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
Fields§
§player_id: PlayerIdThis 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: StringThe name of this character
level: u16The current level of this character
silver: u64The amount of silver a player has. 100 silver = 1 gold
mushrooms: u32The amount of moshrooms a player has
class: ClassThe class of this character
race: RaceThe race of this character. Has some effects on attributes, which is why this is not in portrait
portrait: PortraitEverything that determines the players looks except for the race
description: StringThe description of this character
experience: u64The amount of experience already earned in the current level
next_level_xp: u64The amount of experience required to level up.
next_level_xp - experience is the amount of xp missing to level up
honor: u32The amount of honor earned through the arena
rank: u32The rank in the hall of fame
inventory: InventoryAll the items this character has stored. These are all the slots right next to the portrait in the web ui
equipment: EquipmentAll 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: u64The total armor of our character. Basically all equipped armor combined
min_damage: u32The min amount of damage the weapon claims it can do without any bonus
max_damage: u32The 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: u64The silver you get for buying a dragon
mirror: MirrorWhether 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