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rpg_item.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/item.h"
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namespace
lcf
{
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namespace
rpg
{
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std::ostream&
operator<<
(std::ostream& os,
const
Item& obj) {
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os <<
"Item{"
;
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os <<
"name="
<< obj.name;
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os <<
", description="
<< obj.description;
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os <<
", type="
<< obj.type;
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os <<
", price="
<< obj.price;
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os <<
", uses="
<< obj.uses;
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os <<
", atk_points1="
<< obj.atk_points1;
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os <<
", def_points1="
<< obj.def_points1;
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os <<
", spi_points1="
<< obj.spi_points1;
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os <<
", agi_points1="
<< obj.agi_points1;
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os <<
", two_handed="
<< obj.two_handed;
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os <<
", sp_cost="
<< obj.sp_cost;
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os <<
", hit="
<< obj.hit;
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os <<
", critical_hit="
<< obj.critical_hit;
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os <<
", animation_id="
<< obj.animation_id;
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os <<
", preemptive="
<< obj.preemptive;
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os <<
", dual_attack="
<< obj.dual_attack;
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os <<
", attack_all="
<< obj.attack_all;
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os <<
", ignore_evasion="
<< obj.ignore_evasion;
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os <<
", prevent_critical="
<< obj.prevent_critical;
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os <<
", raise_evasion="
<< obj.raise_evasion;
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os <<
", half_sp_cost="
<< obj.half_sp_cost;
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os <<
", no_terrain_damage="
<< obj.no_terrain_damage;
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os <<
", cursed="
<< obj.cursed;
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os <<
", entire_party="
<< obj.entire_party;
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os <<
", recover_hp_rate="
<< obj.recover_hp_rate;
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os <<
", recover_hp="
<< obj.recover_hp;
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os <<
", recover_sp_rate="
<< obj.recover_sp_rate;
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os <<
", recover_sp="
<< obj.recover_sp;
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os <<
", occasion_field1="
<< obj.occasion_field1;
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os <<
", ko_only="
<< obj.ko_only;
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os <<
", max_hp_points="
<< obj.max_hp_points;
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os <<
", max_sp_points="
<< obj.max_sp_points;
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os <<
", atk_points2="
<< obj.atk_points2;
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os <<
", def_points2="
<< obj.def_points2;
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os <<
", spi_points2="
<< obj.spi_points2;
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os <<
", agi_points2="
<< obj.agi_points2;
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os <<
", using_message="
<< obj.using_message;
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os <<
", skill_id="
<< obj.skill_id;
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os <<
", switch_id="
<< obj.switch_id;
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os <<
", occasion_field2="
<< obj.occasion_field2;
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os <<
", occasion_battle="
<< obj.occasion_battle;
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os <<
", actor_set="
;
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for
(
size_t
i = 0; i < obj.actor_set.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.actor_set[i];
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}
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os <<
"]"
;
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os <<
", state_set="
;
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for
(
size_t
i = 0; i < obj.state_set.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.state_set[i];
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}
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os <<
"]"
;
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os <<
", attribute_set="
;
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for
(
size_t
i = 0; i < obj.attribute_set.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.attribute_set[i];
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}
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os <<
"]"
;
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os <<
", state_chance="
<< obj.state_chance;
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os <<
", reverse_state_effect="
<< obj.reverse_state_effect;
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os <<
", weapon_animation="
<< obj.weapon_animation;
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os <<
", animation_data="
;
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for
(
size_t
i = 0; i < obj.animation_data.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.animation_data[i];
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}
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os <<
"]"
;
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os <<
", use_skill="
<< obj.use_skill;
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os <<
", class_set="
;
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for
(
size_t
i = 0; i < obj.class_set.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.class_set[i];
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}
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os <<
"]"
;
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os <<
", ranged_trajectory="
<< obj.ranged_trajectory;
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os <<
", ranged_target="
<< obj.ranged_target;
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os <<
", easyrpg_using_message="
<< obj.easyrpg_using_message;
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os <<
", easyrpg_max_count="
<< obj.easyrpg_max_count;
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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_item.cpp
Generated on
for liblcf by
1.17.0