13 #include "lcf/rpg/item.h"
15 constexpr
const char* lcf::rpg::Item::kDefaultMessage;
19 std::ostream&
operator<<(std::ostream& os,
const Item& obj) {
21 os <<
"name="<< obj.name;
22 os <<
", description="<< obj.description;
23 os <<
", type="<< obj.type;
24 os <<
", price="<< obj.price;
25 os <<
", uses="<< obj.uses;
26 os <<
", atk_points1="<< obj.atk_points1;
27 os <<
", def_points1="<< obj.def_points1;
28 os <<
", spi_points1="<< obj.spi_points1;
29 os <<
", agi_points1="<< obj.agi_points1;
30 os <<
", two_handed="<< obj.two_handed;
31 os <<
", sp_cost="<< obj.sp_cost;
32 os <<
", hit="<< obj.hit;
33 os <<
", critical_hit="<< obj.critical_hit;
34 os <<
", animation_id="<< obj.animation_id;
35 os <<
", preemptive="<< obj.preemptive;
36 os <<
", dual_attack="<< obj.dual_attack;
37 os <<
", attack_all="<< obj.attack_all;
38 os <<
", ignore_evasion="<< obj.ignore_evasion;
39 os <<
", prevent_critical="<< obj.prevent_critical;
40 os <<
", raise_evasion="<< obj.raise_evasion;
41 os <<
", half_sp_cost="<< obj.half_sp_cost;
42 os <<
", no_terrain_damage="<< obj.no_terrain_damage;
43 os <<
", cursed="<< obj.cursed;
44 os <<
", entire_party="<< obj.entire_party;
45 os <<
", recover_hp_rate="<< obj.recover_hp_rate;
46 os <<
", recover_hp="<< obj.recover_hp;
47 os <<
", recover_sp_rate="<< obj.recover_sp_rate;
48 os <<
", recover_sp="<< obj.recover_sp;
49 os <<
", occasion_field1="<< obj.occasion_field1;
50 os <<
", ko_only="<< obj.ko_only;
51 os <<
", max_hp_points="<< obj.max_hp_points;
52 os <<
", max_sp_points="<< obj.max_sp_points;
53 os <<
", atk_points2="<< obj.atk_points2;
54 os <<
", def_points2="<< obj.def_points2;
55 os <<
", spi_points2="<< obj.spi_points2;
56 os <<
", agi_points2="<< obj.agi_points2;
57 os <<
", using_message="<< obj.using_message;
58 os <<
", skill_id="<< obj.skill_id;
59 os <<
", switch_id="<< obj.switch_id;
60 os <<
", occasion_field2="<< obj.occasion_field2;
61 os <<
", occasion_battle="<< obj.occasion_battle;
63 for (
size_t i = 0; i < obj.actor_set.size(); ++i) {
64 os << (i == 0 ?
"[" :
", ") << obj.actor_set[i];
68 for (
size_t i = 0; i < obj.state_set.size(); ++i) {
69 os << (i == 0 ?
"[" :
", ") << obj.state_set[i];
72 os <<
", attribute_set=";
73 for (
size_t i = 0; i < obj.attribute_set.size(); ++i) {
74 os << (i == 0 ?
"[" :
", ") << obj.attribute_set[i];
77 os <<
", state_chance="<< obj.state_chance;
78 os <<
", reverse_state_effect="<< obj.reverse_state_effect;
79 os <<
", weapon_animation="<< obj.weapon_animation;
80 os <<
", animation_data=";
81 for (
size_t i = 0; i < obj.animation_data.size(); ++i) {
82 os << (i == 0 ?
"[" :
", ") << obj.animation_data[i];
85 os <<
", use_skill="<< obj.use_skill;
87 for (
size_t i = 0; i < obj.class_set.size(); ++i) {
88 os << (i == 0 ?
"[" :
", ") << obj.class_set[i];
91 os <<
", ranged_trajectory="<< obj.ranged_trajectory;
92 os <<
", ranged_target="<< obj.ranged_target;
93 os <<
", easyrpg_using_message="<< obj.easyrpg_using_message;
94 os <<
", easyrpg_max_count="<< obj.easyrpg_max_count;
std::ostream & operator<<(std::ostream &os, const Actor &obj)