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enka-network-api

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Enka-network API wrapper for Genshin Impact.

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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";