* Added States for monsters and corpses
Now can properly identify if a corpse is interactable with a skill ( barbarian, necromancer)
Also getting states about monsters : Exemple Soul Killer with Conviction aura: State 28 // conviction
Also can tell if monster has a state after you used a skill on it Exemple: State 56 Terror ( After using Barbarian skill Howl to fear )
Another Exemple using Grief on Mephistos he now have states : 2 poison
52 Preventheal
will be very useful for further development.
* Added modes to player
Now accessible in koolo using : s.data.PlayerUnit.Mode
Those are Modes for player:
const Death: 0;
const StandingOutsideTown: 1;
const Walking: 2;
const Running: 3;
const GettingHit: 4;
const StandingInTown: 5;
const WalkingInTown: 6;
const Attacking1: 7;
const Attacking2: 8;
const Blocking: 9;
const CastingSkill: 10;
const ThrowingItem: 11;
const Kicking: 12;
const UsingSkill1: 13;
const UsingSkill2: 14;
const UsingSkill3: 15;
const UsingSkill4: 16;
const Dead: 17;
const SkillActionSequence: 18;
const KnockedBack: 19;
* update Added alias(const) for player modes
can be used like this s.data.PlayerUnit.Mode == mode.StandingInTown
* Added panelManager support for d2go (crude implementation but works)
* Refined a little bit
* Made widget map a more mappy map which can be access without iterations
* Added widgets to debugger
* Added shrines, i think
* Fixed shrines
* Fix for actually determining a shrine the correct way
* Updated to use a Shrine object instead of a boring ID
* After deliberation, removed extra position thingamajigger
* Fixed incorrect calculation of mana percentage
* Check for some monsters that need to be skipped
* Fixed incorrect values when not a pointer function
Co-authored-by: Héctor Giménez <hector.fwbz@gmail.com>
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Co-authored-by: Héctor Giménez <hector.fwbz@gmail.com>