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rpg_skill.cpp
Go to the documentation of this file.
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/* !!!! GENERATED FILE - DO NOT EDIT !!!!
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* --------------------------------------
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*
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* This file is part of liblcf. Copyright (c) liblcf authors.
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* https://github.com/EasyRPG/liblcf - https://easyrpg.org
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*
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* liblcf is Free/Libre Open Source Software, released under the MIT License.
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* For the full copyright and license information, please view the COPYING
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* file that was distributed with this source code.
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*/
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// Headers
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#include "lcf/rpg/skill.h"
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namespace
lcf
{
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namespace
rpg
{
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std::ostream&
operator<<
(std::ostream& os,
const
Skill& obj) {
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os <<
"Skill{"
;
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os <<
"name="
<< obj.name;
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os <<
", description="
<< obj.description;
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os <<
", using_message1="
<< obj.using_message1;
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os <<
", using_message2="
<< obj.using_message2;
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os <<
", failure_message="
<< obj.failure_message;
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os <<
", type="
<< obj.type;
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os <<
", sp_type="
<< obj.sp_type;
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os <<
", sp_percent="
<< obj.sp_percent;
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os <<
", sp_cost="
<< obj.sp_cost;
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os <<
", scope="
<< obj.scope;
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os <<
", switch_id="
<< obj.switch_id;
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os <<
", animation_id="
<< obj.animation_id;
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os <<
", sound_effect="
<< obj.sound_effect;
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os <<
", occasion_field="
<< obj.occasion_field;
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os <<
", occasion_battle="
<< obj.occasion_battle;
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os <<
", reverse_state_effect="
<< obj.reverse_state_effect;
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os <<
", physical_rate="
<< obj.physical_rate;
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os <<
", magical_rate="
<< obj.magical_rate;
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os <<
", variance="
<< obj.variance;
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os <<
", power="
<< obj.power;
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os <<
", hit="
<< obj.hit;
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os <<
", affect_hp="
<< obj.affect_hp;
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os <<
", affect_sp="
<< obj.affect_sp;
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os <<
", affect_attack="
<< obj.affect_attack;
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os <<
", affect_defense="
<< obj.affect_defense;
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os <<
", affect_spirit="
<< obj.affect_spirit;
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os <<
", affect_agility="
<< obj.affect_agility;
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os <<
", absorb_damage="
<< obj.absorb_damage;
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os <<
", ignore_defense="
<< obj.ignore_defense;
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os <<
", state_effects="
;
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for
(
size_t
i = 0; i < obj.state_effects.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.state_effects[i];
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}
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os <<
"]"
;
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os <<
", attribute_effects="
;
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for
(
size_t
i = 0; i < obj.attribute_effects.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.attribute_effects[i];
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}
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os <<
"]"
;
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os <<
", affect_attr_defence="
<< obj.affect_attr_defence;
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os <<
", battler_animation="
<< obj.battler_animation;
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os <<
", battler_animation_data="
;
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for
(
size_t
i = 0; i < obj.battler_animation_data.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.battler_animation_data[i];
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}
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os <<
"]"
;
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os <<
", easyrpg_battle2k3_message="
<< obj.easyrpg_battle2k3_message;
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os <<
", easyrpg_ignore_reflect="
<< obj.easyrpg_ignore_reflect;
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os <<
", easyrpg_state_hit="
<< obj.easyrpg_state_hit;
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os <<
", easyrpg_attribute_hit="
<< obj.easyrpg_attribute_hit;
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os <<
", easyrpg_ignore_restrict_skill="
<< obj.easyrpg_ignore_restrict_skill;
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os <<
", easyrpg_ignore_restrict_magic="
<< obj.easyrpg_ignore_restrict_magic;
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os <<
", easyrpg_enable_stat_absorbing="
<< obj.easyrpg_enable_stat_absorbing;
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os <<
", easyrpg_affected_by_evade_all_physical_attacks="
<< obj.easyrpg_affected_by_evade_all_physical_attacks;
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os <<
", easyrpg_critical_hit_chance="
<< obj.easyrpg_critical_hit_chance;
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os <<
", easyrpg_affected_by_row_modifiers="
<< obj.easyrpg_affected_by_row_modifiers;
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os <<
", easyrpg_hp_type="
<< obj.easyrpg_hp_type;
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os <<
", easyrpg_hp_percent="
<< obj.easyrpg_hp_percent;
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os <<
", easyrpg_hp_cost="
<< obj.easyrpg_hp_cost;
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os <<
"}"
;
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return
os;
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}
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}
// namespace rpg
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}
// namespace lcf
lcf::rpg
Definition
rpg_actor.cpp:16
lcf::rpg::operator<<
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition
rpg_actor.cpp:18
lcf
Definition
dbarray.cpp:13
src
generated
rpg_skill.cpp
Generated on
for liblcf by
1.17.0