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@rewrking
Last active October 2, 2023 21:26
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bool onComment(const char* text, const RPG::ParsedCommentData* parsedData, RPG::EventScriptLine* nextScriptLine,
RPG::EventScriptData* scriptData, int eventId, int pageId, int lineId, int* nextLineId)
{
std::string cmd = parsedData->command;
if (cmd == "test_dbmonsters")
{
int id = parsedData->parameters[0].number;
RPG::DBMonster* monster = RPG::dbMonsters[id];
printf("DBMonster:\n");
printf(" id: %i\n", monster->id);
printf(" name: %s\n", monster->name.s_str().c_str());
printf(" filename: %s\n", monster->filename.s_str().c_str());
printf(" colorAlteration: %i\n", monster->colorAlteration);
printf(" maxHp: %i\n", monster->maxHp);
printf(" maxMp: %i\n", monster->maxMp);
printf(" attack: %i\n", monster->attack);
printf(" defense: %i\n", monster->defense);
printf(" intelligence: %i\n", monster->intelligence);
printf(" agility: %i\n", monster->agility);
printf(" isTransparent: %i\n", monster->isTransparent);
printf(" exp: %i\n", monster->exp);
printf(" gold: %i\n", monster->gold);
printf(" itemId: %i\n", monster->itemId);
printf(" itemProbability: %i\n", monster->itemProbability);
printf(" critFlag: %i\n", monster->critFlag);
printf(" critPercentage: %i\n", monster->critPercentage);
printf(" oftenMiss: %i\n", monster->oftenMiss);
printf(" isFlying: %i\n", monster->isFlying);
//printf(" conditions.size: %i\n",RPG::dbMonsters[id]->conditions.size);
//printf(" attributes.size: %i\n",RPG::dbMonsters[id]->attributes.size);
for (int i = 1; i <= monster->conditions.size; i++)
{
printf(" conditions[%i", i);
printf("]: %i\n", monster->conditions[i]);
}
for (int i = 1; i <= monster->attributes.size; i++)
{
printf(" attributes[%i", i);
printf("]: %i\n", monster->attributes[i]);
}
for (int i = 0; i < monster->behavior.count(); i++)
{
RPG::MonsterBehavior* behavior = monster->behavior[i];
printf(" behavior[%i]:\n", i);
printf(" id: %i\n", behavior->id);
printf(" kind: %i\n", behavior->kind);
printf(" basicActionId: %i\n", behavior->basicActionId);
printf(" skillId: %i\n", behavior->skillId);
printf(" monsterId: %i\n", behavior->monsterId);
printf(" precondition: %i\n", behavior->precondition);
printf(" preconditionParam[0]: %i\n", behavior->preconditionParam[0]);
printf(" preconditionParam[1]: %i\n", behavior->preconditionParam[1]);
printf(" preconditionSwitchId: %i\n", behavior->preconditionSwitchId);
printf(" switchOn: %i\n", behavior->switchOn);
printf(" switchOnId: %i\n", behavior->switchOnId);
printf(" switchOff: %i\n", behavior->switchOff);
printf(" switchOffId: %i\n", behavior->switchOffId);
printf(" priority: %i\n", behavior->priority);
}
return true;
}
//printf(" aiControl: %i\n",RPG::dbActors[5]->aiControl);
return false;
}
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