liblcf
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rpg_system.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/system.h"
14
15namespace lcf {
16namespace rpg {
17
18std::ostream& operator<<(std::ostream& os, const System& obj) {
19 os << "System{";
20 os << "ldb_id="<< obj.ldb_id;
21 os << ", boat_name="<< obj.boat_name;
22 os << ", ship_name="<< obj.ship_name;
23 os << ", airship_name="<< obj.airship_name;
24 os << ", boat_index="<< obj.boat_index;
25 os << ", ship_index="<< obj.ship_index;
26 os << ", airship_index="<< obj.airship_index;
27 os << ", title_name="<< obj.title_name;
28 os << ", gameover_name="<< obj.gameover_name;
29 os << ", system_name="<< obj.system_name;
30 os << ", system2_name="<< obj.system2_name;
31 os << ", party=";
32 for (size_t i = 0; i < obj.party.size(); ++i) {
33 os << (i == 0 ? "[" : ", ") << obj.party[i];
34 }
35 os << "]";
36 os << ", menu_commands=";
37 for (size_t i = 0; i < obj.menu_commands.size(); ++i) {
38 os << (i == 0 ? "[" : ", ") << obj.menu_commands[i];
39 }
40 os << "]";
41 os << ", title_music="<< obj.title_music;
42 os << ", battle_music="<< obj.battle_music;
43 os << ", battle_end_music="<< obj.battle_end_music;
44 os << ", inn_music="<< obj.inn_music;
45 os << ", boat_music="<< obj.boat_music;
46 os << ", ship_music="<< obj.ship_music;
47 os << ", airship_music="<< obj.airship_music;
48 os << ", gameover_music="<< obj.gameover_music;
49 os << ", cursor_se="<< obj.cursor_se;
50 os << ", decision_se="<< obj.decision_se;
51 os << ", cancel_se="<< obj.cancel_se;
52 os << ", buzzer_se="<< obj.buzzer_se;
53 os << ", battle_se="<< obj.battle_se;
54 os << ", escape_se="<< obj.escape_se;
55 os << ", enemy_attack_se="<< obj.enemy_attack_se;
56 os << ", enemy_damaged_se="<< obj.enemy_damaged_se;
57 os << ", actor_damaged_se="<< obj.actor_damaged_se;
58 os << ", dodge_se="<< obj.dodge_se;
59 os << ", enemy_death_se="<< obj.enemy_death_se;
60 os << ", item_se="<< obj.item_se;
61 os << ", transition_out="<< obj.transition_out;
62 os << ", transition_in="<< obj.transition_in;
63 os << ", battle_start_fadeout="<< obj.battle_start_fadeout;
64 os << ", battle_start_fadein="<< obj.battle_start_fadein;
65 os << ", battle_end_fadeout="<< obj.battle_end_fadeout;
66 os << ", battle_end_fadein="<< obj.battle_end_fadein;
67 os << ", message_stretch="<< obj.message_stretch;
68 os << ", font_id="<< obj.font_id;
69 os << ", selected_condition="<< obj.selected_condition;
70 os << ", selected_hero="<< obj.selected_hero;
71 os << ", battletest_background="<< obj.battletest_background;
72 os << ", battletest_data=";
73 for (size_t i = 0; i < obj.battletest_data.size(); ++i) {
74 os << (i == 0 ? "[" : ", ") << obj.battletest_data[i];
75 }
76 os << "]";
77 os << ", save_count="<< obj.save_count;
78 os << ", battletest_terrain="<< obj.battletest_terrain;
79 os << ", battletest_formation="<< obj.battletest_formation;
80 os << ", battletest_condition="<< obj.battletest_condition;
81 os << ", equipment_setting="<< obj.equipment_setting;
82 os << ", battletest_alt_terrain="<< obj.battletest_alt_terrain;
83 os << ", show_frame="<< obj.show_frame;
84 os << ", frame_name="<< obj.frame_name;
85 os << ", invert_animations="<< obj.invert_animations;
86 os << ", show_title="<< obj.show_title;
87 os << ", easyrpg_alternative_exp="<< obj.easyrpg_alternative_exp;
88 os << ", easyrpg_battle_options=";
89 for (size_t i = 0; i < obj.easyrpg_battle_options.size(); ++i) {
90 os << (i == 0 ? "[" : ", ") << obj.easyrpg_battle_options[i];
91 }
92 os << "]";
93 os << ", easyrpg_max_actor_hp="<< obj.easyrpg_max_actor_hp;
94 os << ", easyrpg_max_enemy_hp="<< obj.easyrpg_max_enemy_hp;
95 os << ", easyrpg_max_damage="<< obj.easyrpg_max_damage;
96 os << ", easyrpg_max_exp="<< obj.easyrpg_max_exp;
97 os << ", easyrpg_max_level="<< obj.easyrpg_max_level;
98 os << ", easyrpg_max_savefiles="<< obj.easyrpg_max_savefiles;
99 os << ", easyrpg_max_item_count="<< obj.easyrpg_max_item_count;
100 os << ", easyrpg_variable_min_value="<< obj.easyrpg_variable_min_value;
101 os << ", easyrpg_variable_max_value="<< obj.easyrpg_variable_max_value;
102 os << ", easyrpg_max_actor_sp="<< obj.easyrpg_max_actor_sp;
103 os << ", easyrpg_max_enemy_sp="<< obj.easyrpg_max_enemy_sp;
104 os << ", easyrpg_max_stat_base_value="<< obj.easyrpg_max_stat_base_value;
105 os << ", easyrpg_max_stat_battle_value="<< obj.easyrpg_max_stat_battle_value;
106 os << ", easyrpg_use_rpg2k_battle_system="<< obj.easyrpg_use_rpg2k_battle_system;
107 os << ", easyrpg_battle_use_rpg2ke_strings="<< obj.easyrpg_battle_use_rpg2ke_strings;
108 os << ", easyrpg_use_rpg2k_battle_commands="<< obj.easyrpg_use_rpg2k_battle_commands;
109 os << ", easyrpg_default_actorai="<< obj.easyrpg_default_actorai;
110 os << ", easyrpg_default_enemyai="<< obj.easyrpg_default_enemyai;
111 os << "}";
112 return os;
113}
114
115} // namespace rpg
116} // namespace lcf
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition rpg_actor.cpp:18