DynRPG  v0.14a
RM2k3 Plugin SDK
Variables
Game objects

Variables

static RPG::NamedCatalogPtr
< RPG::Actor * > & 
RPG::actors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Actor *> **>(0x4CDDC8))
 Array of actors from the database, used for properties which can change in-game.
static RPG::BattleSettings *& RPG::battleSettings = (**reinterpret_cast<RPG::BattleSettings ***>(0x4CDD60))
 Battle settings.
static RPG::Hero *& RPG::hero = (**reinterpret_cast<RPG::Hero ***>(0x4CDE54))
 The hero (which moves around on the map, similar to an event)
static RPG::NamedCatalogPtr
< RPG::DBActor * > & 
RPG::dbActors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::DBActor *> **>(0x4CDD54))
 Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.
static RPG::DBSystem *& RPG::dbSystem = (**reinterpret_cast<RPG::DBSystem ***>(0x4CDC0C))
 Object of "system" data, used for default values and properties which are not supposed to be changed in-game.
static RPG::Input *& RPG::input = (**reinterpret_cast<RPG::Input ***>(0x4CDAEC))
 Object used for key assignments and key input checking.
static RPG::Map *& RPG::map = (**reinterpret_cast<RPG::Map ***>(0x4CDD74))
 The current map environment (camera, events, etc.)
static RPG::CatalogPtr
< RPG::Monster * > & 
RPG::monsters = (**reinterpret_cast<RPG::CatalogPtr<RPG::Monster *> **>(0x4CDE64))
 Array of monsters in the current monster group.
static RPG::NamedCatalogPtr
< RPG::Picture * > & 
RPG::pictures = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Picture *> **>(0x4CDF3C))
 Array of pictures.
static RPG::Screen *& RPG::screen = (**reinterpret_cast<RPG::Screen ***>(0x4CDB24))
 The screen, including window properties, FPS and the drawing canvas.
static RPG::Switches RPG::switches
 Switches array
static RPG::System *& RPG::system = (**reinterpret_cast<RPG::System ***>(0x4CDC7C))
 Object of "system" data, used for values which can be changed in-game.
static RPG::Variables RPG::variables
 Variables array

Variable Documentation

RPG::NamedCatalogPtr<RPG::Actor *>& RPG::actors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Actor *> **>(0x4CDDC8)) [static]

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:

int zackHp = RPG::actors[1]->hp;
See also:
RPG::dbActors
RPG::BattleSettings*& RPG::battleSettings = (**reinterpret_cast<RPG::BattleSettings ***>(0x4CDD60)) [static]

Battle settings.

Please mind that this object is not saved and loaded automatically, but only initialized once at startup.

RPG::NamedCatalogPtr<RPG::DBActor *>& RPG::dbActors = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::DBActor *> **>(0x4CDD54)) [static]

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:

int zackUnarmedAnimation = RPG::dbActors[1]->unarmedBattleAnimationId;
See also:
RPG::actors
RPG::DBSystem*& RPG::dbSystem = (**reinterpret_cast<RPG::DBSystem ***>(0x4CDC0C)) [static]

Object of "system" data, used for default values and properties which are not supposed to be changed in-game.

See also:
RPG::system
RPG::Hero*& RPG::hero = (**reinterpret_cast<RPG::Hero ***>(0x4CDE54)) [static]

The hero (which moves around on the map, similar to an event)

RPG::Input*& RPG::input = (**reinterpret_cast<RPG::Input ***>(0x4CDAEC)) [static]

Object used for key assignments and key input checking.

RPG::Map*& RPG::map = (**reinterpret_cast<RPG::Map ***>(0x4CDD74)) [static]

The current map environment (camera, events, etc.)

For accessing events, use RPG::map->events[event ID].

RPG::CatalogPtr<RPG::Monster *>& RPG::monsters = (**reinterpret_cast<RPG::CatalogPtr<RPG::Monster *> **>(0x4CDE64)) [static]

Array of monsters in the current monster group.

Use the zero-based party member ID as index for accessing a monster.

Example:

int slimeHp = RPG::monsters[2]->hp; // read HP of third monster
See also:
RPG::Battler
RPG::actors
RPG::Actor::partyMember
RPG::NamedCatalogPtr<RPG::Picture *>& RPG::pictures = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Picture *> **>(0x4CDF3C)) [static]

Array of pictures.

Use the picture ID as index for accessing a picture.

RPG::Screen*& RPG::screen = (**reinterpret_cast<RPG::Screen ***>(0x4CDB24)) [static]

The screen, including window properties, FPS and the drawing canvas.

Switches array

RPG::System*& RPG::system = (**reinterpret_cast<RPG::System ***>(0x4CDC7C)) [static]

Object of "system" data, used for values which can be changed in-game.

See also:
RPG::dbSystem

Variables array

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