21 os <<
", title="<< obj.title;
22 os <<
", sprite_name="<< obj.sprite_name;
23 os <<
", sprite_id="<< obj.sprite_id;
24 os <<
", transparency="<< obj.transparency;
25 os <<
", face_name="<< obj.face_name;
26 os <<
", face_id="<< obj.face_id;
27 os <<
", level="<< obj.level;
28 os <<
", exp="<< obj.exp;
29 os <<
", hp_mod="<< obj.hp_mod;
30 os <<
", sp_mod="<< obj.sp_mod;
31 os <<
", attack_mod="<< obj.attack_mod;
32 os <<
", defense_mod="<< obj.defense_mod;
33 os <<
", spirit_mod="<< obj.spirit_mod;
34 os <<
", agility_mod="<< obj.agility_mod;
36 for (
size_t i = 0;
i < obj.skills.size(); ++
i) {
37 os << (
i == 0 ?
"[" :
", ") << obj.skills[
i];
41 for (
size_t i = 0;
i < obj.equipped.size(); ++
i) {
42 os << (
i == 0 ?
"[" :
", ") << obj.equipped[
i];
45 os <<
", current_hp="<< obj.current_hp;
46 os <<
", current_sp="<< obj.current_sp;
47 os <<
", battle_commands=";
48 for (
size_t i = 0;
i < obj.battle_commands.size(); ++
i) {
49 os << (
i == 0 ?
"[" :
", ") << obj.battle_commands[
i];
53 for (
size_t i = 0;
i < obj.status.size(); ++
i) {
54 os << (
i == 0 ?
"[" :
", ") << obj.status[
i];
57 os <<
", changed_battle_commands="<< obj.changed_battle_commands;
58 os <<
", class_id="<< obj.class_id;
59 os <<
", row="<< obj.row;
60 os <<
", two_weapon="<< obj.two_weapon;
61 os <<
", lock_equipment="<< obj.lock_equipment;
62 os <<
", auto_battle="<< obj.auto_battle;
63 os <<
", super_guard="<< obj.super_guard;
64 os <<
", battler_animation="<< obj.battler_animation;