DynRPG v0.32 Unofficial
Plugin SDK
Classes | Typedefs | Enumerations | Functions | Variables
RPG Namespace Reference

The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks. More...

Classes

class  Action
 Action of a battler (normal attack, skill, escape, etc.), including target More...
 
class  Actor
 Used for the data of actors which can be changed in-game. More...
 
class  Animation
 Used to define a battle animation, its frames, and effects. More...
 
class  Animation2
 Used to define a battler's character animation. More...
 
class  Animation2Pose
 Used to define a battler's character animation pose and pose parameters. More...
 
class  Animation2Weapon
 Used to define a battler's weapon animations. More...
 
class  AnimationCurrent
 Used to access the data for the battle animation currently playing. More...
 
class  AnimationEffect
 Used to define an animation's effect from its effect array. More...
 
class  AnimationFrame
 Used to define an animation's frame and its cels. More...
 
class  AnimationFrameCel
 Used for an animation frame's cel data. More...
 
class  AnimationInBattle
 Used to access battle animation data while an animation is on screen. More...
 
class  AnimationSkill
 Used to define a skill animation for a particular battler. More...
 
class  AnimationWeapon
 Used to define a weapon animation for a particular battler. More...
 
class  ArrayBaseOne
 Helper class for arrays with base one. More...
 
class  Attribute
 Used for the data of attributes which can be accessed or changed in-game. More...
 
class  BattleCommand
 Used to define the actual battle commands (Attack, Defend, etc) More...
 
class  BattleData
 Used for the data and settings for the current battle. (OMG YES) More...
 
class  BattleEvent
 Used to access battle event parameters (NOT the scriptlines). More...
 
class  BattleEventPage
 Used to access battle event pages specific to the monster group being referenced. More...
 
class  BattleEventTrigger
 Used to access event command specific to the current battle. (OMG YES) More...
 
class  Battler
 Used for entities participating in battle, i.e. actors and monsters. More...
 
class  BattleSettings
 Used for battle settings (layout, etc.) More...
 
class  Canvas
 Image buffer with 16 bit color depth, used as canvas for multiple 8-bit images More...
 
class  Catalog
 Wrapper class for RPG::DList which doesn't crash if the index is out of bounds. More...
 
class  CatalogPtr
 Wrapper class for RPG::Catalog pointers (syntactic sugar) More...
 
class  Character
 Used for movable entities on the map, i.e. events, the hero (and vehicles, but they are not supported yet) More...
 
class  ColorControl
 Color effect settings for RPG::Image objects. More...
 
class  CommonEvent
 Access to the common events. More...
 
class  Condition
 Used for the data of conditions which can be accessed or changed in-game. More...
 
class  DArray
 
class  DBActor
 Used for the default data of actors which is defined in the database. More...
 
class  DBClass
 Used for the default data of classes which is defined in the database. More...
 
class  DBitmap
 Wrapper class for windows' HBITMAPs. More...
 
class  DBMonster
 Used for the default data of monsters which is defined in the database. More...
 
class  DBMonsterGroup
 Used for the default data of monster groups which are defined in the database. More...
 
class  DBSystem
 Used for the default system data which is defined in the database. More...
 
class  DList
 Class representing Delphi's TList (without resizing for the moment) More...
 
class  DListPtr
 Wrapper class for RPG::DList pointers (syntactic sugar) More...
 
class  DString
 Helper class representing a Delphi string. More...
 
class  DStringPtr
 Mighty wrapper class for DString pointers, the string class for RPG Maker strings. More...
 
class  Event
 Used for events as subtype of characters. More...
 
class  EventData
 Class used for storing event names, ids, the event pages, and script data. More...
 
class  EventPage
 Used for pages within a map event, along with their conditions, script list, commands, etc. More...
 
class  EventPrecondition
 The preconditions for a particular event page. More...
 
class  EventScriptData
 Class used for the event script data of an event. More...
 
class  EventScriptLine
 Represents an event script line. More...
 
class  EventScriptList
 List of event script lines. More...
 
class  FontImage
 
class  Hero
 Used for the hero as subtype of characters. More...
 
class  Image
 Used for image buffers (8 bit) More...
 
class  Input
 Used for key input. More...
 
class  Inventory
 Used for the inventory data and statistics of the current game being played. More...
 
class  Item
 Used for the data of items which can be accessed or changed in-game. More...
 
class  Map
 Used for accessing and manipulating the current map environment. More...
 
class  MapEncounter
 A single monster group encounter on a map (the map itself has the full array). More...
 
class  MapGraphics
 Serves as the pointer to the tileset, the filename of the Chipset and the data for the actual tiles?? More...
 
class  MapLmuFile
 The paramaters for the LMU (map) files. More...
 
class  MapProperties
 The current map, it's properties, dungeon generation settings, events, and chipset properties. More...
 
class  MapStartPositions
 Access to the starting positions of the party and the vehicles. More...
 
class  MapTree
 Used for the default data of monster groups which are defined in the database. More...
 
class  MapTreeProperties
 The properties of a map (including some map tree data). More...
 
class  Monster
 Used for monsters as subtype of battlers. More...
 
class  MonsterBehavior
 An entry of the monster's behavior (normal attack, skill, transform, etc.) More...
 
class  MonsterGroupPosition
 Used to define an individual monster's position in the group. More...
 
class  MoveRoute
 Used for the move route of an character (also set by the "Move Event" command) More...
 
class  Music
 Used for background music settings. More...
 
class  NamedCatalog
 Class inherited from RPG::Catalog in which elements with non-consecutive IDs are stored without waste of memory (i.e. events on a map) More...
 
class  NamedCatalogPtr
 Wrapper class for RPG::NamedCatalog pointers (syntactic sugar) More...
 
class  Panorama
 Used to define a panorama object (ie. battle frames), or the panorama/frame on a particular map. More...
 
class  ParsedCommentData
 Used for parsed event comments (see Event comments guidelines) More...
 
class  ParsedCommentParameter
 Used for parameters of parsed event comments (see Event comments guidelines) More...
 
class  Picture
 Used for in-game pictures. More...
 
class  SceneDebug
 The Debug scene upon pressing F9 in test play mode. More...
 
class  SceneEnterName
 The Enter Hero Name scene. More...
 
class  SceneFile
 The Save/Load scene. More...
 
class  SceneGameOver
 The Game Over scene. More...
 
class  SceneMenu
 Used to access the menu windows and its variables. More...
 
class  SceneShop
 Used to access the menu windows and its variables. More...
 
class  SceneTitle
 Access to the title screen parameters. More...
 
class  Screen
 Used for the screen, including window properties and FPS. More...
 
class  ScreenEffect
 Screen effects. More...
 
class  Skill
 Used for the data of skills which can be accessed or changed in-game. More...
 
class  SkillProgression
 Used to define the skill progression table for a particular hero. More...
 
class  Sound
 Used for sound effect settings. More...
 
class  Switch
 Access to switch names. More...
 
class  Switches
 Provides easy access to in-game switches You may also use RPG::System::switches, but the RPG::Switches class will also tolerate negative indexes and is less to type. More...
 
class  System
 Used for system data which can change in-game. More...
 
class  SystemGraphic
 Used to store the system and "system2" graphics. More...
 
class  Teleport
 Class used for teleporting. More...
 
class  TeleportManagement
 Same as the "Teleport Target Management" event command. More...
 
class  Terrain
 Used for the data of terrains which can be accessed or changed in-game. More...
 
class  Tileset
 Used for the data of tilesets which can be accessed or changed in-game. More...
 
class  Variable
 Access to variable names. More...
 
class  Variables
 Provides easy access to in-game variables You may also use RPG::System::variables, but the RPG::Variables class will also tolerate negative indexes and is less to type. More...
 
class  Vehicle
 Used for the vehicles as subtype of characters. More...
 
class  Window
 Used for Window objects of all kinds. More...
 
class  WindowMenuEnd
 Used for quit menu from the main menu. More...
 
class  WindowMenuEquip
 Used for equip menu from the main menu. More...
 
class  WindowMenuItem
 Used for item menu from the main menu. More...
 
class  WindowMenuOrder
 Used for quit menu from the main menu. More...
 
class  WindowMenuSkill
 Used for skill menu from the main menu. More...
 
class  WindowMenuStatus
 Used for quit menu from the main menu. More...
 
class  WindowMenuTarget
 Used for skill/item target sub-menus (when a skill/item is used on a party member) More...
 
class  WindowMessage
 Used for message windows. More...
 
class  WindowMessageBox
 Used for message windows. More...
 
class  WindowSaveFile
 Used for individual save files within the Save/load menu. More...
 

Typedefs

typedef unsigned char ActionKind_T
 One-byte version of RPG::ActionKind.
 
typedef unsigned char ActionRestriction_T
 One-byte version or RPG::ActionRestriction.
 
typedef unsigned char Animation2PoseType_T
 One-byte version of RPG::Animation2PoseType.
 
typedef unsigned char AnimationEffectScope_T
 One-byte version of RPG::AnimationScope.
 
typedef unsigned char AnimationScope_T
 One-byte version of RPG::AnimationScope.
 
typedef unsigned char AnimationType_T
 One-byte version of RPG::AnimationType.
 
typedef unsigned char AnimationYAxisLine_T
 One-byte version of RPG::AnimationYAxisLine.
 
typedef unsigned char ATBMode_T
 One-byte version or RPG::ATBMode.
 
typedef unsigned char AttributeType_T
 One-byte version or RPG::AttributeType.
 
typedef unsigned char BasicAction_T
 One-byte version of RPG::BasicAction.
 
typedef unsigned char BattleLayout_T
 One-byte version of RPG::BattleLayout.
 
typedef unsigned char BattleNavigationLevel_T
 One-byte version of RPG::BattleNavigationLevel.
 
typedef unsigned char CommonEventTrigger_T
 One-byte version of RPG::CommonEventTrigger.
 
typedef unsigned char DamageMultiplier_T
 One-byte version or RPG::DamageMultiplier.
 
typedef unsigned char Direction_T
 One-byte version of RPG::Direction.
 
typedef unsigned char EventPreconditionFlag_T
 One-byte version of RPG::EventPreconditionFlag.
 
typedef unsigned char Facing_T
 One-byte version of RPG::Facing.
 
typedef unsigned char FileSceneMode_T
 One-byte version of RPG::FileSceneMode.
 
typedef unsigned char KeyDown_T
 One-byte version of RPG::KeyDown.
 
typedef unsigned char KeyDownAlt_T
 One-byte version of RPG::KeyDownAlt.
 
typedef unsigned char Layer_T
 One-byte version of RPG::Layer.
 
typedef unsigned char MapAllowType_T
 One-byte version or RPG::MapAllowType.
 
typedef unsigned char MapBgType_T
 One-byte version or RPG::MapBgType.
 
typedef unsigned char MapMusicType_T
 One-byte version or RPG::MapMusicType.
 
typedef unsigned char MapTreeType_T
 One-byte version or RPG::MapTreeType.
 
typedef unsigned char MapWrapping_T
 One-byte version of RPG::MapWrapping.
 
typedef short MenuCommand_T
 Two-byte version of RPG::MenuCommand.
 
typedef unsigned char MenuSubScreen_T
 One-byte version of RPG::MenuSubScreen.
 
typedef unsigned char MonsterPrecondition_T
 One-byte version or RPG::MonsterPrecondition.
 
typedef unsigned char Scene_T
 One-byte version of RPG::Scene.
 
typedef unsigned char ShopSubScene_T
 One-byte version of RPG::ShopSubScene.
 
typedef unsigned char Target_T
 One-byte version of RPG::Target.
 
typedef unsigned char TerrainSpriteDisplay_T
 One-byte version or RPG::TilePassability.
 
typedef unsigned char TilePassability_T
 One-byte version or RPG::TilePassability.
 
typedef unsigned char Transition_T
 One-byte version of RPG::Transition.
 
typedef unsigned char TriggerFlag_T
 One-byte version of RPG::TriggerFlag.
 
typedef unsigned char TriggerFlag2k3_T
 One-byte version of RPG::TriggerFlag2k3.
 
typedef void Chipset
 Not implemented yet.
 
typedef void MoveRouteItem
 Not implemented yet.
 
typedef void AuroraDrawMain
 Not implemented yet.
 

Enumerations

enum  ActionKind {
  AK_BASIC , AK_SKILL , AK_TRANSFORM , AK_ITEM ,
  AK_NONE , AK_RANDOM
}
 Possible values for the RPG::Action::kind member. More...
 
enum  ActionRestriction { AR_NONE , AR_NO_ACTION_ALLOWED , AR_ATTACK_ENEMIES_RANDOMLY , AR_ATTACK_ALLIES_RANDOMLY }
 Possible values for RPG::Condition::actionRestriction. More...
 
enum  ActionStatus { AS_IDLE , AS_WAITING , AS_FINAL_PHASE }
 Possible values for RPG::Battler::actionStatus. More...
 
enum  ActionType { AT_SHORT_ACTION , AT_LONG_SKILL , AT_LONG_ITEM }
 Possible values for RPG::Battler::actionType.
 
enum  AlterationType { AT_ALTER_DAMAGE , AT_ALTER_RECOVER , AT_ALTER_NONE }
 Possible values for RPG::Condition::hpAlterationType and RPG::Condition::mpAlterationType. More...
 
enum  Animation2DisplaySpeed { A2DISP_FAST = 8 , A2DISP_MEDIUM = 14 , A2DISP_SLOW = 20 }
 Possible values for RPG::Animation2::displaySpeed. More...
 
enum  Animation2PoseType { PT_CHARACTER_POSE , PT_BATTLE_ANIMATION }
 Possible values for RPG::Animation2Pose::animType. More...
 
enum  AnimationBattlerPose {
  ANIM_POSE_STAND , ANIM_POSE_PUNCH_RIGHT , ANIM_POSE_PUNCH_LEFT , ANIM_POSE_SKILL ,
  ANIM_POSE_DEAD , ANIM_POSE_DAMAGE , ANIM_POSE_DAZED , ANIM_POSE_BLOCK ,
  ANIM_POSE_RUN_LEFT , ANIM_POSE_RUN_RIGHT , ANIM_POSE_VICTORY , ANIM_POSE_ITEM
}
 Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose. More...
 
enum  AnimationEffectScope { ANIM_EFFECT_SCOPE_NONE , ANIM_EFFECT_SCOPE_TARGET , ANIM_EFFECT_SCOPE_SCREEN }
 Possible values for RPG::AnimationEffect::flashScope and RPG::AnimationEffect::shakeScope.
 
enum  AnimationFrameCharset { ANI_FRAME_LEFT , ANI_FRAME_MIDDLE_A , ANI_FRAME_RIGHT , ANI_FRAME_MIDDLE_B }
 Possible values for RPG::Character::step.
 
enum  AnimationMoveBeforeAttack { ANIM_MOVE_BEFORE_ACTION_NONE , ANIM_MOVE_BEFORE_ACTION_STEP_FORWARD , ANIM_MOVE_BEFORE_ACTION_JUMP_FORWARD , ANIM_MOVE_BEFORE_ACTION_MOVE_TO_TARGET }
 Possible values for RPG::WeaponAnimation::movement and RPG::SkillAnimation::movement. More...
 
enum  AnimationScope { ANIM_SCOPE_LOCAL , ANIM_SCOPE_GLOBAL }
 Possible values for RPG::Animation::scope. More...
 
enum  AnimationTargetMonster {
  ATM_NONE = -2 , ATM_ALL_ENEMIES = -1 , ATM_ENEMY_1 = 0 , ATM_ENEMY_2 = 1 ,
  ATM_ENEMY_3 = 2 , ATM_ENEMY_4 = 3 , ATM_ENEMY_5 = 4 , ATM_ENEMY_6 = 5 ,
  ATM_ENEMY_7 = 6 , ATM_ENEMY_8 = 7
}
 Possible values for RPG::AnimationInBattle::currentAnimTarget. More...
 
enum  AnimationType {
  ANI_NORMAL , ANI_STEPPING , ANI_FIXED_DIR_NORMAL , ANI_FIXED_DIR_STEPPING ,
  ANI_FIXED_GRAPHIC , ANI_SPIN_AROUND
}
 Possible values for RPG::Character::animationType. More...
 
enum  AnimationYAxisLine { ANIM_YAXIS_HIGH , ANIM_YAXIS_CENTER , ANIM_YAXIS_LOW }
 Possible values for RPG::Animation::yLine. More...
 
enum  ATBMode { ATBM_ACTIVE , ATBM_WAIT }
 Possible values for RPG::System::atbMode. More...
 
enum  AttributeType { ATTRIBUTE_WEAPON , ATTRIBUTE_MAGIC }
 Possible values for RPG::Attribute::type. More...
 
enum  BaseStatAlteration { BSA_HALF , BSA_DOUBLE , BSA_NONE }
 Possible values for RPG::Condition::statAlteration. More...
 
enum  BasicAction {
  BA_ATTACK , BA_DOUBLE_ATTACK , BA_DEFEND , BA_OBSERVE ,
  BA_CHARGE , BA_SELF_DESTRUCT , BA_ESCAPE , BA_NONE ,
  BA_CHANGE_ROW
}
 Possible values for the RPG::Action::basicActionId member. More...
 
enum  BattleCommandArchetype {
  BCOM_ATTACK , BCOM_SKILL , BCOM_SKILL_SUBSET , BCOM_DEFEND ,
  BCOM_ITEM , BCOM_ESCAPE , BCOM_LINK_TO_EVENT
}
 Possible values for RPG::BattleCommands::archetype.
 
enum  BattleEncounterCondition {
  BENC_TYPE_NO_SPECIAL_CONDITIONS , BENC_TYPE_INITIATIVE , BENC_TYPE_BACK_ATTACK , BENC_TYPE_SURROUND_ATTACK ,
  BENC_TYPE_PINCER_ATTACK
}
 Possible values for RPG::BattleData::encounterCondition.
 
enum  BattleEventUpdateMode { BEUM_BEFORE_ACTION , BEUM_AFTER_ACTION , BEUM_SWITCH_ACTIVATED , BEUM_BATTLE_START }
 Possible values of the mode parameter of RPG::updateBattleEvents. More...
 
enum  BattleLayout { BL_TRADITIONAL , BL_ALTERNATIVE , BL_GAUGE }
 Possible values for RPG::BattleSettings::layout. More...
 
enum  BattleNavigationLevel {
  BNAV_IN_FIGHT_ESCAPE_WINDOW , BNAV_IN_PARTY_WINDOW , BNAV_IN_COMMAND_WINDOW , BNAV_BLANK ,
  BNAV_ESCAPING
}
 Possible values for RPG::BattleData::navLevel. More...
 
enum  BattlePartyFormation { BPFORM_TERRAIN , BPFORM_LOOSE , BPFORM_TIGHT }
 Possible values for RPG::BattleData::partyFormation.
 
enum  BattlePhase { BPHASE_BATTLE , BPHASE_DEATH , BPHASE_VICTORY , BPHASE_END }
 Possible values for RPG::BattleData::battlePhase. More...
 
enum  BattleType { BTYPE_RANDOM_ENCOUNTER , BTYPE_ENCOUNTER_BY_EVENT_COMMAND }
 Possible values for RPG::BattleData::battleType.
 
enum  CommonEventTrigger { CET_AUTO_START = 3 , CET_PARALLEL_PROCESS , CET_CALL }
 Possible values for the RPG::CommonEvent::trigger member.
 
enum  DamageMultiplier {
  DMG_A , DMG_B , DMG_C , DMG_D ,
  DMG_E
}
 Possible values for RPG::DBActor::conditions, RPG::DBActor::attributes, RPG::DBMonster::conditions, RPG::DBMonster::attributes The damage multipliers.
 
enum  Direction {
  DIR_UP , DIR_RIGHT , DIR_DOWN , DIR_LEFT ,
  DIR_UP_RIGHT , DIR_DOWN_RIGHT , DIR_DOWN_LEFT , DIR_UP_LEFT
}
 Possible values for RPG::Character::direction. More...
 
enum  DungeonGenPassWidth { DGPW_ONE_BY_ONE , DGPW_TWO_BY_TWO }
 Possible values for the RPG::MapProperties::dGenPassageGranularity member.
 
enum  DungeonGenType { DGT_SINGLE_PASSAGE , DGT_LINKED_ROOMS , DGT_MAZE_LIKE , DGT_OPEN_ROOM }
 Possible values for the RPG::MapProperties::dGenType member.
 
enum  EventCommand {
  EVCMD_END_OF_EVENT = 0 , EVCMD_EMPTY_LINE = 10 , EVCMD_SHOW_MESSAGE = 10110 , EVCMD_ADD_LINE_TO_MESSAGE = 20110 ,
  EVCMD_MESSAGE_OPTIONS = 10120 , EVCMD_SELECT_FACE = 10130 , EVCMD_SHOW_CHOICE = 10140 , EVCMD_CHOICE_CASE = 20140 ,
  EVCMD_CHOICE_END = 20141 , EVCMD_INPUT_NUMBER = 10150 , EVCMD_CHANGE_SWITCH = 10210 , EVCMD_CHANGE_VARIABLE = 10220 ,
  EVCMD_CHANGE_TIMER = 10230 , EVCMD_CHANGE_MONEY = 10310 , EVCMD_CHANGE_ITEMS = 10320 , EVCMD_CHANGE_PARTY = 10330 ,
  EVCMD_CHANGE_EXP = 10410 , EVCMD_CHANGE_LEVEL = 10420 , EVCMD_CHANGE_STATS = 10430 , EVCMD_CHANGE_SKILL = 10440 ,
  EVCMD_CHANGE_EQUIPMENT = 10450 , EVCMD_CHANGE_HP = 10460 , EVCMD_CHANGE_MP = 10470 , EVCMD_CHANGE_CONDITION = 10480 ,
  EVCMD_FULL_RECOVERY = 10490 , EVCMD_INFLICT_DAMAGE = 10500 , EVCMD_CHANGE_HERO_NAME = 10610 , EVCMD_CHANGE_HERO_TITLE = 10620 ,
  EVCMD_CHANGE_HERO_GRAPHIC = 10630 , EVCMD_CHANGE_HERO_FACE = 10640 , EVCMD_CHANGE_VEHICLE_GRAPHIC = 10650 , EVCMD_CHANGE_SYSTEM_BGM = 10660 ,
  EVCMD_CHANGE_SYSTEM_SE = 10670 , EVCMD_CHANGE_SYSTEM_GRAPHIC = 10680 , EVCMD_CHANGE_TRANSITION = 10690 , EVCMD_START_COMBAT = 10710 ,
  EVCMD_BATTLE_VICTORY = 20710 , EVCMD_BATTLE_ESCAPE = 20711 , EVCMD_BATTLE_DEFEAT = 20712 , EVCMD_BATTLE_END = 20713 ,
  EVCMD_CALL_SHOP = 10720 , EVCMD_SHOP_TRANSACTION = 20720 , EVCMD_SHOP_CANCEL = 20721 , EVCMD_SHOP_END = 20722 ,
  EVCMD_CALL_INN = 10730 , EVCMD_INN_REST = 20730 , EVCMD_INN_CANCEL = 20731 , EVCMD_INN_END = 20732 ,
  EVCMD_ENTER_HERO_NAME = 10740 , EVCMD_TELEPORT = 10810 , EVCMD_MEMORIZE_LOCATION = 10820 , EVCMD_GO_TO_MEMORIZED_LOCATION = 10830 ,
  EVCMD_RIDE_VEHICLE = 10840 , EVCMD_TELEPORT_VEHICLE = 10850 , EVCMD_SET_EVENT_LOCATION = 10860 , EVCMD_SWAP_TWO_EVENT_LOCATIONS = 10870 ,
  EVCMD_GET_TERRAIN_ID = 10910 , EVCMD_GET_EVENT_ID = 10920 , EVCMD_ERASE_SCREEN = 11010 , EVCMD_SHOW_SCREEN = 11020 ,
  EVCMD_SET_SCREEN_TONE = 11030 , EVCMD_FLASH_SCREEN = 11040 , EVCMD_SHAKE_SCREEN = 11050 , EVCMD_PAN_SCREEN = 11060 ,
  EVCMD_WEATHER_EFFECTS = 11070 , EVCMD_SHOW_PICTURE = 11110 , EVCMD_MOVE_PICTURE = 11120 , EVCMD_ERASE_PICTURE = 11130 ,
  EVCMD_SHOW_BATTLE_ANIMATION = 11210 , EVCMD_SET_HERO_OPACITY = 11310 , EVCMD_FLASH_EVENT = 11320 , EVCMD_MOVE_EVENT = 11330 ,
  EVCMD_WAIT_UNTIL_MOVED = 11340 , EVCMD_STOP_ALL_MOVEMENT = 11350 , EVCMD_WAIT = 11410 , EVCMD_PLAY_BGM = 11510 ,
  EVCMD_FADE_OUT_BGM = 11520 , EVCMD_MEMORIZE_BGM = 11530 , EVCMD_PLAY_MEMORIZED_BGM = 11540 , EVCMD_PLAY_SOUND_EFFECT = 11550 ,
  EVCMD_PLAY_MOVIE = 11560 , EVCMD_KEY_INPUT_PROCESSING = 11610 , EVCMD_CHANGE_TILESET = 11710 , EVCMD_CHANGE_PANORAMA = 11720 ,
  EVCMD_CHANGE_ENCOUNTER_RATE = 11740 , EVCMD_CHANGE_SINGLE_TILE = 11750 , EVCMD_CHANGE_TELEPORT_TARGET = 11810 , EVCMD_ENABLE_TELEPORT = 11820 ,
  EVCMD_SET_ESCAPE_LOCATION = 11830 , EVCMD_ENABLE_ESCAPE = 11840 , EVCMD_CALL_SAVE_MENU = 11910 , EVCMD_ENABLE_SAVE = 11930 ,
  EVCMD_CALL_MAIN_MENU = 11950 , EVCMD_ENABLE_MAIN_MENU = 11960 , EVCMD_FORK = 12010 , EVCMD_FORK_ELSE_CASE = 22010 ,
  EVCMD_FORK_END = 22011 , EVCMD_LABEL = 12110 , EVCMD_JUMP_TO_LABEL = 12120 , EVCMD_START_LOOP = 12210 ,
  EVCMD_END_LOOP = 22210 , EVCMD_BREAK_LOOP = 12220 , EVCMD_STOP_EVENT = 12310 , EVCMD_DELETE_EVENT = 12320 ,
  EVCMD_CALL_EVENT = 12330 , EVCMD_COMMENT = 12410 , EVCMD_ADD_LINE_TO_COMMENT = 22410 , EVCMD_GAME_OVER = 12420 ,
  EVCMD_GO_TO_TITLE_SCREEN = 12510 , EVCMD_CHANGE_CLASS = 1008 , EVCMD_CHANGE_BATTLE_COMMANDS = 1009 , EVCMD_CHANGE_ENEMY_HP = 13110 ,
  EVCMD_CHANGE_ENEMY_MP = 13120 , EVCMD_CHANGE_ENEMY_CONDITION = 13130 , EVCMD_REVIVE_ENEMY = 13150 , EVCMD_CHANGE_BACKDROP = 13210 ,
  EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE = 13260 , EVCMD_ENABLE_COMBO = 1007 , EVCMD_FORCE_FLEE = 1006 , EVCMD_END_BATTLE = 13410 ,
  EVCMD_FORK_IN_BATTLE = 13310 , EVCMD_FORK_IN_BATTLE_ELSE_CASE = 23310 , EVCMD_FORK_IN_BATTLE_END = 23311 , EVCMD_CALL_COMMON_EVENT = 1005
}
 Event command type More...
 
enum  EventFrame { EF_LEFT , EF_MIDDLE , EF_RIGHT }
 Possible values for the RPG::EventPage::charsetFrame member.
 
enum  EventMoveFrequency {
  EMS_ONE_EIGHTH_NORMAL = 1 , EMS_ONE_FOURTH_NORMAL , EMS_ONE_HALF_NORMAL , EMS_NORMAL ,
  EMS_TWICE_NORMAL , EMS_FOUR_TIMES_NORMAL
}
 Possible values for the RPG::EventPage::moveSpeed member.
 
enum  EventPreconditionFlag {
  EPF_NONE = 0 , EPF_SWITCH_A = 1 , EPF_SWITCH_B = 2 , EPF_VARIABLE = 4 ,
  EPF_ITEM = 8 , EPF_HERO = 16 , EPF_TIMER1 = 32 , EPF_TIMER2 = 64
}
 Possible values for the RPG::EventPrecondition::flag member.
 
enum  EventPreconditionVarLogic {
  EPVL_EQUAL , EPVL_GREATER_EQUAL , EPVL_LESS_EQUAL , EPVL_GREATER ,
  EPVL_LESS , EPVL_NOT_EQUAL
}
 Possible values for the RPG::EventPrecondition::varLogic member.
 
enum  EventTrigger {
  ET_ACTION_KEY , ET_PLAYER_TOUCH , ET_EVENT_TOUCH , ET_AUTOSTART ,
  ET_PARALLEL , ET_NONE
}
 Event trigger.
 
enum  FacePosition { FACEPOS_LEFT , FACEPOS_RIGHT }
 Possible values for RPG::System::facePosition. More...
 
enum  Facing { FACE_UP , FACE_RIGHT , FACE_DOWN , FACE_LEFT }
 Possible values for RPG::EventPage::charsetDir and RPG::Character::facing. More...
 
enum  FileSceneMode { FILE_LOAD , FILE_SAVE }
 Possible values for RPG::SceneFile::mode.
 
enum  HeroControlMode { CONTROL_EVERYTHING , CONTROL_EVERYTHING_EXCEPT_MOVEMENT , CONTROL_NOTHING }
 Hero control mode (see RPG::Hero::setControlMode) More...
 
enum  HeroPanTransitionSpeed {
  HPTS_ONE_EIGHTH_NORMAL = 4 , HPTS_ONE_FOURTH_NORMAL = 8 , HPTS_ONE_HALF_NORMAL = 16 , HPTS_NORMAL = 32 ,
  HPTS_TWICE_NORMAL = 64 , HPTS_FOUR_TIMES_NORMAL = 128
}
 Hero pan speed (see RPG::Hero::panTransitionSpeed)
 
enum  HeroVehicle { HV_NONE , HV_SKIFF , HV_SHIP , HV_AIRSHIP }
 Possible values for RPG::Hero::vehicle and RPG::Vehicle::type. More...
 
enum  ItemConditionFlag { ITEM_CONDITION_INFLICT , ITEM_CONDITION_REMOVE }
 Possible values for RPG::Item::conditionFlag. More...
 
enum  ItemScrollMsgShown { ITEM_SCROLL_MSG_ITEM , ITEM_SCROLL_MSG_SKILL }
 Possible values for RPG::Item::messageShown. More...
 
enum  ItemTarget { ITEM_TARGET_SINGLE , ITEM_TARGET_ALL }
 Possible values for RPG::Item::target. More...
 
enum  ItemType {
  ITEM_COMMON , ITEM_WEAPON , ITEM_SHIELD , ITEM_ARMOR ,
  ITEM_HELMET , ITEM_OTHER , ITEM_MEDICINE , ITEM_BOOK ,
  ITEM_SEED , ITEM_SCROLL , ITEM_SWITCH
}
 Possible values for RPG::Item::type. More...
 
enum  Key {
  KEY_DOWN , KEY_LEFT , KEY_RIGHT , KEY_UP ,
  KEY_DECISION , KEY_CANCEL , KEY_0 , KEY_1 ,
  KEY_2 , KEY_3 , KEY_4 , KEY_5 ,
  KEY_6 , KEY_7 , KEY_8 , KEY_9 ,
  KEY_ADD , KEY_SUBTRACT , KEY_MULTIPLY , KEY_DIVIDE ,
  KEY_DECIMAL
}
 RPG Maker key names More...
 
enum  KeyDown {
  KEYD_NONE , KEYD_DOWN , KEYD_LEFT , KEYD_RIGHT = 4 ,
  KEYD_UP = 8 , KEYD_DECISION = 16 , KEYD_CANCEL = 32 , KEYD_MOUSE_LBUT = 64 ,
  KEYD_MOUSE_RBUT = 128
}
 Detectable keys to determine whether one is pressed, tapped, or held. More...
 
enum  KeyDownAlt { KEYH_NONE , KEYH_SHIFT , KEYH_CTRL }
 Special keys to determine whether one is pressed, tapped, or held. More...
 
enum  Layer { LAYER_BELOW_HERO , LAYER_SAME_LEVEL_AS_HERO , LAYER_ABOVE_HERO }
 Possible values for RPG::Character::layer. More...
 
enum  MapAllowType { MAP_TES_SAME_AS_PARENT , MAP_TES_ALLOW , MAP_TES_FORBID }
 Possible values for RPG::MapTreeProperties::entryType. More...
 
enum  MapBgType { MAP_BG_SAME_AS_PARENT , MAP_BG_USE_TERRAIN_SETTINGS , MAP_BG_SPECIFY }
 Possible values for RPG::MapTreeProperties::battleBgType. More...
 
enum  MapMusicType { MAP_MUSIC_SAME_AS_PARENT , MAP_MUSIC_ENTRUST_TO_EVENT , MAP_MUSIC_SPECIFY }
 Possible values for RPG::MapTreeProperties::bgmType. More...
 
enum  MapTreeType { MAP_TREE_FOLDER , MAP_TREE_MAP , MAP_TREE_AREA }
 Possible values for RPG::MapTreeProperties::treeEntryType. More...
 
enum  MapWrapping { MCL_NONE , MCL_VERTICAL , MCL_HORIZONTAL , MCL_BOTH }
 Possible values for the RPG::MapProperties::wrapping member.
 
enum  MenuCommand {
  MENU_CMD_NONE , MENU_CMD_ITEM , MENU_CMD_SKILL , MENU_CMD_EQUIP ,
  MENU_CMD_PARTY , MENU_CMD_STATUS , MENU_CMD_POSITION , MENU_CMD_ORDER ,
  MENU_CMD_ATB_MODE
}
 Possible values for RPG::DBSystem::menuCommand.
 
enum  MenuSubScreen {
  MENU_MAIN , MENU_ITEM , MENU_ITEM_USE , MENU_SKILL ,
  MENU_SKILL_USE , MENU_TELEPORT , MENU_EQUIP , MENU_QUIT ,
  MENU_STATUS , MENU_ORDER , MENU_ULT_SAVELOAD = 20 , MENU_ULT_SYSTEM = 21
}
 Possible values for RPG::SceneMenu::screen. More...
 
enum  MessagePosition { MSGPOS_TOP , MSGPOS_MIDDLE , MSGPOS_BOTTOM }
 Possible values for RPG::System::messagePosition. More...
 
enum  MonsterAlignment { MA_MANUAL , MA_AUTO }
 
enum  MonsterPrecondition {
  MON_PRE_NONE , MON_PRE_SWITCH , MON_PRE_TURNS , MON_PRE_MONSTER_PRESENT ,
  MON_PRE_MONSTER_HP , MON_PRE_MONSTER_MP , MON_PRE_AVG_LEVEL , MON_PRE_AVG_EXHAUSTION
}
 Possible values for RPG::MonsterBehavior::precondition. More...
 
enum  MoveType {
  MT_MOVE_UP , MT_MOVE_RIGHT , MT_MOVE_DOWN , MT_MOVE_LEFT ,
  MT_MOVE_UP_RIGHT , MT_MOVE_DOWN_RIGHT , MT_MOVE_DOWN_LEFT , MT_MOVE_UP_LEFT ,
  MT_MOVE_RANDOMLY , MT_MOVE_TOWARD_HERO , MT_MOVE_AWAY_FROM_HERO , MT_MOVE_FORWARD ,
  MT_FACE_UP , MT_FACE_RIGHT , MT_FACE_DOWN , MT_FACE_LEFT ,
  MT_TURN_RIGHT , MT_TURN_LEFT , MT_TURN_AROUND , MT_TURN_RANDOMLY ,
  MT_FACE_RANDOMLY , MT_FACE_TOWARD_HERO , MT_FACE_AWAY_FROM_HERO , MT_WAIT ,
  MT_BEGIN_JUMP , MT_END_JUMP , MT_LOCK_FACING , MT_UNLOCK_FACING ,
  MT_INCREASE_SPEED , MT_DECREASE_SPEED , MT_INCREASE_FREQUENCY , MT_DECREASE_FREQUENCY ,
  MT_SWITCH_ON , MT_SWITCH_OFF , MT_CHANGE_GRAPHIC , MT_PLAY_SE ,
  MT_PHASING_MODE_ON , MT_PHASING_MODE_OFF , MT_STOP_ANIMATION , MT_RESUME_ANIMATION ,
  MT_INCREASE_TRANSPARENCY , MT_DECREASE_TRANSPARENCY
}
 "Move event" command type More...
 
enum  ParsedCommentParameterType { PARAM_NUMBER , PARAM_STRING , PARAM_TOKEN }
 Type of a parsed comment parameter. More...
 
enum  PictureEffect { PFX_NONE , PFX_ROTATE , PFX_RIPPLE }
 Special effects for pictures. More...
 
enum  RandomEncounterDeath { RE_DEATH_GAME_OVER , RE_DEATH_CALL_COMMON_EVENT }
 Possible values for RPG::BattleSettings::randomEncounterDeath.
 
enum  Row { ROW_FRONT , ROW_BACK }
 Possible values used for the battle row in RPG::Battler. More...
 
enum  Scene {
  SCENE_MAP , SCENE_MENU , SCENE_BATTLE , SCENE_SHOP ,
  SCENE_NAME , SCENE_FILE , SCENE_TITLE , SCENE_GAME_OVER ,
  SCENE_DEBUG , SCENE_9 , SCENE_SHOP_2 = 17 , SCENE_GAMEJOLT = 18 ,
  SCENE_ULT_SAVELOAD = 19 , SCENE_ULT_NAME = 20 , SCENE_UNI_DEBUG = 42 , SCENE_OGL_OPTIONS = 77
}
 In-game scenes. More...
 
enum  ShopSubScene {
  SHOP_MENU , SHOP_BUY , SHOP_BUY_VENDING , SHOP_BUY_COMPLETE ,
  SHOP_SELL , SHOP_SELL_VENDING , SHOP_SELL_COMPLETE
}
 Possible values for RPG::SceneShop::screen. More...
 
enum  ShopTransaction { SHOP_TRANS_BUY_SELL , SHOP_TRANS_BUY_ONLY , SHOP_TRANS_SELL_ONLY }
 Possible values for RPG::SceneShop::transaction. More...
 
enum  ShopVocabulary { SHOP_VOCAB_TYPE_A , SHOP_VOCAB_TYPE_B , SHOP_VOCAB_TYPE_C }
 Possible values for RPG::SceneShop::vocabulary. More...
 
enum  SkillTarget {
  SKILL_TARGET_ENEMY , SKILL_TARGET_ALL_ENEMIES , SKILL_TARGET_SELF , SKILL_TARGET_ALLY ,
  SKILL_TARGET_ALL_ALLIES
}
 Possible values for RPG::Skill::target. More...
 
enum  SkillType { SKILL_NORMAL , SKILL_TELEPORT , SKILL_ESCAPE , SKILL_SWITCH }
 Possible values for RPG::Skill::type. More...
 
enum  SystemFont { SYSF_MSGOTHIC , SYSF_MSMINCHO }
 Possible values for RPG::DBSystem::systemFont. More...
 
enum  Target {
  TARGET_NONE , TARGET_ACTOR , TARGET_ALL_ACTORS , TARGET_MONSTER ,
  TARGET_ALL_MONSTERS
}
 Possible values for the RPG::Action::target member. More...
 
enum  TeleportDirection {
  TP_DIR_RETAIN_FACING , TP_DIR_UP , TP_DIR_RIGHT , TP_DIR_DOWN ,
  TP_DIR_LEFT
}
 Possible values for RPG::Teleport::facingDirection. More...
 
enum  TerrainBattleType {
  TBP_NONE = 0 , TBP_INITIATIVE = 1 , TBP_BACK_ATK = 2 , TBP_SURROUND_ATK = 4 ,
  TBP_PINCERS_ATK = 8 , TBP_ALL = 15
}
 Possible values for RPG::Terrain::battleTypes. More...
 
enum  TerrainGridDepth { TGD_NONE , TGD_SHALLOW , TGD_DEEP }
 Possible values for RPG::Terrain::gridDepth. More...
 
enum  TerrainSpriteDisplay { TSD_DISP_NORMAL , TSD_DISP_OBSCURE_THIRD , TSD_DISP_OBSCURE_HALF , TSD_DISP_SEMI_TRANSPARENT }
 Possible values for RPG::Terrain::spriteDisplay. More...
 
enum  TilePassability {
  CP_X = 0 , CP_B = 1 , CP_L = 2 , CP_R = 4 ,
  CP_T = 8 , CP_O = 15 , CP_STAR = 16 , CP_SQUARE = 48 ,
  CP_COUNTER = 64
}
 Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability. More...
 
enum  Transition {
  TRANS_FADE , TRANS_DISSOLVE , TRANS_DISSOLVE_UP , TRANS_DISSOLVE_DOWN ,
  TRANS_BLINDS , TRANS_VERTICAL_STRIPES , TRANS_HORIZONTAL_STRIPES , TRANS_RECIDING_SQUARE ,
  TRANS_EXPANDING_SQUARE , TRANS_SHIFT_UP , TRANS_SHIFT_DOWN , TRANS_SHIFT_LEFT ,
  TRANS_SHIFT_RIGHT , TRANS_VERTICAL_SPLIT , TRANS_HORIZONTAL_SPLIT , TRANS_4_WAY_SPLIT ,
  TRANS_ZOOM , TRANS_MOSAIC , TRANS_WAVER_SCREEN , TRANS_INSTANT ,
  TRANS_NONE , TRANS_DEFAULT = 255
}
 Screen transitions. More...
 
enum  TriggerFlag {
  TF_NONE = 0 , TF_SWITCH_A = 1 , TF_SWITCH_B = 2 , TF_VARIABLE = 4 ,
  TF_TURN_NUM = 8 , TF_EXHAUSTION = 16 , TF_MONSTER_HP = 32 , TF_HERO_HP = 64 ,
  TF_MONSTER_TURN = 128
}
 Possible values for the RPG::BattleEventTrigger::triggerFlags member.
 
enum  TriggerFlag2k3 { TF2_HERO_TURN = 1 , TF2_BATTLE_COMMAND = 2 }
 Possible values for the RPG::BattleEventTrigger::triggerFlags2k3 member.
 
enum  WaterAnimation { WATERANIM_1_2_3_2 , WATERANIM_1_TWO_THREE }
 Possible values for RPG::Tileset::waterAnim. More...
 
enum  WaterSpeed { WATERSPD_SLOW , WATERSPD_FAST }
 Possible values for RPG::Tileset::waterSpeed. More...
 
enum  WeaponNumberOfAttacks { WEAPON_NUM_ATTACKS_ONCE , WEAPON_NUM_ATTACKS_TWICE , WEAPON_NUM_ATTACKS_THREE_TIMES }
 Possible values for RPG::Item::WeaponAnimation::numAttacks. More...
 
enum  WeaponRangedAnimSpeed { WEAPON_RANGED_ANIM_FAST , WEAPON_RANGED_ANIM_MEDIUM , WEAPON_RANGED_ANIM_SLOW }
 Possible values for RPG::Item::WeaponAnimation::rangedAnimSpeed. More...
 
enum  WeaponRangedTargeting { WEAPON_RANGED_TARGET_SINGLE , WEAPON_RANGED_TARGET_SCREEN_CENTER , WEAPON_RANGED_TARGET_ALL_SIMUL , WEAPON_RANGED_TARGET_ALL_INTURN }
 Possible values for RPG::Item::weaponTargetting. More...
 
enum  WeaponRangedTrajectory { WEAPON_RANGED_TRAJ_FLY_TO_TARGET , WEAPON_RANGED_TRAJ_RETURN_TO_HERO }
 Possible values for RPG::Item::weaponTrajectory. More...
 
enum  WeaponSlotInUse { WEAPON_A , WEAPON_B }
 Possible values for RPG::Actor::usedWeaponSlot.
 
enum  { MASK_NONE = -1 }
 

Functions

void showError (std::string message, int eventId, int pageId, int lineId)
 Shows an error message and asks whether the game should be continued or not.
 
void updateBattle ()
 Updates the battle, including actions, ATB, animations, etc.
 
void updateBattleEvents (BattleEventUpdateMode mode, Battler *battler)
 Processes battle events.
 
int getSelectedMonsterIndex ()
 Returns the index of the currently selected monster.
 
std::string getItemName (int id)
 Returns the name of an item.
 
std::string getItemDescription (int id)
 Returns the description of an item.
 
std::string getSkillName (int id)
 Returns the name of a skill.
 
std::string getSkillDescription (int id)
 Returns the description of a skill.
 
std::string getConditionName (int id)
 Returns the name of a condition.
 
std::string getSwitchName (int index)
 Gets the name of a switch.
 
std::string getVariableName (int index)
 Gets the name of a variable.
 
void teleportHero (int mapId=1, int x=0, int y=0, TeleportDirection dir=TP_DIR_RETAIN_FACING)
 Simple function for teleporting.
 
RPG::EventScriptLinegetEventLine (int eventId, int pageId, int lineId)
 Easily returns an event line.
 
std::map< std::string, std::string > loadConfiguration (char *sectionName, char *filename=NULL)
 Returns a std::map containing configuration from an INI file.
 
std::string encode (int value)
 Encodes a numerical value for use with RPG::Character::move.
 
std::string encode (std::string value)
 Encodes a string for use with RPG::Character::move.
 
int getDiceRoll (int maxValue)
 Built-in RM2k3 function that gets a random number between 1 and the specified number.
 
void goToTitle ()
 Goes directly to the title screen.
 
void quitGame ()
 Quits the game, and runs through the proper quit procedure code.
 
int getAvgPartyAgl ()
 Built-in RM2k3 function that gets the party's average agility in battle.
 
int getAvgMonsterPartyAgl ()
 Built-in RM2k3 function that gets the monster party's average agility in battle.
 
void openMenu (MenuSubScreen screen, int heroId=1, int skillOrItemId=1)
 Open the main menu directly into a sub-menu. Experimental!!
 
void openMenuUnpatch ()
 The unpatch code for using RPG::openMenu. Experimental!!
 

Variables

RPG::NamedCatalogPtr< RPG::Actor * > & actors
 Array of actors from the database, used for properties which can change in-game.
 
RPG::NamedCatalogPtr< RPG::Animation * > & 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 * > & 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 * > & attributes
 Array of attributes from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::BattleData *& battleData
 Data and settings for the current battle.
 
RPG::BattleEvent *& battleEvents
 Battle event data.
 
RPG::BattleSettings *& battleSettings
 Battle settings.
 
RPG::NamedCatalogPtr< RPG::CommonEvent * > & commonEvents
 Access to the common events.
 
RPG::NamedCatalogPtr< RPG::Condition * > & 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 * > & 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 * > & 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 * > & 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 * > & dbMonsterGroups
 Array of monsters from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::DBSystem *& dbSystem
 Object of "system" data, used for default values and properties which are not supposed to be changed in-game.
 
boolisTestPlay
 The test play flag.
 
boolisBattleTest
 The test play flag.
 
boolshowTitle
 Should the title screen be shown (according to the "Show Title" button in the RPG Maker)?
 
boolshowingLogo
 
intbattleSpeed
 Speed of the ATB system in percent.
 
booltransparentWindowsEverywhere
 Allows transparent windows in outside of the map too.
 
RPG::Hero *& hero
 The hero (which moves around on the map, similar to an event)
 
RPG::Input *& input
 Object used for key assignments and key input checking.
 
RPG::Inventory *& inventory
 The player's inventory (items, # of items, uses), and party statistics.
 
RPG::NamedCatalogPtr< RPG::Item * > & items
 Array of items from the database, used for default values and properties which are not supposed to be changed in-game.
 
Map *& map
 The current map environment (camera, events, etc.)
 
MapTree *& mapTree
 The map tree, used for default values and properties which are not supposed to be changed in-game.
 
CatalogPtr< Monster * > & monsters
 Array of monsters in the current monster group.
 
Panorama *& panorama
 Settings for the panorama on the current map.
 
NamedCatalogPtr< Picture * > & pictures
 Array of pictures.
 
RPG::SceneDebug *& debug
 Access to the debug scenee.
 
SceneEnterName *& enterName
 Access to the Enter Hero Name scene.
 
SceneFile *& fileSaveLoad
 Access to the Save/Load scene.
 
SceneGameOver *& gameOver
 Access to the game over scene.
 
SceneMenu *& menu
 Access to the menu scene.
 
SceneShop *& shop
 Access to the shop scene.
 
SceneTitle *& title
 Access to the title screen parameters.
 
RPG::Screen *& screen
 The screen, including window properties, FPS and the drawing canvas.
 
ScreenEffect *& effect
 Pointer to the handler for various screen effects (WIP)
 
NamedCatalogPtr< Skill * > & skills
 Array of skills from the database, used for default values and properties which are not supposed to be changed in-game.
 
Switches switches
 Switches array
 
System *& system
 Object of "system" data, used for values which can be changed in-game.
 
RPG::Teleport *& teleport
 Teleport parameters.
 
TeleportManagement *& teleportManagement
 Teleport Management. It's the same as the "Teleport Target Management" event command.
 
NamedCatalogPtr< Terrain * > & terrains
 Array of terrains from the database, used for default values and properties which are not supposed to be changed in-game.
 
NamedCatalogPtr< Tileset * > & tilesets
 Array of tilesets from the database, used for default values and properties which are not supposed to be changed in-game.
 
RPG::Variables variables
 Variables array
 
RPG::Vehicle *& vehicleSkiff
 The skiff vehicle (which moves around on the map, similar to an event)
 
RPG::Vehicle *& vehicleShip
 The ship vehicle (which moves around on the map, similar to an event)
 
RPG::Vehicle *& vehicleAirship
 The airship vehicle (which moves around on the map, similar to an event)
 
DStringPtr *& vocabulary
 Accesses the array of Strings in the database.
 
WindowMessage *& winMessage
 

Detailed Description

The one and only namespace in which all DynRPG classes, variables and functions reside, except for callbacks.

Enumeration Type Documentation

◆ anonymous enum

Enumerator
MASK_NONE 

Used for RPG::Image::draw if no transparent color should be used.

◆ ActionKind

Possible values for the RPG::Action::kind member.

Enumerator
AK_BASIC 

Basic action (attack, defense, escape, etc. - see RPG::BasicAction)

AK_SKILL 

Use a skill.

AK_TRANSFORM 

Transform into another monster (do not use for actors)

AK_ITEM 

Use an item (do not use for monsters)

AK_NONE 

No action (last action was already executed)

◆ ActionRestriction

Possible values for RPG::Condition::actionRestriction.

The type of action restriction as defined in the condition tab of the database.

◆ ActionStatus

Possible values for RPG::Battler::actionStatus.

Enumerator
AS_IDLE 

No action is active.

AS_WAITING 

Info window is displayed or action is otherwise waiting.

AS_FINAL_PHASE 

Final phase, damage is displayed, etc.

◆ AlterationType

Possible values for RPG::Condition::hpAlterationType and RPG::Condition::mpAlterationType.

The alteration type for hp & mp as defined for the condition

◆ Animation2DisplaySpeed

Possible values for RPG::Animation2::displaySpeed.

The speed of the battler animation

◆ Animation2PoseType

Possible values for RPG::Animation2Pose::animType.

The type of the battler animation pose

◆ AnimationBattlerPose

Possible values for RPG::WeaponAnimation::battlerPose and RPG::SkillAnimation::battlerPose.

The animation pose ID of the battler.

Note
Each of these is numerical based starting from 0, but correspond to their value+1 in the database
Use numerical values for poses 13-32. These are 0 based, so they will be defined as 12-31 here.
Enumerator
ANIM_POSE_STAND 

Pose 1 in the database.

ANIM_POSE_PUNCH_RIGHT 

Pose 2 in the database.

ANIM_POSE_PUNCH_LEFT 

Pose 3 in the database.

ANIM_POSE_SKILL 

Pose 4 in the database.

ANIM_POSE_DEAD 

Pose 5 in the database.

ANIM_POSE_DAMAGE 

Pose 6 in the database.

ANIM_POSE_DAZED 

Pose 7 in the database.

ANIM_POSE_BLOCK 

Pose 8 in the database.

ANIM_POSE_RUN_LEFT 

Pose 9 in the database.

ANIM_POSE_RUN_RIGHT 

Pose 10 in the database.

ANIM_POSE_VICTORY 

Pose 11 in the database.

ANIM_POSE_ITEM 

Pose 12 in the database.

◆ AnimationMoveBeforeAttack

Possible values for RPG::WeaponAnimation::movement and RPG::SkillAnimation::movement.

These values describe the hero's movement before attacking

Enumerator
ANIM_MOVE_BEFORE_ACTION_NONE 

No movement animation before attacking.

ANIM_MOVE_BEFORE_ACTION_STEP_FORWARD 

Step forward a little bit before attacking.

ANIM_MOVE_BEFORE_ACTION_JUMP_FORWARD 

Jump forward before attacking.

ANIM_MOVE_BEFORE_ACTION_MOVE_TO_TARGET 

Quickly move to target before attacking.

◆ AnimationScope

Possible values for RPG::Animation::scope.

Does the battle animation target a single opponent or all?

◆ AnimationTargetMonster

Possible values for RPG::AnimationInBattle::currentAnimTarget.

The current target of the battle animation

◆ AnimationType

Possible values for RPG::Character::animationType.

Enumerator
ANI_NORMAL 

"Non-continuous"

ANI_STEPPING 

"Continuous" (always stepping)

ANI_FIXED_DIR_NORMAL 

"Non-continous", fixed direction

ANI_FIXED_DIR_STEPPING 

"Continuous", fixed direction

ANI_FIXED_GRAPHIC 

Fixed graphic (no stepping, fixed direction)

ANI_SPIN_AROUND 

Spinning around.

◆ AnimationYAxisLine

Possible values for RPG::Animation::yLine.

Where does the vertical center of the animation lie?

◆ ATBMode

Possible values for RPG::System::atbMode.

Enumerator
ATBM_ACTIVE 

"Active" mode (enemies also attack in selection menus)

ATBM_WAIT 

"Wait" mode

◆ AttributeType

Possible values for RPG::Attribute::type.

The type of attribute as defined in the database.

◆ BaseStatAlteration

Possible values for RPG::Condition::statAlteration.

The base stat alteration as defined for the condition

◆ BasicAction

Possible values for the RPG::Action::basicActionId member.

Enumerator
BA_ATTACK 

Attack.

BA_DOUBLE_ATTACK 

Double attack.

BA_DEFEND 

Defend.

BA_OBSERVE 

Observe battle.

BA_CHARGE 

Charge up.

BA_SELF_DESTRUCT 

Self-destruct.

BA_ESCAPE 

Escape (will always succeed)

BA_NONE 

No action.

BA_CHANGE_ROW 

Change row (has no visible effects if used by monsters)

◆ BattleEventUpdateMode

Possible values of the mode parameter of RPG::updateBattleEvents.

Warning
I am not completely sure about the effects these modes have.
Enumerator
BEUM_BEFORE_ACTION 

Used before a battler executes its action.

BEUM_AFTER_ACTION 

Used after a battler executes its action.

BEUM_SWITCH_ACTIVATED 

Used when a skill or an item activates a switch.

BEUM_BATTLE_START 

Used to call events with start condition "Turns elapsed [0x+0]".

◆ BattleLayout

Possible values for RPG::BattleSettings::layout.

Enumerator
BL_TRADITIONAL 

"Traditional" layout

BL_ALTERNATIVE 

"Alternative" layout

BL_GAUGE 

"Gauge" layout

◆ BattleNavigationLevel

Possible values for RPG::BattleData::navLevel.

Enumerator
BNAV_BLANK 

Not used?

◆ BattlePhase

Possible values for RPG::BattleData::battlePhase.

Enumerator
BPHASE_BATTLE 

From the moment the battle starts until a victory/death condition.

BPHASE_DEATH 

After the party has died.

BPHASE_VICTORY 

After the party has achieved a victory.

BPHASE_END 

After the battle screen has faded out before going back to the map.

◆ Direction

Possible values for RPG::Character::direction.

Enumerator
DIR_UP 

Character moves down

DIR_RIGHT 

Character moves to the right

DIR_DOWN 

Character moves down

DIR_LEFT 

Character moves to the left

DIR_UP_RIGHT 

Character moves diagonally up-right

DIR_DOWN_RIGHT 

Character moves diagonally down-right

DIR_DOWN_LEFT 

Character moves diagonally down-left

DIR_UP_LEFT 

Character moves diagonally up-left

◆ EventCommand

Event command type

Each event command can have a number of parameters. Unfortunately, documenting all of them (nearly 150) is beyond my time resources at the moment. If you need to know how the parameters of a certain command work, you can write a simple plugin which logs event commands and their parameters and try it out yourself.

See also
RPG::EventScriptLine
onEventCommand
Note
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator
EVCMD_END_OF_EVENT 

End of the event command list.

EVCMD_EMPTY_LINE 

Empty line (<>)

EVCMD_SHOW_MESSAGE 

First line of a "Show Message" command.

EVCMD_ADD_LINE_TO_MESSAGE 

Additional lines of a "Show Message" command.

EVCMD_SHOW_CHOICE 

First line of a "Show Choice" command.

EVCMD_CHOICE_CASE 

[XXXX] handler lines of a "Show Choice" command

EVCMD_CHOICE_END 

: End line of a "Show Choice" command

EVCMD_START_COMBAT 

First line of a "Start Combat" command.

EVCMD_BATTLE_VICTORY 

Victory handler line of a "Start Combat" command

EVCMD_BATTLE_ESCAPE 

Escape handler line of a "Start Combat" command

EVCMD_BATTLE_DEFEAT 

Defeat handler line of a "Start Combat" command

EVCMD_BATTLE_END 

: End line of a "Start Combat" command

EVCMD_CALL_SHOP 

First line of a "Call Shop" command.

EVCMD_SHOP_TRANSACTION 

Transaction handler line of a "Call Shop" command

EVCMD_SHOP_CANCEL 

Cancel handler line of a "Call Shop" command

EVCMD_SHOP_END 

: End line of "Call Shop" command

EVCMD_CALL_INN 

First line of a "Call Inn" command.

EVCMD_INN_REST 

Rest handler line of a "Call Inn" command

EVCMD_INN_CANCEL 

Cancel handler line of a "Call Inn" command

EVCMD_INN_END 

: End line of a "Call Inn" command

EVCMD_SHOW_BATTLE_ANIMATION 

"Show Battle Animation" in map/common events

EVCMD_FORK 

First line of a "Conditional Branch" in map/common events.

EVCMD_FORK_ELSE_CASE 

: Else Case line of a "Conditional Branch" in map/common events

EVCMD_FORK_END 

: End Case line of a "Conditional Branch" in map/common events

EVCMD_START_LOOP 

"Loop" command

EVCMD_END_LOOP 

: End line of a "Loop"

EVCMD_CALL_EVENT 

"Call Event" in map/common events

EVCMD_COMMENT 

First line of a comment.

EVCMD_ADD_LINE_TO_COMMENT 

Additional lines of a comment.

EVCMD_SHOW_BATTLE_ANIMATION_IN_BATTLE 

"Show Battle Animation" in battle events

EVCMD_FORK_IN_BATTLE 

First line of a "Conditional Branch" in battle events.

EVCMD_FORK_IN_BATTLE_ELSE_CASE 

: Else Case line of a "Conditional Branch" in battle events

EVCMD_FORK_IN_BATTLE_END 

: End Case line of a "Conditional Branch" in battle events

EVCMD_CALL_COMMON_EVENT 

"Call Common Event" in battle events

◆ FacePosition

Possible values for RPG::System::facePosition.

Enumerator
FACEPOS_LEFT 

Left.

FACEPOS_RIGHT 

Right.

◆ Facing

Possible values for RPG::EventPage::charsetDir and RPG::Character::facing.

Enumerator
FACE_UP 

Character looks up

FACE_RIGHT 

Character looks to the right

FACE_DOWN 

Character looks down

FACE_LEFT 

Character looks to the left

◆ HeroControlMode

Hero control mode (see RPG::Hero::setControlMode)

Enumerator
CONTROL_EVERYTHING 

Everything works normally.

CONTROL_EVERYTHING_EXCEPT_MOVEMENT 

Opening menu and activating events works, but movement is disabled.

CONTROL_NOTHING 

No control possible (checking key state still works, of course)

◆ HeroVehicle

Possible values for RPG::Hero::vehicle and RPG::Vehicle::type.

Enumerator
HV_NONE 

Hero is in no vehicle.

HV_SKIFF 

Hero is in the skiff.

HV_SHIP 

Hero is in the ship.

HV_AIRSHIP 

Hero is in the airship.

◆ ItemConditionFlag

Possible values for RPG::Item::conditionFlag.

Determines if the item will inflict or remove.

◆ ItemScrollMsgShown

Possible values for RPG::Item::messageShown.

If ITEM_SCROLL, this determines if the item's name or the skill's name will be used in the battle window.

Enumerator
ITEM_SCROLL_MSG_ITEM 

Item Name.

ITEM_SCROLL_MSG_SKILL 

Name of Associated Skill.

◆ ItemTarget

Possible values for RPG::Item::target.

If ITEM_MEDICINE, this determines if one hero or all heroes are affected.

◆ ItemType

Possible values for RPG::Item::type.

The item's type. This determines which parameters will be available to use.

Note
Refer to the database's Item page to determine which params can be used.
Warning
Use of any variables outside of their item type is untested.
Enumerator
ITEM_BOOK 

Skill Book.

ITEM_SEED 

Stat Up.

ITEM_SCROLL 

Skill Scroll.

◆ Key

RPG Maker key names

Note
The Shift key is handled differently by the RPG Maker, thus it can't be used the way other keys can be used by DynRPG.
See also
RPG::Input
RPG::Input::pressed
Note
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator
KEY_DOWN 

Keys which are used for moving down.

KEY_LEFT 

Keys which are used for moving left.

KEY_RIGHT 

Keys which are used for moving right.

KEY_UP 

Keys which are used for moving up.

KEY_DECISION 

Keys which are used to confirm an action.

KEY_CANCEL 

Keys which are used to cancel an action or open the menu.

◆ KeyDown

Detectable keys to determine whether one is pressed, tapped, or held.

See also
RPG::input::isPressed
RPG::input::isHeld
RPG::input::isTapped

◆ KeyDownAlt

Special keys to determine whether one is pressed, tapped, or held.

See also
RPG::input::isShiftCtrlPressed
RPG::input::isShiftCtrlHeld
RPG::input::isShiftCtrlTapped

◆ Layer

Possible values for RPG::Character::layer.

Enumerator
LAYER_BELOW_HERO 

Below hero.

LAYER_SAME_LEVEL_AS_HERO 

Same level as hero.

LAYER_ABOVE_HERO 

Above hero.

◆ MapAllowType

Possible values for RPG::MapTreeProperties::entryType.

The properties for Teleport/Escape/Save as defined on a map

◆ MapBgType

Possible values for RPG::MapTreeProperties::battleBgType.

The type of battle background defined on a map

◆ MapMusicType

Possible values for RPG::MapTreeProperties::bgmType.

The type of music defined on a map

◆ MapTreeType

Possible values for RPG::MapTreeProperties::treeEntryType.

The type of entry in the map tree for a particular map.

Enumerator
MAP_TREE_FOLDER 

The root directory (name of your game)

◆ MenuSubScreen

Possible values for RPG::SceneMenu::screen.

The sub-screen the user is currently on.

Enumerator
MENU_MAIN 

Main menu screen.

MENU_ITEM 

Item screen.

MENU_ITEM_USE 

Item sub-screen for when an item is used on a hero.

MENU_SKILL 

Skill screen.

MENU_SKILL_USE 

Skill sub-screen for when a skill is used on a hero.

MENU_TELEPORT 

???

MENU_EQUIP 

Equip screen.

MENU_QUIT 

Quit confirm/cancel screen.

MENU_STATUS 

Status screen.

MENU_ORDER 

Order screen.

MENU_ULT_SAVELOAD 

PepsiOtaku's Ultimate Save/Load Menu Plugin (forthcoming)

MENU_ULT_SYSTEM 

PepsiOtaku's Ultimate System Menu Plugin (forthcoming)

◆ MessagePosition

Possible values for RPG::System::messagePosition.

Enumerator
MSGPOS_TOP 

Top.

MSGPOS_MIDDLE 

Middle.

MSGPOS_BOTTOM 

Bottom.

◆ MonsterPrecondition

Possible values for RPG::MonsterBehavior::precondition.

The precondition of the action, as defined in the Behavior entry.

◆ MoveType

"Move event" command type

A few of these commands take parameters, see details. For information how to use these commands, see the RPG::Character::move documentation.

See also
RPG::Character::move
Note
Not all enumeration values are documented here, scroll to the top to see all possible values (in the general enum overview)!
Enumerator
MT_SWITCH_ON 

Turns a switch ON.

This command takes one integer parameter: The switch ID.
\sa RPG::MT_SWITCH_OFF
\sa RPG::Switch
MT_SWITCH_OFF 

Turns a switch OFF.

This command takes one integer parameter: The switch ID.
\sa RPG::MT_SWITCH_ON
\sa RPG::Switch
MT_CHANGE_GRAPHIC 

Changes the charset graphic of the character.

This command takes two parameters:
    <ul><li>The charset filename (string)</li>
    <li>The charset sprite ID (integer)</li></ul>
MT_PLAY_SE 

Plays a sound effect.

This command takes four parameters:
    <ul><li>The sound filename (string)</li>
    <li>The sound volume (integer)</li>
    <li>The sound speed (integer)</li>
    <li>The sound pan value (integer)</li></ul>
\sa RPG::Sound

◆ ParsedCommentParameterType

Type of a parsed comment parameter.

See also
RPG::ParsedCommentParameter
RPG::ParsedCommentData
Enumerator
PARAM_NUMBER 

The parameter is a number.

PARAM_STRING 

The parameter is a string.

PARAM_TOKEN 

The parameter is a token.

◆ PictureEffect

Special effects for pictures.

Enumerator
PFX_NONE 

No effect.

PFX_ROTATE 

Rotation.

PFX_RIPPLE 

Ripple effect ("Waver")

◆ Row

Possible values used for the battle row in RPG::Battler.

Enumerator
ROW_FRONT 

Front row.

ROW_BACK 

Back row.

◆ Scene

In-game scenes.

Each scene has its own drawing method and its own data. You may also "invent" a new scene and draw its contents using the onFrame callback. If you are creating a new scene for wide-spread use, please contact me (PepsiOtaku) to reserve a scene ID and I will add it below. This will prevent any conflicts if two+ people use the same scene ID.

See also
onFrame
RPG::Screen::update
Enumerator
SCENE_MAP 

Map

SCENE_MENU 

Game menu.

SCENE_BATTLE 

Battle.

SCENE_SHOP 

Shop.

SCENE_NAME 

Hero naming screen

SCENE_FILE 

Save or load menu.

SCENE_TITLE 

Title screen.

SCENE_GAME_OVER 

Game over screen.

SCENE_DEBUG 

Debug screen (F9 menu)

SCENE_SHOP_2 

Scene #17 - Alternate Shop for special items, exchanges, etc.

SCENE_GAMEJOLT 

Scene #18 - PepsiOtaku's Game Jolt plugin.

SCENE_ULT_SAVELOAD 

Scene #19 - PepsiOtaku's Ultimate Save/Load Menu Plugin (forthcoming)

SCENE_ULT_NAME 

Scene #22 - PepsiOtaku's Ultimate Hero Rename Plugin (forthcoming)

SCENE_UNI_DEBUG 

Scene #42 - Cherry's UniDebug Tool,.

◆ ShopSubScene

Possible values for RPG::SceneShop::screen.

The sub-screen the user is currently on.

Enumerator
SHOP_BUY 

Main buy scene.

SHOP_BUY_VENDING 

Scene for selecting sell amount.

SHOP_BUY_COMPLETE 

Scene that appears for a second or two after making a buy transaction.

SHOP_SELL 

Main sell scene.

SHOP_SELL_VENDING 

Scene for selecting sell amount.

SHOP_SELL_COMPLETE 

Scene that appears for a second or two after making a sell transaction.

◆ ShopTransaction

Possible values for RPG::SceneShop::transaction.

The type of transaction that is allowed.

◆ ShopVocabulary

Possible values for RPG::SceneShop::vocabulary.

The vocabulary used for the shop

◆ SkillTarget

Possible values for RPG::Skill::target.

The target type for the skill as defined in the database.

Warning
Not to be confused with Action::target!

◆ SkillType

Possible values for RPG::Skill::type.

The skill's type. This determines which parameters will be available to use.

Note
Skill subsets are accessible through values 4+, with 4 being the first subset, 5 being the second, 6 being the third, etc.
Warning
Max number of subsets: 252 (in extreme cases), but beyond that is untested.

◆ SystemFont

Possible values for RPG::DBSystem::systemFont.

Enumerator
SYSF_MSGOTHIC 

First font (normally MS Gothic)

SYSF_MSMINCHO 

Second font (normally MS Mincho)

◆ Target

Possible values for the RPG::Action::target member.

Enumerator
TARGET_NONE 

No target (the sounds of the battle animation will still be audible)

TARGET_ACTOR 

Target is an actor, specified in the RPG::Action::targetId member.

TARGET_ALL_ACTORS 

Target are all actors at once.

TARGET_MONSTER 

Target is a monster, specified in the RPG::Action::targetId member.

TARGET_ALL_MONSTERS 

Target are all mosnters at once.

◆ TeleportDirection

Possible values for RPG::Teleport::facingDirection.

The teleport direction

◆ TerrainBattleType

Possible values for RPG::Terrain::battleTypes.

Note
Values can be combined up to 15 (meaning all 4 special battle types are checked off). The TBP_ALL enum has been added for convenience.

◆ TerrainGridDepth

Possible values for RPG::Terrain::gridDepth.

These are basically presets for the grid shape. TGD_NONE encompasses any custom grid shapes set via gridTopY, gridElongation & gridInclination, equivalent to clicking on the grid graphic and adjusting the lines.

◆ TerrainSpriteDisplay

Possible values for RPG::Terrain::spriteDisplay.

Sprite display controls how the hero sprite will appear when walking over the terrain.

Enumerator
TSD_DISP_OBSCURE_THIRD 

One-third of the sprite is semi-transparent.

TSD_DISP_OBSCURE_HALF 

Half of the sprite is semi-transparent.

TSD_DISP_SEMI_TRANSPARENT 

ALl of the sprite is semi-transparent.

◆ TilePassability

Possible values for RPG::Tileset::LowerTilePassability and RPG::Tileset::UpperTilePassability.

A tile's passability value. This determines which properties the tile will have.

Note
These are named based on their numeric value. Combine enums to get the specific properties of a tile.

A tile that is not passable is considered zero. With each direction that is passable, its value is added (1, 2, 4 & 8). If the tile is completely passable (aka the "O" tile), it adds up to 15. Star tiles, square tiles, and counter flags are added on top of that. Think of it like this: (CP_X + ) CP_B/CP_L/CP_R/CP_T (Any combo) + CP_STAR/CP_SQUARE + CP_COUNTER

For instance, a tile might have a value of 91, which is a combination of CP_B (1), CP_L (2), CP_T (8) + CP_STAR (16) + CP_COUNTER (64)... which means it's above hero (star), passable from the bottom, top, and left, and has the counter flag.

With this in mind, you can give properties to tiles that aren't normally allowed, like adding the counter flag to a lower layer tile.

Warning
If you are checking for a specific property, (like if a tile is passable from the top), be sure to check each applicable variation as well: 8(CP_T), 24 (CP_T+CP_STAR), 56 (CP_T+CP_SQUARE), 88 (CP_T+CP_STAR+CP_COUNTER), and for the sake of argument, you can also check 120 (CP_T+CP_SQUARE+CP_COUNTER), although it's not possible through normal means. This is an extreme example, so of course you can use less checks if you know the layer or group of tiles.
Enumerator
CP_X 

"X" tile (Not passable)

CP_B 

Passable from the bottom.

CP_L 

Passable from the left.

CP_R 

Passable from the right.

CP_T 

Passable from the top.

CP_O 

"O" tile (completely passable). Equal to CP_B + CP_L + CP_R+ CP_T.

CP_STAR 

Star tile (above hero), but NOT passable. A typical passable star tile would be considered CP_STAR + CP_O (= 31)

CP_SQUARE 

Square tile. Only allowed in tiles 6-17 (zero-based)

CP_COUNTER 

Counter flag. Only allowed in upper tiles.

◆ Transition

Screen transitions.

Enumerator
TRANS_NONE 

Used for "Erase" transitions to indicate that the screen should not be erased.

TRANS_DEFAULT 

Default transition from the database.

◆ WaterAnimation

Possible values for RPG::Tileset::waterAnim.

The water animation sequence of the tileset.

Enumerator
WATERANIM_1_2_3_2 

"1-2-3-2" radio button

WATERANIM_1_TWO_THREE 

"1-2-3" radio button

◆ WaterSpeed

Possible values for RPG::Tileset::waterSpeed.

The water animation speed of the tileset.

◆ WeaponNumberOfAttacks

Possible values for RPG::Item::WeaponAnimation::numAttacks.

This is the number of times a weapon will attack.

Note
If the weapon has the attackTwice flag set, the number of attacks will double.

◆ WeaponRangedAnimSpeed

Possible values for RPG::Item::WeaponAnimation::rangedAnimSpeed.

The speed of the ranged weapon's ammunition battle animation.

◆ WeaponRangedTargeting

Possible values for RPG::Item::weaponTargetting.

If ranged weapon, this is the type of targetting that the weapon uses.

Enumerator
WEAPON_RANGED_TARGET_SINGLE 

Single Target.

WEAPON_RANGED_TARGET_SCREEN_CENTER 

Fly Down Center of Screen.

WEAPON_RANGED_TARGET_ALL_SIMUL 

Strike Each Enemy Simultaneously.

WEAPON_RANGED_TARGET_ALL_INTURN 

STrike Each Enemy in Turn.

◆ WeaponRangedTrajectory

Possible values for RPG::Item::weaponTrajectory.

If ranged weapon, this is the movement of the ammunition.

Enumerator
WEAPON_RANGED_TRAJ_FLY_TO_TARGET 

Fly Straight to Target (crossbows, bullets, etc.)

WEAPON_RANGED_TRAJ_RETURN_TO_HERO 

Return to User after Striking (steel ball & chain, etc.)

Function Documentation

◆ encode() [1/2]

std::string RPG::encode ( int value)

Encodes a numerical value for use with RPG::Character::move.

Parameters
valueValue to encode
Returns
Encoded value as string (may be 1 to 5 characters long)

◆ encode() [2/2]

std::string RPG::encode ( std::string value)

Encodes a string for use with RPG::Character::move.

Parameters
valueString to encode
Returns
Encoded string (including length information)

◆ getAvgMonsterPartyAgl()

int RPG::getAvgMonsterPartyAgl ( )

Built-in RM2k3 function that gets the monster party's average agility in battle.

Returns
The agility average of the monster party

◆ getAvgPartyAgl()

int RPG::getAvgPartyAgl ( )

Built-in RM2k3 function that gets the party's average agility in battle.

Returns
The agility average of the party

◆ getConditionName()

std::string RPG::getConditionName ( int id)

Returns the name of a condition.

Parameters
idDatabase ID of the condition
Returns
Name of the condition

◆ getDiceRoll()

int RPG::getDiceRoll ( int maxValue)

Built-in RM2k3 function that gets a random number between 1 and the specified number.

Parameters
maxValuethe maximum number to return
Returns
A random number between 1 and the specified number

◆ getEventLine()

RPG::EventScriptLine * RPG::getEventLine ( int eventId,
int pageId,
int lineId )

Easily returns an event line.

Allows you to write RPG::getBattleEventLine(6,2,0)->command instead of RPG::mapCurrent->events[6]->pages[3]->scriptLines->list->items[0]->command which gets the first line on the 3rd page of the event 6.

Parameters
eventIdThe monster group ID (one-based)
pageIdThe monster group's battle event page ID (zero-based)
lineIdThe line ID (zero-based)
See also
RPG::MapEventPage

◆ getItemDescription()

std::string RPG::getItemDescription ( int id)

Returns the description of an item.

Parameters
idDatabase ID of the item
Returns
Description of the item
See also
RPG::getItemName

◆ getItemName()

std::string RPG::getItemName ( int id)

Returns the name of an item.

Parameters
idDatabase ID of the item
Returns
Name of the item
See also
RPG::getItemDescription

◆ getSelectedMonsterIndex()

int RPG::getSelectedMonsterIndex ( )

Returns the index of the currently selected monster.

This function can be used to found out which monster is selected when the player is selecting a target for an attack or skill.

Returns
Zero-based party member index of the selected monster
Precondition
You must be in battle, otherwise the behavior is undefined.

◆ getSkillDescription()

std::string RPG::getSkillDescription ( int id)

Returns the description of a skill.

Parameters
idDatabase ID of the skill
Returns
Description of the skill
See also
RPG::getSkillName

◆ getSkillName()

std::string RPG::getSkillName ( int id)

Returns the name of a skill.

Parameters
idDatabase ID of the skill
Returns
Name of the skill
See also
RPG::getSkillDescription

◆ getSwitchName()

std::string RPG::getSwitchName ( int index)

Gets the name of a switch.

Parameters
indexIndex of the switch
Returns
The name of the switch

◆ getVariableName()

std::string RPG::getVariableName ( int index)

Gets the name of a variable.

Parameters
indexIndex of the variable
Returns
The name of the variable

◆ loadConfiguration()

std::map< std::string, std::string > RPG::loadConfiguration ( char * sectionName,
char * filename = NULL )

Returns a std::map containing configuration from an INI file.

This function should be used to load configuration for a plugin. See the Configuration guidelines for more information.

Parameters
sectionNameName of the section to load from the INI file
filenameName of the INI file (defaults to DynRPG.ini)
Returns
All keys and values of the specified section from the INI file

◆ showError()

void RPG::showError ( std::string message,
int eventId,
int pageId,
int lineId )

Shows an error message and asks whether the game should be continued or not.

This function can be used to show an error message of any kind.

Parameters
messageMessage to show
eventIdEvent ID
pageIdEvent page ID
lineIdZero-based line number (will be incremented before being shown to the user)

◆ updateBattle()

void RPG::updateBattle ( )

Updates the battle, including actions, ATB, animations, etc.

This function can be used if you want to do something which takes longer than one frame, for example displaying some kind of animation or taking and processing user input.

Precondition
You must be in battle, otherwise the behavior is undefined.
Warning
This function is experimental.

◆ updateBattleEvents()

void RPG::updateBattleEvents ( BattleEventUpdateMode mode,
Battler * battler )

Processes battle events.

This function can be used to update battle events and maybe call them at a time where normally no battle event is processed.

Parameters
modeMode of the update (see RPG::BattleEventUpdateMode)
battlerBattler whose action is executed
Note
battler can be 0 if mode is RPG::BEUM_BATTLE_START.
Precondition
You must be in battle, otherwise the behavior is undefined.
Warning
This function is highly experimental!
See also
RPG::updateBattleEvents

Variable Documentation

◆ battleSpeed

int& RPG::battleSpeed
extern

Speed of the ATB system in percent.

This value can be set to zero to pause the battle.

Note
This is a special feature of the DynRPG patch.

◆ isBattleTest

bool& RPG::isBattleTest
extern

The test play flag.

This flag may also be changed at runtime, but it probably wouldn't make sense.

◆ isTestPlay

bool& RPG::isTestPlay
extern

The test play flag.

This flag may also be changed at runtime.

◆ showTitle

bool& RPG::showTitle
extern

Should the title screen be shown (according to the "Show Title" button in the RPG Maker)?

This flag may also be changed at runtime, but it probably wouldn't make sense.

◆ transparentWindowsEverywhere

bool& RPG::transparentWindowsEverywhere
extern

Allows transparent windows in outside of the map too.

Set this flag to true to allow transparent windows in the menu, on the title screen, etc.

Note
This is a special feature of the DynRPG patch.

◆ vocabulary

DStringPtr*& RPG::vocabulary
extern

Accesses the array of Strings in the database.

Returns
The RPG::DStringPtr to a particular string.

Example:

Map *& map
The current map environment (camera, events, etc.)
DStringPtr *& vocabulary
Accesses the array of Strings in the database.

Indexes are:

String Page 1

    0: Message at the Beginning of Each Battle
    1: Initiative Message
    2: Escape Failure Message
    3: Victory Message
    4: Defeat Message
    5: Experience Gain Message (Field 2)
    6: Money Acquisition Message (Field 1)
    7: Money Acquisition Message (Field 3)
    8: Item Discovery Message

The following are not in the Strings tab... (but accessible via Resource Hacker)

    9: attacks
10: A critical hit! (target = monster)
11: A critical hit! (target = hero)
12: defends.
13: is waiting and watching.
14: is building strength.
15: pounces.
16: runs away!
17: transformed
18: HP is lost (target = monster)
19: Dodged (target = monster)
20: HP is lost (target = hero)
21: dodged (target = hero)
22: got out of the way (magic)
23: needs more practice (magic)
24: was not affected (magic)
25: dodged (physical)
26: used
27: recovered!
28: raises!
29: drops
30: is taken!
31: is taken!
32: Defense increases!
33: Defense decreases!

Strings Page 2

34: Level Up (Field 2)
35: Skill Learned (Field 2)
36: ??
37: ??
38: ??
39: ??
40: ??

Strings Page 4

41: Items Possessed
42: Item Equipped
43: Currency

Strings Page 5

44: Fight
45: Auto-Fight
46: Escape

????

47: "Attack"
48: "Defend"

Strings Page 5 (continued)

49: Item
50: Skill
51: Equipment
52: Save
53: Quit
54: New Game
55: Load Game
56: Quit Game
57: Level
58: HP
59: MP
60: Normal Status
61: Experience
62: Level (Short Form)
63: HP (Short Form)
64: MP (Short Form)
65: MP Consumed
66: Attack
67: Defense
68: Intelligence
69: Agility
70: Weapon
71: Shield
72: Armor
73: Helmet
74: Accessory
75: Choosing a Save Slot
76: Choosing Which Slot to Load
77: Confirm Quit
78: File
79: Yes
80: No
81: Status
82: Order
83: Row
84: Wait ON
85: Wait OFF

????

86: ??

String Page 1 (continued)

87:  "Miss" Message