DynRPG v0.32 Unofficial
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Public Attributes | List of all members
RPG::DBActor Class Reference

Used for the default data of actors which is defined in the database. More...

#include <DBActor.h>

Public Attributes

int id
 ID of the actor.
 
DStringPtr name
 Default name.
 
DStringPtr degree
 Default degree.
 
DStringPtr charsetFilename
 Default charset filename.
 
int charsetId
 Default charset ID.
 
bool charsetTransparent
 Default charset transparency (see details)
 
int minLevel
 Minimum level.
 
int maxLevel
 Maximum level.
 
bool allowCriticalHit
 Critical hits allows?
 
int criticalHitProbability
 Probability of a critical hit.
 
DStringPtr facesetFilename
 Default faceset filename.
 
int facesetId
 Default faceset ID.
 
bool twoWeapons
 Does the actor use a second weapon instead of the shield?
 
bool aiControl
 Is the actor controlled by the computer in battle?
 
bool lockEquipment
 Is the equipment locked?
 
bool mightyGuard
 Does defending reduce the damage more than usual?
 
ArrayBaseOne< short, 99 > maxHp
 Array of maximum HP values for each level.
 
ArrayBaseOne< short, 99 > maxMp
 Array of maximum MP values for each level.
 
ArrayBaseOne< short, 99 > attack
 Array of attack values for each level.
 
ArrayBaseOne< short, 99 > defense
 Array of defense values for each level.
 
ArrayBaseOne< short, 99 > intelligence
 Array of intelligence values for each level.
 
ArrayBaseOne< short, 99 > agility
 Array of agility values for each level.
 
int expPrimary
 Primary experience curve parameter.
 
int expSecondary
 Secondary experience curve parameter.
 
int expTertiary
 Tertiary experience curve parameter.
 
short weaponId
 Default weapon ID.
 
short shieldId
 Default shield ID.
 
short armorId
 Default armor ID.
 
short helmetId
 Default helmet ID.
 
short accessoryId
 Default accessory ID.
 
int unarmedBattleAnimationId
 Battle animation ID for attacks without weapon.
 
CatalogPtr< SkillProgression * > skillLearning
 Skill learning data.
 
DArray< DamageMultiplier_T, 1, 2 > conditions
 Condition Resistance Array (See RPG::DamageMultiplier)
 
DArray< DamageMultiplier_T, 1, 2 > attributes
 Attribute Resistance Array (See RPG::DamageMultiplier)
 
int classId
 Default class ID.
 
int battleGraphicId
 Battle graphic ID.
 
int battleCommands [7]
 Default battle commands (0 and -1 both mean "no command at this position")
 
int xPosInBattle
 Set in the battle layout tab if using "Manual" placement mode.
 
int yPosInBattle
 Set in the battle layout tab if using "Manual" placement mode.
 

Detailed Description

Used for the default data of actors which is defined in the database.

Note
The members of this class either mean default values of a property or they are used for properties which aren't supposed to be changed in-game, thus the members won't be saved and loaded automatically (as it is the case with RPG::Actor), but only loaded once at startup.

If you want to access data which could be changed in-game, use the members and methods of RPG::Actor instead.
See also
RPG::dbActors
RPG::Actor
RPG::actors

Member Data Documentation

◆ attributes

DArray<DamageMultiplier_T, 1, 2> RPG::DBActor::attributes

Attribute Resistance Array (See RPG::DamageMultiplier)

If at a certain point, the resistance of an attribute and all attributes higher than it are C, the attributes.size will equal the number of the highest non-C attribute.

Example:

Attr1: A
Attr2: B
Attr3: C
Attr4: C
Attr5: C

Because Attr3 is C, and those above it are C, attributes.size will be 2, because Attr2 is the last non-C attribute.

Warning
This can be confusing, because if you need to use attributes[15], but check for attributes.size to be 15 first, it could be 10 if 11-15 are all C, so the check would be false. The solution would be to use RPG::attributes.count() for the check instead. This would resize the array once an attribute higher than attributes.size is called, but because of the resizeValue in the template for RPG::DArray, attributes 11-15 would be correctly assigned to C

◆ charsetTransparent

bool RPG::DBActor::charsetTransparent

Default charset transparency (see details)

Unlike RPG::Actor::charsetTransparency, this member is a simple boolean value. true means a transparency value of 3 while false means a transparency value of 0.

◆ conditions

DArray<DamageMultiplier_T, 1, 2> RPG::DBActor::conditions

Condition Resistance Array (See RPG::DamageMultiplier)

If at a certain point, the resistance of a condition and all conditions higher than it are C, the conditions.size will equal the number of the highest non-C condition.

Example:

Cond1: A
Cond2: B
Cond3: C
Cond4: C
Cond5: C

Because Cond3 is C, and those above it are C, conditions.size will be 2, because Cond2 is the last non-C condition.

Warning
This can be confusing, because if you need to use conditions[15], but check for conditions.size to be 15 first, it could be 10 if 11-15 are all C, so the check would be false. The solution would be to use RPG::conditions.count() for the check instead. This would resize the array once a condition higher than conditions.size is called, but because of the resizeValue in the template for RPG::DArray, conditions 11-15 would be correctly assigned to C

The documentation for this class was generated from the following file: