liblcf
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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
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const Item& obj) {
19 os << "Item{";
20 os << "name="<< obj.name;
21 os << ", description="<< obj.description;
22 os << ", type="<< obj.type;
23 os << ", price="<< obj.price;
24 os << ", uses="<< obj.uses;
25 os << ", atk_points1="<< obj.atk_points1;
26 os << ", def_points1="<< obj.def_points1;
27 os << ", spi_points1="<< obj.spi_points1;
28 os << ", agi_points1="<< obj.agi_points1;
29 os << ", two_handed="<< obj.two_handed;
30 os << ", sp_cost="<< obj.sp_cost;
31 os << ", hit="<< obj.hit;
32 os << ", critical_hit="<< obj.critical_hit;
33 os << ", animation_id="<< obj.animation_id;
34 os << ", preemptive="<< obj.preemptive;
35 os << ", dual_attack="<< obj.dual_attack;
36 os << ", attack_all="<< obj.attack_all;
37 os << ", ignore_evasion="<< obj.ignore_evasion;
38 os << ", prevent_critical="<< obj.prevent_critical;
39 os << ", raise_evasion="<< obj.raise_evasion;
40 os << ", half_sp_cost="<< obj.half_sp_cost;
41 os << ", no_terrain_damage="<< obj.no_terrain_damage;
42 os << ", cursed="<< obj.cursed;
43 os << ", entire_party="<< obj.entire_party;
44 os << ", recover_hp_rate="<< obj.recover_hp_rate;
45 os << ", recover_hp="<< obj.recover_hp;
46 os << ", recover_sp_rate="<< obj.recover_sp_rate;
47 os << ", recover_sp="<< obj.recover_sp;
48 os << ", occasion_field1="<< obj.occasion_field1;
49 os << ", ko_only="<< obj.ko_only;
50 os << ", max_hp_points="<< obj.max_hp_points;
51 os << ", max_sp_points="<< obj.max_sp_points;
52 os << ", atk_points2="<< obj.atk_points2;
53 os << ", def_points2="<< obj.def_points2;
54 os << ", spi_points2="<< obj.spi_points2;
55 os << ", agi_points2="<< obj.agi_points2;
56 os << ", using_message="<< obj.using_message;
57 os << ", skill_id="<< obj.skill_id;
58 os << ", switch_id="<< obj.switch_id;
59 os << ", occasion_field2="<< obj.occasion_field2;
60 os << ", occasion_battle="<< obj.occasion_battle;
61 os << ", actor_set=";
62 for (size_t i = 0; i < obj.actor_set.size(); ++i) {
63 os << (i == 0 ? "[" : ", ") << obj.actor_set[i];
64 }
65 os << "]";
66 os << ", state_set=";
67 for (size_t i = 0; i < obj.state_set.size(); ++i) {
68 os << (i == 0 ? "[" : ", ") << obj.state_set[i];
69 }
70 os << "]";
71 os << ", attribute_set=";
72 for (size_t i = 0; i < obj.attribute_set.size(); ++i) {
73 os << (i == 0 ? "[" : ", ") << obj.attribute_set[i];
74 }
75 os << "]";
76 os << ", state_chance="<< obj.state_chance;
77 os << ", reverse_state_effect="<< obj.reverse_state_effect;
78 os << ", weapon_animation="<< obj.weapon_animation;
79 os << ", animation_data=";
80 for (size_t i = 0; i < obj.animation_data.size(); ++i) {
81 os << (i == 0 ? "[" : ", ") << obj.animation_data[i];
82 }
83 os << "]";
84 os << ", use_skill="<< obj.use_skill;
85 os << ", class_set=";
86 for (size_t i = 0; i < obj.class_set.size(); ++i) {
87 os << (i == 0 ? "[" : ", ") << obj.class_set[i];
88 }
89 os << "]";
90 os << ", ranged_trajectory="<< obj.ranged_trajectory;
91 os << ", ranged_target="<< obj.ranged_target;
92 os << ", easyrpg_using_message="<< obj.easyrpg_using_message;
93 os << ", easyrpg_max_count="<< obj.easyrpg_max_count;
94 os << "}";
95 return os;
96}
97
98} // namespace rpg
99} // namespace lcf
static const char *const name
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition rpg_actor.cpp:18