diff --git a/generator/csv/fields_easyrpg.csv b/generator/csv/fields_easyrpg.csv index b0839104..7d80a169 100644 --- a/generator/csv/fields_easyrpg.csv +++ b/generator/csv/fields_easyrpg.csv @@ -34,6 +34,8 @@ BattleCommands,easyrpg_default_atb_mode,f,Enum,0xC8,0,0,1,De BattleCommands,easyrpg_enable_battle_row_command,f,Boolean,0xC9,True,0,1,If the row command should be enabled in RPG Maker 2003 battles BattleCommands,easyrpg_sequential_order,f,Boolean,0xCA,False,0,1,If alternative and gauge style battles should behave like traditional style battles BattleCommands,easyrpg_disable_row_feature,f,Boolean,0xCB,False,0,1,If the row feature should be disabled in RPG Maker 2003 games +BattleCommands,easyrpg_fixed_actor_facing_direction,f,Int32,0xCC,0,0,1,"If actor facing direction shouldn't ever change during battle. Applies only to Normal and Initiative battle types (0=Disabled, 1=Always flipped, 2=Never flipped)" +BattleCommands,easyrpg_fixed_enemy_facing_direction,f,Int32,0xCD,0,0,1,"If enemy facing direction shouldn't ever change during battle. Applies only to Normal and Initiative battle types (0=Disabled, 1=Always flipped, 2=Never flipped)" Actor,easyrpg_actorai,f,Int32,0xC9,-1,0,0,Default autobattle AI behavior of the actor Actor,easyrpg_prevent_critical,f,Boolean,0xCA,False,0,0,If the actor is protected against critical hits Actor,easyrpg_raise_evasion,f,Boolean,0xCB,False,0,0,If the actor has an increased evasion rate diff --git a/src/generated/lcf/ldb/chunks.h b/src/generated/lcf/ldb/chunks.h index 474441f5..758ef9a6 100644 --- a/src/generated/lcf/ldb/chunks.h +++ b/src/generated/lcf/ldb/chunks.h @@ -267,7 +267,11 @@ namespace LDB_Reader { /** If alternative and gauge style battles should behave like traditional style battles */ easyrpg_sequential_order = 0xCA, /** If the row feature should be disabled in RPG Maker 2003 games */ - easyrpg_disable_row_feature = 0xCB + easyrpg_disable_row_feature = 0xCB, + /** If actor facing direction shouldn't ever change during battle. Applies only to Normal and Initiative battle types (0=Disabled, 1=Always flipped, 2=Never flipped) */ + easyrpg_fixed_actor_facing_direction = 0xCC, + /** If enemy facing direction shouldn't ever change during battle. Applies only to Normal and Initiative battle types (0=Disabled, 1=Always flipped, 2=Never flipped) */ + easyrpg_fixed_enemy_facing_direction = 0xCD }; }; struct ChunkBattlerAnimation { diff --git a/src/generated/lcf/rpg/battlecommands.h b/src/generated/lcf/rpg/battlecommands.h index 90e6a1fe..a4e0cbe9 100644 --- a/src/generated/lcf/rpg/battlecommands.h +++ b/src/generated/lcf/rpg/battlecommands.h @@ -104,6 +104,8 @@ namespace rpg { bool easyrpg_enable_battle_row_command = true; bool easyrpg_sequential_order = false; bool easyrpg_disable_row_feature = false; + int32_t easyrpg_fixed_actor_facing_direction = 0; + int32_t easyrpg_fixed_enemy_facing_direction = 0; }; inline std::ostream& operator<<(std::ostream& os, BattleCommands::Placement code) { os << static_cast>(code); @@ -149,7 +151,9 @@ namespace rpg { && l.easyrpg_default_atb_mode == r.easyrpg_default_atb_mode && l.easyrpg_enable_battle_row_command == r.easyrpg_enable_battle_row_command && l.easyrpg_sequential_order == r.easyrpg_sequential_order - && l.easyrpg_disable_row_feature == r.easyrpg_disable_row_feature; + && l.easyrpg_disable_row_feature == r.easyrpg_disable_row_feature + && l.easyrpg_fixed_actor_facing_direction == r.easyrpg_fixed_actor_facing_direction + && l.easyrpg_fixed_enemy_facing_direction == r.easyrpg_fixed_enemy_facing_direction; } inline bool operator!=(const BattleCommands& l, const BattleCommands& r) { diff --git a/src/generated/ldb_battlecommands.cpp b/src/generated/ldb_battlecommands.cpp index 85f1452e..81a19d43 100644 --- a/src/generated/ldb_battlecommands.cpp +++ b/src/generated/ldb_battlecommands.cpp @@ -153,6 +153,20 @@ static TypedField static_easyrpg_disable_row_feature( 0, 1 ); +static TypedField static_easyrpg_fixed_actor_facing_direction( + &rpg::BattleCommands::easyrpg_fixed_actor_facing_direction, + LDB_Reader::ChunkBattleCommands::easyrpg_fixed_actor_facing_direction, + "easyrpg_fixed_actor_facing_direction", + 0, + 1 +); +static TypedField static_easyrpg_fixed_enemy_facing_direction( + &rpg::BattleCommands::easyrpg_fixed_enemy_facing_direction, + LDB_Reader::ChunkBattleCommands::easyrpg_fixed_enemy_facing_direction, + "easyrpg_fixed_enemy_facing_direction", + 0, + 1 +); template <> @@ -176,6 +190,8 @@ Field const* Struct::fields[] = { &static_easyrpg_enable_battle_row_command, &static_easyrpg_sequential_order, &static_easyrpg_disable_row_feature, + &static_easyrpg_fixed_actor_facing_direction, + &static_easyrpg_fixed_enemy_facing_direction, NULL }; diff --git a/src/generated/rpg_battlecommands.cpp b/src/generated/rpg_battlecommands.cpp index 5d5ccdf5..05bca9ee 100644 --- a/src/generated/rpg_battlecommands.cpp +++ b/src/generated/rpg_battlecommands.cpp @@ -40,6 +40,8 @@ std::ostream& operator<<(std::ostream& os, const BattleCommands& obj) { os << ", easyrpg_enable_battle_row_command="<< obj.easyrpg_enable_battle_row_command; os << ", easyrpg_sequential_order="<< obj.easyrpg_sequential_order; os << ", easyrpg_disable_row_feature="<< obj.easyrpg_disable_row_feature; + os << ", easyrpg_fixed_actor_facing_direction="<< obj.easyrpg_fixed_actor_facing_direction; + os << ", easyrpg_fixed_enemy_facing_direction="<< obj.easyrpg_fixed_enemy_facing_direction; os << "}"; return os; }