero. |
LAYER_SAME_LEVEL_AS_HERO | Same level as hero. |
LAYER_ABOVE_HERO | Above hero. |
enum RPG::MapAllowType |
Possible values for RPG::MapTreeProperties::entryType.
The properties for Teleport/Escape/Save as defined on a map
enum RPG::MapBgType |
Possible values for RPG::MapTreeProperties::battleBgType.
The type of battle background defined on a map
enum RPG::MapMusicType |
Possible values for RPG::MapTreeProperties::bgmType.
The type of music defined on a map
enum RPG::MapTreeType |
Possible values for RPG::MapTreeProperties::treeEntryType.
The type of entry in the map tree for a particular map.
Enumerator | |
---|---|
MAP_TREE_FOLDER | The root directory (name of your game) |
enum RPG::MenuSubScreen |
Possible values for RPG::SceneMenu::screen.
The sub-screen the user is currently on.
Enumerator | |
---|---|
MENU_MAIN | Main menu screen. |
MENU_ITEM | Item screen. |
MENU_ITEM_USE | Item sub-screen for when an item is used on a hero. |
MENU_SKILL | Skill screen. |
MENU_SKILL_USE | Skill sub-screen for when a skill is used on a hero. |
MENU_TELEPORT | ??? |
MENU_EQUIP | Equip screen. |
MENU_QUIT | Quit confirm/cancel screen. |
MENU_STATUS | Status screen. |
MENU_ORDER | Order screen. |
MENU_ULT_SAVELOAD | PepsiOtaku's Ultimate Save/Load Menu Plugin (forthcoming) |
MENU_ULT_SYSTEM | PepsiOtaku's Ultimate System Menu Plugin (forthcoming) |
enum RPG::MessagePosition |
Possible values for RPG::System::messagePosition.
Enumerator | |
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MSGPOS_TOP | Top. |
MSGPOS_MIDDLE | Middle. |
MSGPOS_BOTTOM | Bottom. |
Possible values for RPG::MonsterBehavior::precondition.
The precondition of the action, as defined in the Behavior entry.
enum RPG::MoveType |
"Move event" command type
A few of these commands take parameters, see details. For information how to use these commands, see the RPG::Character::move documentation.
Enumerator | |
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MT_SWITCH_ON | Turns a switch ON. This command takes one integer parameter: The switch ID.
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MT_SWITCH_OFF | Turns a switch OFF. This command takes one integer parameter: The switch ID.
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MT_CHANGE_GRAPHIC | Changes the charset graphic of the character. This command takes two parameters:
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MT_PLAY_SE | Plays a sound effect. This command takes four parameters:
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enum RPG::PictureEffect |
enum RPG::Row |
Possible values used for the battle row in RPG::Battler.
Enumerator | |
---|---|
ROW_FRONT | Front row. |
ROW_BACK | Back row. |
enum RPG::Scene |
In-game scenes.
Each scene has its own drawing method and its own data. You may also "invent" a new scene and draw its contents using the onFrame callback. If you are creating a new scene for wide-spread use, please contact me (PepsiOtaku) to reserve a scene ID and I will add it below. This will prevent any conflicts if two+ people use the same scene ID.
Enumerator | |
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SCENE_MAP | Map |
SCENE_MENU | Game menu. |
SCENE_BATTLE | Battle. |
SCENE_SHOP | Shop. |
SCENE_NAME | Hero naming screen |
SCENE_FILE | Save or load menu. |
SCENE_TITLE | Title screen. |
SCENE_GAME_OVER | Game over screen. |
SCENE_DEBUG | Debug screen ( |
SCENE_SHOP_2 | Scene #17 - Alternate Shop for special items, exchanges, etc. |
SCENE_GAMEJOLT | Scene #18 - PepsiOtaku's Game Jolt plugin. |
SCENE_ULT_SAVELOAD | Scene #19 - PepsiOtaku's Ultimate Save/Load Menu Plugin (forthcoming) |
SCENE_ULT_NAME | Scene #22 - PepsiOtaku's Ultimate Hero Rename Plugin (forthcoming) |
SCENE_UNI_DEBUG | Scene #42 - Cherry's UniDebug Tool,. |
enum RPG::ShopSubScene |
Possible values for RPG::SceneShop::screen.
The sub-screen the user is currently on.
enum RPG::ShopTransaction |
Possible values for RPG::SceneShop::transaction.
The type of transaction that is allowed.
enum RPG::ShopVocabulary |
Possible values for RPG::SceneShop::vocabulary.
The vocabulary used for the shop
enum RPG::SkillTarget |
Possible values for RPG::Skill::target.
The target type for the skill as defined in the database.
enum RPG::SkillType |
Possible values for RPG::Skill::type.
The skill's type. This determines which parameters will be available to use.
enum RPG::SystemFont |
Possible values for RPG::DBSystem::systemFont.
Enumerator | |
---|---|
SYSF_MSGOTHIC | First font (normally MS Gothic) |
SYSF_MSMINCHO | Second font (normally MS Mincho) |
enum RPG::Target |
Possible values for the RPG::Action::target member.
Enumerator | |
---|---|
TARGET_NONE | No target (the sounds of the battle animation will still be audible) |
TARGET_ACTOR | Target is an actor, specified in the RPG::Action::targetId member. |
TARGET_ALL_ACTORS | Target are all actors at once. |
TARGET_MONSTER | Target is a monster, specified in the RPG::Action::targetId member. |
TARGET_ALL_MONSTERS | Target are all mosnters at once. |
Possible values for RPG::Teleport::facingDirection.
The teleport direction
Possible values for RPG::Terrain::battleTypes.
Possible values for RPG::Terrain::gridDepth.
These are basically presets for the grid shape. TGD_NONE encompasses any custom grid shapes set via gridTopY, gridElongation & gridInclination, equivalent to clicking on the grid graphic and adjusting the lines.
Possible values for RPG::Terrain::spriteDisplay.
Sprite display controls how the hero sprite will appear when walking over the terrain.
enum RPG::TilePassability |
Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability.
A tile's passability value. This determines which properties the tile will have.
A tile that is not passable is considered zero. With each direction that is passable, its value is added (1, 2, 4 & 8). If the tile is completely passable (aka the "O" tile), it adds up to 15. Star tiles, square tiles, and counter flags are added on top of that. Think of it like this: (CP_X + ) CP_B/CP_L/CP_R/CP_T (Any combo) + CP_STAR/CP_SQUARE + CP_COUNTER
For instance, a tile might have a value of 91, which is a combination of CP_B (1), CP_L (2), CP_T (8) + CP_STAR (16) + CP_COUNTER (64)... which means it's above hero (star), passable from the bottom, top, and left, and has the counter flag.
With this in mind, you can give properties to tiles that aren't normally allowed, like adding the counter flag to a lower layer tile.
enum RPG::Transition |
Screen transitions.
Enumerator | |
---|---|
TRANS_NONE | Used for "Erase" transitions to indicate that the screen should not be erased. |
TRANS_DEFAULT | Default transition from the database. |
enum RPG::WaterAnimation |
Possible values for RPG::Tileset::waterAnim.
The water animation sequence of the tileset.
Enumerator | |
---|---|
WATERANIM_1_2_3_2 | "1-2-3-2" radio button |
WATERANIM_1_TWO_THREE | "1-2-3" radio button |
enum RPG::WaterSpeed |
Possible values for RPG::Tileset::waterSpeed.
The water animation speed of the tileset.
Possible values for RPG::Item::WeaponAnimation::numAttacks.
This is the number of times a weapon will attack.
Possible values for RPG::Item::WeaponAnimation::rangedAnimSpeed.
The speed of the ranged weapon's ammunition battle animation.
Possible values for RPG::Item::weaponTargetting.
If ranged weapon, this is the type of targetting that the weapon uses.
Enumerator | |
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WEAPON_RANGED_TARGET_SINGLE | Single Target. |
WEAPON_RANGED_TARGET_SCREEN_CENTER | Fly Down Center of Screen. |
WEAPON_RANGED_TARGET_ALL_SIMUL | Strike Each Enemy Simultaneously. |
WEAPON_RANGED_TARGET_ALL_INTURN | STrike Each Enemy in Turn. |
Possible values for RPG::Item::weaponTrajectory.
If ranged weapon, this is the movement of the ammunition.
Enumerator | |
---|---|
WEAPON_RANGED_TRAJ_FLY_TO_TARGET | Fly Straight to Target (crossbows, bullets, etc.) |
WEAPON_RANGED_TRAJ_RETURN_TO_HERO | Return to User after Striking (steel ball & chain, etc.) |
std::string RPG::encode | ( | int | value | ) |
Encodes a numerical value for use with RPG::Character::move.
value | Value to encode |
std::string RPG::encode | ( | std::string | value | ) |
Encodes a string for use with RPG::Character::move.
value | String to encode |
int RPG::getAvgMonsterPartyAgl | ( | ) |
Built-in RM2k3 function that gets the monster party's average agility in battle.
int RPG::getAvgPartyAgl | ( | ) |
Built-in RM2k3 function that gets the party's average agility in battle.
std::string RPG::getCommonEventName | ( | int | index | ) |
Gets the name of a common event.
index | Index of the common event |
std::string RPG::getConditionName | ( | int | id | ) |
Returns the name of a condition.
id | Database ID of the condition |
int RPG::getDiceRoll | ( | int | maxValue | ) |
Built-in RM2k3 function that gets a random number between 1 and the specified number.
maxValue | the maximum number to return |
RPG::EventScriptLine * RPG::getEventLine | ( | int | eventId, |
int | pageId, | ||
int | lineId ) |
Easily returns an event line.
Allows you to write RPG::getBattleEventLine(6,2,0)->command
instead of RPG::mapCurrent->events[6]->pages[3]->scriptLines->list->items[0]->command
which gets the first line on the 3rd page of the event 6.
eventId | The monster group ID (one-based) |
pageId | The monster group's battle event page ID (zero-based) |
lineId | The line ID (zero-based) |
std::string RPG::getItemDescription | ( | int | id | ) |
Returns the description of an item.
id | Database ID of the item |
std::string RPG::getItemName | ( | int | id | ) |
Returns the name of an item.
id | Database ID of the item |
int RPG::getSelectedMonsterIndex | ( | ) |
Returns the index of the currently selected monster.
This function can be used to found out which monster is selected when the player is selecting a target for an attack or skill.
std::string RPG::getSkillDescription | ( | int | id | ) |
Returns the description of a skill.
id | Database ID of the skill |
std::string RPG::getSkillName | ( | int | id | ) |
Returns the name of a skill.
id | Database ID of the skill |
std::string RPG::getSwitchName | ( | int | index | ) |
Gets the name of a switch.
index | Index of the switch |
std::string RPG::getVariableName | ( | int | index | ) |
Gets the name of a variable.
index | Index of the variable |
std::map< std::string, std::string > RPG::loadConfiguration | ( | char * | sectionName, |
char * | filename = NULL ) |
Returns a std::map containing configuration from an INI file.
This function should be used to load configuration for a plugin. See the Configuration guidelines for more information.
sectionName | Name of the section to load from the INI file |
filename | Name of the INI file (defaults to DynRPG.ini ) |
void RPG::showError | ( | std::string | message, |
int | eventId, | ||
int | pageId, | ||
int | lineId ) |
Shows an error message and asks whether the game should be continued or not.
This function can be used to show an error message of any kind.
message | Message to show |
eventId | Event ID |
pageId | Event page ID |
lineId | Zero-based line number (will be incremented before being shown to the user) |
void RPG::updateBattle | ( | ) |
Updates the battle, including actions, ATB, animations, etc.
This function can be used if you want to do something which takes longer than one frame, for example displaying some kind of animation or taking and processing user input.
void RPG::updateBattleEvents | ( | BattleEventUpdateMode | mode, |
Battler * | battler ) |
Processes battle events.
This function can be used to update battle events and maybe call them at a time where normally no battle event is processed.
mode | Mode of the update (see RPG::BattleEventUpdateMode) |
battler | Battler whose action is executed |
battler
can be 0
if mode
is RPG::BEUM_BATTLE_START.
|
extern |
Speed of the ATB system in percent.
This value can be set to zero to pause the battle.
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extern |
The test play flag.
This flag may also be changed at runtime, but it probably wouldn't make sense.
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extern |
The test play flag.
This flag may also be changed at runtime.
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extern |
Should the title screen be shown (according to the "Show Title" button in the RPG Maker)?
This flag may also be changed at runtime, but it probably wouldn't make sense.
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extern |
Allows transparent windows in outside of the map too.
Set this flag to true
to allow transparent windows in the menu, on the title screen, etc.
|
extern |
Accesses the array of Strings in the database.
Example:
Indexes are:
String Page 1
0: Message at the Beginning of Each Battle 1: Initiative Message 2: Escape Failure Message 3: Victory Message 4: Defeat Message 5: Experience Gain Message (Field 2) 6: Money Acquisition Message (Field 1) 7: Money Acquisition Message (Field 3) 8: Item Discovery Message
The following are not in the Strings tab... (but accessible via Resource Hacker)
9: attacks 10: A critical hit! (target = monster) 11: A critical hit! (target = hero) 12: defends. 13: is waiting and watching. 14: is building strength. 15: pounces. 16: runs away! 17: transformed 18: HP is lost (target = monster) 19: Dodged (target = monster) 20: HP is lost (target = hero) 21: dodged (target = hero) 22: got out of the way (magic) 23: needs more practice (magic) 24: was not affected (magic) 25: dodged (physical) 26: used 27: recovered! 28: raises! 29: drops 30: is taken! 31: is taken! 32: Defense increases! 33: Defense decreases!
Strings Page 2
34: Level Up (Field 2) 35: Skill Learned (Field 2) 36: ?? 37: ?? 38: ?? 39: ?? 40: ??
Strings Page 4
41: Items Possessed 42: Item Equipped 43: Currency
Strings Page 5
44: Fight 45: Auto-Fight 46: Escape
????
47: "Attack" 48: "Defend"
Strings Page 5 (continued)
49: Item 50: Skill 51: Equipment 52: Save 53: Quit 54: New Game 55: Load Game 56: Quit Game 57: Level 58: HP 59: MP 60: Normal Status 61: Experience 62: Level (Short Form) 63: HP (Short Form) 64: MP (Short Form) 65: MP Consumed 66: Attack 67: Defense 68: Intelligence 69: Agility 70: Weapon 71: Shield 72: Armor 73: Helmet 74: Accessory 75: Choosing a Save Slot 76: Choosing Which Slot to Load 77: Confirm Quit 78: File 79: Yes 80: No 81: Status 82: Order 83: Row 84: Wait ON 85: Wait OFF
????
86: ??
String Page 1 (continued)
87: "Miss" Message