enka-network-api
Version:
Enka-network API wrapper for Genshin Impact.
72 lines (71 loc) • 3.98 kB
TypeScript
import { JsonOptions, JsonReader } from "config_file.js";
import { EnkaClient } from "../client/EnkaClient";
import { ExcelJsonObject } from "../client/ExcelTransformer";
import { TextAssets } from "./assets/TextAssets";
export declare class StatProperty<T extends FightProp = FightProp> {
readonly fightProp: T;
readonly enka: EnkaClient;
readonly fightPropName: TextAssets;
readonly isPercent: boolean;
readonly rawValue: number;
readonly value: number;
readonly _propData: ExcelJsonObject;
constructor(fightProp: T, value: number, enka: EnkaClient);
get valueText(): string;
/**
* Multiplies [value](#value) by 100 if it is a percentage
*/
getMultipliedValue(): number;
toString(): string;
static getFightPropTextAssets(fightProp: FightProp, enka: EnkaClient): TextAssets | null;
static sumStatProperties(statProperties: StatProperty[], enka: EnkaClient): StatProperty[];
static parseAddProps<O extends JsonOptions>(json: JsonReader<O>, enka: EnkaClient): StatProperty[];
}
/**
* Name|Description
* ---|---
* FIGHT_PROP_BASE_HP|Base HP
* FIGHT_PROP_HP|Flat HP
* FIGHT_PROP_HP_PERCENT|HP%
* FIGHT_PROP_BASE_ATTACK|Base ATK
* FIGHT_PROP_ATTACK|Flat ATK
* FIGHT_PROP_ATTACK_PERCENT|ATK%
* FIGHT_PROP_BASE_DEFENSE|Base DEF
* FIGHT_PROP_DEFENSE|Flat DEF
* FIGHT_PROP_DEFENSE_PERCENT|DEF%
* FIGHT_PROP_BASE_SPEED|Base Speed
* FIGHT_PROP_SPEED_PERCENT|Speed%
* FIGHT_PROP_CRITICAL|Crit RATE
* FIGHT_PROP_ANTI_CRITICAL|Anti Critical (Unknown)
* FIGHT_PROP_CRITICAL_HURT|Crit DMG
* FIGHT_PROP_ELEMENT_MASTERY|Elemental Mastery
* FIGHT_PROP_CHARGE_EFFICIENCY|Energy Recharge
* FIGHT_PROP_ADD_HURT|DMG Bonus
* FIGHT_PROP_SUB_HURT|DMG Reduction
* FIGHT_PROP_HEAL_ADD|Healing Bonus
* FIGHT_PROP_HEALED_ADD|Incoming Healing Bonus
* FIGHT_PROP_FIRE_ADD_HURT|Pyro DMG Bonus
* FIGHT_PROP_FIRE_SUB_HURT|Pyro RES
* FIGHT_PROP_WATER_ADD_HURT|Hydro DMG Bonus
* FIGHT_PROP_WATER_SUB_HURT|Hydro RES
* FIGHT_PROP_GRASS_ADD_HURT|Dendro DMG Bonus
* FIGHT_PROP_GRASS_SUB_HURT|Dendro RES
* FIGHT_PROP_ELEC_ADD_HURT|Electro DMG Bonus
* FIGHT_PROP_ELEC_SUB_HURT|Electro RES
* FIGHT_PROP_ICE_ADD_HURT|Cryo DMG Bonus
* FIGHT_PROP_ICE_SUB_HURT|Cryo RES
* FIGHT_PROP_WIND_ADD_HURT|Anemo DMG Bonus
* FIGHT_PROP_WIND_SUB_HURT|Anemo RES
* FIGHT_PROP_PHYSICAL_ADD_HURT|Physical DMG Bonus
* FIGHT_PROP_PHYSICAL_SUB_HURT|Physical RES
* FIGHT_PROP_ROCK_ADD_HURT|Geo DMG Bonus
* FIGHT_PROP_ROCK_SUB_HURT|Geo RES
* FIGHT_PROP_MAX_HP|Max HP
* FIGHT_PROP_CUR_ATTACK|Current ATK
* FIGHT_PROP_CUR_DEFENSE|Current DEF
* FIGHT_PROP_CUR_SPEED|Current Speed
* FIGHT_PROP_CUR_HP|Current HP
* FIGHT_PROP_SKILL_CD_MINUS_RATIO|CD Reduction
* FIGHT_PROP_SHIELD_COST_MINUS_RATIO|Shield Strength
*/
export type FightProp = "FIGHT_PROP_BASE_HP" | "FIGHT_PROP_HP" | "FIGHT_PROP_HP_PERCENT" | "FIGHT_PROP_BASE_ATTACK" | "FIGHT_PROP_ATTACK" | "FIGHT_PROP_ATTACK_PERCENT" | "FIGHT_PROP_BASE_DEFENSE" | "FIGHT_PROP_DEFENSE" | "FIGHT_PROP_DEFENSE_PERCENT" | "FIGHT_PROP_BASE_SPEED" | "FIGHT_PROP_SPEED_PERCENT" | "FIGHT_PROP_CRITICAL" | "FIGHT_PROP_ANTI_CRITICAL" | "FIGHT_PROP_CRITICAL_HURT" | "FIGHT_PROP_ELEMENT_MASTERY" | "FIGHT_PROP_CHARGE_EFFICIENCY" | "FIGHT_PROP_ADD_HURT" | "FIGHT_PROP_SUB_HURT" | "FIGHT_PROP_HEAL_ADD" | "FIGHT_PROP_HEALED_ADD" | "FIGHT_PROP_FIRE_ADD_HURT" | "FIGHT_PROP_FIRE_SUB_HURT" | "FIGHT_PROP_WATER_ADD_HURT" | "FIGHT_PROP_WATER_SUB_HURT" | "FIGHT_PROP_GRASS_ADD_HURT" | "FIGHT_PROP_GRASS_SUB_HURT" | "FIGHT_PROP_ELEC_ADD_HURT" | "FIGHT_PROP_ELEC_SUB_HURT" | "FIGHT_PROP_ICE_ADD_HURT" | "FIGHT_PROP_ICE_SUB_HURT" | "FIGHT_PROP_WIND_ADD_HURT" | "FIGHT_PROP_WIND_SUB_HURT" | "FIGHT_PROP_PHYSICAL_ADD_HURT" | "FIGHT_PROP_PHYSICAL_SUB_HURT" | "FIGHT_PROP_ROCK_ADD_HURT" | "FIGHT_PROP_ROCK_SUB_HURT" | "FIGHT_PROP_MAX_HP" | "FIGHT_PROP_CUR_ATTACK" | "FIGHT_PROP_CUR_DEFENSE" | "FIGHT_PROP_CUR_SPEED" | "FIGHT_PROP_CUR_HP" | "FIGHT_PROP_SKILL_CD_MINUS_RATIO" | "FIGHT_PROP_SHIELD_COST_MINUS_RATIO";