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typed-adventureland

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import { MapKey } from "../types/GTypes/maps"; import { StatusInfo } from "./status-info"; export type EntityChannelInfos = { pickpocket?: { ms: number; target: string; }; town?: { ms: number; }; revival?: { /** name of the priest trying to revive you. */ f: string; }; fishing?: { ms: number; drop: string; }; mining?: { ms: number; drop: string; }; }; export interface EntityBase { a_angle?: number; a_direction: number; abs?: boolean; alpha: number; anchor: { x: number; y: number; }; angle: number; animations: {}; base: { h: number; v: number | null; vn: number; }; /** Channeling actions * some conditions have channeling property * `Object.entries(G.conditions).filter(([key,condition]) => condition.channel)` * mining, pickpocket, fishing, town * but other skills can be channeling as well */ c: EntityChannelInfos; children: []; cid: number; displayGroup: { anchor: { x: number; y: number; }; children: []; group: { enableSort: boolean; }; height: number; position: {}; sortPriority: number; useDoubleBuffer: boolean; visible: boolean; width: number; x: number; y: number; }; drawn: boolean; emblems: { j1?: { alpha: number; anchor: { x: number; y: number; }; children: []; cskin: string; frame_list: [ number, number, number, number, number, number, number, number, number, number, number, number, number, number ]; frames: number; group: { enableSort: boolean; }; height: number; ms_emblemj1: string; parentGroup: { anchor: { x: number; y: number; }; children: []; group: { enableSort: boolean; }; height: number; position: {}; visible: boolean; width: number; x: number; y: number; }; position: {}; /** your base skin for example `mwarrior` */ skin: string; stype: string; updates: number; visible: boolean; width: number; x: number; y: number; }; rr1?: { alpha: number; anchor: { x: number; y: number; }; children: []; cskin: string; frame_list: [ number, number, number, number, number, number, number, number, number, number, number, number, number, number ]; frames: number; group: { enableSort: boolean; }; height: number; ms_emblemrr1: string; parentGroup: { anchor: { x: number; y: number; }; children: []; group: { enableSort: boolean; }; height: number; position: {}; visible: boolean; width: number; x: number; y: number; }; position: {}; skin: string; stype: string; updates: number; visible: boolean; width: number; x: number; y: number; }; }; engaged_move?: number; from_x?: number; from_y?: number; fx: { attack?: [string, number]; aaa?: null | number; }; going_x?: number; going_y?: number; group: { enableSort: boolean; }; i: number; id: string; interactive: boolean; last_ms: string; last_stop?: string; last_walking?: number; /** After level 12, only hp/max_hp/xp increases */ level: number; /** The unique id of the instance you are in, else a `MapKey` */ in: MapKey | string; /** The map the character currently is on */ map: MapKey; move_num?: number; /** Is the entity currently moving? */ moving: boolean; ms_walk?: string; parentGroup: { anchor: { x: number; y: number; }; children: []; group: { enableSort: boolean; }; height: number; position: {}; sortPriority: number; useDoubleBuffer: boolean; visible: boolean; width: number; x: number; y: number; }; position: {}; real_alpha: number; real_x: number; real_y: number; resync: boolean; /** * Conditions or Buffs * G.conditions has stat information on most conditions * There are also conditions that might not be present in G.conditions `citizen0aura` being an `G.npcs.citizen0.aura` */ s: StatusInfo; skin: string; updates: number; visible: boolean; vx: number; vy: number; walking: null | number; x: number; xp: number; y: number; y_disp?: null; }