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 
}; |