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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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