Properties
actionState
actionState: string
animationState
animationState: number
attacking
attacking: number
baseStats
baseStats: {
DEX: number;
INT: number;
STA: number;
STR: number;
level: number;
}
Type declaration
DEX: number
INT: number
STA: number
STR: number
level: number
Optional
bonusStats
bonusStats?: {
bonusDEX: number;
bonusINT: number;
bonusSTA: number;
bonusSTR: number;
}
Type declaration
bonusDEX: number
bonusINT: number
bonusSTA: number
bonusSTR: number
buffs
buffs: IActiveBuff[]
collisionData
collisionData: ICollisionData
distanceToCamera
distanceToCamera: number
expLockMobCount
expLockMobCount: number
flyingState
flyingState: "flying" | "grounded" | "mounted" | "boosting" | `unknown_${number}`
following
following: number
gamePropID
gamePropID: number
isAutoRunning
isAutoRunning: boolean
isCSPetSpawned
isCSPetSpawned: boolean
isExpLockEnabled
isExpLockEnabled: boolean
isInSameParty
isInSameParty: boolean
isRedMob
isRedMob: boolean
isRotatingCCW
isRotatingCCW: boolean
isRotatingCW
isRotatingCW: boolean
isTeleportingOrMounting
isTeleportingOrMounting: boolean
lastUsedPotionTimestamps
lastUsedPotionTimestamps: bigint[]
lockedInventorySlots
lockedInventorySlots: number
maxInventorySlots
maxInventorySlots: number
objectType
objectType: "unknown" | "PLAYER" | "MOB_NPC" | "HUMAN" | "WORLD_DROP" | "MATERIAL"
premiumItems
premiumItems: IActivePremium[]
premiumItems2
premiumItems2: string[]
quests
quests: {
completed: {
questID: number;
}[];
inProgress: {
questID: number;
requirement1: number;
requirement2: number;
requirement3: number;
}[];
}
Type declaration
completed: {
questID: number;
}[]
inProgress: {
questID: number;
requirement1: number;
requirement2: number;
requirement3: number;
}[]
remainingStatPoints
remainingStatPoints: number
skillCooldowns
skillCooldowns: {
cooldown: number;
skillID: number;
}[]
Type declaration
cooldown: number
skillID: number
targeting
targeting: number
worldName
worldName: string