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