liblcf
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rpg_skill.cpp
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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/skill.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const Skill& obj) {
19 os << "Skill{";
20 os << "name="<< obj.name;
21 os << ", description="<< obj.description;
22 os << ", using_message1="<< obj.using_message1;
23 os << ", using_message2="<< obj.using_message2;
24 os << ", failure_message="<< obj.failure_message;
25 os << ", type="<< obj.type;
26 os << ", sp_type="<< obj.sp_type;
27 os << ", sp_percent="<< obj.sp_percent;
28 os << ", sp_cost="<< obj.sp_cost;
29 os << ", scope="<< obj.scope;
30 os << ", switch_id="<< obj.switch_id;
31 os << ", animation_id="<< obj.animation_id;
32 os << ", sound_effect="<< obj.sound_effect;
33 os << ", occasion_field="<< obj.occasion_field;
34 os << ", occasion_battle="<< obj.occasion_battle;
35 os << ", reverse_state_effect="<< obj.reverse_state_effect;
36 os << ", physical_rate="<< obj.physical_rate;
37 os << ", magical_rate="<< obj.magical_rate;
38 os << ", variance="<< obj.variance;
39 os << ", power="<< obj.power;
40 os << ", hit="<< obj.hit;
41 os << ", affect_hp="<< obj.affect_hp;
42 os << ", affect_sp="<< obj.affect_sp;
43 os << ", affect_attack="<< obj.affect_attack;
44 os << ", affect_defense="<< obj.affect_defense;
45 os << ", affect_spirit="<< obj.affect_spirit;
46 os << ", affect_agility="<< obj.affect_agility;
47 os << ", absorb_damage="<< obj.absorb_damage;
48 os << ", ignore_defense="<< obj.ignore_defense;
49 os << ", state_effects=";
50 for (size_t i = 0; i < obj.state_effects.size(); ++i) {
51 os << (i == 0 ? "[" : ", ") << obj.state_effects[i];
52 }
53 os << "]";
54 os << ", attribute_effects=";
55 for (size_t i = 0; i < obj.attribute_effects.size(); ++i) {
56 os << (i == 0 ? "[" : ", ") << obj.attribute_effects[i];
57 }
58 os << "]";
59 os << ", affect_attr_defence="<< obj.affect_attr_defence;
60 os << ", battler_animation="<< obj.battler_animation;
61 os << ", battler_animation_data=";
62 for (size_t i = 0; i < obj.battler_animation_data.size(); ++i) {
63 os << (i == 0 ? "[" : ", ") << obj.battler_animation_data[i];
64 }
65 os << "]";
66 os << ", easyrpg_battle2k3_message="<< obj.easyrpg_battle2k3_message;
67 os << ", easyrpg_ignore_reflect="<< obj.easyrpg_ignore_reflect;
68 os << ", easyrpg_state_hit="<< obj.easyrpg_state_hit;
69 os << ", easyrpg_attribute_hit="<< obj.easyrpg_attribute_hit;
70 os << ", easyrpg_ignore_restrict_skill="<< obj.easyrpg_ignore_restrict_skill;
71 os << ", easyrpg_ignore_restrict_magic="<< obj.easyrpg_ignore_restrict_magic;
72 os << ", easyrpg_enable_stat_absorbing="<< obj.easyrpg_enable_stat_absorbing;
73 os << ", easyrpg_affected_by_evade_all_physical_attacks="<< obj.easyrpg_affected_by_evade_all_physical_attacks;
74 os << ", easyrpg_critical_hit_chance="<< obj.easyrpg_critical_hit_chance;
75 os << ", easyrpg_affected_by_row_modifiers="<< obj.easyrpg_affected_by_row_modifiers;
76 os << ", easyrpg_hp_type="<< obj.easyrpg_hp_type;
77 os << ", easyrpg_hp_percent="<< obj.easyrpg_hp_percent;
78 os << ", easyrpg_hp_cost="<< obj.easyrpg_hp_cost;
79 os << "}";
80 return os;
81}
82
83} // namespace rpg
84} // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition rpg_actor.cpp:18