61 party_size = party.size();
73 lower_tiles.resize(144);
74 upper_tiles.resize(144);
75 for (
int i = 0; i < 144; i++) {
143 teleport_allowed =
true;
144 escape_allowed =
true;
157 for (
int i = 1; i <= (int)pictures.size(); i++) {
158 pictures[i - 1].ID = i;
162 for (
int i = 1; i <= (int)
actors.size(); i++)
169 final_level = final_level == -1 ? 99 : final_level;
170 exp_base = exp_base == -1 ? 300 : exp_base;
171 exp_inflation = exp_inflation == -1 ? 300 : exp_inflation;
174 final_level = final_level == -1 ? 50 : final_level;
175 exp_base = exp_base == -1 ? 30 : exp_base;
176 exp_inflation = exp_inflation == -1 ? 30 : exp_inflation;
178 parameters.Setup(final_level);
182 music.name =
"(OFF)";
186 terrain_data.resize(162, 1);
187 passable_data_lower.resize(162, 15);
188 passable_data_upper.resize(162, 15);
192 maxhp.resize(final_level, 1);
193 maxsp.resize(final_level, 0);
194 attack.resize(final_level, 1);
195 defense.resize(final_level, 1);
196 spirit.resize(final_level, 1);
197 agility.resize(final_level, 1);
std::string parallax_name
std::vector< int16_t > skills
std::vector< uint32_t > battle_commands
std::vector< int16_t > status
void Setup(int final_level)
void Setup(const RPG::Event &event)
std::string character_name
std::vector< int16_t > party
std::vector< RPG::Variable > & variables
std::vector< int16_t > equipped
Equipment initial_equipment
std::vector< uint32_t > battle_commands
std::vector< RPG::Switch > & switches
bool parallax_auto_loop_x
bool parallax_auto_loop_y
std::vector< RPG::Actor > & actors