liblcf
rpg_state.cpp
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1 /* !!!! GENERATED FILE - DO NOT EDIT !!!!
2  * --------------------------------------
3  *
4  * This file is part of liblcf. Copyright (c) liblcf authors.
5  * https://github.com/EasyRPG/liblcf - https://easyrpg.org
6  *
7  * liblcf is Free/Libre Open Source Software, released under the MIT License.
8  * For the full copyright and license information, please view the COPYING
9  * file that was distributed with this source code.
10  */
11 
12 // Headers
13 #include "lcf/rpg/state.h"
14 
15 constexpr int lcf::rpg::State::kDeathID;
16 namespace lcf {
17 namespace rpg {
18 
19 std::ostream& operator<<(std::ostream& os, const State& obj) {
20  os << "State{";
21  os << "name="<< obj.name;
22  os << ", type="<< obj.type;
23  os << ", color="<< obj.color;
24  os << ", priority="<< obj.priority;
25  os << ", restriction="<< obj.restriction;
26  os << ", a_rate="<< obj.a_rate;
27  os << ", b_rate="<< obj.b_rate;
28  os << ", c_rate="<< obj.c_rate;
29  os << ", d_rate="<< obj.d_rate;
30  os << ", e_rate="<< obj.e_rate;
31  os << ", hold_turn="<< obj.hold_turn;
32  os << ", auto_release_prob="<< obj.auto_release_prob;
33  os << ", release_by_damage="<< obj.release_by_damage;
34  os << ", affect_type="<< obj.affect_type;
35  os << ", affect_attack="<< obj.affect_attack;
36  os << ", affect_defense="<< obj.affect_defense;
37  os << ", affect_spirit="<< obj.affect_spirit;
38  os << ", affect_agility="<< obj.affect_agility;
39  os << ", reduce_hit_ratio="<< obj.reduce_hit_ratio;
40  os << ", avoid_attacks="<< obj.avoid_attacks;
41  os << ", reflect_magic="<< obj.reflect_magic;
42  os << ", cursed="<< obj.cursed;
43  os << ", battler_animation_id="<< obj.battler_animation_id;
44  os << ", restrict_skill="<< obj.restrict_skill;
45  os << ", restrict_skill_level="<< obj.restrict_skill_level;
46  os << ", restrict_magic="<< obj.restrict_magic;
47  os << ", restrict_magic_level="<< obj.restrict_magic_level;
48  os << ", hp_change_type="<< obj.hp_change_type;
49  os << ", sp_change_type="<< obj.sp_change_type;
50  os << ", message_actor="<< obj.message_actor;
51  os << ", message_enemy="<< obj.message_enemy;
52  os << ", message_already="<< obj.message_already;
53  os << ", message_affected="<< obj.message_affected;
54  os << ", message_recovery="<< obj.message_recovery;
55  os << ", hp_change_max="<< obj.hp_change_max;
56  os << ", hp_change_val="<< obj.hp_change_val;
57  os << ", hp_change_map_steps="<< obj.hp_change_map_steps;
58  os << ", hp_change_map_val="<< obj.hp_change_map_val;
59  os << ", sp_change_max="<< obj.sp_change_max;
60  os << ", sp_change_val="<< obj.sp_change_val;
61  os << ", sp_change_map_steps="<< obj.sp_change_map_steps;
62  os << ", sp_change_map_val="<< obj.sp_change_map_val;
63  os << ", easyrpg_immune_states=";
64  for (size_t i = 0; i < obj.easyrpg_immune_states.size(); ++i) {
65  os << (i == 0 ? "[" : ", ") << obj.easyrpg_immune_states[i];
66  }
67  os << "]";
68  os << "}";
69  return os;
70 }
71 
72 } // namespace rpg
73 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13