32 static const unsigned int STR = 0;
37 static const unsigned int VIT = 1;
42 static const unsigned int MAG = 2;
47 static const unsigned int SPR = 3;
52 static const unsigned int DEX = 4;
57 static const unsigned int LCK = 5;
62 static const unsigned int HP = 6;
67 static const unsigned int MP = 7;
77 static const unsigned int FIRE = 0;
82 static const unsigned int ICE = 1;
87 static const unsigned int BOLT = 2;
92 static const unsigned int EARTH = 3;
97 static const unsigned int POISON = 4;
107 static const unsigned int WATER = 6;
112 static const unsigned int WIND = 7;
117 static const unsigned int HOLY = 8;
127 static const unsigned int CUT = 10;
132 static const unsigned int HIT = 11;
137 static const unsigned int PUNCH = 12;
142 static const unsigned int SHOOT = 13;
147 static const unsigned int SHOUT = 14;
244 case RANDOM:
return "random";
245 default:
return "unknown_target_option";
286 static const unsigned int DEATH = 0;
296 static const unsigned int SLEEP = 2;
311 static const unsigned int FURY = 5;
316 static const unsigned int CONFU = 5;
326 static const unsigned int HASTE = 7;
331 static const unsigned int SLOW = 8;
336 static const unsigned int STOP = 9;
341 static const unsigned int FROG = 10;
346 static const unsigned int SMALL = 11;
361 static const unsigned int REGEN = 14;
383 static const unsigned int DUAL = 18;
461 static const unsigned int CURE = 1;
479 case INFLICT:
return "inflict";
480 case CURE:
return "cure";
481 case TOGGLE:
return "toggle";
482 default:
return "unknown_effect_mode";
Definition: GameData.h:70
static const unsigned int ICE
Ice element.
Definition: GameData.h:82
static const unsigned int GRAVITY
Gravity element.
Definition: GameData.h:102
static const unsigned int BOLT
Bolt element.
Definition: GameData.h:87
static const unsigned int PUNCH
Punch element.
Definition: GameData.h:137
static const unsigned int FIRE
Fire element.
Definition: GameData.h:77
static const unsigned int EARTH
Earth element.
Definition: GameData.h:92
static const unsigned int WIND
Wind element.
Definition: GameData.h:112
static const unsigned int RESTORATIVE
Restorative element.
Definition: GameData.h:122
static const unsigned int HIDDEN
Hidden element.
Definition: GameData.h:152
static const unsigned int CUT
Cut element.
Definition: GameData.h:127
static const unsigned int HIT
Hit element.
Definition: GameData.h:132
static const unsigned int HOLY
Holy element.
Definition: GameData.h:117
static const unsigned int SHOUT
Shout element.
Definition: GameData.h:147
static const unsigned int SHOOT
Shoot element.
Definition: GameData.h:142
static const unsigned int POISON
Poison element.
Definition: GameData.h:97
static const unsigned int WATER
Water element.
Definition: GameData.h:107
How a status effect modifier attack or item can act.
Definition: GameData.h:449
static const unsigned int CURE
Cures status changes.
Definition: GameData.h:461
static const unsigned int INFLICT
Inflicts status changes.
Definition: GameData.h:456
static std::string to_string(const unsigned int id)
Retrieves a descriptive string from an mode ID.
Definition: GameData.h:477
static const unsigned int TOGGLE
Toggles status changes.
Definition: GameData.h:469
List of altered status.
Definition: GameData.h:279
static const unsigned int PEERLESS
The character is invincible.
Definition: GameData.h:408
static const unsigned int LUCKY_GIRL
Cait' Sith lucky girl mode.
Definition: GameData.h:438
static const unsigned int BARRIER
The character has a physical barrier.
Definition: GameData.h:366
static const unsigned int BERSERK
The character is berserk.
Definition: GameData.h:403
static const unsigned int RESIST
The character has resist.
Definition: GameData.h:433
static const unsigned int SHIELD
The character has a shield.
Definition: GameData.h:388
static const unsigned int M_BARRIER
The character has a magical barrier.
Definition: GameData.h:371
static const unsigned int DEATH_FORCE
The character has deathforce.
Definition: GameData.h:428
static const unsigned int REFLECT
The character reflects magical attacks.
Definition: GameData.h:376
static const unsigned int SLOW
The character is.
Definition: GameData.h:331
static const unsigned int D_SENTENCE
The character has a death sentence.
Definition: GameData.h:393
static const unsigned int REGEN
The character is regenerating health.
Definition: GameData.h:361
static const unsigned int PETRIFY
The character is petrified.
Definition: GameData.h:356
static const unsigned int DEATH
The character is dead.
Definition: GameData.h:286
static const unsigned int POISONED
The character is poisoned.
Definition: GameData.h:301
static const unsigned int DUAL_DRAIN
The character has dual drain.
Definition: GameData.h:423
static const unsigned int SLOW_NUMB
The character is going to be petrified.
Definition: GameData.h:351
static const unsigned int SILENCE
The character is silenced.
Definition: GameData.h:321
static const unsigned int SADNESS
The character is sad.
Definition: GameData.h:306
static const unsigned int NEAR_DEATH
The character has critical HP.
Definition: GameData.h:291
static const unsigned int HASTE
The character is slow.
Definition: GameData.h:326
static const unsigned int FURY
The character is furious.
Definition: GameData.h:311
static const unsigned int FROG
The character is a frog.
Definition: GameData.h:341
static const unsigned int SMALL
The character is small.
Definition: GameData.h:346
static const unsigned int CONFU
The character is confused.
Definition: GameData.h:316
static const unsigned int MANIPULATE
The character is being manipulated.
Definition: GameData.h:398
static const unsigned int IMPRISONED
The character is imprisioned.
Definition: GameData.h:443
static const unsigned int DARKNESS
The character is blinded.
Definition: GameData.h:418
static const unsigned int STOP
The character is stopped.
Definition: GameData.h:336
static const unsigned int PARALYSIS
The character is paralyzed.
Definition: GameData.h:413
static const unsigned int SLEEP
The character is asleep.
Definition: GameData.h:296
static const unsigned int DUAL
The character has dual status.
Definition: GameData.h:383
Character or enemy stats.
Definition: GameData.h:25
static const unsigned int DEX
Dexterity stat.
Definition: GameData.h:52
static const unsigned int VIT
Vtatlity stat.
Definition: GameData.h:37
static const unsigned int MP
MP stat.
Definition: GameData.h:67
static const unsigned int MAG
Magic stat.
Definition: GameData.h:42
static const unsigned int HP
HP stat.
Definition: GameData.h:62
static const unsigned int SPR
Spirit stat.
Definition: GameData.h:47
static const unsigned int STR
Strength stat.
Definition: GameData.h:32
static const unsigned int LCK
Luck stat.
Definition: GameData.h:57
List of target selection options.
Definition: GameData.h:158
static const unsigned int DEFAULT_MULTIPLE
The default target is a group.
Definition: GameData.h:185
static const unsigned int SHORT_RANGE
The command is short ranged.
Definition: GameData.h:211
static const unsigned int SELECTION_ENABLED
The target can be selected.
Definition: GameData.h:168
static const unsigned int TOGGLE_MULTIPLE
The selection can change between groups and individuals.
Definition: GameData.h:194
static const unsigned int RANDOM
The target is random.
Definition: GameData.h:226
static std::string to_string(const unsigned int id)
Retrieves a descriptive string from an option ID.
Definition: GameData.h:235
static const unsigned int FIXED_ROW
The target group can be changed.
Definition: GameData.h:202
static const unsigned int ALL_ROWS
Targets all, enemies and allies.
Definition: GameData.h:218
static const unsigned int DEFAULT_ENEMY
The default target is an enemy.
Definition: GameData.h:176
Definition: GameData.h:18
RestoreType
Determines what an attack (or item) restores.
Definition: GameData.h:253