| 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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