eve-esi-types
Version:
Extracted the main type of ESI. use for ESI request response types (version 2 only)
145 lines (138 loc) • 2.83 kB
TypeScript
// Generated by scripts/lib/code-synthesizer.mjs
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// @method {get}
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/*!
* 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;
}