liblcf
generated/rpg_terms.cpp
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1 /* !!!! GENERATED FILE - DO NOT EDIT !!!!
2  * --------------------------------------
3  *
4  * This file is part of liblcf. Copyright (c) 2021 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 
15 constexpr const char* lcf::rpg::Terms::kDefaultTerm;
16 namespace lcf {
17 namespace rpg {
18 
19 std::ostream& operator<<(std::ostream& os, const Terms& obj) {
20  os << "Terms{";
21  os << "encounter="<< obj.encounter;
22  os << ", special_combat="<< obj.special_combat;
23  os << ", escape_success="<< obj.escape_success;
24  os << ", escape_failure="<< obj.escape_failure;
25  os << ", victory="<< obj.victory;
26  os << ", defeat="<< obj.defeat;
27  os << ", exp_received="<< obj.exp_received;
28  os << ", gold_recieved_a="<< obj.gold_recieved_a;
29  os << ", gold_recieved_b="<< obj.gold_recieved_b;
30  os << ", item_recieved="<< obj.item_recieved;
31  os << ", attacking="<< obj.attacking;
32  os << ", enemy_critical="<< obj.enemy_critical;
33  os << ", actor_critical="<< obj.actor_critical;
34  os << ", defending="<< obj.defending;
35  os << ", observing="<< obj.observing;
36  os << ", focus="<< obj.focus;
37  os << ", autodestruction="<< obj.autodestruction;
38  os << ", enemy_escape="<< obj.enemy_escape;
39  os << ", enemy_transform="<< obj.enemy_transform;
40  os << ", enemy_damaged="<< obj.enemy_damaged;
41  os << ", enemy_undamaged="<< obj.enemy_undamaged;
42  os << ", actor_damaged="<< obj.actor_damaged;
43  os << ", actor_undamaged="<< obj.actor_undamaged;
44  os << ", skill_failure_a="<< obj.skill_failure_a;
45  os << ", skill_failure_b="<< obj.skill_failure_b;
46  os << ", skill_failure_c="<< obj.skill_failure_c;
47  os << ", dodge="<< obj.dodge;
48  os << ", use_item="<< obj.use_item;
49  os << ", hp_recovery="<< obj.hp_recovery;
50  os << ", parameter_increase="<< obj.parameter_increase;
51  os << ", parameter_decrease="<< obj.parameter_decrease;
52  os << ", enemy_hp_absorbed="<< obj.enemy_hp_absorbed;
53  os << ", actor_hp_absorbed="<< obj.actor_hp_absorbed;
54  os << ", resistance_increase="<< obj.resistance_increase;
55  os << ", resistance_decrease="<< obj.resistance_decrease;
56  os << ", level_up="<< obj.level_up;
57  os << ", skill_learned="<< obj.skill_learned;
58  os << ", battle_start="<< obj.battle_start;
59  os << ", miss="<< obj.miss;
60  os << ", shop_greeting1="<< obj.shop_greeting1;
61  os << ", shop_regreeting1="<< obj.shop_regreeting1;
62  os << ", shop_buy1="<< obj.shop_buy1;
63  os << ", shop_sell1="<< obj.shop_sell1;
64  os << ", shop_leave1="<< obj.shop_leave1;
65  os << ", shop_buy_select1="<< obj.shop_buy_select1;
66  os << ", shop_buy_number1="<< obj.shop_buy_number1;
67  os << ", shop_purchased1="<< obj.shop_purchased1;
68  os << ", shop_sell_select1="<< obj.shop_sell_select1;
69  os << ", shop_sell_number1="<< obj.shop_sell_number1;
70  os << ", shop_sold1="<< obj.shop_sold1;
71  os << ", shop_greeting2="<< obj.shop_greeting2;
72  os << ", shop_regreeting2="<< obj.shop_regreeting2;
73  os << ", shop_buy2="<< obj.shop_buy2;
74  os << ", shop_sell2="<< obj.shop_sell2;
75  os << ", shop_leave2="<< obj.shop_leave2;
76  os << ", shop_buy_select2="<< obj.shop_buy_select2;
77  os << ", shop_buy_number2="<< obj.shop_buy_number2;
78  os << ", shop_purchased2="<< obj.shop_purchased2;
79  os << ", shop_sell_select2="<< obj.shop_sell_select2;
80  os << ", shop_sell_number2="<< obj.shop_sell_number2;
81  os << ", shop_sold2="<< obj.shop_sold2;
82  os << ", shop_greeting3="<< obj.shop_greeting3;
83  os << ", shop_regreeting3="<< obj.shop_regreeting3;
84  os << ", shop_buy3="<< obj.shop_buy3;
85  os << ", shop_sell3="<< obj.shop_sell3;
86  os << ", shop_leave3="<< obj.shop_leave3;
87  os << ", shop_buy_select3="<< obj.shop_buy_select3;
88  os << ", shop_buy_number3="<< obj.shop_buy_number3;
89  os << ", shop_purchased3="<< obj.shop_purchased3;
90  os << ", shop_sell_select3="<< obj.shop_sell_select3;
91  os << ", shop_sell_number3="<< obj.shop_sell_number3;
92  os << ", shop_sold3="<< obj.shop_sold3;
93  os << ", inn_a_greeting_1="<< obj.inn_a_greeting_1;
94  os << ", inn_a_greeting_2="<< obj.inn_a_greeting_2;
95  os << ", inn_a_greeting_3="<< obj.inn_a_greeting_3;
96  os << ", inn_a_accept="<< obj.inn_a_accept;
97  os << ", inn_a_cancel="<< obj.inn_a_cancel;
98  os << ", inn_b_greeting_1="<< obj.inn_b_greeting_1;
99  os << ", inn_b_greeting_2="<< obj.inn_b_greeting_2;
100  os << ", inn_b_greeting_3="<< obj.inn_b_greeting_3;
101  os << ", inn_b_accept="<< obj.inn_b_accept;
102  os << ", inn_b_cancel="<< obj.inn_b_cancel;
103  os << ", possessed_items="<< obj.possessed_items;
104  os << ", equipped_items="<< obj.equipped_items;
105  os << ", gold="<< obj.gold;
106  os << ", battle_fight="<< obj.battle_fight;
107  os << ", battle_auto="<< obj.battle_auto;
108  os << ", battle_escape="<< obj.battle_escape;
109  os << ", command_attack="<< obj.command_attack;
110  os << ", command_defend="<< obj.command_defend;
111  os << ", command_item="<< obj.command_item;
112  os << ", command_skill="<< obj.command_skill;
113  os << ", menu_equipment="<< obj.menu_equipment;
114  os << ", menu_save="<< obj.menu_save;
115  os << ", menu_quit="<< obj.menu_quit;
116  os << ", new_game="<< obj.new_game;
117  os << ", load_game="<< obj.load_game;
118  os << ", exit_game="<< obj.exit_game;
119  os << ", status="<< obj.status;
120  os << ", row="<< obj.row;
121  os << ", order="<< obj.order;
122  os << ", wait_on="<< obj.wait_on;
123  os << ", wait_off="<< obj.wait_off;
124  os << ", level="<< obj.level;
125  os << ", health_points="<< obj.health_points;
126  os << ", spirit_points="<< obj.spirit_points;
127  os << ", normal_status="<< obj.normal_status;
128  os << ", exp_short="<< obj.exp_short;
129  os << ", lvl_short="<< obj.lvl_short;
130  os << ", hp_short="<< obj.hp_short;
131  os << ", sp_short="<< obj.sp_short;
132  os << ", sp_cost="<< obj.sp_cost;
133  os << ", attack="<< obj.attack;
134  os << ", defense="<< obj.defense;
135  os << ", spirit="<< obj.spirit;
136  os << ", agility="<< obj.agility;
137  os << ", weapon="<< obj.weapon;
138  os << ", shield="<< obj.shield;
139  os << ", armor="<< obj.armor;
140  os << ", helmet="<< obj.helmet;
141  os << ", accessory="<< obj.accessory;
142  os << ", save_game_message="<< obj.save_game_message;
143  os << ", load_game_message="<< obj.load_game_message;
144  os << ", file="<< obj.file;
145  os << ", exit_game_message="<< obj.exit_game_message;
146  os << ", yes="<< obj.yes;
147  os << ", no="<< obj.no;
148  os << ", easyrpg_item_number_separator="<< obj.easyrpg_item_number_separator;
149  os << ", easyrpg_skill_cost_separator="<< obj.easyrpg_skill_cost_separator;
150  os << ", easyrpg_equipment_arrow="<< obj.easyrpg_equipment_arrow;
151  os << ", easyrpg_status_scene_name="<< obj.easyrpg_status_scene_name;
152  os << ", easyrpg_status_scene_class="<< obj.easyrpg_status_scene_class;
153  os << ", easyrpg_status_scene_title="<< obj.easyrpg_status_scene_title;
154  os << ", easyrpg_status_scene_condition="<< obj.easyrpg_status_scene_condition;
155  os << ", easyrpg_status_scene_front="<< obj.easyrpg_status_scene_front;
156  os << ", easyrpg_status_scene_back="<< obj.easyrpg_status_scene_back;
157  os << ", easyrpg_order_scene_confirm="<< obj.easyrpg_order_scene_confirm;
158  os << ", easyrpg_order_scene_redo="<< obj.easyrpg_order_scene_redo;
159  os << ", easyrpg_battle2k3_double_attack="<< obj.easyrpg_battle2k3_double_attack;
160  os << ", easyrpg_battle2k3_defend="<< obj.easyrpg_battle2k3_defend;
161  os << ", easyrpg_battle2k3_observe="<< obj.easyrpg_battle2k3_observe;
162  os << ", easyrpg_battle2k3_charge="<< obj.easyrpg_battle2k3_charge;
163  os << ", easyrpg_battle2k3_selfdestruct="<< obj.easyrpg_battle2k3_selfdestruct;
164  os << ", easyrpg_battle2k3_escape="<< obj.easyrpg_battle2k3_escape;
165  os << ", easyrpg_battle2k3_special_combat_back="<< obj.easyrpg_battle2k3_special_combat_back;
166  os << ", easyrpg_battle2k3_skill="<< obj.easyrpg_battle2k3_skill;
167  os << ", easyrpg_battle2k3_item="<< obj.easyrpg_battle2k3_item;
168  os << "}";
169  return os;
170 }
171 
172 } // namespace rpg
173 } // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition: rpg_actor.cpp:18
Definition: dbarray.cpp:13