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DynRPG
v0.20
RM2k3 Plugin SDK
|
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 *>(0x442604)) |
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 |
The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks.
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.
anonymous enum |
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.
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) |
enum RPG::ActionStatus |
Possible values for RPG::Battler::actionStatus.
enum RPG::AnimationType |
Possible values for RPG::Character::animationType.
enum RPG::ATBMode |
Possible values for RPG::System::atbMode.
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.
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.
enum RPG::Facing |
Possible values for RPG::Character::facing.
enum RPG::HeroControlMode |
Hero control mode (see RPG::Hero::setControlMode)
enum RPG::HeroVehicle |
Possible values for RPG::Hero::vehicle.
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::Layer |
Possible values for RPG::Character::layer.
enum RPG::MessagePosition |
Possible values for RPG::System::messagePosition.
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.
MT_SWITCH_ON |
Turns a switch ON. This command takes one integer parameter: The switch ID.
|
MT_SWITCH_OFF |
Turns a switch OFF. This command takes one integer parameter: The switch ID.
|
MT_CHANGE_GRAPHIC |
Changes the charset graphic of the character. This command takes two parameters:
|
MT_PLAY_SE |
Plays a sound effect. This command takes four parameters:
|
Type of a parsed comment parameter.
enum RPG::PictureEffect |
enum RPG::Row |
Possible values used for the battle row in RPG::Battler.
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.
enum RPG::SystemFont |
Possible values for RPG::DBSystem::systemFont.
enum RPG::Target |
Possible values for the RPG::Action::target member.
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. |
enum RPG::Transition |
Screen transitions.
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 |
std::string RPG::getConditionName | ( | int | id | ) |
Returns the name of a condition.
id | Database ID of the condition |
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::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.
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 | ( | RPG::BattleEventUpdateMode | mode, |
RPG::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. 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.
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 *>(0x442604)) [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.