DynRPG  v0.14a
RM2k3 Plugin SDK
Classes | Typedefs | Enumerations | Functions | Variables
RPG Namespace Reference

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  ArrayBaseOne
 Helper class for arrays with base one. 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  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  Character
 Used for movable entities on the map, i.e. events, the hero (and vehicles, but they are not supported yet) More...
class  EventData
 Class used for storing special event data of a character. More...
class  Event
 Used for events as subtype of characters. More...
class  Hero
 Used for the hero as subtype of characters. More...
class  DArray
 Array class. More...
class  DBActor
 Used for the default data of actors which is defined in the database. More...
class  DBitmap
 Wrapper class for windows' HBITMAPs. 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 RPG::DString pointers, the string class for RPG Maker strings. More...
class  EventScriptList
 List of event script lines. More...
class  EventScriptData
 Class used for the event script data of an event. More...
class  EventScriptLine
 Represents an event script line. More...
class  ColorControl
 Color effect settings for RPG::Image objects. More...
class  Image
 Used for image buffers (8 bit) More...
class  Input
 Used for key input. More...
class  Map
 Used for accessing and manipulating the current map environment. More...
class  Monster
 Used for monsters as subtype of battlers. 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  ParsedCommentParameter
 Used for parameters of parsed event comments (see Event comments guidelines) More...
class  ParsedCommentData
 Used for parsed event comments (see Event comments guidelines) More...
class  Picture
 Used for in-game pictures. More...
class  Screen
 Used for the screen, including window properties and FPS. More...
class  Sound
 Used for sound effect settings. More...
class  Switches
 Provides easy access to in-game switches. More...
class  SystemGraphic
 Used to store the system and "system2" graphics. More...
class  System
 Used for system data which can change in-game. More...
class  Variables
 Provides easy access to in-game variables. More...

Typedefs

typedef unsigned char ActionKind_T
 One-byte version of RPG::ActionKind.
typedef unsigned char BasicAction_T
 One-byte version of RPG::BasicAction.
typedef unsigned char Target_T
 One-byte version of RPG::Target.
typedef unsigned char BattleLayout_T
 One-byte version of RPG::BattleLayout.
typedef unsigned char Facing_T
 One-byte version of RPG::Facing_T.
typedef unsigned char Direction_T
 One-byte version of RPG::Direction.
typedef unsigned char AnimationType_T
 One-byte version of RPG::AnimationType.
typedef unsigned char Layer_T
 One-byte version of RPG::Layer.
typedef void ActorLearning
 Not implemented yet.
typedef unsigned char Transition_T
 One-byte version of RPG::Transition.
typedef void Chipset
 Not implemented yet.
typedef void MoveRouteItem
 Not implemented yet.
typedef void AuroraDrawMain
 Not implemented yet.
typedef unsigned char Scene_T
 One-byte version of RPG::Scene.
typedef unsigned char ATBMode_T
 One-byte version or RPG::ATBMode.

Enumerations

enum  ActionKind {
  AK_BASIC, AK_SKILL, AK_TRANSFORM, AK_ITEM,
  AK_NONE
}
 Possible values for the RPG::Action::kind member. 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  Target {
  TARGET_NONE, TARGET_ACTOR, TARGET_ALL_ACTORS, TARGET_MONSTER,
  TARGET_ALL_MONSTERS
}
 Possible values for the RPG::Action::target member. More...
enum  Row { ROW_FRONT, ROW_BACK }
 Possible values used for the battle row in RPG::Battler. More...
enum  ActionStatus { AS_IDLE, AS_WAITING, AS_FINAL_PHASE }
 Possible values for RPG::Battler::actionStatus. More...
enum  BattleLayout { BL_TRADITIONAL, BL_ALTERNATIVE, BL_GAUGE }
 Possible values for RPG::BattleSettings::layout. More...
enum  Facing { FACE_UP, FACE_RIGHT, FACE_DOWN, FACE_LEFT }
 Possible values for RPG::Character::facing. More...
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  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  Layer { LAYER_BELOW_HERO, LAYER_SAME_LEVEL_AS_HERO, LAYER_ABOVE_HERO }
 Possible values for RPG::Character::layer. More...
enum  HeroVehicle { HV_NONE, HV_SKIFF, HV_SHIP, HV_AIRSHIP }
 Possible values for RPG::Hero::vehicle. More...
enum  HeroControlMode { CONTROL_EVERYTHING, CONTROL_EVERYTHING_EXCEPT_MOVEMENT, CONTROL_NOTHING }
 Hero control mode (see RPG::Hero::setControlMode) 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  SystemFont { SYSF_MSGOTHIC, SYSF_MSMINCHO }
 Possible values for RPG::DBSystem::systemFont. More...
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  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  { MASK_NONE = -1 }
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  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  Scene {
  SCENE_MAP, SCENE_MENU, SCENE_BATTLE, SCENE_SHOP,
  SCENE_NAME, SCENE_FILE, SCENE_TITLE, SCENE_GAME_OVER,
  SCENE_DEBUG
}
 In-game scenes. More...
enum  MessagePosition { MSGPOS_TOP, MSGPOS_MIDDLE, MSGPOS_BOTTOM }
 Possible values for RPG::System::messagePosition. More...
enum  FacePosition { FACEPOS_LEFT, FACEPOS_RIGHT }
 Possible values for RPG::System::facePosition. More...
enum  ATBMode { ATBM_ACTIVE, ATBM_WAIT }
 Possible values for RPG::System::atbMode. More...

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 (RPG::BattleEventUpdateMode mode, RPG::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::map< std::string,
std::string > 
loadConfiguration (char *sectionName, char *filename=0)
 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.

Variables

static RPG::NamedCatalogPtr
< RPG::Actor * > & 
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 *& battleSettings = (**reinterpret_cast<RPG::BattleSettings ***>(0x4CDD60))
 Battle settings.
static RPG::Hero *& hero = (**reinterpret_cast<RPG::Hero ***>(0x4CDE54))
 The hero (which moves around on the map, similar to an event)
static RPG::NamedCatalogPtr
< RPG::DBActor * > & 
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 *& 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 bool & isTestPlay = (**reinterpret_cast<bool **>(0x4CDD50))
static bool & isBattleTest = (**reinterpret_cast<bool **>(0x4CDCB8))
 The test play flag.
static bool & showTitle = (**reinterpret_cast<bool **>(0x4CDF90))
 Should the title screen be shown (according to the "Show Title" button in the RPG Maker)?
static int & battleSpeed = (*reinterpret_cast<int *>(0x442600))
 Speed of the ATB system in percent.
static bool & transparentWindowsEverywhere = (*reinterpret_cast<bool *>(0x462604))
 Allows transparent windows in outside of the map too.
static RPG::Input *& input = (**reinterpret_cast<RPG::Input ***>(0x4CDAEC))
 Object used for key assignments and key input checking.
static RPG::Map *& map = (**reinterpret_cast<RPG::Map ***>(0x4CDD74))
 The current map environment (camera, events, etc.)
static RPG::CatalogPtr
< RPG::Monster * > & 
monsters = (**reinterpret_cast<RPG::CatalogPtr<RPG::Monster *> **>(0x4CDE64))
 Array of monsters in the current monster group.
static RPG::NamedCatalogPtr
< RPG::Picture * > & 
pictures = (**reinterpret_cast<RPG::NamedCatalogPtr<RPG::Picture *> **>(0x4CDF3C))
 Array of pictures.
static RPG::Screen *& screen = (**reinterpret_cast<RPG::Screen ***>(0x4CDB24))
 The screen, including window properties, FPS and the drawing canvas.
static RPG::Switches switches
 Switches array
static RPG::System *& system = (**reinterpret_cast<RPG::System ***>(0x4CDC7C))
 Object of "system" data, used for values which can be changed in-game.
static RPG::Variables variables
 Variables array

Detailed Description

The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks.


Typedef Documentation

typedef unsigned char RPG::ActionKind_T

One-byte version of RPG::ActionKind.

typedef void RPG::ActorLearning

Not implemented yet.

typedef unsigned char RPG::AnimationType_T

One-byte version of RPG::AnimationType.

typedef unsigned char RPG::ATBMode_T

One-byte version or RPG::ATBMode.

typedef void RPG::AuroraDrawMain

Not implemented yet.

typedef unsigned char RPG::BasicAction_T

One-byte version of RPG::BasicAction.

typedef unsigned char RPG::BattleLayout_T

One-byte version of RPG::BattleLayout.

typedef void RPG::Chipset

Not implemented yet.

typedef unsigned char RPG::Direction_T

One-byte version of RPG::Direction.

typedef unsigned char RPG::Facing_T

One-byte version of RPG::Facing_T.

typedef unsigned char RPG::Layer_T

One-byte version of RPG::Layer.

typedef void RPG::MoveRouteItem

Not implemented yet.

typedef unsigned char RPG::Scene_T

One-byte version of RPG::Scene.

typedef unsigned char RPG::Target_T

One-byte version of RPG::Target.

typedef unsigned char RPG::Transition_T

One-byte version of RPG::Transition.


Enumeration Type Documentation

anonymous enum
Enumerator:
MASK_NONE 

Used for RPG::Image::draw if no transparent color should be used.

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::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.

Possible values for RPG::Character::animationType.

Enumerator:
ANI_NORMAL 

"Non-continuous"

ANI_STEPPING 

"Continuous" (always stepping)

ANI_FIXED_DIR_NORMAL 

"Non-continous", fixed direction

ANI_FIXED_DIR_STEPPING 

"Continuous", fixed direction

ANI_FIXED_GRAPHIC 

Fixed graphic (no stepping, fixed direction)

ANI_SPIN_AROUND 

Spinning around.

Possible values for RPG::System::atbMode.

Enumerator:
ATBM_ACTIVE 

"Active" mode (enemies also attack in selection menus)

ATBM_WAIT 

"Wait" mode

Possible values for the RPG::Action::basicActionId member.

Enumerator:
BA_ATTACK 

Attack.

BA_DOUBLE_ATTACK 

Double attack.

BA_DEFEND 

Defend.

BA_OBSERVE 

Observe battle.

BA_CHARGE 

Charge up.

BA_SELF_DESTRUCT 

Self-destruct.

BA_ESCAPE 

Escape (will always succeed)

BA_NONE 

No action.

BA_CHANGE_ROW 

Change row (has no visible effects if used by monsters)

Possible values of the mode parameter of RPG::updateBattleEvents.

Warning:
I am not completely sure about the effects these modes have.
Enumerator:
BEUM_BEFORE_ACTION 

Used before a battler executes its action.

BEUM_AFTER_ACTION 

Used after a battler executes its action.

BEUM_SWITCH_ACTIVATED 

Used when a skill or an item activates a switch.

BEUM_BATTLE_START 

Used to call events with start condition "Turns elapsed [0x+0]".

Possible values for RPG::BattleSettings::layout.

Enumerator:
BL_TRADITIONAL 

"Traditional" layout

BL_ALTERNATIVE 

"Alternative" layout

BL_GAUGE 

"Gauge" layout

Possible values for RPG::Character::direction.

Enumerator:
DIR_UP 

Character moves down

DIR_RIGHT 

Character moves to the right

DIR_DOWN 

Character moves down

DIR_LEFT 

Character moves to the left

DIR_UP_RIGHT 

Character moves diagonally up-right

DIR_DOWN_RIGHT 

Character moves diagonally down-right

DIR_DOWN_LEFT 

Character moves diagonally down-left

DIR_UP_LEFT 

Character moves diagonally up-left

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.

See also:
RPG::EventScriptLine
onEventCommand
Note:
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator:
EVCMD_END_OF_EVENT 

End of the event command list.

EVCMD_EMPTY_LINE 

Empty line (<>)

EVCMD_SHOW_MESSAGE 

First line of a "Show Message" command.

EVCMD_ADD_LINE_TO_MESSAGE 

Additional lines of a "Show Message" command.

EVCMD_SHOW_CHOICE 

First line of a "Show Choice" command.

EVCMD_CHOICE_CASE 

[XXXX] handler lines of a "Show Choice" command

EVCMD_CHOICE_END 

: End line of a "Show Choice" command

EVCMD_START_COMBAT 

First line of a "Start Combat" command.

EVCMD_BATTLE_VICTORY 

Victory handler line of a "Start Combat" command

EVCMD_BATTLE_ESCAPE 

Escape handler line of a "Start Combat" command

EVCMD_BATTLE_DEFEAT 

Defeat handler line of a "Start Combat" command

EVCMD_BATTLE_END 

: End line of a "Start Combat" command

EVCMD_CALL_SHOP 

First line of a "Call Shop" command.

EVCMD_SHOP_TRANSACTION 

Transaction handler line of a "Call Shop" command

EVCMD_SHOP_CANCEL 

Cancel handler line of a "Call Shop" command

EVCMD_SHOP_END 

: End line of "Call Shop" command

EVCMD_CALL_INN 

First line of a "Call Inn" command.

EVCMD_INN_REST 

Rest handler line of a "Call Inn" command

EVCMD_INN_CANCEL 

Cancel handler line of a "Call Inn" command

EVCMD_INN_END 

: End line of a "Call Inn" command

EVCMD_SHOW_BATTLE_ANIMATION 

"Show Battle Animation" in map/common events

EVCMD_FORK 

First line of a "Conditional Branch" in map/common events.

EVCMD_FORK_ELSE_CASE 

: Else Case line of a "Conditional Branch" in map/common events

EVCMD_FORK_END 

: End Case line of a "Conditional Branch" in map/common events

EVCMD_START_LOOP 

"Loop" command

EVCMD_END_LOOP 

: End line of a "Loop"

EVCMD_CALL_EVENT 

"Call Event" in map/common events

EVCMD_COMMENT 

First line of a comment.

EVCMD_ADD_LINE_TO_COMMENT 

Additional lines of a comment.

EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE 

"Show Battle Animation" in battle events

EVCMD_FORK_IN_BATTLE 

First line of a "Conditional Branch" in battle events.

EVCMD_FORK_IN_BATTLE_ELSE_CASE 

: Else Case line of a "Conditional Branch" in battle events

EVCMD_FORK_IN_BATTLE_END 

: End Case line of a "Conditional Branch" in battle events

EVCMD_CALL_COMMON_EVENT 

"Call Common Event" in battle events

Possible values for RPG::System::facePosition.

Enumerator:
FACEPOS_LEFT 

Left.

FACEPOS_RIGHT 

Right.

Possible values for 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

Hero control mode (see RPG::Hero::setControlMode)

Enumerator:
CONTROL_EVERYTHING 

Everything works normally.

CONTROL_EVERYTHING_EXCEPT_MOVEMENT 

Opening menu and activating events works, but movement is disabled.

CONTROL_NOTHING 

No control possible (checking key state still works, of course)

Possible values for RPG::Hero::vehicle.

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.

enum RPG::Key

RPG Maker key names

Note:
The Shift key is handled differently by the RPG Maker, thus it can't be used the way other keys can be used by DynRPG.
See also:
RPG::Input
RPG::Input::pressed
Note:
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator:
KEY_DOWN 

Keys which are used for moving down.

KEY_LEFT 

Keys which are used for moving left.

KEY_RIGHT 

Keys which are used for moving right.

KEY_UP 

Keys which are used for moving up.

KEY_DECISION 

Keys which are used to confirm an action.

KEY_CANCEL 

Keys which are used to cancel an action or open the menu.

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.

Possible values for RPG::System::messagePosition.

Enumerator:
MSGPOS_TOP 

Top.

MSGPOS_MIDDLE 

Middle.

MSGPOS_BOTTOM 

Bottom.

"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.

See also:
RPG::Character::move
Note:
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator:
MT_SWITCH_ON 

Turns a switch ON.

This command takes one integer parameter: The switch ID.

See also:
RPG::MT_SWITCH_OFF
RPG::Switches
MT_SWITCH_OFF 

Turns a switch OFF.

This command takes one integer parameter: The switch ID.

See also:
RPG::MT_SWITCH_ON
RPG::Switches
MT_CHANGE_GRAPHIC 

Changes the charset graphic of the character.

This command takes two parameters:

  • The charset filename (string)
  • The charset sprite ID (integer)
MT_PLAY_SE 

Plays a sound effect.

This command takes four parameters:

  • The sound filename (string)
  • The sound volume (integer)
  • The sound speed (integer)
  • The sound pan value (integer)
See also:
RPG::Sound

Type of a parsed comment parameter.

See also:
RPG::ParsedCommentParameter
RPG::ParsedCommentData
Enumerator:
PARAM_NUMBER 

The parameter is a number.

PARAM_STRING 

The parameter is a string.

PARAM_TOKEN 

The parameter is a token.

Special effects for pictures.

Enumerator:
PFX_NONE 

No effect.

PFX_ROTATE 

Rotation.

PFX_RIPPLE 

Ripple effect ("Waver")

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.

See also:
onFrame
RPG::Screen::update
Enumerator:
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 (F9 menu)

Possible values for RPG::DBSystem::systemFont.

Enumerator:
SYSF_MSGOTHIC 

First font (normally MS Gothic)

SYSF_MSMINCHO 

Second font (normally MS Mincho)

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.

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.


Function Documentation

std::string RPG::encode ( int  value)

Encodes a numerical value for use with RPG::Character::move.

Parameters:
valueValue to encode
Returns:
Encoded value as string (may be 1 to 5 characters long)
std::string RPG::encode ( std::string  value)

Encodes a string for use with RPG::Character::move.

Parameters:
valueString to encode
Returns:
Encoded string (including length information)
std::string RPG::getConditionName ( int  id)

Returns the name of a condition.

Parameters:
idDatabase ID of the condition
Returns:
Name of the condition
std::string RPG::getItemDescription ( int  id)

Returns the description of an item.

Parameters:
idDatabase ID of the item
Returns:
Description of the item
See also:
RPG::getItemName
std::string RPG::getItemName ( int  id)

Returns the name of an item.

Parameters:
idDatabase ID of the item
Returns:
Name of the item
See also:
RPG::getItemDescription

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.

Returns:
Zero-based party member index of the selected monster
Precondition:
You must be in battle, otherwise the behavior is undefined.
std::string RPG::getSkillDescription ( int  id)

Returns the description of a skill.

Parameters:
idDatabase ID of the skill
Returns:
Description of the skill
See also:
RPG::getSkillName
std::string RPG::getSkillName ( int  id)

Returns the name of a skill.

Parameters:
idDatabase ID of the skill
Returns:
Name of the skill
See also:
RPG::getSkillDescription
std::map<std::string, std::string> RPG::loadConfiguration ( char *  sectionName,
char *  filename = 0 
)

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.

Parameters:
sectionNameName of the section to load from the INI file
filenameName of the INI file (defaults to DynRPG.ini)
Returns:
All keys and values of the specified section from the INI file
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.

Parameters:
messageMessage to show
eventIdEvent ID
pageIdEvent page ID
lineIdZero-based line number (will be incremented before being shown to the user)

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.

Precondition:
You must be in battle, otherwise the behavior is undefined.
Warning:
This function is experimental.

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.

Parameters:
modeMode of the update (see RPG::BattleEventUpdateMode)
battlerBattler whose action is executed
Note:
battler can be 0 if mode is RPG::BEUM_BATTLE_START.
Precondition:
You must be in battle, otherwise the behavior is undefined.
Warning:
This function is highly experimental!
See also:
RPG::updateBattleEvents

Variable Documentation

int& RPG::battleSpeed = (*reinterpret_cast<int *>(0x442600)) [static]

Speed of the ATB system in percent.

This value can be set to zero to pause the battle.

Note:
This is a special feature of the DynRPG patch.
bool& RPG::isBattleTest = (**reinterpret_cast<bool **>(0x4CDCB8)) [static]

The test play flag.

This flag may also be changed at runtime, but it probably wouldn't make sense.

bool& RPG::isTestPlay = (**reinterpret_cast<bool **>(0x4CDD50)) [static]

The test play flag

This flag may also be changed at runtime.

bool& RPG::showTitle = (**reinterpret_cast<bool **>(0x4CDF90)) [static]

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.

bool& RPG::transparentWindowsEverywhere = (*reinterpret_cast<bool *>(0x462604)) [static]

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.

Note:
This is a special feature of the DynRPG patch.
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