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https://github.com/zeldaret/botw
synced 2026-06-24 00:51:33 -04:00
Add a script to generate actInfoCommon
It's too tedious to write by hand
This commit is contained in:
@@ -1,6 +1,8 @@
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#include "KingSystem/ActorSystem/actInfoCommon.h"
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#include "KingSystem/ActorSystem/actInfoData.h"
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// DO NOT EDIT. This file is automatically generated by actInfoCommon.py.
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namespace ksys::act {
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bool getSystemIsGetItemSelf(InfoData* data, const char* actor) {
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@@ -23,94 +25,190 @@ int getEnemyRank(InfoData* data, const char* actor) {
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return data->getInt(actor, "enemyRank");
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}
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int getEnemyRank(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "enemyRank");
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}
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int getAttackPower(InfoData* data, const char* actor) {
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return data->getInt(actor, "attackPower");
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}
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int getAttackPower(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "attackPower");
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}
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int getWeaponCommonGuardPower(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonGuardPower");
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}
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int getWeaponCommonGuardPower(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonGuardPower");
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}
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float getWeaponCommonSharpWeaponPer(InfoData* data, const char* actor) {
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return data->getFloat(actor, "weaponCommonSharpWeaponPer", 10.0);
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}
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float getWeaponCommonSharpWeaponPer(const al::ByamlIter& iter) {
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return InfoData::getFloatByKey(iter, "weaponCommonSharpWeaponPer", 10.0);
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}
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int getWeaponCommonSharpWeaponAddAtkMin(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonSharpWeaponAddAtkMin");
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}
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int getWeaponCommonSharpWeaponAddAtkMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddAtkMin");
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}
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int getWeaponCommonSharpWeaponAddAtkMax(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonSharpWeaponAddAtkMax");
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}
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int getWeaponCommonSharpWeaponAddAtkMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddAtkMax");
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}
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int getWeaponCommonSharpWeaponAddLifeMin(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonSharpWeaponAddLifeMin");
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}
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int getWeaponCommonSharpWeaponAddLifeMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddLifeMin");
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}
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int getWeaponCommonSharpWeaponAddLifeMax(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonSharpWeaponAddLifeMax");
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}
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int getWeaponCommonSharpWeaponAddLifeMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddLifeMax");
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}
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bool getWeaponCommonSharpWeaponAddCrit(InfoData* data, const char* actor) {
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return data->getBool(actor, "weaponCommonSharpWeaponAddCrit");
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}
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bool getWeaponCommonSharpWeaponAddCrit(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "weaponCommonSharpWeaponAddCrit");
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}
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int getWeaponCommonSharpWeaponAddGuardMin(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonSharpWeaponAddGuardMin");
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}
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int getWeaponCommonSharpWeaponAddGuardMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddGuardMin");
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}
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int getWeaponCommonSharpWeaponAddGuardMax(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonSharpWeaponAddGuardMax");
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}
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int getWeaponCommonSharpWeaponAddGuardMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonSharpWeaponAddGuardMax");
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}
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int getWeaponCommonPoweredSharpAddAtkMin(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonPoweredSharpAddAtkMin");
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}
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int getWeaponCommonPoweredSharpAddAtkMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddAtkMin");
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}
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int getWeaponCommonPoweredSharpAddAtkMax(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonPoweredSharpAddAtkMax");
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}
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int getWeaponCommonPoweredSharpAddAtkMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddAtkMax");
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}
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int getWeaponCommonPoweredSharpAddLifeMin(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonPoweredSharpAddLifeMin");
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}
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int getWeaponCommonPoweredSharpAddLifeMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddLifeMin");
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}
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int getWeaponCommonPoweredSharpAddLifeMax(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonPoweredSharpAddLifeMax");
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}
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int getWeaponCommonPoweredSharpAddLifeMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddLifeMax");
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}
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int getWeaponCommonPoweredSharpAddGuardMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddGuardMin");
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int getWeaponCommonPoweredSharpWeaponAddGuardMin(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonPoweredSharpWeaponAddGuardMin");
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}
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int getWeaponCommonPoweredSharpAddGuardMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpAddGuardMax");
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int getWeaponCommonPoweredSharpWeaponAddGuardMin(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpWeaponAddGuardMin");
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}
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int getWeaponCommonPoweredSharpWeaponAddGuardMax(InfoData* data, const char* actor) {
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return data->getInt(actor, "weaponCommonPoweredSharpWeaponAddGuardMax");
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}
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int getWeaponCommonPoweredSharpWeaponAddGuardMax(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "weaponCommonPoweredSharpWeaponAddGuardMax");
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}
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float getWeaponCommonPoweredSharpAddThrowMin(InfoData* data, const char* actor) {
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return data->getFloat(actor, "weaponCommonPoweredSharpAddThrowMin", 1.0);
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}
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float getWeaponCommonPoweredSharpAddThrowMin(const al::ByamlIter& iter) {
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return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddThrowMin", 1.0);
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}
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float getWeaponCommonPoweredSharpAddThrowMax(InfoData* data, const char* actor) {
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return data->getFloat(actor, "weaponCommonPoweredSharpAddThrowMax", 1.0);
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}
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float getWeaponCommonPoweredSharpAddThrowMax(const al::ByamlIter& iter) {
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return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddThrowMax", 1.0);
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}
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bool getWeaponCommonPoweredSharpAddSpreadFire(InfoData* data, const char* actor) {
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return data->getBool(actor, "weaponCommonPoweredSharpAddSpreadFire");
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}
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bool getWeaponCommonPoweredSharpAddSpreadFire(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddSpreadFire");
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}
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bool getWeaponCommonPoweredSharpAddZoomRapid(InfoData* data, const char* actor) {
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return data->getBool(actor, "weaponCommonPoweredSharpAddZoomRapid");
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}
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bool getWeaponCommonPoweredSharpAddZoomRapid(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddZoomRapid");
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}
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float getWeaponCommonPoweredSharpAddRapidFireMin(InfoData* data, const char* actor) {
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return data->getFloat(actor, "weaponCommonPoweredSharpAddRapidFireMin", 1.0);
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}
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float getWeaponCommonPoweredSharpAddRapidFireMin(const al::ByamlIter& iter) {
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return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddRapidFireMin", 1.0);
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}
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float getWeaponCommonPoweredSharpAddRapidFireMax(InfoData* data, const char* actor) {
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return data->getFloat(actor, "weaponCommonPoweredSharpAddRapidFireMax", 1.0);
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}
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float getWeaponCommonPoweredSharpAddRapidFireMax(const al::ByamlIter& iter) {
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return InfoData::getFloatByKey(iter, "weaponCommonPoweredSharpAddRapidFireMax", 1.0);
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}
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bool getWeaponCommonPoweredSharpAddSurfMaster(InfoData* data, const char* actor) {
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return data->getBool(actor, "weaponCommonPoweredSharpAddSurfMaster");
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}
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bool getWeaponCommonPoweredSharpAddSurfMaster(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddSurfMaster");
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}
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@@ -119,18 +217,38 @@ const char* getBowArrowName(InfoData* data, const char* actor) {
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return data->getString(actor, "bowArrowName");
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}
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const char* getBowArrowName(const al::ByamlIter& iter) {
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return InfoData::getStringByKey(iter, "bowArrowName");
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}
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bool getBowIsLeadShot(InfoData* data, const char* actor) {
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return data->getBool(actor, "bowIsLeadShot");
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}
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bool getBowIsLeadShot(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "bowIsLeadShot");
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}
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int getBowLeadShotNum(InfoData* data, const char* actor) {
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return data->getInt(actor, "bowLeadShotNum");
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}
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int getBowLeadShotNum(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "bowLeadShotNum");
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}
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bool getBowIsRapidFire(InfoData* data, const char* actor) {
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return data->getBool(actor, "bowIsRapidFire");
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}
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bool getBowIsRapidFire(const al::ByamlIter& iter) {
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return InfoData::getBoolByKey(iter, "bowIsRapidFire");
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}
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int getBowRapidFireNum(InfoData* data, const char* actor) {
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return data->getInt(actor, "bowRapidFireNum");
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}
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int getBowRapidFireNum(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "bowRapidFireNum");
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}
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@@ -139,26 +257,50 @@ int getMasterSwordTrueFormAttackPower(InfoData* data, const char* actor) {
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return data->getInt(actor, "masterSwordTrueFormAttackPower", -1);
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}
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int getMasterSwordTrueFormAttackPower(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "masterSwordTrueFormAttackPower", -1);
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}
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float getMasterSwordSearchEvilDist(InfoData* data, const char* actor) {
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return data->getFloat(actor, "masterSwordSearchEvilDist", -1.0);
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}
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float getMasterSwordSearchEvilDist(const al::ByamlIter& iter) {
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return InfoData::getFloatByKey(iter, "masterSwordSearchEvilDist", -1.0);
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}
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const char* getMasterSwordSleepActorName(InfoData* data, const char* actor) {
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return data->getString(actor, "masterSwordSleepActorName");
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}
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const char* getMasterSwordSleepActorName(const al::ByamlIter& iter) {
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return InfoData::getStringByKey(iter, "masterSwordSleepActorName");
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}
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const char* getMasterSwordTrueFormActorName(InfoData* data, const char* actor) {
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return data->getString(actor, "masterSwordTrueFormActorName");
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}
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const char* getMasterSwordTrueFormActorName(const al::ByamlIter& iter) {
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return InfoData::getStringByKey(iter, "masterSwordTrueFormActorName");
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}
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const char* getArmorNextRankName(InfoData* data, const char* actor) {
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return data->getString(actor, "armorNextRankName", sead::SafeString::cEmptyString);
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return data->getString(actor, "armorNextRankName");
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}
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const char* getArmorNextRankName(const al::ByamlIter& iter) {
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return InfoData::getStringByKey(iter, "armorNextRankName");
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}
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int getItemStainColor(InfoData* data, const char* actor) {
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return data->getInt(actor, "itemStainColor", -1);
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}
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int getItemStainColor(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "itemStainColor", -1);
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}
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int getCureItemHitPointRecover(InfoData* data, const char* actor) {
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return data->getInt(actor, "cureItemHitPointRecover");
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}
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@@ -167,8 +309,13 @@ int getCureItemHitPointRecover(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "cureItemHitPointRecover");
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}
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int getMonsterShopSellMamo(InfoData* data, const char* actor) {
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return data->getInt(actor, "monsterShopSellMamo");
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}
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int getMonsterShopSellMamo(const al::ByamlIter& iter) {
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return InfoData::getIntByKey(iter, "monsterShopSellMamo");
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}
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} // namespace ksys::act
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