13#include "lcf/rpg/terms.h"
15constexpr const char* lcf::rpg::Terms::kDefaultTerm;
19std::ostream&
operator<<(std::ostream& os,
const Terms& obj) {
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;
std::ostream & operator<<(std::ostream &os, const Actor &obj)