void Game_Party::SetupBattleTestMembers() { Clear(); for (auto& btdata : Data::system.battletest_data) { AddActor(btdata.actor_id); Game_Actor* actor = Game_Actors::GetActor(btdata.actor_id); // Filter garbage btdata inserted by the editor std::array<int, 5> ids = { btdata.weapon_id, btdata.shield_id, btdata.armor_id, btdata.helmet_id, btdata.accessory_id }; std::replace_if(ids.begin(), ids.end(), [] (const int& item_id) { return ReaderUtil::GetElement(Data::items, item_id) == nullptr; }, 0); actor->SetEquipment(RPG::Item::Type_weapon, ids[0]); actor->SetEquipment(RPG::Item::Type_shield, ids[1]); actor->SetEquipment(RPG::Item::Type_armor, ids[2]); actor->SetEquipment(RPG::Item::Type_helmet, ids[3]); actor->SetEquipment(RPG::Item::Type_accessory, ids[4]); actor->ChangeLevel(btdata.level, false); actor->SetHp(actor->GetMaxHp()); actor->SetSp(actor->GetMaxSp()); } data().party_size = data().party.size(); Main_Data::game_player->Refresh(); }
bool Game_Interpreter::CommandFullHeal(RPG::EventCommand const& com) { // Code 10490 std::vector<Game_Actor*> actors = GetActors(com.parameters[0], com.parameters[1]); for (std::vector<Game_Actor*>::iterator i = actors.begin(); i != actors.end(); i++) { Game_Actor* actor = *i; actor->SetHp(actor->GetMaxHp()); actor->SetSp(actor->GetMaxSp()); actor->RemoveAllStates(); } return true; }
void Game_Party::SetupBattleTestMembers() { data.party.clear(); std::vector<RPG::TestBattler>::const_iterator it; for (it = Data::system.battletest_data.begin(); it != Data::system.battletest_data.end(); ++it) { AddActor(it->actor_id); Game_Actor* actor = Game_Actors::GetActor(it->actor_id); actor->SetEquipment(0, it->weapon_id); actor->SetEquipment(1, it->shield_id); actor->SetEquipment(1, it->armor_id); actor->SetEquipment(1, it->helmet_id); actor->SetEquipment(1, it->accessory_id); actor->ChangeLevel(it->level, false); actor->SetHp(actor->GetMaxHp()); actor->SetSp(actor->GetMaxSp()); } Main_Data::game_player->Refresh(); }
// Command control vars bool Game_Interpreter::CommandControlVariables(RPG::EventCommand const& com) { // Code ControlVars int i, value = 0; Game_Actor* actor; Game_Character* character; switch (com.parameters[4]) { case 0: // Constant value = com.parameters[5]; break; case 1: // Var A ops B value = Game_Variables[com.parameters[5]]; break; case 2: // Number of var A ops B value = Game_Variables[Game_Variables[com.parameters[5]]]; break; case 3: // Random between range int a, b; a = max(com.parameters[5], com.parameters[6]); b = min(com.parameters[5], com.parameters[6]); value = rand() % (a-b+1)+b; break; case 4: // Items switch (com.parameters[6]) { case 0: // Number of items posessed value = Game_Party::ItemNumber(com.parameters[5]); break; case 1: // How often the item is equipped value = Game_Party::ItemNumber(com.parameters[5], true); break; } break; case 5: // Hero actor = Game_Actors::GetActor(com.parameters[5]); if (actor != NULL) { switch (com.parameters[6]) { case 0: // Level value = actor->GetLevel(); break; case 1: // Experience value = actor->GetExp(); break; case 2: // Current HP value = actor->GetHp(); break; case 3: // Current MP value = actor->GetSp(); break; case 4: // Max HP value = actor->GetMaxHp(); break; case 5: // Max MP value = actor->GetMaxSp(); break; case 6: // Attack value = actor->GetAtk(); break; case 7: // Defense value = actor->GetDef(); break; case 8: // Intelligence value = actor->GetSpi(); break; case 9: // Agility value = actor->GetAgi(); break; case 10: // Weapon ID value = actor->GetWeaponId(); break; case 11: // Shield ID value = actor->GetShieldId(); break; case 12: // Armor ID value = actor->GetArmorId(); break; case 13: // Helmet ID value = actor->GetHelmetId(); break; case 14: // Accesory ID value = actor->GetAccessoryId(); break; } } break; case 6: // Characters if (com.parameters[6] != 0){ character = GetCharacter(com.parameters[5]); } else { // Special case for Player Map ID character = NULL; value = Game_Map::GetMapId(); } // Other cases if (character != NULL) { switch (com.parameters[6]) { case 1: // X Coordinate value = character->GetX(); break; case 2: // Y Coordinate value = character->GetY(); break; case 3: // TODO Orientation // Needs testing value = character->GetDirection(); break; case 4: // Screen X value = character->GetScreenX(); break; case 5: // Screen Y value = character->GetScreenY(); } } break; case 7: // More switch (com.parameters[5]) { case 0: // Gold value = Game_Party::GetGold(); break; case 1: value = Game_Party::ReadTimer(Game_Party::Timer1); break; case 2: // Number of heroes in party value = Game_Party::GetActors().size(); break; case 3: // Number of saves value = Game_System::GetSaveCount(); break; case 4: // Number of battles value = Game_Party::GetBattleCount(); break; case 5: // Number of wins value = Game_Party::GetWinCount(); break; case 6: // Number of defeats value = Game_Party::GetDefeatCount(); break; case 7: // Number of escapes (aka run away) value = Game_Party::GetRunCount(); break; case 8: // TODO: MIDI play position break; case 9: value = Game_Party::ReadTimer(Game_Party::Timer2); break; } break; default: ; } switch (com.parameters[0]) { case 0: case 1: // Single and Var range for (i = com.parameters[1]; i <= com.parameters[2]; i++) { switch (com.parameters[3]) { case 0: // Assignement Game_Variables[i] = value; break; case 1: // Addition Game_Variables[i] += value; break; case 2: // Subtraction Game_Variables[i] -= value; break; case 3: // Multiplication Game_Variables[i] *= value; break; case 4: // Division if (value != 0) { Game_Variables[i] /= value; } break; case 5: // Module if (value != 0) { Game_Variables[i] %= value; } else { Game_Variables[i] = 0; } } if (Game_Variables[i] > MaxSize) { Game_Variables[i] = MaxSize; } if (Game_Variables[i] < MinSize) { Game_Variables[i] = MinSize; } } break; case 2: switch (com.parameters[3]) { case 0: // Assignement Game_Variables[com.parameters[1]] = value; break; case 1: // Addition Game_Variables[com.parameters[1]] += value; break; case 2: // Subtraction Game_Variables[com.parameters[1]] -= value; break; case 3: // Multiplication Game_Variables[com.parameters[1]] *= value; break; case 4: // Division if (value != 0) { Game_Variables[com.parameters[1]] /= value; } break; case 5: // Module if (value != 0) { Game_Variables[com.parameters[1]] %= value; } } if (Game_Variables[com.parameters[1]] > MaxSize) { Game_Variables[com.parameters[1]] = MaxSize; } if (Game_Variables[com.parameters[1]] < MinSize) { Game_Variables[com.parameters[1]] = MinSize; } } Game_Map::SetNeedRefresh(true); return true; }
bool Game_Battle::AreConditionsMet(const RPG::TroopPageCondition& condition) { if (condition.flags.switch_a && !Game_Switches[condition.switch_a_id]) return false; if (condition.flags.switch_b && !Game_Switches[condition.switch_b_id]) return false; if (condition.flags.variable && !(Game_Variables[condition.variable_id] >= condition.variable_value)) return false; if (condition.flags.turn && !CheckTurns(GetTurn(), condition.turn_b, condition.turn_a)) return false; /* TODO RPG 2k3 if (condition.flags.turn_enemy && !CheckTurns(GetEnemy(condition.turn_enemy_id).GetTurns(), condition.turn_enemy_b, condition.turn_enemy_a)) return false; if (condition.flags.turn_actor) { Battle::Ally* ally = FindAlly(condition.turn_actor_id); if (!ally) return false; if (!CheckTurns(ally->GetTurns(), condition.turn_actor_b, condition.turn_actor_a)) return false; }*/ if (condition.flags.fatigue) { int fatigue = Main_Data::game_party->GetFatigue(); if (fatigue < condition.fatigue_min || fatigue > condition.fatigue_max) return false; } if (condition.flags.enemy_hp) { Game_Battler& enemy = (*Main_Data::game_enemyparty)[condition.enemy_id - 1]; int hp = enemy.GetHp(); int hpmin = enemy.GetMaxHp() * condition.enemy_hp_min / 100; int hpmax = enemy.GetMaxHp() * condition.enemy_hp_max / 100; if (hp < hpmin || hp > hpmax) return false; } if (condition.flags.actor_hp) { Game_Actor* actor = Game_Actors::GetActor(condition.actor_id); int hp = actor->GetHp(); int hpmin = actor->GetMaxHp() * condition.actor_hp_min / 100; int hpmax = actor->GetMaxHp() * condition.actor_hp_max / 100; if (hp < hpmin || hp > hpmax) return false; } if (condition.flags.turn_actor) { if (!CheckTurns(Game_Actors::GetActor(condition.actor_id)->GetBattleTurn(), condition.turn_actor_b, condition.turn_actor_a)) { return false; } } /* TODO RPG2k3 if (condition.flags.command_actor) { Battle::Ally* ally = FindAlly(condition.actor_id); if (!ally) return false; if (ally->last_command != condition.command_id) return false; }*/ return true; }