DynRPG v0.32 Unofficial
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RPG::System Class Reference

Used for system data which can change in-game. More...

#include <System.h>

Public Member Functions

RPG::MusicgetTitleBGM ()
 Returns the current title screen music.
 
RPG::MusicgetBattleBGM ()
 Returns the current battle music.
 
RPG::MusicgetVictoryBGM ()
 Returns the current victory music.
 
RPG::MusicgetInnBGM ()
 Returns the current inn music.
 
RPG::MusicgetSkiffBGM ()
 Returns the current skiff music.
 
RPG::MusicgetShipBGM ()
 Returns the current ship music.
 
RPG::MusicgetAirshipBGM ()
 Returns the current airship music.
 
RPG::MusicgetGameOverBGM ()
 Returns the current game over music.
 
RPG::SoundgetCursorSE ()
 Returns the current cursor sound.
 
RPG::SoundgetDecisionSE ()
 Returns the current decision sound.
 
RPG::SoundgetCancelSE ()
 Returns the current cancel sound.
 
RPG::SoundgetBuzzerSE ()
 Returns the current buzzer sound.
 
RPG::SoundgetBattleStartSE ()
 Returns the current battle start sound.
 
RPG::SoundgetFleeSE ()
 Returns the current escape sound.
 
RPG::SoundgetEnemyAttackSE ()
 Returns the current monster attack sound.
 
RPG::SoundgetEnemyDamageSE ()
 Returns the current monster damage sound.
 
RPG::SoundgetHeroDamageSE ()
 Returns the current actor damage sound.
 
RPG::SoundgetEvasionSE ()
 Returns the current evasion sound.
 
RPG::SoundgetEnemyDeathSE ()
 Returns the current monster death sound.
 
RPG::SoundgetItemSE ()
 Returns the current item sound.
 
RPG::Transition getTeleportEraseTrans ()
 Returns the current teleport screen erasing transition.
 
RPG::Transition getTeleportShowTrans ()
 Returns the current teleport screen showing transition.
 
RPG::Transition getBattleStartEraseTrans ()
 Returns the current battle start screen erasing transition.
 
RPG::Transition getBattleStartShowTrans ()
 Returns the current battle start screen showing transition.
 
RPG::Transition getBattleEndEraseTrans ()
 Returns the current battle end screen erasing transition.
 
RPG::Transition getBattleEndShowTrans ()
 Returns the current battle end screen showing transition.
 

Public Attributes

Scene_T scene
 Current game scene (see RPG::Scene)
 
int frameCounter
 Internal frame counter (see details!)
 
DStringPtr systemGraphicFilename
 Filename of the system graphic (empty for default)
 
bool systemTiled
 Is the window background tiled?
 
SystemFont systemFont
 Current system font.
 
SystemGraphicsystemGraphic
 Current system and system2 graphic.
 
DArray< bool, 1 > switches
 Switches (see also RPG::Switch!)
 
DArray< int, 1 > variables
 Variables (see also RPG::Variable!)
 
bool messageTransparent
 Is the message background invisible? (see also RPG::BattleSettings::transparentWindows)
 
MessagePosition messagePosition
 Position of the message.
 
bool messageAutoPos
 Prevent hero from being overlapped by a message?
 
bool messageModal
 Should messages pause other event activites?
 
DStringPtr faceFilename
 Filename of the current face.
 
int faceID
 ID of the sprite in the faceset.
 
FacePosition facePosition
 Position of the face.
 
bool faceMirrored
 Is the face mirrored?
 
ImagefaceImage
 RPG::Image of the face.
 
bool messageActive
 Is a message active?
 
bool musicFade
 Is the music fading?
 
MusiccurrentBGM
 Current background music.
 
MusicpedestrianBGM
 Background music which should be restored after the vehicle has been exited.
 
MusicmapBGM
 Background music on the map (used to restore music after battle)
 
MusicmemorizedBGM
 Memorized music.
 
MusictitleBGM
 Current title screen music (empty for default)
 
MusicbattleBGM
 Current battle music (empty for default)
 
MusicvictoryBGM
 Current victory music (empty for default)
 
MusicinnBGM
 Current inn music (empty for default)
 
MusicskiffBGM
 Current skiff music (empty for default)
 
MusicshipBGM
 Current ship music (empty for default)
 
MusicairshipBGM
 Current airship music (empty for default)
 
MusicgameOverBGM
 Current game over music (empty for default)
 
SoundcursorSE
 Current cursor sound (empty for default)
 
SounddecisionSE
 Current decision sound (empty for default)
 
SoundcancelSE
 Current cancel sound (empty for default)
 
SoundbuzzerSE
 Current buzzer sound (empty for default)
 
SoundbattleStartSE
 Current sound played at battle start (empty for default)
 
SoundfleeSE
 Current sound played when a battler escapes (empty for default)
 
SoundenemyAttackSE
 Current sound played when a monster attacks (empty for default)
 
SoundenemyDamageSE
 Current sound played when a monster is damaged (empty for default)
 
SoundheroDamageSE
 Current sound played when an actor is damaged (empty for default)
 
SoundevasionSE
 Current sound played when an attack is evaded (empty for default)
 
SoundenemyDeathSE
 Current sound played when a monster is killed (empty for default)
 
SounditemSE
 Current sound played when an item is used (empty for default)
 
Transition_T teleportEraseTrans
 Current screen erasing transition on teleport (see RPG::Transition)
 
Transition_T teleportShowTrans
 Current screen showing transition on teleport (see RPG::Transition)
 
Transition_T battleStartEraseTrans
 Current screen erasing transition on battle start (see RPG::Transition)
 
Transition_T battleStartShowTrans
 Current screen showing transition on battle start (see RPG::Transition)
 
Transition_T battleEndEraseTrans
 Current screen erasing transition on battle end (see RPG::Transition)
 
Transition_T battleEndShowTrans
 Current screen showing transition on battle end (see RPG::Translation)
 
bool teleportAllowed
 Are teleport skills allowed?
 
bool escapeAllowed
 Are escaped skills allowed?
 
bool saveAllowed
 Is saving allows?
 
bool menuAllowed
 Is the game menu allowed?
 
DStringPtr defaultBackdrop
 Filename of default backdrop.
 
int saveCount
 Number of times saved.
 
int lastSavedSlot
 The last save slot called.
 
ATBMode_T atbMode
 ATB mode.
 

Detailed Description

Used for system data which can change in-game.

Note
Many things are only stored in this class if they were changed and are now different from the default in the database, thus you should use the getter methods to access these things.
See also
RPG::system
RPG::DBSystem
RPG::dbSystem

Member Data Documentation

◆ frameCounter

int RPG::System::frameCounter

Internal frame counter (see details!)

This frame counter will count every update of the game scene. Please read the onFrame documentation too!

See also
onFrame

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