V-Gears 0
Free Final Fantasy VII engine.
Formation Struct Reference

An enemy formation. More...

#include <Formation.h>

Classes

struct  Camera
 Position for a camera. More...
 
struct  Enemy
 Each enemy in the formation. More...
 

Public Types

enum class  Layout {
  NORMAL = 0 , PREEMPTIVE , BACK_ATTACK , SIDE_ATTACK ,
  PINCER_ATTACK , LOCKED
}
 Battle layouts. More...
 

Public Member Functions

 Formation ()
 Constructor. More...
 

Public Attributes

unsigned int id
 Formation ID. More...
 
int next_formation
 When all enemies are defeated, begin battle with this ID without ending battle scene. More...
 
float escape_counter
 Difficulty to escape. More...
 
bool escapable
 Indicates if the battle can be escaped. More...
 
bool skip_victory_pose
 If true, the victory pose will be played after the battle. More...
 
bool skip_spoils
 If true, spoils (item, ap, money...) will not be obtained after the battle. More...
 
bool preemptive_disabled
 If false, this battle can never be preemtied. More...
 
Layout layout
 Battle layout. More...
 
std::vector< Enemyenemies
 The enemies in the formation. More...
 
int location
 Location ID. More...
 
std::string location_name
 Location name. More...
 
std::vector< Cameracamera_positions
 Camera positions. More...
 
int initial_camera_position
 Index of the initial camera position. More...
 
bool is_arena_battle
 Indicates if the formation is an arena battle. More...
 
std::vector< int > next_arena_formation_candidates
 FOr arena battles, candidates fro the next formation. More...
 

Detailed Description

An enemy formation.

Member Enumeration Documentation

◆ Layout

enum class Formation::Layout
strong

Battle layouts.

Enumerator
NORMAL 

Normal fight.

PREEMPTIVE 

Preemptive attack.

Enemies are on their back, they bars are empty. When attacked, or after a certain time, they turn and their bars start to fill.

BACK_ATTACK 

Back attack.

Players are on their back, they bars are empty. When attacked, or after a certain time, they turn and their bars start to fill. Player rows are reversed.

SIDE_ATTACK 

Side attack.

Players in both sides, enemies in center, facing one or other direction. Change command disabled.

PINCER_ATTACK 

Enemies in both sides, player in center, front row, facing one or the other direction.

Change command disabled. Unescapable until one of the sides is cleared.

LOCKED 

Locked position fight.

Like a normal one, but all players in the front row. Change command disabled.

Constructor & Destructor Documentation

◆ Formation()

Formation::Formation ( )
inline

Constructor.

Initializes to default values.

Member Data Documentation

◆ camera_positions

std::vector<Camera> Formation::camera_positions

Camera positions.

◆ enemies

std::vector<Enemy> Formation::enemies

The enemies in the formation.

◆ escapable

bool Formation::escapable

Indicates if the battle can be escaped.

◆ escape_counter

float Formation::escape_counter

Difficulty to escape.

◆ id

unsigned int Formation::id

Formation ID.

◆ initial_camera_position

int Formation::initial_camera_position

Index of the initial camera position.

◆ is_arena_battle

bool Formation::is_arena_battle

Indicates if the formation is an arena battle.

◆ layout

Layout Formation::layout

Battle layout.

◆ location

int Formation::location

Location ID.

Must be set, except for formations referenced by other formation's {

See also
next_formation} or {
next_arena_formation_candidates}. In those cases, it can be -1.

◆ location_name

std::string Formation::location_name

Location name.

Never used, it's to have descriptive XML files.

◆ next_arena_formation_candidates

std::vector<int> Formation::next_arena_formation_candidates

FOr arena battles, candidates fro the next formation.

◆ next_formation

int Formation::next_formation

When all enemies are defeated, begin battle with this ID without ending battle scene.

◆ preemptive_disabled

bool Formation::preemptive_disabled

If false, this battle can never be preemtied.

◆ skip_spoils

bool Formation::skip_spoils

If true, spoils (item, ap, money...) will not be obtained after the battle.

The spoil screens will not be displayed.

◆ skip_victory_pose

bool Formation::skip_victory_pose

If true, the victory pose will be played after the battle.


The documentation for this struct was generated from the following file: