DynRPG v0.32 Unofficial
Plugin SDK
Variables
Game objects

Variables

RPG::NamedCatalogPtr< RPG::Actor * > & RPG::actors
 Array of actors from the database, used for properties which can change in-game.
 
RPG::NamedCatalogPtr< RPG::Animation * > & RPG::battleAnimations
 Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::NamedCatalogPtr< RPG::Animation2 * > & RPG::battlerAnimations
 Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::NamedCatalogPtr< RPG::Attribute * > & RPG::attributes
 Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::BattleData *& RPG::battleData
 Data and settings for the current battle.
 
RPG::BattleEvent *& RPG::battleEvents
 Battle event data.
 
RPG::BattleSettings *& RPG::battleSettings
 Battle settings.
 
RPG::NamedCatalogPtr< RPG::CommonEvent * > & RPG::commonEvents
 Access to the common events.
 
RPG::NamedCatalogPtr< RPG::Condition * > & RPG::conditions
 Array of conditions from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::NamedCatalogPtr< RPG::DBActor * > & RPG::dbActors
 Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::NamedCatalogPtr< RPG::DBClass * > & RPG::dbClasses
 Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::NamedCatalogPtr< RPG::DBMonster * > & RPG::dbMonsters
 Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::NamedCatalogPtr< RPG::DBMonsterGroup * > & RPG::dbMonsterGroups
 Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::DBSystem *& RPG::dbSystem
 Object of "system" data, used for default values and properties which are not supposed to be changed in-game.
 
RPG::Hero *& RPG::hero
 The hero (which moves around on the map, similar to an event)
 
RPG::Input *& RPG::input
 Object used for key assignments and key input checking.
 
RPG::Inventory *& RPG::inventory
 The player's inventory (items, # of items, uses), and party statistics.
 
RPG::NamedCatalogPtr< RPG::Item * > & RPG::items
 Array of items from the database, used for default values and properties which are not supposed to be changed in-game.
 
Map *& RPG::map
 The current map environment (camera, events, etc.)
 
MapTree *& RPG::mapTree
 The map tree, used for default values and properties which are not supposed to be changed in-game.
 
CatalogPtr< Monster * > & RPG::monsters
 Array of monsters in the current monster group.
 
Panorama *& RPG::panorama
 Settings for the panorama on the current map.
 
NamedCatalogPtr< Picture * > & RPG::pictures
 Array of pictures.
 
RPG::SceneDebug *& RPG::debug
 Access to the debug scenee.
 
SceneEnterName *& RPG::enterName
 Access to the Enter Hero Name scene.
 
SceneFile *& RPG::fileSaveLoad
 Access to the Save/Load scene.
 
SceneGameOver *& RPG::gameOver
 Access to the game over scene.
 
SceneMenu *& RPG::menu
 Access to the menu scene.
 
SceneShop *& RPG::shop
 Access to the shop scene.
 
SceneTitle *& RPG::title
 Access to the title screen parameters.
 
RPG::Screen *& RPG::screen
 The screen, including window properties, FPS and the drawing canvas.
 
ScreenEffect *& RPG::effect
 Pointer to the handler for various screen effects (WIP)
 
NamedCatalogPtr< Skill * > & RPG::skills
 Array of skills from the database, used for default values and properties which are not supposed to be changed in-game.
 
Switches RPG::switches
 Switches array
 
System *& RPG::system
 Object of "system" data, used for values which can be changed in-game.
 
RPG::Teleport *& RPG::teleport
 Teleport parameters.
 
TeleportManagement *& RPG::teleportManagement
 Teleport Management. It's the same as the "Teleport Target Management" event command.
 
NamedCatalogPtr< Terrain * > & RPG::terrains
 Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game.
 
NamedCatalogPtr< Tileset * > & RPG::tilesets
 Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::Variables RPG::variables
 Variables array
 
RPG::Vehicle *& RPG::vehicleSkiff
 The skiff vehicle (which moves around on the map, similar to an event)
 
RPG::Vehicle *& RPG::vehicleShip
 The ship vehicle (which moves around on the map, similar to an event)
 
RPG::Vehicle *& RPG::vehicleAirship
 The airship vehicle (which moves around on the map, similar to an event)
 

Detailed Description

Variable Documentation

◆ actors

RPG::NamedCatalogPtr<RPG::Actor*>& RPG::actors
extern

Array of actors from the database, used for properties which can change in-game.

Use the database ID as index for accessing an actor.

Example:

int zackHp = RPG::actors[1]->hp;
Map *& map
The current map environment (camera, events, etc.)
RPG::NamedCatalogPtr< RPG::Actor * > & actors
Array of actors from the database, used for properties which can change in-game.
See also
RPG::dbActors

◆ attributes

RPG::NamedCatalogPtr<RPG::Attribute*>& RPG::attributes
extern

Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a attributes.

Example:

RPG::NamedCatalogPtr< RPG::Attribute * > & attributes
Array of attributes from the database, used for default values and properties which are not supposed ...

◆ battleAnimations

RPG::NamedCatalogPtr<RPG::Animation*>& RPG::battleAnimations
extern

Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing an animation.

Example:

std::string animationName = RPG::battleAnimations[4]->filename.s_str());
RPG::NamedCatalogPtr< RPG::Animation * > & battleAnimations
Array of battle animations from the database, used for default values and properties which are not su...

◆ battleData

RPG::BattleData*& RPG::battleData
extern

Data and settings for the current battle.

Example:

DStringPtr backdropFilename
The filename of the backdrop.
Definition BattleData.h:35
std::string s_str()
Explicit conversion function to std::string (recommended)
RPG::BattleData *& battleData
Data and settings for the current battle.

◆ battleEvents

RPG::BattleEvent*& RPG::battleEvents
extern

Battle event data.

Example:

bool eventPageDone[100]
Determines whether a particular battle event page has finished executing.
Definition BattleEvent.h:36
RPG::BattleEvent *& battleEvents
Battle event data.

◆ battlerAnimations

RPG::NamedCatalogPtr<RPG::Animation2*>& RPG::battlerAnimations
extern

Array of battle animations from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing an animation.

Example:

std::string animation2Name = RPG::battlerAnimations[4]->name.s_str());
RPG::NamedCatalogPtr< RPG::Animation2 * > & battlerAnimations
Array of battle animations from the database, used for default values and properties which are not su...

◆ battleSettings

RPG::BattleSettings*& RPG::battleSettings
extern

Battle settings.

Please mind that this object is not saved and loaded automatically, but only initialized once at startup.

◆ conditions

RPG::NamedCatalogPtr<RPG::Condition*>& RPG::conditions
extern

Array of conditions from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a condition.

Example:

RPG::NamedCatalogPtr< RPG::Condition * > & conditions
Array of conditions from the database, used for default values and properties which are not supposed ...

◆ dbActors

RPG::NamedCatalogPtr<RPG::DBActor*>& RPG::dbActors
extern

Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing an actor.

Example:

int zackUnarmedAnimation = RPG::dbActors[1]->unarmedBattleAnimationId;
RPG::NamedCatalogPtr< RPG::DBActor * > & dbActors
Array of actors from the database, used for default values and properties which are not supposed to b...
See also
RPG::actors

◆ dbClasses

RPG::NamedCatalogPtr<RPG::DBClass*>& RPG::dbClasses
extern

Array of actors from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a battler's class.

Example:

int experience1 = RPG::dbClasses[1]->expPrimary;
RPG::NamedCatalogPtr< RPG::DBClass * > & dbClasses
Array of actors from the database, used for default values and properties which are not supposed to b...
See also
RPG::actors

◆ dbMonsterGroups

RPG::NamedCatalogPtr<RPG::DBMonsterGroup*>& RPG::dbMonsterGroups
extern

Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a monster.

Example:

int monCrit = RPG::dbMonsterGroups[1]->critPercentage;
RPG::NamedCatalogPtr< RPG::DBMonsterGroup * > & dbMonsterGroups
Array of monsters from the database, used for default values and properties which are not supposed to...

◆ dbMonsters

RPG::NamedCatalogPtr<RPG::DBMonster*>& RPG::dbMonsters
extern

Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a monster.

Example:

int monCrit = RPG::dbMonsters[1]->critPercentage;
RPG::NamedCatalogPtr< RPG::DBMonster * > & dbMonsters
Array of monsters from the database, used for default values and properties which are not supposed to...
See also
RPG::monsters

◆ dbSystem

RPG::DBSystem*& RPG::dbSystem
extern

Object of "system" data, used for default values and properties which are not supposed to be changed in-game.

See also
RPG::system

◆ inventory

RPG::Inventory*& RPG::inventory
extern

The player's inventory (items, # of items, uses), and party statistics.

Example:

int goldAmount = RPG::inventory->goldAmount;
int goldAmount
Amount of gold the party holds.
Definition Inventory.h:71
RPG::Inventory *& inventory
The player's inventory (items, # of items, uses), and party statistics.
See also
RPG::items

◆ items

RPG::NamedCatalogPtr<RPG::Item*>& RPG::items
extern

Array of items from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing an item.

Example:

int swordHitProb = RPG::items[36]->hitProb;
RPG::NamedCatalogPtr< RPG::Item * > & items
Array of items from the database, used for default values and properties which are not supposed to be...
See also
RPG::inventory

◆ map

Map*& RPG::map
extern

The current map environment (camera, events, etc.)

For accessing events, use RPG::map->events[event ID].

See also
RPG::mapTree

◆ mapTree

MapTree*& RPG::mapTree
extern

The map tree, used for default values and properties which are not supposed to be changed in-game.

Example:

bool isThisAnArea = RPG::mapTree->properties[id]->isArea;
int parent = RPG::mapTree->properties[RPG::mapTree->getMapTreeIndex(id)]->parentMapId;
Catalog< MapTreeProperties * > properties
The map properties for a certain map in this array.
Definition MapTree.h:28
MapTree *& mapTree
The map tree, used for default values and properties which are not supposed to be changed in-game.
See also
RPG::map

◆ monsters

CatalogPtr<Monster*>& RPG::monsters
extern

Array of monsters in the current monster group.

Use the zero-based party member ID as index for accessing a monster.

Example:

int slimeHp = RPG::monsters[2]->hp; // read HP of third monster
CatalogPtr< Monster * > & monsters
Array of monsters in the current monster group.
See also
RPG::Battler
RPG::actors
RPG::Actor::partyMember

◆ panorama

Panorama*& RPG::panorama
extern

Settings for the panorama on the current map.

Example:

DStringPtr filename
The filename of the panorama's image.
Definition Panorama.h:21
Panorama *& panorama
Settings for the panorama on the current map.

◆ pictures

NamedCatalogPtr<Picture*>& RPG::pictures
extern

Array of pictures.

Use the picture ID as index for accessing a picture.

◆ skills

NamedCatalogPtr<Skill*>& RPG::skills
extern

Array of skills from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a skill.

Example:

int animationId = RPG::skills[4]->battleAnimId;
NamedCatalogPtr< Skill * > & skills
Array of skills from the database, used for default values and properties which are not supposed to b...

◆ system

System*& RPG::system
extern

Object of "system" data, used for values which can be changed in-game.

See also
RPG::dbSystem

◆ terrains

NamedCatalogPtr<Terrain*>& RPG::terrains
extern

Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a terrain.

Example:

int temp = RPG::terrains[36]->frameBgHorScrollSpeed;
NamedCatalogPtr< Terrain * > & terrains
Array of terrains from the database, used for default values and properties which are not supposed to...

◆ tilesets

NamedCatalogPtr<Tileset*>& RPG::tilesets
extern

Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game.

Use the database ID as index for accessing a tileset.

Example:

if (RPG::tilesets[2]->lowerTilePassability[36] == (RPG::CP_STAR + RPG::CP_O)) do some stuff...
NamedCatalogPtr< Tileset * > & tilesets
Array of tilesets from the database, used for default values and properties which are not supposed to...
@ CP_O
"O" tile (completely passable). Equal to CP_B + CP_L + CP_R+ CP_T.
Definition TilePassability.h:31
@ CP_STAR
Star tile (above hero), but NOT passable. A typical passable star tile would be considered CP_STAR + ...
Definition TilePassability.h:32

◆ title

SceneTitle*& RPG::title
extern

Access to the title screen parameters.

Warning
Most of the parameters can't be used in onInitTitleScreen, because they haven't been created yet. Use onFrame instead to catch them when they have.

Example:

if (RPG::title->winStartLoadEnd) { // Moves the title screen window to position 0,32.
}
Window * winStartLoadEnd
The window object for Save/Load/End. Can only be called after it's been drawn.
Definition SceneTitle.h:23
int x
The window's x-position.
Definition Window.h:27
int y
The window's y-position.
Definition Window.h:28
SceneTitle *& title
Access to the title screen parameters.