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ldb_enemy.cpp File Reference
#include "ldb_reader.h"
#include "ldb_chunks.h"
#include "reader_struct.h"
+ Include dependency graph for ldb_enemy.cpp:

Go to the source code of this file.

Macros

#define LCF_CHUNK_SUFFIX   LDB_Reader
 
#define LCF_CURRENT_STRUCT   Enemy
 

Functions

 LCF_STRUCT_TYPED_FIELD (std::string, name)
 
 LCF_STRUCT_TYPED_FIELD (std::string, battler_name)
 
 LCF_STRUCT_TYPED_FIELD (int, battler_hue)
 
 LCF_STRUCT_TYPED_FIELD (int, max_hp)
 
 LCF_STRUCT_TYPED_FIELD (int, max_sp)
 
 LCF_STRUCT_TYPED_FIELD (int, attack)
 
 LCF_STRUCT_TYPED_FIELD (int, defense)
 
 LCF_STRUCT_TYPED_FIELD (int, spirit)
 
 LCF_STRUCT_TYPED_FIELD (int, agility)
 
 LCF_STRUCT_TYPED_FIELD (bool, transparent)
 
 LCF_STRUCT_TYPED_FIELD (int, exp)
 
 LCF_STRUCT_TYPED_FIELD (int, gold)
 
 LCF_STRUCT_TYPED_FIELD (int, drop_id)
 
 LCF_STRUCT_TYPED_FIELD (int, drop_prob)
 
 LCF_STRUCT_TYPED_FIELD (bool, critical_hit)
 
 LCF_STRUCT_TYPED_FIELD (int, critical_hit_chance)
 
 LCF_STRUCT_TYPED_FIELD (bool, miss)
 
 LCF_STRUCT_TYPED_FIELD (bool, levitate)
 
 LCF_STRUCT_SIZE_FIELD (uint8_t, state_ranks)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< uint8_t >, state_ranks)
 
 LCF_STRUCT_SIZE_FIELD (uint8_t, attribute_ranks)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< uint8_t >, attribute_ranks)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< RPG::EnemyAction >, actions)
 

Macro Definition Documentation

#define LCF_CHUNK_SUFFIX   LDB_Reader

Definition at line 16 of file ldb_enemy.cpp.

#define LCF_CURRENT_STRUCT   Enemy

Definition at line 17 of file ldb_enemy.cpp.

Function Documentation

LCF_STRUCT_SIZE_FIELD ( uint8_t  ,
state_ranks   
)
LCF_STRUCT_SIZE_FIELD ( uint8_t  ,
attribute_ranks   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
name   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
battler_name   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
battler_hue   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
max_hp   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
max_sp   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
attack   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
defense   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
spirit   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
agility   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
transparent   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
exp   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
gold   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
drop_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
drop_prob   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
critical_hit   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
critical_hit_chance   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
miss   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
levitate   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< uint8_t >  ,
state_ranks   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< uint8_t >  ,
attribute_ranks   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< RPG::EnemyAction ,
actions   
)