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 }; |
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