72 lower_tiles.resize(144);
73 upper_tiles.resize(144);
74 for (
int i = 0; i < 144; i++) {
98 message_active =
false;
99 music_stopping =
false;
124 teleport_allowed =
true;
125 escape_allowed =
true;
139 for (
int i = 1; i <= (int)
actors.size(); i++)
143 party_location.move_speed = 4;
148 if (targets.empty()) {
154 int max_final_level = 0;
156 max_final_level = 99;
157 if (final_level == -1) {
158 final_level = max_final_level;
160 exp_base = exp_base == -1 ? 300 : exp_base;
161 exp_inflation = exp_inflation == -1 ? 300 : exp_inflation;
164 max_final_level = 50;
165 if (final_level == -1) {
166 final_level = max_final_level;
168 exp_base = exp_base == -1 ? 30 : exp_base;
169 exp_inflation = exp_inflation == -1 ? 30 : exp_inflation;
171 parameters.Setup(max_final_level);
175 terrain_data.resize(162, 1);
176 passable_data_lower.resize(162, 15);
177 passable_data_upper.resize(144, 15);
178 passable_data_upper.front() = 31;
183 menu_commands.resize(1, 1);
188 if (final_level > 0) level = final_level;
189 if (maxhp.size() < level) maxhp.resize(level, 1);
190 if (maxsp.size() < level) maxsp.resize(level, 0);
191 if (attack.size() < level) attack.resize(level, 1);
192 if (defense.size() < level) defense.resize(level, 1);
193 if (spirit.size() < level) spirit.resize(level, 1);
194 if (agility.size() < level) agility.resize(level, 1);
std::string character_name
Equipment initial_equipment
bool parallax_auto_loop_y
bool parallax_auto_loop_x
std::string parallax_name
void Setup(int final_level)
std::vector< int32_t > battle_commands
std::vector< int16_t > status
std::vector< int16_t > equipped
std::vector< int16_t > skills
bool changed_battle_commands
void Setup(const RPG::Event &event)
std::vector< int16_t > party
std::vector< RPG::State > & states
std::vector< RPG::Actor > & actors