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genshin-manager

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import { ImageAssets } from '../../models/assets/ImageAssets'; import { StatProperty } from '../../models/StatProperty'; import { WeaponType } from '../../types'; /** * Class of weapon */ export declare class Weapon { /** * Black weapon IDs */ private static readonly blackWeaponIds; /** * Weapon name */ readonly name: string; /** * Weapon description */ readonly description: string; /** * Weapon type */ readonly type: WeaponType; /** * Weapon skill name */ readonly skillName: string | undefined; /** * Weapon skill description */ readonly skillDescription: string | undefined; /** * Weapon ID */ readonly id: number; /** * Weapon level */ readonly level: number; /** * Weapon max level */ readonly maxLevel: number; /** * Weapon promote level */ readonly promoteLevel: number; /** * Weapon is ascended */ readonly isAscended: boolean; /** * Weapon refinement rank */ readonly refinementRank: number; /** * Weapon rarity */ readonly rarity: number; /** * Weapon stats */ readonly stats: StatProperty[]; /** * Whether the weapon is awakened */ readonly isAwaken: boolean; /** * Weapon icon */ readonly icon: ImageAssets; /** * Create a Weapon * @param weaponId Weapon ID * @param level Weapon level (1-90). Default: 1 * @param isAscended Weapon is ascended. Default: true * @param refinementRank Weapon refinement rank (1-5). Default: 1 */ constructor(weaponId: number, level?: number, isAscended?: boolean, refinementRank?: number); /** * Get all weapon IDs * @returns All weapon IDs */ static get allWeaponIds(): number[]; /** * Get weapon ID by name * @param name Weapon name * @returns Weapon ID */ static getWeaponIdByName(name: string): number[]; /** * Get stat value by json * @param weaponPropJson Weapon property json * @param addValue Add value * @returns Stat value */ private getStatPropertyByJson; }