liblcf
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rpg_state.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/state.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const State& obj) {
19 os << "State{";
20 os << "name="<< obj.name;
21 os << ", type="<< obj.type;
22 os << ", color="<< obj.color;
23 os << ", priority="<< obj.priority;
24 os << ", restriction="<< obj.restriction;
25 os << ", a_rate="<< obj.a_rate;
26 os << ", b_rate="<< obj.b_rate;
27 os << ", c_rate="<< obj.c_rate;
28 os << ", d_rate="<< obj.d_rate;
29 os << ", e_rate="<< obj.e_rate;
30 os << ", hold_turn="<< obj.hold_turn;
31 os << ", auto_release_prob="<< obj.auto_release_prob;
32 os << ", release_by_damage="<< obj.release_by_damage;
33 os << ", affect_type="<< obj.affect_type;
34 os << ", affect_attack="<< obj.affect_attack;
35 os << ", affect_defense="<< obj.affect_defense;
36 os << ", affect_spirit="<< obj.affect_spirit;
37 os << ", affect_agility="<< obj.affect_agility;
38 os << ", reduce_hit_ratio="<< obj.reduce_hit_ratio;
39 os << ", avoid_attacks="<< obj.avoid_attacks;
40 os << ", reflect_magic="<< obj.reflect_magic;
41 os << ", cursed="<< obj.cursed;
42 os << ", battler_animation_id="<< obj.battler_animation_id;
43 os << ", restrict_skill="<< obj.restrict_skill;
44 os << ", restrict_skill_level="<< obj.restrict_skill_level;
45 os << ", restrict_magic="<< obj.restrict_magic;
46 os << ", restrict_magic_level="<< obj.restrict_magic_level;
47 os << ", hp_change_type="<< obj.hp_change_type;
48 os << ", sp_change_type="<< obj.sp_change_type;
49 os << ", message_actor="<< obj.message_actor;
50 os << ", message_enemy="<< obj.message_enemy;
51 os << ", message_already="<< obj.message_already;
52 os << ", message_affected="<< obj.message_affected;
53 os << ", message_recovery="<< obj.message_recovery;
54 os << ", hp_change_max="<< obj.hp_change_max;
55 os << ", hp_change_val="<< obj.hp_change_val;
56 os << ", hp_change_map_steps="<< obj.hp_change_map_steps;
57 os << ", hp_change_map_val="<< obj.hp_change_map_val;
58 os << ", sp_change_max="<< obj.sp_change_max;
59 os << ", sp_change_val="<< obj.sp_change_val;
60 os << ", sp_change_map_steps="<< obj.sp_change_map_steps;
61 os << ", sp_change_map_val="<< obj.sp_change_map_val;
62 os << ", easyrpg_immune_states=";
63 for (size_t i = 0; i < obj.easyrpg_immune_states.size(); ++i) {
64 os << (i == 0 ? "[" : ", ") << obj.easyrpg_immune_states[i];
65 }
66 os << "]";
67 os << "}";
68 return os;
69}
70
71} // namespace rpg
72} // namespace lcf
static const char *const name
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition rpg_actor.cpp:18