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];