18std::ostream&
operator<<(std::ostream& os,
const Item& obj) {
20 os <<
"name="<< obj.name;
21 os <<
", description="<< obj.description;
22 os <<
", type="<< obj.type;
23 os <<
", price="<< obj.price;
24 os <<
", uses="<< obj.uses;
25 os <<
", atk_points1="<< obj.atk_points1;
26 os <<
", def_points1="<< obj.def_points1;
27 os <<
", spi_points1="<< obj.spi_points1;
28 os <<
", agi_points1="<< obj.agi_points1;
29 os <<
", two_handed="<< obj.two_handed;
30 os <<
", sp_cost="<< obj.sp_cost;
31 os <<
", hit="<< obj.hit;
32 os <<
", critical_hit="<< obj.critical_hit;
33 os <<
", animation_id="<< obj.animation_id;
34 os <<
", preemptive="<< obj.preemptive;
35 os <<
", dual_attack="<< obj.dual_attack;
36 os <<
", attack_all="<< obj.attack_all;
37 os <<
", ignore_evasion="<< obj.ignore_evasion;
38 os <<
", prevent_critical="<< obj.prevent_critical;
39 os <<
", raise_evasion="<< obj.raise_evasion;
40 os <<
", half_sp_cost="<< obj.half_sp_cost;
41 os <<
", no_terrain_damage="<< obj.no_terrain_damage;
42 os <<
", cursed="<< obj.cursed;
43 os <<
", entire_party="<< obj.entire_party;
44 os <<
", recover_hp_rate="<< obj.recover_hp_rate;
45 os <<
", recover_hp="<< obj.recover_hp;
46 os <<
", recover_sp_rate="<< obj.recover_sp_rate;
47 os <<
", recover_sp="<< obj.recover_sp;
48 os <<
", occasion_field1="<< obj.occasion_field1;
49 os <<
", ko_only="<< obj.ko_only;
50 os <<
", max_hp_points="<< obj.max_hp_points;
51 os <<
", max_sp_points="<< obj.max_sp_points;
52 os <<
", atk_points2="<< obj.atk_points2;
53 os <<
", def_points2="<< obj.def_points2;
54 os <<
", spi_points2="<< obj.spi_points2;
55 os <<
", agi_points2="<< obj.agi_points2;
56 os <<
", using_message="<< obj.using_message;
57 os <<
", skill_id="<< obj.skill_id;
58 os <<
", switch_id="<< obj.switch_id;
59 os <<
", occasion_field2="<< obj.occasion_field2;
60 os <<
", occasion_battle="<< obj.occasion_battle;
62 for (
size_t i = 0; i < obj.actor_set.size(); ++i) {
63 os << (i == 0 ?
"[" :
", ") << obj.actor_set[i];
67 for (
size_t i = 0; i < obj.state_set.size(); ++i) {
68 os << (i == 0 ?
"[" :
", ") << obj.state_set[i];
71 os <<
", attribute_set=";
72 for (
size_t i = 0; i < obj.attribute_set.size(); ++i) {
73 os << (i == 0 ?
"[" :
", ") << obj.attribute_set[i];
76 os <<
", state_chance="<< obj.state_chance;
77 os <<
", reverse_state_effect="<< obj.reverse_state_effect;
78 os <<
", weapon_animation="<< obj.weapon_animation;
79 os <<
", animation_data=";
80 for (
size_t i = 0; i < obj.animation_data.size(); ++i) {
81 os << (i == 0 ?
"[" :
", ") << obj.animation_data[i];
84 os <<
", use_skill="<< obj.use_skill;
86 for (
size_t i = 0; i < obj.class_set.size(); ++i) {
87 os << (i == 0 ?
"[" :
", ") << obj.class_set[i];
90 os <<
", ranged_trajectory="<< obj.ranged_trajectory;
91 os <<
", ranged_target="<< obj.ranged_target;
92 os <<
", easyrpg_using_message="<< obj.easyrpg_using_message;
93 os <<
", easyrpg_max_count="<< obj.easyrpg_max_count;