13#include "lcf/rpg/class.h"
18std::ostream&
operator<<(std::ostream& os,
const Class& obj) {
20 os <<
"name="<< obj.name;
21 os <<
", two_weapon="<< obj.two_weapon;
22 os <<
", lock_equipment="<< obj.lock_equipment;
23 os <<
", auto_battle="<< obj.auto_battle;
24 os <<
", super_guard="<< obj.super_guard;
25 os <<
", parameters="<< obj.parameters;
26 os <<
", exp_base="<< obj.exp_base;
27 os <<
", exp_inflation="<< obj.exp_inflation;
28 os <<
", exp_correction="<< obj.exp_correction;
29 os <<
", battler_animation="<< obj.battler_animation;
31 for (
size_t i = 0; i < obj.skills.size(); ++i) {
32 os << (i == 0 ?
"[" :
", ") << obj.skills[i];
35 os <<
", state_ranks=";
36 for (
size_t i = 0; i < obj.state_ranks.size(); ++i) {
37 os << (i == 0 ?
"[" :
", ") << obj.state_ranks[i];
40 os <<
", attribute_ranks=";
41 for (
size_t i = 0; i < obj.attribute_ranks.size(); ++i) {
42 os << (i == 0 ?
"[" :
", ") << obj.attribute_ranks[i];
45 os <<
", battle_commands=";
46 for (
size_t i = 0; i < obj.battle_commands.size(); ++i) {
47 os << (i == 0 ?
"[" :
", ") << obj.battle_commands[i];
std::ostream & operator<<(std::ostream &os, const Actor &obj)