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eve-esi-types

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Extracted the main type of ESI. use for ESI request response types (version 2 only)

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// Generated by scripts/lib/code-synthesizer.mjs // - - - - - - - - - - - - - - - - - - - - // @method {get} // - - - - - - - - - - - - - - - - - - - - /*! * ESI endpoint: get:/characters/{character_id}/attributes/ */ /** * 200 ok object */ interface GetCharactersCharacterIdAttributesOk { /** * Neural remapping cooldown after a character uses remap accrued over time */ accrued_remap_cooldown_date?: string; /** * Number of available bonus character neural remaps */ bonus_remaps?: number; /** * charisma integer */ charisma: number; /** * intelligence integer */ intelligence: number; /** * Datetime of last neural remap, including usage of bonus remaps */ last_remap_date?: string; /** * memory integer */ memory: number; /** * perception integer */ perception: number; /** * willpower integer */ willpower: number; [k: string]: unknown | undefined; } /*! * ESI endpoint: get:/characters/{character_id}/skillqueue/ */ /** * 200 ok array * * @maxItems 200 */ type GetCharactersCharacterIdSkillqueueOk = GetCharactersCharacterIdSkillqueue_200Ok[]; /** * 200 ok object */ interface GetCharactersCharacterIdSkillqueue_200Ok { /** * Date on which training of the skill will complete. Omitted if the skill queue is paused. */ finish_date?: string; /** * finished_level integer */ finished_level: number; /** * level_end_sp integer */ level_end_sp?: number; /** * Amount of SP that was in the skill when it started training it's current level. Used to calculate % of current level complete. */ level_start_sp?: number; /** * queue_position integer */ queue_position: number; /** * skill_id integer */ skill_id: number; /** * start_date string */ start_date?: string; /** * training_start_sp integer */ training_start_sp?: number; [k: string]: unknown | undefined; } /*! * ESI endpoint: get:/characters/{character_id}/skills/ */ /** * skills array * * @maxItems 1000 */ type GetCharactersCharacterIdSkillsSkills = GetCharactersCharacterIdSkillsSkill[]; /** * 200 ok object */ interface GetCharactersCharacterIdSkillsOk { skills: GetCharactersCharacterIdSkillsSkills; /** * total_sp integer */ total_sp: number; /** * Skill points available to be assigned */ unallocated_sp?: number; [k: string]: unknown | undefined; } /** * skill object */ interface GetCharactersCharacterIdSkillsSkill { /** * active_skill_level integer */ active_skill_level: number; /** * skill_id integer */ skill_id: number; /** * skillpoints_in_skill integer */ skillpoints_in_skill: number; /** * trained_skill_level integer */ trained_skill_level: number; [k: string]: unknown | undefined; }