21 os <<
", description="<< obj.description;
22 os <<
", using_message1="<< obj.using_message1;
23 os <<
", using_message2="<< obj.using_message2;
24 os <<
", failure_message="<< obj.failure_message;
25 os <<
", type="<< obj.type;
26 os <<
", sp_type="<< obj.sp_type;
27 os <<
", sp_percent="<< obj.sp_percent;
28 os <<
", sp_cost="<< obj.sp_cost;
29 os <<
", scope="<< obj.scope;
30 os <<
", switch_id="<< obj.switch_id;
31 os <<
", animation_id="<< obj.animation_id;
32 os <<
", sound_effect="<< obj.sound_effect;
33 os <<
", occasion_field="<< obj.occasion_field;
34 os <<
", occasion_battle="<< obj.occasion_battle;
35 os <<
", reverse_state_effect="<< obj.reverse_state_effect;
36 os <<
", physical_rate="<< obj.physical_rate;
37 os <<
", magical_rate="<< obj.magical_rate;
38 os <<
", variance="<< obj.variance;
39 os <<
", power="<< obj.power;
40 os <<
", hit="<< obj.hit;
41 os <<
", affect_hp="<< obj.affect_hp;
42 os <<
", affect_sp="<< obj.affect_sp;
43 os <<
", affect_attack="<< obj.affect_attack;
44 os <<
", affect_defense="<< obj.affect_defense;
45 os <<
", affect_spirit="<< obj.affect_spirit;
46 os <<
", affect_agility="<< obj.affect_agility;
47 os <<
", absorb_damage="<< obj.absorb_damage;
48 os <<
", ignore_defense="<< obj.ignore_defense;
49 os <<
", state_effects=";
50 for (
size_t i = 0;
i < obj.state_effects.size(); ++
i) {
51 os << (
i == 0 ?
"[" :
", ") << obj.state_effects[
i];
54 os <<
", attribute_effects=";
55 for (
size_t i = 0;
i < obj.attribute_effects.size(); ++
i) {
56 os << (
i == 0 ?
"[" :
", ") << obj.attribute_effects[
i];
59 os <<
", affect_attr_defence="<< obj.affect_attr_defence;
60 os <<
", battler_animation="<< obj.battler_animation;
61 os <<
", battler_animation_data=";
62 for (
size_t i = 0;
i < obj.battler_animation_data.size(); ++
i) {
63 os << (
i == 0 ?
"[" :
", ") << obj.battler_animation_data[
i];
66 os <<
", easyrpg_battle2k3_message="<< obj.easyrpg_battle2k3_message;
67 os <<
", easyrpg_ignore_reflect="<< obj.easyrpg_ignore_reflect;
68 os <<
", easyrpg_state_hit="<< obj.easyrpg_state_hit;
69 os <<
", easyrpg_attribute_hit="<< obj.easyrpg_attribute_hit;
70 os <<
", easyrpg_ignore_restrict_skill="<< obj.easyrpg_ignore_restrict_skill;
71 os <<
", easyrpg_ignore_restrict_magic="<< obj.easyrpg_ignore_restrict_magic;
72 os <<
", easyrpg_enable_stat_absorbing="<< obj.easyrpg_enable_stat_absorbing;
73 os <<
", easyrpg_affected_by_evade_all_physical_attacks="<< obj.easyrpg_affected_by_evade_all_physical_attacks;
74 os <<
", easyrpg_critical_hit_chance="<< obj.easyrpg_critical_hit_chance;
75 os <<
", easyrpg_affected_by_row_modifiers="<< obj.easyrpg_affected_by_row_modifiers;
76 os <<
", easyrpg_hp_type="<< obj.easyrpg_hp_type;
77 os <<
", easyrpg_hp_percent="<< obj.easyrpg_hp_percent;
78 os <<
", easyrpg_hp_cost="<< obj.easyrpg_hp_cost;