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Loot Manager
The Loot Manager module provides a comprehensive set of functions for managing lootable items and objects within the game, enhancing player interactions with the game environment.
loot_manager.get_item_identifier(obj)
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obj
:gameobject
- The item to identify.
Note
Retrieves the unique identifier of an item, crucial for differentiating and tracking items in the game world.
loot_manager.is_interactuable_object(obj)
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obj
:gameobject
- The object to check.
Note
Determines if the specified object is interactable, aiding in automating interactions within the game.
loot_manager.is_lootable_item(obj, exclude_potions, exclude_gold)
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obj
:gameobject
- The item to check. -
exclude_potions
: boolean - When this is true, potions will return false so you can easily ignore them. -
exclude_gold
: boolean - When this is true, gold will return false so you can easily ignore it.
Note
Checks whether an item is lootable, facilitating inventory management and item collection strategies.
loot_manager.is_potion_necesary()
Evaluates the player's current inventory to determine the necessity of looting a potion.
loot_manager.can_loot_potion()
Assesses whether the player can loot a potion based on inventory space and game conditions.
loot_manager.is_gold(obj)
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obj
:gameobject
- The object to evaluate.
Note
Identifies if the object in question is gold, an essential aspect of resource management.
loot_manager.is_potion(obj)
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obj
:gameobject
- The object to check.
Note
Checks if the object is a potion, aiding in automating potion collection and usage.
loot_manager.is_shrine(obj)
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obj
:gameobject
- The shrine object.
Note
Determines whether an object is a shrine, useful for automated interactions with game shrines.
loot_manager.is_obols(obj)
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obj
:gameobject
- The object to evaluate.
Note
Identifies if the object is obols, a specific type of in-game currency or item.
loot_manager.is_locked_chest(obj)
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obj
:gameobject
- The chest object.
Note
Checks if a chest is locked, which is key for deciding whether to attempt opening it.
loot_manager.has_whispering_key(obj)
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obj
:gameobject
- The object to inspect.
Note
Determines if an object, typically a chest, contains a whispering key.
loot_manager.is_ore_exception(obj)
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obj
:gameobject
- The ore object.
Note
Identifies if an ore object is an exception, often used in specialized loot collection logic.
loot_manager.is_chest_exception(obj)
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obj
:gameobject
- The chest object.
Note
Determines if a chest is an exception, aiding in automated decision-making regarding chest interactions.
loot_manager.is_event_trigger_exception(obj)
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obj
:gameobject
- The event trigger object.
Note
Checks if an object is an exception in triggering events, important for automating event-related actions.
loot_manager.get_all_items_and_chest_sorted_by_distance()
Retrieves all lootable items and chests in the game environment, sorted by their distance from the player.
loot_manager.any_item_around(point, threshold, exclude_potions, exclude_gold)
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point
:vec3
- The center point to check around. -
threshold
: Number - The radius to check within. -
exclude_potions
,exclude_gold
: Booleans to exclude specific items.
Note
Scans for any items within a specified radius, with options to exclude potions and gold, aiding in targeted loot collection.
loot_manager.loot_item(obj, exclude_potions, exclude_gold)
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obj
:gameobject
- The item to loot. -
exclude_potions
,exclude_gold
: Booleans to exclude these types of items.
Note
Executes the action of looting a specified item, with options to filter out potions and gold.
loot_manager.loot_item_orbwalker(item)
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item
:gameobject
- The item for the orbwalker to loot.
Note
Requests the orbwalker to loot a specific item, integrating item collection into movement and combat routines.
loot_manager.interact_with_object(obj)
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obj
:gameobject
- The object to interact with.
Note
Triggers an interaction with the specified game object, useful for engaging with various elements in the game world.
loot_manager.interact_with_vendor_and_sell_all(vendor)
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vendor
:gameobject
- The vendor to interact with.
Note
Automates the process of interacting with a vendor and selling all items in the player's inventory, streamlining inventory management.
loot_manager.sell_all_items()
- Executes the action of selling all items in the player's inventory. This function requires the vendor window to be open already.
loot_manager.salvage_all_items()
- Executes the action of salvaging all items in the player's inventory. This function requires the vendor window to be open already.
loot_manager.sell_specific_item(item)
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item
:item_data
- The specific item to sell. - Sells a specified item from the player's inventory. This function requires the vendor window to be open already.
loot_manager.salvage_specific_item(item)
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item
:item_data
- The specific item to salvage. - Salvages a specified item from the player's inventory. This function requires the vendor window to be open already.
Note
The actions to sell or salvage items interact directly with the game's vendor interface. Ensure that the vendor interface is open before attempting to use these functions to prevent errors or unexpected behavior.
loot_manager.interact_with_vendor_and_repair_all(vendor)
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vendor
:gameobject
- The vendor to interact with.
loot_manager.repair_all_items()
- Executes the action of repair all items. This function requires the vendor window to be open already.
loot_manager.use_item(item_data)
loot_manager.move_item_to_stash(item_data)
loot_manager.move_item_from_stash(item_data)
loot_manager.drop_item(item_data)
loot_manager.buy_item(item_data)
loot_manager.get_current_vendor()
loot_manager.is_in_vendor_screen()
loot_manager.get_vendor_currency_type()
note: 0 gold, 3 obols
loot_manager.get_vendor_items()
table of item data