liblcf
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lsd_saveactor.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 "lsd_reader.h"
14#include "lsd_chunks.h"
15#include "reader_struct_impl.h"
16
17// Read SaveActor.
18
19template <>
20char const* const Struct<RPG::SaveActor>::name = "SaveActor";
24 "name",
25 1,
26 0
27);
31 "title",
32 1,
33 0
34);
35static TypedField<RPG::SaveActor, std::string> static_sprite_name(
38 "sprite_name",
39 0,
40 0
41);
42static TypedField<RPG::SaveActor, int32_t> static_sprite_id(
45 "sprite_id",
46 0,
47 0
48);
49static TypedField<RPG::SaveActor, int32_t> static_transparency(
52 "transparency",
53 0,
54 0
55);
56static TypedField<RPG::SaveActor, std::string> static_face_name(
59 "face_name",
60 0,
61 0
62);
63static TypedField<RPG::SaveActor, int32_t> static_face_id(
66 "face_id",
67 0,
68 0
69);
70static TypedField<RPG::SaveActor, int32_t> static_level(
73 "level",
74 0,
75 0
76);
80 "exp",
81 0,
82 0
83);
84static TypedField<RPG::SaveActor, int32_t> static_hp_mod(
87 "hp_mod",
88 0,
89 0
90);
91static TypedField<RPG::SaveActor, int32_t> static_sp_mod(
94 "sp_mod",
95 0,
96 0
97);
98static TypedField<RPG::SaveActor, int32_t> static_attack_mod(
101 "attack_mod",
102 0,
103 0
104);
105static TypedField<RPG::SaveActor, int32_t> static_defense_mod(
108 "defense_mod",
109 0,
110 0
111);
112static TypedField<RPG::SaveActor, int32_t> static_spirit_mod(
115 "spirit_mod",
116 0,
117 0
118);
119static TypedField<RPG::SaveActor, int32_t> static_agility_mod(
122 "agility_mod",
123 0,
124 0
125);
126static TypedField<RPG::SaveActor, int32_t> static_skills_size(
129 "skills_size",
130 0,
131 0
132);
136 "skills",
137 1,
138 0
139);
143 "equipped",
144 1,
145 0
146);
147static TypedField<RPG::SaveActor, int32_t> static_current_hp(
150 "current_hp",
151 0,
152 0
153);
154static TypedField<RPG::SaveActor, int32_t> static_current_sp(
157 "current_sp",
158 0,
159 0
160);
161static TypedField<RPG::SaveActor, std::vector<int32_t>> static_battle_commands(
164 "battle_commands",
165 0,
166 1
167);
168static CountField<RPG::SaveActor, int16_t> static_size_status(
171 0,
172 0
173);
177 "status",
178 1,
179 0
180);
181static TypedField<RPG::SaveActor, bool> static_changed_battle_commands(
184 "changed_battle_commands",
185 0,
186 0
187);
188static TypedField<RPG::SaveActor, int32_t> static_class_id(
191 "class_id",
192 0,
193 0
194);
198 "row",
199 0,
200 1
201);
202static TypedField<RPG::SaveActor, bool> static_two_weapon(
205 "two_weapon",
206 0,
207 1
208);
209static TypedField<RPG::SaveActor, bool> static_lock_equipment(
212 "lock_equipment",
213 0,
214 1
215);
216static TypedField<RPG::SaveActor, bool> static_auto_battle(
219 "auto_battle",
220 0,
221 1
222);
223static TypedField<RPG::SaveActor, bool> static_super_guard(
226 "super_guard",
227 0,
228 1
229);
230static TypedField<RPG::SaveActor, int32_t> static_battler_animation(
233 "battler_animation",
234 0,
235 1
236);
237
238
239template <>
241 &static_name,
242 &static_title,
243 &static_sprite_name,
244 &static_sprite_id,
245 &static_transparency,
246 &static_face_name,
247 &static_face_id,
248 &static_level,
249 &static_exp,
250 &static_hp_mod,
251 &static_sp_mod,
252 &static_attack_mod,
253 &static_defense_mod,
254 &static_spirit_mod,
255 &static_agility_mod,
256 &static_skills_size,
257 &static_skills,
258 &static_equipped,
259 &static_current_hp,
260 &static_current_sp,
261 &static_battle_commands,
262 &static_size_status,
263 &static_status,
264 &static_changed_battle_commands,
265 &static_class_id,
266 &static_row,
267 &static_two_weapon,
268 &static_lock_equipment,
269 &static_auto_battle,
270 &static_super_guard,
271 &static_battler_animation,
272 NULL
273};
274
275template class Struct<RPG::SaveActor>;
std::string face_name
Definition: rpg_saveactor.h:45
std::vector< int32_t > battle_commands
Definition: rpg_saveactor.h:60
int32_t current_hp
Definition: rpg_saveactor.h:58
int32_t spirit_mod
Definition: rpg_saveactor.h:53
int32_t sprite_id
Definition: rpg_saveactor.h:43
int32_t battler_animation
Definition: rpg_saveactor.h:69
int32_t agility_mod
Definition: rpg_saveactor.h:54
int32_t current_sp
Definition: rpg_saveactor.h:59
std::vector< int16_t > status
Definition: rpg_saveactor.h:61
std::vector< int16_t > equipped
Definition: rpg_saveactor.h:57
std::string sprite_name
Definition: rpg_saveactor.h:42
std::vector< int16_t > skills
Definition: rpg_saveactor.h:56
int32_t skills_size
Definition: rpg_saveactor.h:55
int32_t attack_mod
Definition: rpg_saveactor.h:51
int32_t class_id
Definition: rpg_saveactor.h:63
std::string title
Definition: rpg_saveactor.h:41
std::string name
Definition: rpg_saveactor.h:40
int32_t defense_mod
Definition: rpg_saveactor.h:52
bool changed_battle_commands
Definition: rpg_saveactor.h:62
int32_t transparency
Definition: rpg_saveactor.h:44