liblcf
rpg_enemy.h
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/* !!!! GENERATED FILE - DO NOT EDIT !!!!
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* --------------------------------------
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*
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* This file is part of liblcf. Copyright (c) 2020 liblcf authors.
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* https://github.com/EasyRPG/liblcf - https://easyrpg.org
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*
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* liblcf is Free/Libre Open Source Software, released under the MIT License.
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* For the full copyright and license information, please view the COPYING
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* file that was distributed with this source code.
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*/
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#ifndef LCF_RPG_ENEMY_H
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#define LCF_RPG_ENEMY_H
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// Headers
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#include <stdint.h>
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#include <string>
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#include <vector>
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#include "
rpg_enemyaction.h
"
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namespace
RPG
{
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class
Enemy
{
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public
:
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int
ID
= 0;
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std::string
name
;
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std::string
battler_name
;
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int32_t
battler_hue
= 0;
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int32_t
max_hp
= 10;
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int32_t
max_sp
= 10;
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int32_t
attack
= 10;
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int32_t
defense
= 10;
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int32_t
spirit
= 10;
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int32_t
agility
= 10;
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bool
transparent
=
false
;
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int32_t
exp
= 0;
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int32_t
gold
= 0;
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int32_t
drop_id
= 0;
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int32_t
drop_prob
= 100;
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bool
critical_hit
=
false
;
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int32_t
critical_hit_chance
= 30;
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bool
miss
=
false
;
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bool
levitate
=
false
;
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std::vector<uint8_t>
state_ranks
;
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std::vector<uint8_t>
attribute_ranks
;
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std::vector<EnemyAction>
actions
;
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};
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inline
bool
operator==
(
const
Enemy
& l,
const
Enemy
& r) {
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return
l.
name
== r.
name
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&& l.
battler_name
== r.
battler_name
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&& l.
battler_hue
== r.
battler_hue
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&& l.
max_hp
== r.
max_hp
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&& l.
max_sp
== r.
max_sp
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&& l.
attack
== r.
attack
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&& l.
defense
== r.
defense
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&& l.
spirit
== r.
spirit
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&& l.
agility
== r.
agility
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&& l.
transparent
== r.
transparent
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&& l.
exp
== r.
exp
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&& l.
gold
== r.
gold
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&& l.
drop_id
== r.
drop_id
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&& l.
drop_prob
== r.
drop_prob
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&& l.
critical_hit
== r.
critical_hit
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&& l.
critical_hit_chance
== r.
critical_hit_chance
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&& l.
miss
== r.
miss
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&& l.
levitate
== r.
levitate
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&& l.
state_ranks
== r.
state_ranks
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&& l.
attribute_ranks
== r.
attribute_ranks
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&& l.
actions
== r.
actions
;
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}
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inline
bool
operator!=
(
const
Enemy
& l,
const
Enemy
& r) {
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return
!(l == r);
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}
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}
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#endif
RPG::Enemy::miss
bool miss
Definition:
rpg_enemy.h:44
RPG::operator==
bool operator==(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:64
RPG::Enemy::transparent
bool transparent
Definition:
rpg_enemy.h:37
RPG::Enemy::gold
int32_t gold
Definition:
rpg_enemy.h:39
RPG::Enemy::critical_hit_chance
int32_t critical_hit_chance
Definition:
rpg_enemy.h:43
RPG::Enemy::battler_hue
int32_t battler_hue
Definition:
rpg_enemy.h:30
RPG
Definition:
rpg_actor.h:26
rpg_enemyaction.h
RPG::Enemy::attribute_ranks
std::vector< uint8_t > attribute_ranks
Definition:
rpg_enemy.h:47
RPG::Enemy::exp
int32_t exp
Definition:
rpg_enemy.h:38
RPG::Enemy::ID
int ID
Definition:
rpg_enemy.h:27
RPG::Enemy::defense
int32_t defense
Definition:
rpg_enemy.h:34
RPG::Enemy::name
std::string name
Definition:
rpg_enemy.h:28
RPG::Enemy::max_hp
int32_t max_hp
Definition:
rpg_enemy.h:31
RPG::Enemy
Definition:
rpg_enemy.h:25
RPG::Enemy::state_ranks
std::vector< uint8_t > state_ranks
Definition:
rpg_enemy.h:46
RPG::Enemy::drop_id
int32_t drop_id
Definition:
rpg_enemy.h:40
RPG::operator!=
bool operator!=(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:98
RPG::Enemy::actions
std::vector< EnemyAction > actions
Definition:
rpg_enemy.h:48
RPG::Enemy::agility
int32_t agility
Definition:
rpg_enemy.h:36
RPG::Enemy::battler_name
std::string battler_name
Definition:
rpg_enemy.h:29
RPG::Enemy::attack
int32_t attack
Definition:
rpg_enemy.h:33
RPG::Enemy::critical_hit
bool critical_hit
Definition:
rpg_enemy.h:42
RPG::Enemy::spirit
int32_t spirit
Definition:
rpg_enemy.h:35
RPG::Enemy::drop_prob
int32_t drop_prob
Definition:
rpg_enemy.h:41
RPG::Enemy::levitate
bool levitate
Definition:
rpg_enemy.h:45
RPG::Enemy::max_sp
int32_t max_sp
Definition:
rpg_enemy.h:32
src
generated
rpg_enemy.h
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