44 for (
size_t i = 0; i <
status.size(); ++i) {
53 if (move_frequency == -1) {
56 if (move_speed == -1) {
59 if (sprite_name.empty()) {
62 if (sprite_id == -1) {
70 if (graphics_name.empty()) {
79 if (title_music.name.empty()) {
82 if (boat_music.name.empty()) {
85 if (ship_music.name.empty()) {
88 if (airship_music.name.empty()) {
91 if (gameover_music.name.empty()) {
94 if (cursor_se.name.empty()) {
97 if (decision_se.name.empty()) {
100 if (cancel_se.name.empty()) {
103 if (buzzer_se.name.empty()) {
106 if (battle_se.name.empty()) {
109 if (escape_se.name.empty()) {
112 if (enemy_attack_se.name.empty()) {
115 if (enemy_damaged_se.name.empty()) {
118 if (actor_damaged_se.name.empty()) {
121 if (dodge_se.name.empty()) {
124 if (enemy_death_se.name.empty()) {
127 if (item_se.name.empty()) {
133 if (chipset_id == -1) {
139 if (move_speed == -1) {
145 if (tint_current_red == -1.0) {
146 tint_current_red = 100.0;
148 if (tint_current_green == -1.0) {
149 tint_current_green = 100.0;
151 if (tint_current_blue == -1.0) {
152 tint_current_blue = 100.0;
154 if (tint_current_sat == -1.0) {
155 tint_current_sat = 100.0;
std::vector< int16_t > status
std::string character_name
void Fixup(const RPG::Map &map)
std::string character_name
std::vector< RPG::Variable > & variables
std::vector< RPG::Switch > & switches
void Fixup(const RPG::EventPage &page)
std::vector< RPG::Actor > & actors