struct RogueLegacyPlayer
{
int32_t Gold; //持有金錢
int32_t CurrentHealth; //現有HP
int32_t CurrentMana; //現有MP
int8_t Age;
int8_t ChildAge;
int8_t Spell; //持有副武,於下面enum "SpellType"有相關排序列表
int8_t Class; //角色職業,於下面enum "ClassType"有相關排序列表
int8_t SpecialItem; //持有道具,於下面enum "SpecialItem"有相關排序列表
int8_t Trait[2]; //先天特徵,於下面enum "Trait"有相關排序列表
int8_t LengthName;
char* Name;
int8_t HeadPiece;
int8_t ShoulderPiece;
int8_t ChestPiece;
int8_t DiaryEntry; //日記讀取數
int32_t BonusHealth; //額外HP上限提升(+5)持有數
int32_t BonusStrength; //額外劍攻擊力提升(+1)持有數
int32_t BonusMana; //額外MP上限提升(+5)持有數
int32_t BonusDefense; //額外鎧甲強度提升(+2)持有數
int32_t BonusWeight; //額外負重力提升(+5)持有數
int32_t BonusMagic; //額外副武攻擊力提升(+1)持有數
int32_t LichHealth;
int32_t LichMana;
float LichHealthMod;
bool NewBossBeaten;
bool EyeballBossBeaten;
bool FairyBossBeaten;
bool FireballBossBeaten;
bool BlobBossBeaten;
bool LastbossBeaten;
int32_t TimesCastleBeaten;
int32_t NumEnemiesBeaten;
bool TutorialComplete;
bool CharacterFound;
bool LoadStartingRoom;
bool LockCastle;
bool SpokeToBlacksmith;
bool SpokeToEnchantress;
bool SpokeToArchitect;
bool SpokeToTollCollector;
bool IsDead;
bool FinalDoorOpened;
bool RerolledChildren;
bool IsFemale;
int32_t TimesDead;
bool HasArchitectFree;
bool ReadLastDiary;
bool SpokenToLastBoss;
bool HardcoreMode;
float TotalHoursPlayed;
int8_t WizardSpellList[3];
// 4 difficulties, 34 different kinds of mobs
int8_t EnemiesBeaten[4][34];
int32_t NumTypesEnemiesKilled;
// Key value pairs. Key = mobID killed, Value = count
int32_t TypesEnemiesKilled[NumTypesEnemiesKilled][2];
};
enum SpecialItem //持有道具
{
00 None,
01 CharonObal, //重啟新紀錄時,進入城堡不會被扣錢
02 HedgehogCurse, //藍色刺蝟的詛咒...
03 HyperionRing, //HP耗盡時,自動恢復25%,發動後道具消失
04 HermesBoots, //踩在不可破壞尖刺上不會受傷(側面、頭頂撞到例外)
05 HeliosBlessing, //打倒敵人的獎勵增加
06 CalypsosCompass, //搜索隱藏寶物的指南針
07 NerdyGlasses //矯正視力的眼鏡
//改版之後有多出5~6項可重新挑戰各頭目強化版的紀念幣
};
整座探索完城堡前:03固定~(大意失手時能有保障)
整座探索完城堡後:01、08至0D,然後找個難纏的頭目犧牲
視情況可以搭配04、05、06增加挑戰樂趣
enum SpellType //持有副武
{
00 None,
01 Dagger, //小刀
02 Axe, //斧頭
03 TimeBomb, //沒啥用處還會自婊的炸彈
04 TimeStop, //有些場合很好用的時間暫停
05 Nuke, //好用到不行的烏鴉
06 Translocator,
07 Displacer,
08 Boomerang, //圓月輪
09 DualBlades, //鐮刀
0A Close, //守護之劍
0B DamageShield,
0C Bounce, //四顆鏈球
0D DragonFire, //龍職業的噴火
//用途不明的
Laser = 100,
Shout = 20
};
最常用的基本上05烏鴉&08圓月輪組合安定
不過因應部分妖精寶箱的開啟條件,適時的切換以提升回收符文石的效率
enum ClassType //角色職業
{
Knight,
Wizard,
Barbarian,
Assassin,
Ninja,
Banker,
SpellSword,
Lich,
Knight2,
Wizard2,
Barbarian2,
Assassin2,
Ninja2,
Banker2,
SpellSword2,
Lich2,
Dragon
};
enum Trait //先天特徵(標記幾個最常會用到的)
{
00 None,
01 ColorBlind,
02 Gay,
03 NearSighted,
04 FarSighted,
05 Dyslexia,
06 Gigantism, //巨人症,角色變很大隻
07 Dwarfism, //侏儒症,角色變很小隻
08 Baldness,
09 Endomorph,
0A Ectomorph,
0B Alzheimers,
0C Dextrocardia,
0D Tourettes,
0E Hyperactive,
0F OCD, //強迫症,每當破壞場景雜物可恢復1MP
10 Hypergonadism,
11 Hypogonadism,
12 StereoBlind,
13 IBS,
14 Vertigo,
15 TunnelVision,
16 Ambilevous,
17 PAD, //週邊血管疾病,重量觸發型針刺地板無效化
18 Alektorophobia,
19 Hypochondriac,
20 Dementia,
21 Hypermobility,
22 EideticMemory, //走過房間也會記住所有敵人配置
23 Nostalgic,
24 CIP,
25 Savant,
?? Adopted = 100
}; |