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

Go to the source code of this file.

Macros

#define LCF_CHUNK_SUFFIX   LDB_Reader
 
#define LCF_CURRENT_STRUCT   Item
 

Functions

 LCF_STRUCT_TYPED_FIELD (std::string, name)
 
 LCF_STRUCT_TYPED_FIELD (std::string, description)
 
 LCF_STRUCT_TYPED_FIELD (int, type)
 
 LCF_STRUCT_TYPED_FIELD (int, price)
 
 LCF_STRUCT_TYPED_FIELD (int, uses)
 
 LCF_STRUCT_TYPED_FIELD (int, atk_points1)
 
 LCF_STRUCT_TYPED_FIELD (int, def_points1)
 
 LCF_STRUCT_TYPED_FIELD (int, spi_points1)
 
 LCF_STRUCT_TYPED_FIELD (int, agi_points1)
 
 LCF_STRUCT_TYPED_FIELD (bool, two_handed)
 
 LCF_STRUCT_TYPED_FIELD (int, sp_cost)
 
 LCF_STRUCT_TYPED_FIELD (int, hit)
 
 LCF_STRUCT_TYPED_FIELD (int, critical_hit)
 
 LCF_STRUCT_TYPED_FIELD (int, animation_id)
 
 LCF_STRUCT_TYPED_FIELD (bool, preemptive)
 
 LCF_STRUCT_TYPED_FIELD (bool, dual_attack)
 
 LCF_STRUCT_TYPED_FIELD (bool, attack_all)
 
 LCF_STRUCT_TYPED_FIELD (bool, ignore_evasion)
 
 LCF_STRUCT_TYPED_FIELD (bool, prevent_critical)
 
 LCF_STRUCT_TYPED_FIELD (bool, raise_evasion)
 
 LCF_STRUCT_TYPED_FIELD (bool, half_sp_cost)
 
 LCF_STRUCT_TYPED_FIELD (bool, no_terrain_damage)
 
 LCF_STRUCT_TYPED_FIELD (bool, cursed)
 
 LCF_STRUCT_TYPED_FIELD (bool, entire_party)
 
 LCF_STRUCT_TYPED_FIELD (int, recover_hp_rate)
 
 LCF_STRUCT_TYPED_FIELD (int, recover_hp)
 
 LCF_STRUCT_TYPED_FIELD (int, recover_sp_rate)
 
 LCF_STRUCT_TYPED_FIELD (int, recover_sp)
 
 LCF_STRUCT_TYPED_FIELD (bool, occasion_field1)
 
 LCF_STRUCT_TYPED_FIELD (bool, ko_only)
 
 LCF_STRUCT_TYPED_FIELD (int, max_hp_points)
 
 LCF_STRUCT_TYPED_FIELD (int, max_sp_points)
 
 LCF_STRUCT_TYPED_FIELD (int, atk_points2)
 
 LCF_STRUCT_TYPED_FIELD (int, def_points2)
 
 LCF_STRUCT_TYPED_FIELD (int, spi_points2)
 
 LCF_STRUCT_TYPED_FIELD (int, agi_points2)
 
 LCF_STRUCT_TYPED_FIELD (int, using_message)
 
 LCF_STRUCT_TYPED_FIELD (int, skill_id)
 
 LCF_STRUCT_TYPED_FIELD (int, switch_id)
 
 LCF_STRUCT_TYPED_FIELD (bool, occasion_field2)
 
 LCF_STRUCT_TYPED_FIELD (bool, occasion_battle)
 
 LCF_STRUCT_SIZE_FIELD (bool, actor_set)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< bool >, actor_set)
 
 LCF_STRUCT_SIZE_FIELD (bool, state_set)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< bool >, state_set)
 
 LCF_STRUCT_SIZE_FIELD (bool, attribute_set)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< bool >, attribute_set)
 
 LCF_STRUCT_TYPED_FIELD (int, state_chance)
 
 LCF_STRUCT_TYPED_FIELD (bool, state_effect)
 
 LCF_STRUCT_TYPED_FIELD (int, weapon_animation)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< RPG::ItemAnimation >, animation_data)
 
 LCF_STRUCT_TYPED_FIELD (bool, use_skill)
 
 LCF_STRUCT_SIZE_FIELD (bool, class_set)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< bool >, class_set)
 
 LCF_STRUCT_TYPED_FIELD (int, ranged_trajectory)
 
 LCF_STRUCT_TYPED_FIELD (int, ranged_target)
 

Macro Definition Documentation

#define LCF_CHUNK_SUFFIX   LDB_Reader

Definition at line 16 of file ldb_item.cpp.

#define LCF_CURRENT_STRUCT   Item

Definition at line 17 of file ldb_item.cpp.

Function Documentation

LCF_STRUCT_SIZE_FIELD ( bool  ,
actor_set   
)
LCF_STRUCT_SIZE_FIELD ( bool  ,
state_set   
)
LCF_STRUCT_SIZE_FIELD ( bool  ,
attribute_set   
)
LCF_STRUCT_SIZE_FIELD ( bool  ,
class_set   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
name   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
description   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
type   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
price   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
uses   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
atk_points1   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
def_points1   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
spi_points1   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
agi_points1   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
two_handed   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sp_cost   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
hit   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
critical_hit   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
animation_id   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
preemptive   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
dual_attack   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
attack_all   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
ignore_evasion   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
prevent_critical   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
raise_evasion   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
half_sp_cost   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
no_terrain_damage   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
cursed   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
entire_party   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
recover_hp_rate   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
recover_hp   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
recover_sp_rate   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
recover_sp   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
occasion_field1   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
ko_only   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
max_hp_points   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
max_sp_points   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
atk_points2   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
def_points2   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
spi_points2   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
agi_points2   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
using_message   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
skill_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
switch_id   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
occasion_field2   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
occasion_battle   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< bool >  ,
actor_set   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< bool >  ,
state_set   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< bool >  ,
attribute_set   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
state_chance   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
state_effect   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
weapon_animation   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< RPG::ItemAnimation ,
animation_data   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
use_skill   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< bool >  ,
class_set   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
ranged_trajectory   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
ranged_target   
)