13#include "lcf/rpg/state.h"
15constexpr int lcf::rpg::State::kDeathID;
19std::ostream&
operator<<(std::ostream& os,
const State& obj) {
21 os <<
"name="<< obj.name;
22 os <<
", type="<< obj.type;
23 os <<
", color="<< obj.color;
24 os <<
", priority="<< obj.priority;
25 os <<
", restriction="<< obj.restriction;
26 os <<
", a_rate="<< obj.a_rate;
27 os <<
", b_rate="<< obj.b_rate;
28 os <<
", c_rate="<< obj.c_rate;
29 os <<
", d_rate="<< obj.d_rate;
30 os <<
", e_rate="<< obj.e_rate;
31 os <<
", hold_turn="<< obj.hold_turn;
32 os <<
", auto_release_prob="<< obj.auto_release_prob;
33 os <<
", release_by_damage="<< obj.release_by_damage;
34 os <<
", affect_type="<< obj.affect_type;
35 os <<
", affect_attack="<< obj.affect_attack;
36 os <<
", affect_defense="<< obj.affect_defense;
37 os <<
", affect_spirit="<< obj.affect_spirit;
38 os <<
", affect_agility="<< obj.affect_agility;
39 os <<
", reduce_hit_ratio="<< obj.reduce_hit_ratio;
40 os <<
", avoid_attacks="<< obj.avoid_attacks;
41 os <<
", reflect_magic="<< obj.reflect_magic;
42 os <<
", cursed="<< obj.cursed;
43 os <<
", battler_animation_id="<< obj.battler_animation_id;
44 os <<
", restrict_skill="<< obj.restrict_skill;
45 os <<
", restrict_skill_level="<< obj.restrict_skill_level;
46 os <<
", restrict_magic="<< obj.restrict_magic;
47 os <<
", restrict_magic_level="<< obj.restrict_magic_level;
48 os <<
", hp_change_type="<< obj.hp_change_type;
49 os <<
", sp_change_type="<< obj.sp_change_type;
50 os <<
", message_actor="<< obj.message_actor;
51 os <<
", message_enemy="<< obj.message_enemy;
52 os <<
", message_already="<< obj.message_already;
53 os <<
", message_affected="<< obj.message_affected;
54 os <<
", message_recovery="<< obj.message_recovery;
55 os <<
", hp_change_max="<< obj.hp_change_max;
56 os <<
", hp_change_val="<< obj.hp_change_val;
57 os <<
", hp_change_map_steps="<< obj.hp_change_map_steps;
58 os <<
", hp_change_map_val="<< obj.hp_change_map_val;
59 os <<
", sp_change_max="<< obj.sp_change_max;
60 os <<
", sp_change_val="<< obj.sp_change_val;
61 os <<
", sp_change_map_steps="<< obj.sp_change_map_steps;
62 os <<
", sp_change_map_val="<< obj.sp_change_map_val;
63 os <<
", easyrpg_immune_states=";
64 for (
size_t i = 0; i < obj.easyrpg_immune_states.size(); ++i) {
65 os << (i == 0 ?
"[" :
", ") << obj.easyrpg_immune_states[i];
std::ostream & operator<<(std::ostream &os, const Actor &obj)