// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef RY_ITEM_SPECIAL_EFFECT_H #define RY_ITEM_SPECIAL_EFFECT_H #include "nel/misc/types_nl.h" namespace ITEM_SPECIAL_EFFECT { // This file is generated, do not edit it. Source file is (probably) item_special_effect.lua. enum TItemSpecialEffect { ISE_FIGHT_ADD_CRITICAL, ISE_FIGHT_VAMPIRISM, ISE_MAGIC_DIVINE_INTERVENTION, ISE_MAGIC_SHOOT_AGAIN, ISE_CRAFT_ADD_STAT_BONUS, ISE_CRAFT_ADD_LIMIT, ISE_FORAGE_ADD_RM, ISE_FORAGE_NO_RISK, UNDEFINED, NB_ITEM_SPECIAL_EFFECT = UNDEFINED }; /** * get the right item special effect from the input string * \param str the input string * \return the TItemSpecialEffect associated to this string (UNDEFINED if the string cannot be interpreted) */ TItemSpecialEffect stringToItemSpecialEffect( const std::string& str ); /** * get the right item special effect from the input string * \param str the input string * \return the TItemSpecialEffect associated to this string (UNDEFINED if the string cannot be interpreted) */ TItemSpecialEffect fromString( const std::string& str ); /** * return the item special effect as a string * \param itemSpecialEffect item special effect to transform into a string * \return the item special effect as a string */ const std::string& toString( TItemSpecialEffect itemSpecialEffect ); }; // ITEM_SPECIAL_EFFECT #endif // RY_ITEM_SPECIAL_EFFECT_H /* End of item_special_effect.h */