Hierarchy

Properties

FP: number
HP: number
MP: number
actionState: string
animationState: number
attacking: number
baseStats: {
    DEX: number;
    INT: number;
    STA: number;
    STR: number;
    level: number;
}

Type declaration

  • DEX: number
  • INT: number
  • STA: number
  • STR: number
  • level: number
buffs: IActiveBuff[]
centroid: IVector3
collisionData: ICollisionData
distanceToCamera: number
flyingState: "flying" | "grounded" | "mounted" | "boosting" | `unknown_${number}`
following: number
gamePropID: number
isDead: boolean
isInSameParty: boolean
isRedMob: boolean
jobID: number
jobName: string
maxFP: number
maxHP: number
maxMP: number
movingTowards: IVector3
name: string
objectType: "unknown" | "PLAYER" | "MOB_NPC" | "HUMAN" | "WORLD_DROP" | "MATERIAL"
premiumItems: IActivePremium[]
premiumItems2: string[]
rotation: IVector3
screenPos: IVector3
targetID: number
targeting: number
worldBbox: IVector3[]
worldPos: IVector3

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