Commit Graph

10 Commits

Author SHA1 Message Date
crazywh1t3
f761df957d updates to states and object ids 2026-02-16 22:22:47 +01:00
crazywh1t3
52f9079ba1 new txt files and generated .go files
- Implemented a new script to extract item names from items.go and generate a corresponding name.go file with constants and utility functions for name retrieval.
2026-02-12 18:08:28 +02:00
elb
8a1f7e1a17 Extracting more data from object.txt for interactions (#63)
* Extracting more data from object.txt for interactions
Description struct {
    ID           int
    Name         string
    SizeX        int
    SizeY        int
    HasCollision bool
    Left         int
    Top          int
    Width        int
    Height       int
    Xoffset      int
    Yoffset      int
}

* levelreq readded

* formatting in one line.
2024-12-21 20:25:11 +02:00
elb
2eeee0cf1f Npc/Monsters Mode and Portals destination + optimization (#49)
* 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 modes to object

0 = Object idle
1 = Object operating
2 = Object opened
3 = Object special 1    ?? to be determined what it does exactly
4 = Object special 2    ?? to be determined what it does exactly
5 = Object special 3    ?? to be determined what it does exactly
6 = Object special 4    ?? to be determined what it does exactly
7 = Object special 5    ?? to be determined what it does exactly

* update object mode strings

* Update object_mode.go

* Update object_mode.go

* update object modes again. accurate now

* Added IsSealBoss()  for Chaos Run

* Npc/Monster Modes and Portals destination
also IsEscapingType()  Monster cannot be attacked when airborne or hide in water (NpcMode 8)

* Npc/Monster Modes and Portals destination
also IsEscapingType()  Monster cannot be attacked when airborne or hide in water (NpcMode 8)

* Optimized monsters.go and object.go
also catapults have been added to ignore list

* Tz Frigid Higland ingores added
2024-12-01 22:54:57 +09:00
TDL
7b42e27aba Added extra item info (#41) 2024-09-10 23:04:47 +09:00
Farmith
52b0de329f Added shrines (#31)
* 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
2024-08-15 20:38:14 +03:00
Héctor Giménez
1a39621d2f get item desc 2024-05-29 09:14:57 +09:00
Héctor Giménez
c85217e8e7 generate object descriptions 2024-05-29 09:06:30 +09:00
Héctor Giménez
601b272ddf add couple of dummy objects 2023-03-15 20:26:14 +09:00
Héctor Giménez
8600c2e2f6 Add data structures, it requires tons of refactor but it's more or less working 2023-03-11 21:28:33 +09:00