Henrybk
Henrybk
Adding a way for eventMacro to run multiple macros at the same time has always been something I wanted but I never made. Today I decided to come up with...
New functions: getPluginsFiles getCondition unloadByRegexp unloadPlugins loadByRegexp loadPlugins reloadByRegexp reloadAll reloadPlugins Also changed Commands.pm accordingly
Openkore has no good way of managing npcs that start conversation on their own when we get close to them, there should be a way to add this to both...
There are two problems which need to be dealt with: 1 - `assert(defined $item->{name})` in `InventoryList::add` is totally unnecessary if `$item->{name}` is by default `Uninitialized Item`. 2 - `assert(defined $actor->{ID})`...
This is a rework of the current pathfinding algorithm based on my finding looking into the hercules emulator. This PR actually has a lot of changes so I will be...
Before:  After: 
According to the wiki: https://openkore.com/wiki/attackAuto attackAuto 0: Do not attack any monsters unless they attack you first. (Act like passive monsters.) However attackAuto 0 will never retaliate 
**Describe the bug** Sometimes when damaging a mob (tested mostly on mushrooms at job_thief1) after the damage packet the server sends a monster moved packet. It seems **To Reproduce** Steps...
Adds: `mercenary_attackAuto_notWhile_storageAuto 1 mercenary_attackAuto_notWhile_buyAuto 1 mercenary_attackAuto_notWhile_sellAuto 1 homunculus_attackAuto_notWhile_storageAuto 1 homunculus_attackAuto_notWhile_buyAuto 1 homunculus_attackAuto_notWhile_sellAuto 1` I'll be honest I didn't actually test it and don't have the means to right now, but...
If you trigger an empty autosell (by using the console or a macro in the example bellow) the sequence will fail and openkore won't be able to talk to npc...