liblcf
rpg_enemy.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/enemy.h"
14 
15 namespace lcf {
16 namespace rpg {
17 
18 std::ostream& operator<<(std::ostream& os, const Enemy& obj) {
19  os << "Enemy{";
20  os << "name="<< obj.name;
21  os << ", battler_name="<< obj.battler_name;
22  os << ", battler_hue="<< obj.battler_hue;
23  os << ", max_hp="<< obj.max_hp;
24  os << ", max_sp="<< obj.max_sp;
25  os << ", attack="<< obj.attack;
26  os << ", defense="<< obj.defense;
27  os << ", spirit="<< obj.spirit;
28  os << ", agility="<< obj.agility;
29  os << ", transparent="<< obj.transparent;
30  os << ", exp="<< obj.exp;
31  os << ", gold="<< obj.gold;
32  os << ", drop_id="<< obj.drop_id;
33  os << ", drop_prob="<< obj.drop_prob;
34  os << ", critical_hit="<< obj.critical_hit;
35  os << ", critical_hit_chance="<< obj.critical_hit_chance;
36  os << ", miss="<< obj.miss;
37  os << ", levitate="<< obj.levitate;
38  os << ", state_ranks=";
39  for (size_t i = 0; i < obj.state_ranks.size(); ++i) {
40  os << (i == 0 ? "[" : ", ") << obj.state_ranks[i];
41  }
42  os << "]";
43  os << ", attribute_ranks=";
44  for (size_t i = 0; i < obj.attribute_ranks.size(); ++i) {
45  os << (i == 0 ? "[" : ", ") << obj.attribute_ranks[i];
46  }
47  os << "]";
48  os << ", actions=";
49  for (size_t i = 0; i < obj.actions.size(); ++i) {
50  os << (i == 0 ? "[" : ", ") << obj.actions[i];
51  }
52  os << "]";
53  os << ", maniac_unarmed_animation="<< obj.maniac_unarmed_animation;
54  os << ", easyrpg_enemyai="<< obj.easyrpg_enemyai;
55  os << ", easyrpg_prevent_critical="<< obj.easyrpg_prevent_critical;
56  os << ", easyrpg_raise_evasion="<< obj.easyrpg_raise_evasion;
57  os << ", easyrpg_immune_to_attribute_downshifts="<< obj.easyrpg_immune_to_attribute_downshifts;
58  os << ", easyrpg_ignore_evasion="<< obj.easyrpg_ignore_evasion;
59  os << ", easyrpg_hit="<< obj.easyrpg_hit;
60  os << ", easyrpg_state_set=";
61  for (size_t i = 0; i < obj.easyrpg_state_set.size(); ++i) {
62  os << (i == 0 ? "[" : ", ") << obj.easyrpg_state_set[i];
63  }
64  os << "]";
65  os << ", easyrpg_state_chance="<< obj.easyrpg_state_chance;
66  os << ", easyrpg_attribute_set=";
67  for (size_t i = 0; i < obj.easyrpg_attribute_set.size(); ++i) {
68  os << (i == 0 ? "[" : ", ") << obj.easyrpg_attribute_set[i];
69  }
70  os << "]";
71  os << ", easyrpg_super_guard="<< obj.easyrpg_super_guard;
72  os << ", easyrpg_attack_all="<< obj.easyrpg_attack_all;
73  os << "}";
74  return os;
75 }
76 
77 } // namespace rpg
78 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13