19 os <<
"SaveInventory{";
21 for (
size_t i = 0;
i < obj.party.size(); ++
i) {
22 os << (
i == 0 ?
"[" :
", ") << obj.party[
i];
26 for (
size_t i = 0;
i < obj.item_ids.size(); ++
i) {
27 os << (
i == 0 ?
"[" :
", ") << obj.item_ids[
i];
30 os <<
", item_counts=";
31 for (
size_t i = 0;
i < obj.item_counts.size(); ++
i) {
32 os << (
i == 0 ?
"[" :
", ") << obj.item_counts[
i];
35 os <<
", item_usage=";
36 for (
size_t i = 0;
i < obj.item_usage.size(); ++
i) {
37 os << (
i == 0 ?
"[" :
", ") << obj.item_usage[
i];
40 os <<
", gold="<< obj.gold;
41 os <<
", timer1_frames="<< obj.timer1_frames;
42 os <<
", timer1_active="<< obj.timer1_active;
43 os <<
", timer1_visible="<< obj.timer1_visible;
44 os <<
", timer1_battle="<< obj.timer1_battle;
45 os <<
", timer2_frames="<< obj.timer2_frames;
46 os <<
", timer2_active="<< obj.timer2_active;
47 os <<
", timer2_visible="<< obj.timer2_visible;
48 os <<
", timer2_battle="<< obj.timer2_battle;
49 os <<
", battles="<< obj.battles;
50 os <<
", defeats="<< obj.defeats;
51 os <<
", escapes="<< obj.escapes;
52 os <<
", victories="<< obj.victories;
53 os <<
", turns="<< obj.turns;
54 os <<
", steps="<< obj.steps;