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+/* SPDX-License-Identifier: MIT */
+/*
+ * konrmdata.h
+ *
+ * Copyright (c) 2026 KonAki
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#ifndef KONRMDATA_H
+#define KONRMDATA_H
+
+#include "konbattle.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*** definition ***/
+
+/* what mzdata writes for the database of an RPG Maker MV or MZ game: enemies and troops here, the states, skills and items
+ as the tables konbattle.h already has. all of it is indexed by the id the game gives, entry 0 is empty and so is an id that
+ is not there. the structs are only ever read. a troop's battle events are scripts, the page n of troop t is the label
+ "t<t>p<n>" in the konscript the converter wrote, counting from 1 */
+
+#define KON_RM_ELEMENTS 16
+
+typedef struct kon_rmEnemyAction {
+ int skillId;
+ int conditionType; /* 0 always, 1 turn, 2 hp, 3 mp, 4 state, 5 party level, 6 switch */
+ int param1, param2; /* turn: a and b, hp and mp: from and to in percent, the others the number to look at */
+ int rating;
+} kon_rmEnemyAction_t;
+
+typedef struct kon_rmDrop {
+ int kind; /* 1 item, 2 weapon, 3 armor */
+ int dataId;
+ int denominator; /* one chance in so many */
+} kon_rmDrop_t;
+
+typedef struct kon_rmEnemy {
+ const char *name;
+ const char *battlerName; /* the picture, in img/enemies or img/sv_enemies */
+ int battlerHue;
+ int params[KON_PARAMS]; /* max hp, max mp, atk, def, mat, mdf, agi, luk */
+ int exp, gold;
+ int hit, eva, cri, cev, mev, mrf; /* percents */
+ int pdr, mdr; /* damage taken from physical and magical hits, percent */
+ int hrg, mrg, trg;
+ int elementRate[KON_RM_ELEMENTS]; /* percent, 0 and the ones past the end of the table are no element */
+ const kon_rmEnemyAction_t *actions;
+ int actionCount;
+ const kon_rmDrop_t *drops;
+ int dropCount;
+} kon_rmEnemy_t;
+
+typedef struct kon_rmTroopMember {
+ int enemyId, x, y, hidden;
+} kon_rmTroopMember_t;
+
+/* when a battle event page runs. each condition counts only when its valid flag is 1 */
+typedef struct kon_rmTroopPage {
+ int turnValid, turnA, turnB, turnEnding;
+ int enemyValid, enemyIndex, enemyHp;
+ int actorValid, actorId, actorHp;
+ int switchValid, switchId;
+ int span; /* 0 once in the battle, 1 once a turn, 2 all the time */
+} kon_rmTroopPage_t;
+
+typedef struct kon_rmTroop {
+ const char *name;
+ const kon_rmTroopMember_t *members;
+ int memberCount;
+ const kon_rmTroopPage_t *pages;
+ int pageCount;
+} kon_rmTroop_t;
+
+/*** enemies ***/
+
+/* the battler of an enemy, at full hp and mp. the name is the enemy's */
+void kon_rmEnemyBattler(const kon_rmEnemy_t *enemy, kon_battler_t *out);
+
+/* what the game knows about the enemy and the fight, for the actions that have conditions. any of the callbacks can be NULL, which
+ reads as no, and a skill that is not usable is not picked */
+typedef struct kon_rmAi {
+ int turn;
+ const kon_battler_t *self;
+ int partyLevel;
+ int (*switchOn)(int id, void *user);
+ int (*usable)(int skillId, void *user);
+ void *user;
+} kon_rmAi_t;
+
+/* the skill the enemy does, picked the way RPG Maker does: of the usable actions whose condition is true, the ones within 2 of
+ the best rating are drawn by how much they are above that. returns 0 for none. seed is the state of a random generator, any
+ number but 0 */
+int kon_rmEnemyAction(const kon_rmEnemy_t *enemy, const kon_rmAi_t *ai, uint32_t *seed);
+
+/*** troops ***/
+
+/* is the page's condition true. turnEnd is 1 at the end of a turn. enemyHp and actorHp are the percent of hp the enemy and the actor the condition names have, or -1 when
+ they are not in the fight. turn counts from 1 and a page with a span is the game's to keep track of */
+int kon_rmTroopPageReady(const kon_rmTroopPage_t *page, int turn, int turnEnd, int enemyHp, int actorHp, int switchOn);
+
+#ifdef __cplusplus
+}
+#endif
+#endif