liblcf
rpg_skill.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/skill.h"
14 
15 constexpr const char* lcf::rpg::Skill::kDefaultMessage;
16 namespace lcf {
17 namespace rpg {
18 
19 std::ostream& operator<<(std::ostream& os, const Skill& obj) {
20  os << "Skill{";
21  os << "name="<< obj.name;
22  os << ", description="<< obj.description;
23  os << ", using_message1="<< obj.using_message1;
24  os << ", using_message2="<< obj.using_message2;
25  os << ", failure_message="<< obj.failure_message;
26  os << ", type="<< obj.type;
27  os << ", sp_type="<< obj.sp_type;
28  os << ", sp_percent="<< obj.sp_percent;
29  os << ", sp_cost="<< obj.sp_cost;
30  os << ", scope="<< obj.scope;
31  os << ", switch_id="<< obj.switch_id;
32  os << ", animation_id="<< obj.animation_id;
33  os << ", sound_effect="<< obj.sound_effect;
34  os << ", occasion_field="<< obj.occasion_field;
35  os << ", occasion_battle="<< obj.occasion_battle;
36  os << ", reverse_state_effect="<< obj.reverse_state_effect;
37  os << ", physical_rate="<< obj.physical_rate;
38  os << ", magical_rate="<< obj.magical_rate;
39  os << ", variance="<< obj.variance;
40  os << ", power="<< obj.power;
41  os << ", hit="<< obj.hit;
42  os << ", affect_hp="<< obj.affect_hp;
43  os << ", affect_sp="<< obj.affect_sp;
44  os << ", affect_attack="<< obj.affect_attack;
45  os << ", affect_defense="<< obj.affect_defense;
46  os << ", affect_spirit="<< obj.affect_spirit;
47  os << ", affect_agility="<< obj.affect_agility;
48  os << ", absorb_damage="<< obj.absorb_damage;
49  os << ", ignore_defense="<< obj.ignore_defense;
50  os << ", state_effects=";
51  for (size_t i = 0; i < obj.state_effects.size(); ++i) {
52  os << (i == 0 ? "[" : ", ") << obj.state_effects[i];
53  }
54  os << "]";
55  os << ", attribute_effects=";
56  for (size_t i = 0; i < obj.attribute_effects.size(); ++i) {
57  os << (i == 0 ? "[" : ", ") << obj.attribute_effects[i];
58  }
59  os << "]";
60  os << ", affect_attr_defence="<< obj.affect_attr_defence;
61  os << ", battler_animation="<< obj.battler_animation;
62  os << ", battler_animation_data=";
63  for (size_t i = 0; i < obj.battler_animation_data.size(); ++i) {
64  os << (i == 0 ? "[" : ", ") << obj.battler_animation_data[i];
65  }
66  os << "]";
67  os << ", easyrpg_battle2k3_message="<< obj.easyrpg_battle2k3_message;
68  os << ", easyrpg_ignore_reflect="<< obj.easyrpg_ignore_reflect;
69  os << ", easyrpg_state_hit="<< obj.easyrpg_state_hit;
70  os << ", easyrpg_attribute_hit="<< obj.easyrpg_attribute_hit;
71  os << ", easyrpg_ignore_restrict_skill="<< obj.easyrpg_ignore_restrict_skill;
72  os << ", easyrpg_ignore_restrict_magic="<< obj.easyrpg_ignore_restrict_magic;
73  os << ", easyrpg_enable_stat_absorbing="<< obj.easyrpg_enable_stat_absorbing;
74  os << ", easyrpg_affected_by_evade_all_physical_attacks="<< obj.easyrpg_affected_by_evade_all_physical_attacks;
75  os << ", easyrpg_critical_hit_chance="<< obj.easyrpg_critical_hit_chance;
76  os << ", easyrpg_affected_by_row_modifiers="<< obj.easyrpg_affected_by_row_modifiers;
77  os << ", easyrpg_hp_type="<< obj.easyrpg_hp_type;
78  os << ", easyrpg_hp_percent="<< obj.easyrpg_hp_percent;
79  os << ", easyrpg_hp_cost="<< obj.easyrpg_hp_cost;
80  os << "}";
81  return os;
82 }
83 
84 } // namespace rpg
85 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13