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RPG::Monster Class Reference

Used for monsters as subtype of battlers. More...

#include <Monster.h>

Inheritance diagram for RPG::Monster:
RPG::Battler

Public Member Functions

void transform (int monsterId)
 Built-in RM2k3 function that transforms an enemy into a new monster (ATB unaltered)
 
void loadMonsterGroup (int id)
 Built-in RM2k3 function that loads a new monster group into the current one (retains battle commands).
 
- Public Member Functions inherited from RPG::Battler
std::string getName ()
 Returns the name of the actor or monster.
 
int getMaxHp ()
 Returns the maximal HP.
 
int getMaxMp ()
 Returns the maximal MP.
 
int getAttack ()
 Returns the attack value.
 
int getDefense ()
 Returns the defense value.
 
int getIntelligence ()
 Returns the intelligence value.
 
int getAgility ()
 Returns the agility value.
 
void setRow (Row newRow)
 Sets the current row.
 
void damagePopup (int number, int color)
 Shows a damage popup with a number.
 
void damagePopup (std::string text)
 Shows a damage popup with a small text.
 
bool isMonster ()
 Checks whether the battler is a monster or an actor.
 
void flash (int r, int g, int b, int intensity, int duration)
 Flashes a battler in a certain color.
 
bool executeAction (bool skipPluginHandlers=false)
 Executes the action of a battler (highly experimental!)
 
int getAttributeResist (int id)
 Built-in RM2k3 function that returns the actual damage multiplier for when the battler would be hit with a certain attribute (considers the (Elemental) Resistance of equipment (max. one step towards dmgE) and the "Reduce / Increase Resistance" of skill effects)
 
int getAttackPower (RPG::Battler *target)
 Built-in RM2k3 function that returns the strength of an attack (not the final attack value) Rough formula (a lot still not taken into account): if (critical hit) atk*3, else if (charge up) atk*2.
 
int getSkillPower (int skillId, RPG::Battler *target)
 Built-in RM2k3 function that returns the strength of a skill on a certain target, however, it's before the miss probability based on agility and statuses is calculated.
 

Public Attributes

int databaseId
 The database ID of the monster.
 
Imageimage
 The image of the monster's graphic.
 
ImageimageMirrored
 The mirrored image of the monster's graphic (used when RPG::Battler::mirrored is true)
 
int blinkTimer
 Frames left until damage blinking is done.
 
int deathTimer
 Internal timer for when a monster is dying.
 
int explodeTimer
 Internal timer for when a monster is... exploding?? (wat)
 
- Public Attributes inherited from RPG::Battler
int id
 One-based ID of the battler.
 
bool notHidden
 false if the battler is currently hidden (but not dead)
 
Actionaction
 Current action of the battler.
 
int hp
 Current HP.
 
int mp
 Current MP.
 
int attackDiff
 Difference from the default attack value.
 
int defenseDiff
 Difference from the default defense value.
 
int intelligenceDiff
 Difference from the default intelligence value.
 
int agilityDiff
 Difference from the default agility value.
 
DArray< short, 1 > attributes
 Array for a battler's attributes.
 
DArray< short, 1 > conditions
 Turns elapsed in a certain condition (see details)
 
bool isCharging
 Is the battler (monster) currently using the "Charge Up" action.
 
int atbValue
 Current value of the ATB bar (0 to 300000 - see details)
 
bool mirrored
 true if the battler's image is mirrored
 
int frameCounter
 Internally used.
 
int animationId
 ID of the battle graphic pose (see details)
 
int x
 Current X coordinate (centered)
 
int y
 Current Y coordinate (centered)
 
int originX
 Origin X coordinate (used when an actor moves to attack)
 
int originY
 Origin Y coordinate (used when an actor moves to attack)
 
int destinationX
 Destination X coordinate (used when an actor moves to attack)
 
int destinationY
 Destination Y coordinate (used when an actor moves to attack)
 
Row rowAlt
 Internally used, I do not understand the difference from row yet.
 
Row row
 Current row (no visible effect on monsters)
 
int damagePopupTimer
 Frames left until damage popup has finished (zero: no damage popup active)
 
ImagedamageImage
 Pointer to the image of the damage pointer.
 
int flashR
 Red value for flashing the battler (0 to 31)
 
int flashG
 Green value for flashing the battler (0 to 31)
 
int flashB
 Blue value for flashing the battler (0 to 31)
 
double flashIntensity
 Intensity for flashing the battler (0 to 31 - will decrease until flashing is done)
 
int flashTimer
 Frames left until flashing the battler finished (zero: no flashing active)
 
int shakeStrength
 If the battler is being shaken, the strength of the shake.
 
int shakeSpeed
 If the battler is being shaken, the speed of the shake.
 
int shakeOffsetX
 If the battler is being shaken, the amount of pixels? to shake the battler left/right.
 
int shakeOffsetY
 If the battler is being shaken, the amount of pixels? to shake the battler up/down.
 
int shakeTimer
 Frames left until shaking the battler finished (zero: no shaking active)
 
int turnsTaken
 Turns taken by this battler.
 
ActionType actionType
 Whether the action is short, or long (skill is being cast or item is being used)
 
ActionStatus actionStatus
 Status of the current action.
 
int jobClassId
 The job class ID. -1 if it's the database default.
 
int displayedConditions [5]
 Conditions which will be displayed in the info window (see details)
 

Static Public Attributes

static AnimationInBattle *& animData
 Returns the battle animation information for when an animation is playing over a monster (being attacked or healed)
 

Detailed Description

Used for monsters as subtype of battlers.

See also
RPG::monsters
RPG::Battler
RPG::Actor

Member Function Documentation

◆ loadMonsterGroup()

void RPG::Monster::loadMonsterGroup ( int id)

Built-in RM2k3 function that loads a new monster group into the current one (retains battle commands).

Call by using RPG::Monster::loadMonsterGroup(int) since each of the RPG::monsters[i] get replaced.

Parameters
idThe database ID of the new monster group to load

◆ transform()

void RPG::Monster::transform ( int monsterId)

Built-in RM2k3 function that transforms an enemy into a new monster (ATB unaltered)

Parameters
monsterIdThe database ID of the monster to transform into

Member Data Documentation

◆ animData

AnimationInBattle*& RPG::Monster::animData
static

Returns the battle animation information for when an animation is playing over a monster (being attacked or healed)

Returns
Pointer to the AnimationInBattle class for the monster party
See also
RPG::Actor::animData

◆ blinkTimer

int RPG::Monster::blinkTimer

Frames left until damage blinking is done.

If a monster takes damage, it blinks a few time. The blinking is started by setting blinkTimer to the number of frames the blinking should take. The blinkTimer is then increased by one each frame (while the image will be shown and hidden repeatedly), until it reaches zero at which point the blinking will be stopped. Internal timer for when a monster is flashing


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