18std::ostream&
operator<<(std::ostream& os,
const Actor& obj) {
20 os <<
"name="<< obj.name;
21 os <<
", title="<< obj.title;
22 os <<
", character_name="<< obj.character_name;
23 os <<
", character_index="<< obj.character_index;
24 os <<
", transparent="<< obj.transparent;
25 os <<
", initial_level="<< obj.initial_level;
26 os <<
", final_level="<< obj.final_level;
27 os <<
", critical_hit="<< obj.critical_hit;
28 os <<
", critical_hit_chance="<< obj.critical_hit_chance;
29 os <<
", face_name="<< obj.face_name;
30 os <<
", face_index="<< obj.face_index;
31 os <<
", two_weapon="<< obj.two_weapon;
32 os <<
", lock_equipment="<< obj.lock_equipment;
33 os <<
", auto_battle="<< obj.auto_battle;
34 os <<
", super_guard="<< obj.super_guard;
35 os <<
", parameters="<< obj.parameters;
36 os <<
", exp_base="<< obj.exp_base;
37 os <<
", exp_inflation="<< obj.exp_inflation;
38 os <<
", exp_correction="<< obj.exp_correction;
39 os <<
", initial_equipment="<< obj.initial_equipment;
40 os <<
", unarmed_animation="<< obj.unarmed_animation;
41 os <<
", class_id="<< obj.class_id;
42 os <<
", battle_x="<< obj.battle_x;
43 os <<
", battle_y="<< obj.battle_y;
44 os <<
", battler_animation="<< obj.battler_animation;
46 for (
size_t i = 0; i < obj.skills.size(); ++i) {
47 os << (i == 0 ?
"[" :
", ") << obj.skills[i];
50 os <<
", rename_skill="<< obj.rename_skill;
51 os <<
", skill_name="<< obj.skill_name;
52 os <<
", state_ranks=";
53 for (
size_t i = 0; i < obj.state_ranks.size(); ++i) {
54 os << (i == 0 ?
"[" :
", ") << obj.state_ranks[i];
57 os <<
", attribute_ranks=";
58 for (
size_t i = 0; i < obj.attribute_ranks.size(); ++i) {
59 os << (i == 0 ?
"[" :
", ") << obj.attribute_ranks[i];
62 os <<
", battle_commands=";
63 for (
size_t i = 0; i < obj.battle_commands.size(); ++i) {
64 os << (i == 0 ?
"[" :
", ") << obj.battle_commands[i];
67 os <<
", easyrpg_actorai="<< obj.easyrpg_actorai;
68 os <<
", easyrpg_prevent_critical="<< obj.easyrpg_prevent_critical;
69 os <<
", easyrpg_raise_evasion="<< obj.easyrpg_raise_evasion;
70 os <<
", easyrpg_immune_to_attribute_downshifts="<< obj.easyrpg_immune_to_attribute_downshifts;
71 os <<
", easyrpg_ignore_evasion="<< obj.easyrpg_ignore_evasion;
72 os <<
", easyrpg_unarmed_hit="<< obj.easyrpg_unarmed_hit;
73 os <<
", easyrpg_unarmed_state_set=";
74 for (
size_t i = 0; i < obj.easyrpg_unarmed_state_set.size(); ++i) {
75 os << (i == 0 ?
"[" :
", ") << obj.easyrpg_unarmed_state_set[i];
78 os <<
", easyrpg_unarmed_state_chance="<< obj.easyrpg_unarmed_state_chance;
79 os <<
", easyrpg_unarmed_attribute_set=";
80 for (
size_t i = 0; i < obj.easyrpg_unarmed_attribute_set.size(); ++i) {
81 os << (i == 0 ?
"[" :
", ") << obj.easyrpg_unarmed_attribute_set[i];
84 os <<
", easyrpg_dual_attack="<< obj.easyrpg_dual_attack;
85 os <<
", easyrpg_attack_all="<< obj.easyrpg_attack_all;