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save_data.txt
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save_data.txt
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{'started': True, 'opening_time': datetime.datetime(2021, 1, 4, 20, 15, 1, 728166), 'player': <rpg.core.Player object at 0x03952CD0>, 'time_offset': datetime.timedelta(0), 'play_time': datetime.timedelta(seconds=2, microseconds=87591), 'start_time': datetime.datetime(2021, 1, 4, 20, 15, 0, 672255),
'floors': [<rpg.core.Floor object at 0x03987BC8>]}
Save opening_time, player, time_offset, play_time, start_time, floors
player
{'name': 'Ray', 'health': 50, 'max_health': 50, 'attack': 5, 'defense': 2, 'experience': 0 (Level 0 + 0), 'money': 55, 'gifts': [], 'items': [Wooden Sword +0, Wooden Shield +0], 'town': <rpg.core.Town object at 0x03987298>, 'floor': <rpg.core.Floor object at 0x03987BC8>, 'equipment': <rpg.values.Equipment object at 0x03987BF8>, 'thirst': 50, 'hunger': 50, 'furthest_route': 100}
Save name, health, max_health, experience, money, gifts, items, town index, floor num, equipment, thirst, hunger and furthest_route
equipment
{'sword': Wooden Sword +0, 'shield': Wooden Shield +0, 'cloak': None, 'helmet': None, 'shoes': None}
Save items (index, level (and stats?))
floor 1
{'num': 1, 'prev_floor': None, 'next_floor': None, 'towns': [<rpg.core.Town object at 0x03987298>, <rpg.core.Town object at 0x03987268>, <rpg.core.Town object at 0x03987358>, <rpg.core.Town object at 0x039872B0>, <rpg.core.Town object at 0x03987328>], 'routes': {101: Route 101 (Starting Town to Ryvathemar), 102: Route 102 (Ryvathemar to Raslin), 103: Route 103 (Raslin to Mea Lenora), 104: Route 104 (Mea Lenora to Route 105), 105: Route 105 (Route 104 to Thylelthemar)}}
Save number, towns, routes (while editing town.linked_to)
town 1
{'linked_to': {<rpg.core.Town object at 0x039872B0>: Route 101 (Starting Town to Ryvathemar)}, 'max_connections': 1, 'name': 'Starting Town', 'desc':
'This is a small town with a few NPCs walking around. In the north, a busy shopping market bustles around. A few inns litter the central square. In the south, a large forest sweeps across the land.', 'spawn_rate': 0.869606283437064, 'shop': <rpg.core.Shop object at 0x039879A0>}
Save town info index (e.g 0), and spawn rate and shop
shop 1
List sold item indexes (e.g [0, 1, 2]) with sold and number