Character

Struct Character 

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pub struct Character {
Show 29 fields pub player_id: PlayerId, pub name: String, pub level: u16, pub silver: u64, pub mushrooms: u32, pub class: Class, pub race: Race, pub portrait: Portrait, pub description: String, pub experience: u64, pub next_level_xp: u64, pub honor: u32, pub rank: u32, pub inventory: Inventory, pub equipment: Equipment, pub manequin: Option<Equipment>, pub active_potions: [Option<Potion>; 3], pub armor: u64, pub min_damage: u32, pub max_damage: u32, pub attribute_basis: EnumMap<AttributeType, u32>, pub attribute_additions: EnumMap<AttributeType, u32>, pub attribute_times_bought: EnumMap<AttributeType, u32>, pub mount: Option<Mount>, pub mount_end: Option<DateTime<Local>>, pub mount_dragon_refund: u64, pub mirror: Mirror, pub scrapbook: Option<ScrapBook>, pub relations: Vec<RelationEntry>,
}
Expand description

Everything, that can be considered part of the character and not the rest of the world

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§player_id: PlayerId

This is the unique identifier of this character. Can be used to compare against places, that also have player_ids to make sure a Hall of Fame entry or similar is not the player

§name: String

The name of this character

§level: u16

The current level of this character

§silver: u64

The amount of silver a player has. 100 silver = 1 gold

§mushrooms: u32

The amount of moshrooms a player has

§class: Class

The class of this character

§race: Race

The race of this character. Has some effects on attributes, which is why this is not in portrait

§portrait: Portrait

Everything that determines the players looks except for the race

§description: String

The description of this character

§experience: u64

The amount of experience already earned in the current level

§next_level_xp: u64

The amount of experience required to level up. next_level_xp - experience is the amount of xp missing to level up

§honor: u32

The amount of honor earned through the arena

§rank: u32

The rank in the hall of fame

§inventory: Inventory

All the items this character has stored. These are all the slots right next to the portrait in the web ui

§equipment: Equipment

All items the character has currently equipped (on the body)

§manequin: Option<Equipment>

If the character has a manequin, this will contain all the equipment stored in it

§active_potions: [Option<Potion>; 3]

The potions currently active

§armor: u64

The total armor of our character. Basically all equipped armor combined

§min_damage: u32

The min amount of damage the weapon claims it can do without any bonus

§max_damage: u32

The max amount of damage the weapon claims it can do without any bonus

§attribute_basis: EnumMap<AttributeType, u32>

The base attributes without any equipment, or other boosts

§attribute_additions: EnumMap<AttributeType, u32>

All bonus attributes from equipment/pets/potions

§attribute_times_bought: EnumMap<AttributeType, u32>

The amount of times an attribute has been bought already. Important to calculate the price of the next attribute to buy

§mount: Option<Mount>

The mount this character has rented

§mount_end: Option<DateTime<Local>>

The point at which the mount will end. Note that this might be None, whilst mount is Some

§mount_dragon_refund: u64

The silver you get for buying a dragon

§mirror: Mirror

Whether this character has the mirror completed, or is still collecting pieces

§scrapbook: Option<ScrapBook>

If the scrapbook has been unlocked, it can be found here

§relations: Vec<RelationEntry>

A list of other characters, that the set some sort of special relation to. Either good, or bad

Trait Implementations§

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impl Clone for Character

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fn clone(&self) -> Character

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Character

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Character

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fn default() -> Character

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Character

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for Character

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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impl<T> Any for T
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Gets the TypeId of self. Read more
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn and<P, B, E>(self, other: P) -> And<T, P>
where T: Policy<B, E>, P: Policy<B, E>,

Create a new Policy that returns Action::Follow only if self and other return Action::Follow. Read more
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where T: Policy<B, E>, P: Policy<B, E>,

Create a new Policy that returns Action::Follow if either self or other returns Action::Follow. Read more
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type Output = T

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type Error = <U as TryFrom<T>>::Error

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