Hierarchy

Properties

EXP: number
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
bonusStats?: {
    bonusDEX: number;
    bonusINT: number;
    bonusSTA: number;
    bonusSTR: number;
}

Type declaration

  • bonusDEX: number
  • bonusINT: number
  • bonusSTA: number
  • bonusSTR: number
buffs: IActiveBuff[]
centroid: IVector3
collisionData: ICollisionData
distanceToCamera: number
equips: InventoryItem[]
expLockMobCount: number
flySpeed: number
flyingState: "flying" | "grounded" | "mounted" | "boosting" | `unknown_${number}`
following: number
gamePropID: number
inventory: InventoryItem[]
isAutoRunning: boolean
isCSPetSpawned: boolean
isDead: boolean
isExpLockEnabled: boolean
isInSameParty: boolean
isRedMob: boolean
isRotatingCCW: boolean
isRotatingCW: boolean
isTeleportingOrMounting: boolean
jobID: number
jobName: string
lastUsedPotionTimestamps: bigint[]
lockedInventorySlots: number
maxFP: number
maxHP: number
maxInventorySlots: number
maxMP: number
movingTowards: IVector3
name: string
objectType: "unknown" | "PLAYER" | "MOB_NPC" | "HUMAN" | "WORLD_DROP" | "MATERIAL"
penya: number
premiumItems: IActivePremium[]
premiumItems2: string[]
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: number
rotation: IVector3
screenPos: IVector3
skillCooldowns: {
    cooldown: number;
    skillID: number;
}[]

Type declaration

  • cooldown: number
  • skillID: number
targetID: number
targeting: number
worldBbox: IVector3[]
worldName: string
worldPos: IVector3

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