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

Go to the source code of this file.

Macros

#define LCF_CHUNK_SUFFIX   LDB_Reader
 
#define LCF_CURRENT_STRUCT   Skill
 

Functions

 LCF_STRUCT_TYPED_FIELD (std::string, name)
 
 LCF_STRUCT_TYPED_FIELD (std::string, description)
 
 LCF_STRUCT_TYPED_FIELD (std::string, using_message1)
 
 LCF_STRUCT_TYPED_FIELD (std::string, using_message2)
 
 LCF_STRUCT_TYPED_FIELD (int, failure_message)
 
 LCF_STRUCT_TYPED_FIELD (int, type)
 
 LCF_STRUCT_TYPED_FIELD (int, sp_type)
 
 LCF_STRUCT_TYPED_FIELD (int, sp_percent)
 
 LCF_STRUCT_TYPED_FIELD (int, sp_cost)
 
 LCF_STRUCT_TYPED_FIELD (int, scope)
 
 LCF_STRUCT_TYPED_FIELD (int, switch_id)
 
 LCF_STRUCT_TYPED_FIELD (int, animation_id)
 
 LCF_STRUCT_TYPED_FIELD (RPG::Sound, sound_effect)
 
 LCF_STRUCT_TYPED_FIELD (bool, occasion_field)
 
 LCF_STRUCT_TYPED_FIELD (bool, occasion_battle)
 
 LCF_STRUCT_TYPED_FIELD (bool, state_effect)
 
 LCF_STRUCT_TYPED_FIELD (int, pdef_f)
 
 LCF_STRUCT_TYPED_FIELD (int, mdef_f)
 
 LCF_STRUCT_TYPED_FIELD (int, variance)
 
 LCF_STRUCT_TYPED_FIELD (int, power)
 
 LCF_STRUCT_TYPED_FIELD (int, hit)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_hp)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_sp)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_attack)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_defense)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_spirit)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_agility)
 
 LCF_STRUCT_TYPED_FIELD (bool, absorb_damage)
 
 LCF_STRUCT_TYPED_FIELD (bool, ignore_defense)
 
 LCF_STRUCT_SIZE_FIELD (bool, state_effects)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< bool >, state_effects)
 
 LCF_STRUCT_SIZE_FIELD (bool, attribute_effects)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< bool >, attribute_effects)
 
 LCF_STRUCT_TYPED_FIELD (bool, affect_attr_defence)
 
 LCF_STRUCT_TYPED_FIELD (int, battler_animation)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< RPG::BattlerAnimationData >, battler_animation_data)
 

Macro Definition Documentation

#define LCF_CHUNK_SUFFIX   LDB_Reader

Definition at line 16 of file ldb_skill.cpp.

#define LCF_CURRENT_STRUCT   Skill

Definition at line 17 of file ldb_skill.cpp.

Function Documentation

LCF_STRUCT_SIZE_FIELD ( bool  ,
state_effects   
)
LCF_STRUCT_SIZE_FIELD ( bool  ,
attribute_effects   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
name   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
description   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
using_message1   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
using_message2   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
failure_message   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
type   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sp_type   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sp_percent   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sp_cost   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
scope   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
switch_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
animation_id   
)
LCF_STRUCT_TYPED_FIELD ( RPG::Sound  ,
sound_effect   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
occasion_field   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
occasion_battle   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
state_effect   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
pdef_f   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
mdef_f   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
variance   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
power   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
hit   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_hp   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_sp   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_attack   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_defense   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_spirit   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_agility   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
absorb_damage   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
ignore_defense   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< bool >  ,
state_effects   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< bool >  ,
attribute_effects   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
affect_attr_defence   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
battler_animation   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< RPG::BattlerAnimationData ,
battler_animation_data   
)