/* !!!! GENERATED FILE - DO NOT EDIT !!!! * -------------------------------------- * * This file is part of liblcf. Copyright (c) 2021 liblcf authors. * https://github.com/EasyRPG/liblcf - https://easyrpg.org * * liblcf is Free/Libre Open Source Software, released under the MIT License. * For the full copyright and license information, please view the COPYING * file that was distributed with this source code. */ // Headers #include "lcf/rpg/terms.h" constexpr const char* lcf::rpg::Terms::kDefaultTerm; namespace lcf { namespace rpg { std::ostream& operator<<(std::ostream& os, const Terms& obj) { os << "Terms{"; os << "encounter="<< obj.encounter; os << ", special_combat="<< obj.special_combat; os << ", escape_success="<< obj.escape_success; os << ", escape_failure="<< obj.escape_failure; os << ", victory="<< obj.victory; os << ", defeat="<< obj.defeat; os << ", exp_received="<< obj.exp_received; os << ", gold_recieved_a="<< obj.gold_recieved_a; os << ", gold_recieved_b="<< obj.gold_recieved_b; os << ", item_recieved="<< obj.item_recieved; os << ", attacking="<< obj.attacking; os << ", enemy_critical="<< obj.enemy_critical; os << ", actor_critical="<< obj.actor_critical; os << ", defending="<< obj.defending; os << ", observing="<< obj.observing; os << ", focus="<< obj.focus; os << ", autodestruction="<< obj.autodestruction; os << ", enemy_escape="<< obj.enemy_escape; os << ", enemy_transform="<< obj.enemy_transform; os << ", enemy_damaged="<< obj.enemy_damaged; os << ", enemy_undamaged="<< obj.enemy_undamaged; os << ", actor_damaged="<< obj.actor_damaged; os << ", actor_undamaged="<< obj.actor_undamaged; os << ", skill_failure_a="<< obj.skill_failure_a; os << ", skill_failure_b="<< obj.skill_failure_b; os << ", skill_failure_c="<< obj.skill_failure_c; os << ", dodge="<< obj.dodge; os << ", use_item="<< obj.use_item; os << ", hp_recovery="<< obj.hp_recovery; os << ", parameter_increase="<< obj.parameter_increase; os << ", parameter_decrease="<< obj.parameter_decrease; os << ", enemy_hp_absorbed="<< obj.enemy_hp_absorbed; os << ", actor_hp_absorbed="<< obj.actor_hp_absorbed; os << ", resistance_increase="<< obj.resistance_increase; os << ", resistance_decrease="<< obj.resistance_decrease; os << ", level_up="<< obj.level_up; os << ", skill_learned="<< obj.skill_learned; os << ", battle_start="<< obj.battle_start; os << ", miss="<< obj.miss; os << ", shop_greeting1="<< obj.shop_greeting1; os << ", shop_regreeting1="<< obj.shop_regreeting1; os << ", shop_buy1="<< obj.shop_buy1; os << ", shop_sell1="<< obj.shop_sell1; os << ", shop_leave1="<< obj.shop_leave1; os << ", shop_buy_select1="<< obj.shop_buy_select1; os << ", shop_buy_number1="<< obj.shop_buy_number1; os << ", shop_purchased1="<< obj.shop_purchased1; os << ", shop_sell_select1="<< obj.shop_sell_select1; os << ", shop_sell_number1="<< obj.shop_sell_number1; os << ", shop_sold1="<< obj.shop_sold1; os << ", shop_greeting2="<< obj.shop_greeting2; os << ", shop_regreeting2="<< obj.shop_regreeting2; os << ", shop_buy2="<< obj.shop_buy2; os << ", shop_sell2="<< obj.shop_sell2; os << ", shop_leave2="<< obj.shop_leave2; os << ", shop_buy_select2="<< obj.shop_buy_select2; os << ", shop_buy_number2="<< obj.shop_buy_number2; os << ", shop_purchased2="<< obj.shop_purchased2; os << ", shop_sell_select2="<< obj.shop_sell_select2; os << ", shop_sell_number2="<< obj.shop_sell_number2; os << ", shop_sold2="<< obj.shop_sold2; os << ", shop_greeting3="<< obj.shop_greeting3; os << ", shop_regreeting3="<< obj.shop_regreeting3; os << ", shop_buy3="<< obj.shop_buy3; os << ", shop_sell3="<< obj.shop_sell3; os << ", shop_leave3="<< obj.shop_leave3; os << ", shop_buy_select3="<< obj.shop_buy_select3; os << ", shop_buy_number3="<< obj.shop_buy_number3; os << ", shop_purchased3="<< obj.shop_purchased3; os << ", shop_sell_select3="<< obj.shop_sell_select3; os << ", shop_sell_number3="<< obj.shop_sell_number3; os << ", shop_sold3="<< obj.shop_sold3; os << ", inn_a_greeting_1="<< obj.inn_a_greeting_1; os << ", inn_a_greeting_2="<< obj.inn_a_greeting_2; os << ", inn_a_greeting_3="<< obj.inn_a_greeting_3; os << ", inn_a_accept="<< obj.inn_a_accept; os << ", inn_a_cancel="<< obj.inn_a_cancel; os << ", inn_b_greeting_1="<< obj.inn_b_greeting_1; os << ", inn_b_greeting_2="<< obj.inn_b_greeting_2; os << ", inn_b_greeting_3="<< obj.inn_b_greeting_3; os << ", inn_b_accept="<< obj.inn_b_accept; os << ", inn_b_cancel="<< obj.inn_b_cancel; os << ", possessed_items="<< obj.possessed_items; os << ", equipped_items="<< obj.equipped_items; os << ", gold="<< obj.gold; os << ", battle_fight="<< obj.battle_fight; os << ", battle_auto="<< obj.battle_auto; os << ", battle_escape="<< obj.battle_escape; os << ", command_attack="<< obj.command_attack; os << ", command_defend="<< obj.command_defend; os << ", command_item="<< obj.command_item; os << ", command_skill="<< obj.command_skill; os << ", menu_equipment="<< obj.menu_equipment; os << ", menu_save="<< obj.menu_save; os << ", menu_quit="<< obj.menu_quit; os << ", new_game="<< obj.new_game; os << ", load_game="<< obj.load_game; os << ", exit_game="<< obj.exit_game; os << ", status="<< obj.status; os << ", row="<< obj.row; os << ", order="<< obj.order; os << ", wait_on="<< obj.wait_on; os << ", wait_off="<< obj.wait_off; os << ", level="<< obj.level; os << ", health_points="<< obj.health_points; os << ", spirit_points="<< obj.spirit_points; os << ", normal_status="<< obj.normal_status; os << ", exp_short="<< obj.exp_short; os << ", lvl_short="<< obj.lvl_short; os << ", hp_short="<< obj.hp_short; os << ", sp_short="<< obj.sp_short; os << ", sp_cost="<< obj.sp_cost; os << ", attack="<< obj.attack; os << ", defense="<< obj.defense; os << ", spirit="<< obj.spirit; os << ", agility="<< obj.agility; os << ", weapon="<< obj.weapon; os << ", shield="<< obj.shield; os << ", armor="<< obj.armor; os << ", helmet="<< obj.helmet; os << ", accessory="<< obj.accessory; os << ", save_game_message="<< obj.save_game_message; os << ", load_game_message="<< obj.load_game_message; os << ", file="<< obj.file; os << ", exit_game_message="<< obj.exit_game_message; os << ", yes="<< obj.yes; os << ", no="<< obj.no; os << ", easyrpg_item_number_separator="<< obj.easyrpg_item_number_separator; os << ", easyrpg_skill_cost_separator="<< obj.easyrpg_skill_cost_separator; os << ", easyrpg_equipment_arrow="<< obj.easyrpg_equipment_arrow; os << ", easyrpg_status_scene_name="<< obj.easyrpg_status_scene_name; os << ", easyrpg_status_scene_class="<< obj.easyrpg_status_scene_class; os << ", easyrpg_status_scene_title="<< obj.easyrpg_status_scene_title; os << ", easyrpg_status_scene_condition="<< obj.easyrpg_status_scene_condition; os << ", easyrpg_status_scene_front="<< obj.easyrpg_status_scene_front; os << ", easyrpg_status_scene_back="<< obj.easyrpg_status_scene_back; os << ", easyrpg_order_scene_confirm="<< obj.easyrpg_order_scene_confirm; os << ", easyrpg_order_scene_redo="<< obj.easyrpg_order_scene_redo; os << ", easyrpg_battle2k3_double_attack="<< obj.easyrpg_battle2k3_double_attack; os << ", easyrpg_battle2k3_defend="<< obj.easyrpg_battle2k3_defend; os << ", easyrpg_battle2k3_observe="<< obj.easyrpg_battle2k3_observe; os << ", easyrpg_battle2k3_charge="<< obj.easyrpg_battle2k3_charge; os << ", easyrpg_battle2k3_selfdestruct="<< obj.easyrpg_battle2k3_selfdestruct; os << ", easyrpg_battle2k3_escape="<< obj.easyrpg_battle2k3_escape; os << ", easyrpg_battle2k3_special_combat_back="<< obj.easyrpg_battle2k3_special_combat_back; os << ", easyrpg_battle2k3_skill="<< obj.easyrpg_battle2k3_skill; os << ", easyrpg_battle2k3_item="<< obj.easyrpg_battle2k3_item; os << "}"; return os; } } // namespace rpg } // namespace lcf