liblcf
rpg_item.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/item.h"
14 
15 constexpr const char* lcf::rpg::Item::kDefaultMessage;
16 namespace lcf {
17 namespace rpg {
18 
19 std::ostream& operator<<(std::ostream& os, const Item& obj) {
20  os << "Item{";
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;
62  os << ", actor_set=";
63  for (size_t i = 0; i < obj.actor_set.size(); ++i) {
64  os << (i == 0 ? "[" : ", ") << obj.actor_set[i];
65  }
66  os << "]";
67  os << ", state_set=";
68  for (size_t i = 0; i < obj.state_set.size(); ++i) {
69  os << (i == 0 ? "[" : ", ") << obj.state_set[i];
70  }
71  os << "]";
72  os << ", attribute_set=";
73  for (size_t i = 0; i < obj.attribute_set.size(); ++i) {
74  os << (i == 0 ? "[" : ", ") << obj.attribute_set[i];
75  }
76  os << "]";
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];
83  }
84  os << "]";
85  os << ", use_skill="<< obj.use_skill;
86  os << ", class_set=";
87  for (size_t i = 0; i < obj.class_set.size(); ++i) {
88  os << (i == 0 ? "[" : ", ") << obj.class_set[i];
89  }
90  os << "]";
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;
95  os << "}";
96  return os;
97 }
98 
99 } // namespace rpg
100 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13