liblcf
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ldb_state.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 State.
18
19template <>
20char const* const Struct<RPG::State>::name = "State";
24 "name",
25 0,
26 0
27);
28static TypedField<RPG::State, int32_t> static_type(
31 "type",
32 1,
33 0
34);
35static TypedField<RPG::State, int32_t> static_color(
38 "color",
39 0,
40 0
41);
42static TypedField<RPG::State, int32_t> static_priority(
45 "priority",
46 0,
47 0
48);
49static TypedField<RPG::State, int32_t> static_restriction(
52 "restriction",
53 1,
54 0
55);
56static TypedField<RPG::State, int32_t> static_a_rate(
59 "a_rate",
60 0,
61 0
62);
63static TypedField<RPG::State, int32_t> static_b_rate(
66 "b_rate",
67 0,
68 0
69);
70static TypedField<RPG::State, int32_t> static_c_rate(
73 "c_rate",
74 0,
75 0
76);
77static TypedField<RPG::State, int32_t> static_d_rate(
80 "d_rate",
81 0,
82 0
83);
84static TypedField<RPG::State, int32_t> static_e_rate(
87 "e_rate",
88 0,
89 0
90);
91static TypedField<RPG::State, int32_t> static_hold_turn(
94 "hold_turn",
95 0,
96 0
97);
98static TypedField<RPG::State, int32_t> static_auto_release_prob(
101 "auto_release_prob",
102 0,
103 0
104);
105static TypedField<RPG::State, int32_t> static_release_by_damage(
108 "release_by_damage",
109 0,
110 0
111);
112static TypedField<RPG::State, int32_t> static_affect_type(
115 "affect_type",
116 0,
117 1
118);
119static TypedField<RPG::State, bool> static_affect_attack(
122 "affect_attack",
123 0,
124 0
125);
126static TypedField<RPG::State, bool> static_affect_defense(
129 "affect_defense",
130 0,
131 0
132);
133static TypedField<RPG::State, bool> static_affect_spirit(
136 "affect_spirit",
137 0,
138 0
139);
140static TypedField<RPG::State, bool> static_affect_agility(
143 "affect_agility",
144 0,
145 0
146);
147static TypedField<RPG::State, int32_t> static_reduce_hit_ratio(
150 "reduce_hit_ratio",
151 0,
152 0
153);
154static TypedField<RPG::State, bool> static_avoid_attacks(
157 "avoid_attacks",
158 0,
159 1
160);
161static TypedField<RPG::State, bool> static_reflect_magic(
164 "reflect_magic",
165 0,
166 1
167);
168static TypedField<RPG::State, bool> static_cursed(
171 "cursed",
172 0,
173 1
174);
175static TypedField<RPG::State, int32_t> static_battler_animation_id(
178 "battler_animation_id",
179 0,
180 1
181);
182static TypedField<RPG::State, bool> static_restrict_skill(
185 "restrict_skill",
186 0,
187 0
188);
189static TypedField<RPG::State, int32_t> static_restrict_skill_level(
192 "restrict_skill_level",
193 0,
194 0
195);
196static TypedField<RPG::State, bool> static_restrict_magic(
199 "restrict_magic",
200 0,
201 0
202);
203static TypedField<RPG::State, int32_t> static_restrict_magic_level(
206 "restrict_magic_level",
207 0,
208 0
209);
210static TypedField<RPG::State, int32_t> static_hp_change_type(
213 "hp_change_type",
214 0,
215 0
216);
217static TypedField<RPG::State, int32_t> static_sp_change_type(
220 "sp_change_type",
221 0,
222 0
223);
224static TypedField<RPG::State, std::string> static_message_actor(
227 "message_actor",
228 0,
229 0
230);
231static TypedField<RPG::State, std::string> static_message_enemy(
234 "message_enemy",
235 0,
236 0
237);
238static TypedField<RPG::State, std::string> static_message_already(
241 "message_already",
242 0,
243 0
244);
245static TypedField<RPG::State, std::string> static_message_affected(
248 "message_affected",
249 0,
250 0
251);
252static TypedField<RPG::State, std::string> static_message_recovery(
255 "message_recovery",
256 0,
257 0
258);
259static TypedField<RPG::State, int32_t> static_hp_change_max(
262 "hp_change_max",
263 0,
264 0
265);
266static TypedField<RPG::State, int32_t> static_hp_change_val(
269 "hp_change_val",
270 0,
271 0
272);
273static TypedField<RPG::State, int32_t> static_hp_change_map_steps(
276 "hp_change_map_steps",
277 0,
278 0
279);
280static TypedField<RPG::State, int32_t> static_hp_change_map_val(
283 "hp_change_map_val",
284 0,
285 0
286);
287static TypedField<RPG::State, int32_t> static_sp_change_max(
290 "sp_change_max",
291 0,
292 0
293);
294static TypedField<RPG::State, int32_t> static_sp_change_val(
297 "sp_change_val",
298 0,
299 0
300);
301static TypedField<RPG::State, int32_t> static_sp_change_map_steps(
304 "sp_change_map_steps",
305 0,
306 0
307);
308static TypedField<RPG::State, int32_t> static_sp_change_map_val(
311 "sp_change_map_val",
312 0,
313 0
314);
315
316
317template <>
319 &static_name,
320 &static_type,
321 &static_color,
322 &static_priority,
323 &static_restriction,
324 &static_a_rate,
325 &static_b_rate,
326 &static_c_rate,
327 &static_d_rate,
328 &static_e_rate,
329 &static_hold_turn,
330 &static_auto_release_prob,
331 &static_release_by_damage,
332 &static_affect_type,
333 &static_affect_attack,
334 &static_affect_defense,
335 &static_affect_spirit,
336 &static_affect_agility,
337 &static_reduce_hit_ratio,
338 &static_avoid_attacks,
339 &static_reflect_magic,
340 &static_cursed,
341 &static_battler_animation_id,
342 &static_restrict_skill,
343 &static_restrict_skill_level,
344 &static_restrict_magic,
345 &static_restrict_magic_level,
346 &static_hp_change_type,
347 &static_sp_change_type,
348 &static_message_actor,
349 &static_message_enemy,
350 &static_message_already,
351 &static_message_affected,
352 &static_message_recovery,
353 &static_hp_change_max,
354 &static_hp_change_val,
355 &static_hp_change_map_steps,
356 &static_hp_change_map_val,
357 &static_sp_change_max,
358 &static_sp_change_val,
359 &static_sp_change_map_steps,
360 &static_sp_change_map_val,
361 NULL
362};
363
364template class Struct<RPG::State>;
bool restrict_magic
Definition: rpg_state.h:96
std::string message_affected
Definition: rpg_state.h:103
int32_t sp_change_val
Definition: rpg_state.h:110
bool affect_attack
Definition: rpg_state.h:85
int32_t a_rate
Definition: rpg_state.h:76
bool affect_agility
Definition: rpg_state.h:88
int32_t restrict_magic_level
Definition: rpg_state.h:97
int32_t b_rate
Definition: rpg_state.h:77
bool reflect_magic
Definition: rpg_state.h:91
int32_t sp_change_max
Definition: rpg_state.h:109
int32_t hp_change_max
Definition: rpg_state.h:105
int32_t release_by_damage
Definition: rpg_state.h:83
std::string name
Definition: rpg_state.h:71
bool affect_spirit
Definition: rpg_state.h:87
int32_t sp_change_map_steps
Definition: rpg_state.h:111
std::string message_enemy
Definition: rpg_state.h:101
int32_t e_rate
Definition: rpg_state.h:80
std::string message_already
Definition: rpg_state.h:102
int32_t hold_turn
Definition: rpg_state.h:81
int32_t hp_change_val
Definition: rpg_state.h:106
std::string message_recovery
Definition: rpg_state.h:104
bool affect_defense
Definition: rpg_state.h:86
int32_t restriction
Definition: rpg_state.h:75
bool cursed
Definition: rpg_state.h:92
int32_t sp_change_map_val
Definition: rpg_state.h:112
int32_t d_rate
Definition: rpg_state.h:79
int32_t priority
Definition: rpg_state.h:74
std::string message_actor
Definition: rpg_state.h:100
int32_t auto_release_prob
Definition: rpg_state.h:82
int32_t type
Definition: rpg_state.h:72
int32_t hp_change_map_steps
Definition: rpg_state.h:107
int32_t hp_change_map_val
Definition: rpg_state.h:108
int32_t c_rate
Definition: rpg_state.h:78
int32_t restrict_skill_level
Definition: rpg_state.h:95
int32_t color
Definition: rpg_state.h:73
bool restrict_skill
Definition: rpg_state.h:94
int32_t sp_change_type
Definition: rpg_state.h:99
int32_t hp_change_type
Definition: rpg_state.h:98
bool avoid_attacks
Definition: rpg_state.h:90
int32_t affect_type
Definition: rpg_state.h:84
int32_t reduce_hit_ratio
Definition: rpg_state.h:89
int32_t battler_animation_id
Definition: rpg_state.h:93