liblcf
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ldb_actor.cpp
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1/* !!!! GENERATED FILE - DO NOT EDIT !!!!
2 * --------------------------------------
3 *
4 * This file is part of liblcf. Copyright (c) 2020 liblcf authors.
5 * https://github.com/EasyRPG/liblcf - https://easyrpg.org
6 *
7 * liblcf is Free/Libre Open Source Software, released under the MIT License.
8 * For the full copyright and license information, please view the COPYING
9 * file that was distributed with this source code.
10 */
11
12// Headers
13#include "ldb_reader.h"
14#include "ldb_chunks.h"
15#include "reader_struct_impl.h"
16
17// Read Actor.
18
19template <>
20char const* const Struct<RPG::Actor>::name = "Actor";
24 "name",
25 0,
26 0
27);
28static TypedField<RPG::Actor, std::string> static_title(
31 "title",
32 0,
33 0
34);
35static TypedField<RPG::Actor, std::string> static_character_name(
38 "character_name",
39 0,
40 0
41);
42static TypedField<RPG::Actor, int32_t> static_character_index(
45 "character_index",
46 0,
47 0
48);
49static TypedField<RPG::Actor, bool> static_transparent(
52 "transparent",
53 0,
54 0
55);
56static TypedField<RPG::Actor, int32_t> static_initial_level(
59 "initial_level",
60 0,
61 0
62);
63static TypedField<RPG::Actor, int32_t> static_final_level(
66 "final_level",
67 0,
68 0
69);
70static TypedField<RPG::Actor, bool> static_critical_hit(
73 "critical_hit",
74 0,
75 0
76);
77static TypedField<RPG::Actor, int32_t> static_critical_hit_chance(
80 "critical_hit_chance",
81 0,
82 0
83);
84static TypedField<RPG::Actor, std::string> static_face_name(
87 "face_name",
88 0,
89 0
90);
91static TypedField<RPG::Actor, int32_t> static_face_index(
94 "face_index",
95 0,
96 0
97);
98static TypedField<RPG::Actor, bool> static_two_weapon(
101 "two_weapon",
102 0,
103 0
104);
105static TypedField<RPG::Actor, bool> static_lock_equipment(
108 "lock_equipment",
109 0,
110 0
111);
112static TypedField<RPG::Actor, bool> static_auto_battle(
115 "auto_battle",
116 0,
117 0
118);
119static TypedField<RPG::Actor, bool> static_super_guard(
122 "super_guard",
123 0,
124 0
125);
126static TypedField<RPG::Actor, RPG::Parameters> static_parameters(
129 "parameters",
130 1,
131 0
132);
133static TypedField<RPG::Actor, int32_t> static_exp_base(
136 "exp_base",
137 0,
138 0
139);
140static TypedField<RPG::Actor, int32_t> static_exp_inflation(
143 "exp_inflation",
144 0,
145 0
146);
147static TypedField<RPG::Actor, int32_t> static_exp_correction(
150 "exp_correction",
151 0,
152 0
153);
154static TypedField<RPG::Actor, RPG::Equipment> static_initial_equipment(
157 "initial_equipment",
158 1,
159 0
160);
161static TypedField<RPG::Actor, int32_t> static_unarmed_animation(
164 "unarmed_animation",
165 0,
166 0
167);
168static TypedField<RPG::Actor, int32_t> static_class_id(
171 "class_id",
172 0,
173 1
174);
175static TypedField<RPG::Actor, int32_t> static_battle_x(
178 "battle_x",
179 0,
180 1
181);
182static TypedField<RPG::Actor, int32_t> static_battle_y(
185 "battle_y",
186 0,
187 1
188);
189static TypedField<RPG::Actor, int32_t> static_battler_animation(
192 "battler_animation",
193 0,
194 1
195);
199 "skills",
200 1,
201 0
202);
203static TypedField<RPG::Actor, bool> static_rename_skill(
206 "rename_skill",
207 0,
208 0
209);
210static TypedField<RPG::Actor, std::string> static_skill_name(
213 "skill_name",
214 0,
215 0
216);
217static SizeField<RPG::Actor, uint8_t> static_size_state_ranks(
220 0,
221 0
222);
223static TypedField<RPG::Actor, std::vector<uint8_t>> static_state_ranks(
226 "state_ranks",
227 1,
228 0
229);
230static SizeField<RPG::Actor, uint8_t> static_size_attribute_ranks(
233 0,
234 0
235);
236static TypedField<RPG::Actor, std::vector<uint8_t>> static_attribute_ranks(
239 "attribute_ranks",
240 1,
241 0
242);
243static TypedField<RPG::Actor, std::vector<int32_t>> static_battle_commands(
246 "battle_commands",
247 1,
248 1
249);
250
251
252template <>
254 &static_name,
255 &static_title,
256 &static_character_name,
257 &static_character_index,
258 &static_transparent,
259 &static_initial_level,
260 &static_final_level,
261 &static_critical_hit,
262 &static_critical_hit_chance,
263 &static_face_name,
264 &static_face_index,
265 &static_two_weapon,
266 &static_lock_equipment,
267 &static_auto_battle,
268 &static_super_guard,
269 &static_parameters,
270 &static_exp_base,
271 &static_exp_inflation,
272 &static_exp_correction,
273 &static_initial_equipment,
274 &static_unarmed_animation,
275 &static_class_id,
276 &static_battle_x,
277 &static_battle_y,
278 &static_battler_animation,
279 &static_skills,
280 &static_rename_skill,
281 &static_skill_name,
282 &static_size_state_ranks,
283 &static_state_ranks,
284 &static_size_attribute_ranks,
285 &static_attribute_ranks,
286 &static_battle_commands,
287 NULL
288};
289
290template class Struct<RPG::Actor>;
std::string character_name
Definition: rpg_actor.h:33
std::vector< uint8_t > attribute_ranks
Definition: rpg_actor.h:60
bool super_guard
Definition: rpg_actor.h:45
Parameters parameters
Definition: rpg_actor.h:46
int32_t battler_animation
Definition: rpg_actor.h:55
int32_t unarmed_animation
Definition: rpg_actor.h:51
int32_t final_level
Definition: rpg_actor.h:37
std::vector< uint8_t > state_ranks
Definition: rpg_actor.h:59
std::string name
Definition: rpg_actor.h:31
int32_t exp_correction
Definition: rpg_actor.h:49
std::string skill_name
Definition: rpg_actor.h:58
int32_t class_id
Definition: rpg_actor.h:52
int32_t face_index
Definition: rpg_actor.h:41
bool transparent
Definition: rpg_actor.h:35
int32_t character_index
Definition: rpg_actor.h:34
bool auto_battle
Definition: rpg_actor.h:44
int32_t initial_level
Definition: rpg_actor.h:36
bool lock_equipment
Definition: rpg_actor.h:43
int32_t critical_hit_chance
Definition: rpg_actor.h:39
int32_t battle_x
Definition: rpg_actor.h:53
std::string title
Definition: rpg_actor.h:32
Equipment initial_equipment
Definition: rpg_actor.h:50
int32_t exp_inflation
Definition: rpg_actor.h:48
bool rename_skill
Definition: rpg_actor.h:57
int32_t battle_y
Definition: rpg_actor.h:54
int32_t exp_base
Definition: rpg_actor.h:47
std::string face_name
Definition: rpg_actor.h:40
std::vector< Learning > skills
Definition: rpg_actor.h:56
bool two_weapon
Definition: rpg_actor.h:42
std::vector< int32_t > battle_commands
Definition: rpg_actor.h:61
bool critical_hit
Definition: rpg_actor.h:38