29 os <<
", damage="<< obj.damage;
30 os <<
", encounter_rate="<< obj.encounter_rate;
31 os <<
", background_name="<< obj.background_name;
32 os <<
", boat_pass="<< obj.boat_pass;
33 os <<
", ship_pass="<< obj.ship_pass;
34 os <<
", airship_pass="<< obj.airship_pass;
35 os <<
", airship_land="<< obj.airship_land;
36 os <<
", bush_depth="<< obj.bush_depth;
37 os <<
", footstep="<< obj.footstep;
38 os <<
", on_damage_se="<< obj.on_damage_se;
39 os <<
", background_type="<< obj.background_type;
40 os <<
", background_a_name="<< obj.background_a_name;
41 os <<
", background_a_scrollh="<< obj.background_a_scrollh;
42 os <<
", background_a_scrollv="<< obj.background_a_scrollv;
43 os <<
", background_a_scrollh_speed="<< obj.background_a_scrollh_speed;
44 os <<
", background_a_scrollv_speed="<< obj.background_a_scrollv_speed;
45 os <<
", background_b="<< obj.background_b;
46 os <<
", background_b_name="<< obj.background_b_name;
47 os <<
", background_b_scrollh="<< obj.background_b_scrollh;
48 os <<
", background_b_scrollv="<< obj.background_b_scrollv;
49 os <<
", background_b_scrollh_speed="<< obj.background_b_scrollh_speed;
50 os <<
", background_b_scrollv_speed="<< obj.background_b_scrollv_speed;
51 os <<
", special_flags="<< obj.special_flags;
52 os <<
", special_back_party="<< obj.special_back_party;
53 os <<
", special_back_enemies="<< obj.special_back_enemies;
54 os <<
", special_lateral_party="<< obj.special_lateral_party;
55 os <<
", special_lateral_enemies="<< obj.special_lateral_enemies;
56 os <<
", grid_location="<< obj.grid_location;
57 os <<
", grid_top_y="<< obj.grid_top_y;
58 os <<
", grid_elongation="<< obj.grid_elongation;
59 os <<
", grid_inclination="<< obj.grid_inclination;
60 os <<
", easyrpg_damage_in_percent="<< obj.easyrpg_damage_in_percent;
61 os <<
", easyrpg_damage_can_kill="<< obj.easyrpg_damage_can_kill;