DynRPG  v0.32 Unofficial
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RPG::Item Class Reference

Used for the data of items which can be accessed or changed in-game. More...

Public Attributes

int id
 ID of the item. More...
 
DStringPtr name
 The name of the item. More...
 
DStringPtr description
 The description of the item. More...
 
ItemType type
 The item's type as defined in the database (see RPG::ItemType) More...
 
int price
 Price. More...
 
int numUses
 Number of uses (0 = unlimited) More...
 
int str
 Attack. More...
 
int def
 Defense. More...
 
int intl
 Intelligence. More...
 
int agl
 Agility. More...
 
bool twoHanded
 Is it two-handed? (Hands Required) More...
 
int mpCost
 Agility. More...
 
int hitProb
 Hit Probability. More...
 
int critBonus
 Critical Bonus. More...
 
int battleAnimId
 Battle Animation ID. More...
 
bool alwaysAttackFirst
 Always attack first? More...
 
bool attackTwice
 Attack twice? More...
 
bool attackAll
 Attack all enemies? More...
 
bool ignoreEvasion
 Ignore evasion? More...
 
bool preventCrit
 Prevent critical hits? More...
 
bool increaseEvasion
 Increased evasion? More...
 
bool halfMpCost
 Half MP Consumption? More...
 
bool noTerrainDmg
 No Terrain Damage? More...
 
ItemTarget target
 Does the item target a single hero or all? (see RPG::ItemTarget) More...
 
int hpRestorePercent
 % of Max HP to restore More...
 
int hpRestoreUnits
 Amount of HP to restore. More...
 
int mpRestorePercent
 % of Max MP to restore More...
 
int mpRestoreUnits
 Amount of MP to restore. More...
 
bool onlyInField
 Only usable on the field map? More...
 
bool onlyOnDead
 Only usable on dead characters? More...
 
int addMaxHp
 Max HP to add. More...
 
int addMaxMp
 Max MP to add. More...
 
int addStr
 STR to add. More...
 
int addDef
 DEF to add. More...
 
int addInt
 INT to add. More...
 
int addAgl
 AGL to add. More...
 
ItemScrollMsgShown messageShown
 Message Shown When Used (see RPG::ItemScrollMsgShown) More...
 
int skillId
 Skill Id. More...
 
int switchId
 Switch Id. More...
 
bool useInField
 Activation in field? More...
 
bool useInBattle
 Activation in battle? More...
 
DArray< bool > usableByHero
 Usable By Hero Array. More...
 
DArray< bool > conditions
 Array of Conditions. size = highest condition that is checked off. More...
 
DArray< bool > attributes
 Array of Attributes. size = highest attribute that is checked off. More...
 
int conditionPercentage
 Inflict/Resist Condition %. More...
 
NamedCatalogPtr< AnimationWeapon * > weaponAnims
 Pointer to the RPG::AnimationWeapon array. More...
 
bool invokeSkill
 Does the item invoke a skill (set skill with skillId) More...
 
DArray< bool > usableByClass
 Usable By Class Array. More...
 
bool isCursed
 Is the item cursed? More...
 
ItemConditionFlag conditionFlag
 Does the item remove the condition instead of inflict? (see RPG::ItemConditionFlag) More...
 
WeaponRangedTrajectory weaponTrajectory
 If a ranged weapon, the weapons' trajectory (see RPG::WeaponRangedTrajectory) More...
 
WeaponRangedTargetting weaponTargetting
 If a ranged weapon, the weapons' target(s) (see RPG::WeaponRangedTargetting) More...
 

Detailed Description

Used for the data of items which can be accessed or changed in-game.

See also
RPG::items
RPG::ItemType
RPG::ItemTarget
RPG::ItemScrollMsgShown
RPG::ItemConditionFlag
RPG::WeaponRangedTrajectory
RPG::WeaponRangedTargetting
RPG::AnimationWeapon

Definition at line 81 of file Item.h.

Member Data Documentation

int RPG::Item::id

ID of the item.

Definition at line 84 of file Item.h.

DStringPtr RPG::Item::name

The name of the item.

Definition at line 85 of file Item.h.

DStringPtr RPG::Item::description

The description of the item.

Definition at line 86 of file Item.h.

ItemType RPG::Item::type

The item's type as defined in the database (see RPG::ItemType)

Definition at line 87 of file Item.h.

int RPG::Item::price

Price.

Definition at line 88 of file Item.h.

int RPG::Item::numUses

Number of uses (0 = unlimited)

Definition at line 89 of file Item.h.

int RPG::Item::str

Attack.

See also
RPG::ITEM_WEAPON

Definition at line 92 of file Item.h.

int RPG::Item::def

Defense.

See also
RPG::ITEM_WEAPON

Definition at line 93 of file Item.h.

int RPG::Item::intl

Intelligence.

See also
RPG::ITEM_WEAPON

Definition at line 94 of file Item.h.

int RPG::Item::agl

Agility.

See also
RPG::ITEM_WEAPON

Definition at line 95 of file Item.h.

bool RPG::Item::twoHanded

Is it two-handed? (Hands Required)

See also
RPG::ITEM_WEAPON

Definition at line 96 of file Item.h.

int RPG::Item::mpCost

Agility.

See also
RPG::ITEM_WEAPON

Definition at line 97 of file Item.h.

int RPG::Item::hitProb

Hit Probability.

See also
RPG::ITEM_WEAPON

Definition at line 98 of file Item.h.

int RPG::Item::critBonus

Critical Bonus.

See also
RPG::ITEM_WEAPON

Definition at line 99 of file Item.h.

int RPG::Item::battleAnimId

Battle Animation ID.

See also
RPG::ITEM_WEAPON

Definition at line 100 of file Item.h.

bool RPG::Item::alwaysAttackFirst

Always attack first?

See also
RPG::ITEM_WEAPON

Definition at line 101 of file Item.h.

bool RPG::Item::attackTwice

Attack twice?

See also
RPG::ITEM_WEAPON

Definition at line 102 of file Item.h.

bool RPG::Item::attackAll

Attack all enemies?

See also
RPG::ITEM_WEAPON

Definition at line 103 of file Item.h.

bool RPG::Item::ignoreEvasion

Ignore evasion?

See also
RPG::ITEM_WEAPON

Definition at line 104 of file Item.h.

bool RPG::Item::preventCrit

Prevent critical hits?

See also
RPG::ITEM_SHIELD

Definition at line 107 of file Item.h.

bool RPG::Item::increaseEvasion

Increased evasion?

See also
RPG::ITEM_SHIELD

Definition at line 108 of file Item.h.

bool RPG::Item::halfMpCost

Half MP Consumption?

See also
RPG::ITEM_SHIELD

Definition at line 109 of file Item.h.

bool RPG::Item::noTerrainDmg

No Terrain Damage?

See also
RPG::ITEM_SHIELD

Definition at line 110 of file Item.h.

ItemTarget RPG::Item::target

Does the item target a single hero or all? (see RPG::ItemTarget)

See also
RPG::ITEM_MEDICINE

Definition at line 113 of file Item.h.

int RPG::Item::hpRestorePercent

% of Max HP to restore

See also
RPG::ITEM_MEDICINE

Definition at line 114 of file Item.h.

int RPG::Item::hpRestoreUnits

Amount of HP to restore.

See also
RPG::ITEM_MEDICINE

Definition at line 115 of file Item.h.

int RPG::Item::mpRestorePercent

% of Max MP to restore

See also
RPG::ITEM_MEDICINE

Definition at line 116 of file Item.h.

int RPG::Item::mpRestoreUnits

Amount of MP to restore.

See also
RPG::ITEM_MEDICINE

Definition at line 117 of file Item.h.

bool RPG::Item::onlyInField

Only usable on the field map?

See also
RPG::ITEM_MEDICINE

Definition at line 118 of file Item.h.

bool RPG::Item::onlyOnDead

Only usable on dead characters?

See also
RPG::ITEM_MEDICINE

Definition at line 119 of file Item.h.

int RPG::Item::addMaxHp

Max HP to add.

See also
RPG::ITEM_SEED

Definition at line 122 of file Item.h.

int RPG::Item::addMaxMp

Max MP to add.

See also
RPG::ITEM_SEED

Definition at line 123 of file Item.h.

int RPG::Item::addStr

STR to add.

See also
RPG::ITEM_SEED

Definition at line 124 of file Item.h.

int RPG::Item::addDef

DEF to add.

See also
RPG::ITEM_SEED

Definition at line 125 of file Item.h.

int RPG::Item::addInt

INT to add.

See also
RPG::ITEM_SEED

Definition at line 126 of file Item.h.

int RPG::Item::addAgl

AGL to add.

See also
RPG::ITEM_SEED

Definition at line 127 of file Item.h.

ItemScrollMsgShown RPG::Item::messageShown

Message Shown When Used (see RPG::ItemScrollMsgShown)

See also
RPG::ITEM_SCROLL

Definition at line 130 of file Item.h.

int RPG::Item::skillId

Skill Id.

See also
RPG::ITEM_SCROLL

Definition at line 131 of file Item.h.

int RPG::Item::switchId

Switch Id.

See also
RPG::ITEM_SWITCH

Definition at line 134 of file Item.h.

bool RPG::Item::useInField

Activation in field?

See also
RPG::ITEM_SWITCH

Definition at line 135 of file Item.h.

bool RPG::Item::useInBattle

Activation in battle?

See also
RPG::ITEM_SWITCH

Definition at line 136 of file Item.h.

DArray<bool> RPG::Item::usableByHero

Usable By Hero Array.

Definition at line 139 of file Item.h.

DArray<bool> RPG::Item::conditions

Array of Conditions. size = highest condition that is checked off.

Definition at line 140 of file Item.h.

DArray<bool> RPG::Item::attributes

Array of Attributes. size = highest attribute that is checked off.

Definition at line 141 of file Item.h.

int RPG::Item::conditionPercentage

Inflict/Resist Condition %.

Definition at line 142 of file Item.h.

NamedCatalogPtr<AnimationWeapon *> RPG::Item::weaponAnims

Pointer to the RPG::AnimationWeapon array.

Definition at line 144 of file Item.h.

bool RPG::Item::invokeSkill

Does the item invoke a skill (set skill with skillId)

Definition at line 145 of file Item.h.

DArray<bool> RPG::Item::usableByClass

Usable By Class Array.

Definition at line 146 of file Item.h.

bool RPG::Item::isCursed

Is the item cursed?

Definition at line 147 of file Item.h.

ItemConditionFlag RPG::Item::conditionFlag

Does the item remove the condition instead of inflict? (see RPG::ItemConditionFlag)

Definition at line 150 of file Item.h.

WeaponRangedTrajectory RPG::Item::weaponTrajectory

If a ranged weapon, the weapons' trajectory (see RPG::WeaponRangedTrajectory)

Definition at line 151 of file Item.h.

WeaponRangedTargetting RPG::Item::weaponTargetting

If a ranged weapon, the weapons' target(s) (see RPG::WeaponRangedTargetting)

Definition at line 152 of file Item.h.