liblcf
Loading...
Searching...
No Matches
generated/rpg_terms.cpp
Go to the documentation of this file.
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/terms.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const Terms& obj) {
19 os << "Terms{";
20 os << "encounter="<< obj.encounter;
21 os << ", special_combat="<< obj.special_combat;
22 os << ", escape_success="<< obj.escape_success;
23 os << ", escape_failure="<< obj.escape_failure;
24 os << ", victory="<< obj.victory;
25 os << ", defeat="<< obj.defeat;
26 os << ", exp_received="<< obj.exp_received;
27 os << ", gold_recieved_a="<< obj.gold_recieved_a;
28 os << ", gold_recieved_b="<< obj.gold_recieved_b;
29 os << ", item_recieved="<< obj.item_recieved;
30 os << ", attacking="<< obj.attacking;
31 os << ", enemy_critical="<< obj.enemy_critical;
32 os << ", actor_critical="<< obj.actor_critical;
33 os << ", defending="<< obj.defending;
34 os << ", observing="<< obj.observing;
35 os << ", focus="<< obj.focus;
36 os << ", autodestruction="<< obj.autodestruction;
37 os << ", enemy_escape="<< obj.enemy_escape;
38 os << ", enemy_transform="<< obj.enemy_transform;
39 os << ", enemy_damaged="<< obj.enemy_damaged;
40 os << ", enemy_undamaged="<< obj.enemy_undamaged;
41 os << ", actor_damaged="<< obj.actor_damaged;
42 os << ", actor_undamaged="<< obj.actor_undamaged;
43 os << ", skill_failure_a="<< obj.skill_failure_a;
44 os << ", skill_failure_b="<< obj.skill_failure_b;
45 os << ", skill_failure_c="<< obj.skill_failure_c;
46 os << ", dodge="<< obj.dodge;
47 os << ", use_item="<< obj.use_item;
48 os << ", hp_recovery="<< obj.hp_recovery;
49 os << ", parameter_increase="<< obj.parameter_increase;
50 os << ", parameter_decrease="<< obj.parameter_decrease;
51 os << ", enemy_hp_absorbed="<< obj.enemy_hp_absorbed;
52 os << ", actor_hp_absorbed="<< obj.actor_hp_absorbed;
53 os << ", resistance_increase="<< obj.resistance_increase;
54 os << ", resistance_decrease="<< obj.resistance_decrease;
55 os << ", level_up="<< obj.level_up;
56 os << ", skill_learned="<< obj.skill_learned;
57 os << ", battle_start="<< obj.battle_start;
58 os << ", miss="<< obj.miss;
59 os << ", shop_greeting1="<< obj.shop_greeting1;
60 os << ", shop_regreeting1="<< obj.shop_regreeting1;
61 os << ", shop_buy1="<< obj.shop_buy1;
62 os << ", shop_sell1="<< obj.shop_sell1;
63 os << ", shop_leave1="<< obj.shop_leave1;
64 os << ", shop_buy_select1="<< obj.shop_buy_select1;
65 os << ", shop_buy_number1="<< obj.shop_buy_number1;
66 os << ", shop_purchased1="<< obj.shop_purchased1;
67 os << ", shop_sell_select1="<< obj.shop_sell_select1;
68 os << ", shop_sell_number1="<< obj.shop_sell_number1;
69 os << ", shop_sold1="<< obj.shop_sold1;
70 os << ", shop_greeting2="<< obj.shop_greeting2;
71 os << ", shop_regreeting2="<< obj.shop_regreeting2;
72 os << ", shop_buy2="<< obj.shop_buy2;
73 os << ", shop_sell2="<< obj.shop_sell2;
74 os << ", shop_leave2="<< obj.shop_leave2;
75 os << ", shop_buy_select2="<< obj.shop_buy_select2;
76 os << ", shop_buy_number2="<< obj.shop_buy_number2;
77 os << ", shop_purchased2="<< obj.shop_purchased2;
78 os << ", shop_sell_select2="<< obj.shop_sell_select2;
79 os << ", shop_sell_number2="<< obj.shop_sell_number2;
80 os << ", shop_sold2="<< obj.shop_sold2;
81 os << ", shop_greeting3="<< obj.shop_greeting3;
82 os << ", shop_regreeting3="<< obj.shop_regreeting3;
83 os << ", shop_buy3="<< obj.shop_buy3;
84 os << ", shop_sell3="<< obj.shop_sell3;
85 os << ", shop_leave3="<< obj.shop_leave3;
86 os << ", shop_buy_select3="<< obj.shop_buy_select3;
87 os << ", shop_buy_number3="<< obj.shop_buy_number3;
88 os << ", shop_purchased3="<< obj.shop_purchased3;
89 os << ", shop_sell_select3="<< obj.shop_sell_select3;
90 os << ", shop_sell_number3="<< obj.shop_sell_number3;
91 os << ", shop_sold3="<< obj.shop_sold3;
92 os << ", inn_a_greeting_1="<< obj.inn_a_greeting_1;
93 os << ", inn_a_greeting_2="<< obj.inn_a_greeting_2;
94 os << ", inn_a_greeting_3="<< obj.inn_a_greeting_3;
95 os << ", inn_a_accept="<< obj.inn_a_accept;
96 os << ", inn_a_cancel="<< obj.inn_a_cancel;
97 os << ", inn_b_greeting_1="<< obj.inn_b_greeting_1;
98 os << ", inn_b_greeting_2="<< obj.inn_b_greeting_2;
99 os << ", inn_b_greeting_3="<< obj.inn_b_greeting_3;
100 os << ", inn_b_accept="<< obj.inn_b_accept;
101 os << ", inn_b_cancel="<< obj.inn_b_cancel;
102 os << ", possessed_items="<< obj.possessed_items;
103 os << ", equipped_items="<< obj.equipped_items;
104 os << ", gold="<< obj.gold;
105 os << ", battle_fight="<< obj.battle_fight;
106 os << ", battle_auto="<< obj.battle_auto;
107 os << ", battle_escape="<< obj.battle_escape;
108 os << ", command_attack="<< obj.command_attack;
109 os << ", command_defend="<< obj.command_defend;
110 os << ", command_item="<< obj.command_item;
111 os << ", command_skill="<< obj.command_skill;
112 os << ", menu_equipment="<< obj.menu_equipment;
113 os << ", menu_save="<< obj.menu_save;
114 os << ", menu_quit="<< obj.menu_quit;
115 os << ", new_game="<< obj.new_game;
116 os << ", load_game="<< obj.load_game;
117 os << ", exit_game="<< obj.exit_game;
118 os << ", status="<< obj.status;
119 os << ", row="<< obj.row;
120 os << ", order="<< obj.order;
121 os << ", wait_on="<< obj.wait_on;
122 os << ", wait_off="<< obj.wait_off;
123 os << ", level="<< obj.level;
124 os << ", health_points="<< obj.health_points;
125 os << ", spirit_points="<< obj.spirit_points;
126 os << ", normal_status="<< obj.normal_status;
127 os << ", exp_short="<< obj.exp_short;
128 os << ", lvl_short="<< obj.lvl_short;
129 os << ", hp_short="<< obj.hp_short;
130 os << ", sp_short="<< obj.sp_short;
131 os << ", sp_cost="<< obj.sp_cost;
132 os << ", attack="<< obj.attack;
133 os << ", defense="<< obj.defense;
134 os << ", spirit="<< obj.spirit;
135 os << ", agility="<< obj.agility;
136 os << ", weapon="<< obj.weapon;
137 os << ", shield="<< obj.shield;
138 os << ", armor="<< obj.armor;
139 os << ", helmet="<< obj.helmet;
140 os << ", accessory="<< obj.accessory;
141 os << ", save_game_message="<< obj.save_game_message;
142 os << ", load_game_message="<< obj.load_game_message;
143 os << ", file="<< obj.file;
144 os << ", exit_game_message="<< obj.exit_game_message;
145 os << ", yes="<< obj.yes;
146 os << ", no="<< obj.no;
147 os << ", maniac_item_received_a="<< obj.maniac_item_received_a;
148 os << ", maniac_level_up_a="<< obj.maniac_level_up_a;
149 os << ", maniac_level_up_b="<< obj.maniac_level_up_b;
150 os << ", maniac_level_up_c="<< obj.maniac_level_up_c;
151 os << ", maniac_exp_received_a="<< obj.maniac_exp_received_a;
152 os << ", maniac_skill_learned_a="<< obj.maniac_skill_learned_a;
153 os << ", easyrpg_item_number_separator="<< obj.easyrpg_item_number_separator;
154 os << ", easyrpg_skill_cost_separator="<< obj.easyrpg_skill_cost_separator;
155 os << ", easyrpg_equipment_arrow="<< obj.easyrpg_equipment_arrow;
156 os << ", easyrpg_status_scene_name="<< obj.easyrpg_status_scene_name;
157 os << ", easyrpg_status_scene_class="<< obj.easyrpg_status_scene_class;
158 os << ", easyrpg_status_scene_title="<< obj.easyrpg_status_scene_title;
159 os << ", easyrpg_status_scene_condition="<< obj.easyrpg_status_scene_condition;
160 os << ", easyrpg_status_scene_front="<< obj.easyrpg_status_scene_front;
161 os << ", easyrpg_status_scene_back="<< obj.easyrpg_status_scene_back;
162 os << ", easyrpg_order_scene_confirm="<< obj.easyrpg_order_scene_confirm;
163 os << ", easyrpg_order_scene_redo="<< obj.easyrpg_order_scene_redo;
164 os << ", easyrpg_battle2k3_double_attack="<< obj.easyrpg_battle2k3_double_attack;
165 os << ", easyrpg_battle2k3_defend="<< obj.easyrpg_battle2k3_defend;
166 os << ", easyrpg_battle2k3_observe="<< obj.easyrpg_battle2k3_observe;
167 os << ", easyrpg_battle2k3_charge="<< obj.easyrpg_battle2k3_charge;
168 os << ", easyrpg_battle2k3_selfdestruct="<< obj.easyrpg_battle2k3_selfdestruct;
169 os << ", easyrpg_battle2k3_escape="<< obj.easyrpg_battle2k3_escape;
170 os << ", easyrpg_battle2k3_special_combat_back="<< obj.easyrpg_battle2k3_special_combat_back;
171 os << ", easyrpg_battle2k3_skill="<< obj.easyrpg_battle2k3_skill;
172 os << ", easyrpg_battle2k3_item="<< obj.easyrpg_battle2k3_item;
173 os << "}";
174 return os;
175}
176
177} // namespace rpg
178} // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition rpg_actor.cpp:18