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guildwars2-ts

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GuildWars 2 API Wrapper in Typescript

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import { z } from 'zod'; export declare const EquipmentStatsGeneric: z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>; export declare const Equipment: z.ZodUnion<readonly [z.ZodObject<{ /** Item id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Equipment slot, in which the item is slotted. */ slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; /** Infusions Ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade Ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Equipment stats, if the item offers a selection of prefixes. */ stats: z.ZodOptional<z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Where item is stored. */ location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; /** Tabs where this item is used in. */ tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Amount of charges remaining. */ charges: z.ZodOptional<z.ZodNumber>; /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ /** Equipment binding. */ binding: z.ZodLiteral<"Account">; /** Item id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Equipment slot, in which the item is slotted. */ slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; /** Infusions Ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade Ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Equipment stats, if the item offers a selection of prefixes. */ stats: z.ZodOptional<z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Where item is stored. */ location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; /** Tabs where this item is used in. */ tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Amount of charges remaining. */ charges: z.ZodOptional<z.ZodNumber>; /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ /** Equipment binding. */ binding: z.ZodLiteral<"Character">; /** Name of the character to which the item is bound. */ bound_to: z.ZodString; /** Item id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Equipment slot, in which the item is slotted. */ slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; /** Infusions Ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade Ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Equipment stats, if the item offers a selection of prefixes. */ stats: z.ZodOptional<z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Where item is stored. */ location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; /** Tabs where this item is used in. */ tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Amount of charges remaining. */ charges: z.ZodOptional<z.ZodNumber>; /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>]>; /** * /v2/characters/:id/equipment definition */ export declare const CharacterEquipmentDTO: z.ZodObject<{ /** Character equipment. */ equipment: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{ /** Item id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Equipment slot, in which the item is slotted. */ slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; /** Infusions Ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade Ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Equipment stats, if the item offers a selection of prefixes. */ stats: z.ZodOptional<z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Where item is stored. */ location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; /** Tabs where this item is used in. */ tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Amount of charges remaining. */ charges: z.ZodOptional<z.ZodNumber>; /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ /** Equipment binding. */ binding: z.ZodLiteral<"Account">; /** Item id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Equipment slot, in which the item is slotted. */ slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; /** Infusions Ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade Ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Equipment stats, if the item offers a selection of prefixes. */ stats: z.ZodOptional<z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Where item is stored. */ location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; /** Tabs where this item is used in. */ tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Amount of charges remaining. */ charges: z.ZodOptional<z.ZodNumber>; /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ /** Equipment binding. */ binding: z.ZodLiteral<"Character">; /** Name of the character to which the item is bound. */ bound_to: z.ZodString; /** Item id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Equipment slot, in which the item is slotted. */ slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; /** Infusions Ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade Ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Equipment stats, if the item offers a selection of prefixes. */ stats: z.ZodOptional<z.ZodObject<{ /** Item stat id. Can be resolved against /v2/itemstats. */ id: z.ZodNumber; /** Summary of the stats on the item. Only available if the item has selectable stats. */ attributes: z.ZodObject<{ /** Power. */ Power: z.ZodOptional<z.ZodNumber>; /** Precision. */ Precision: z.ZodOptional<z.ZodNumber>; /** Ferocity. */ CritDamage: z.ZodOptional<z.ZodNumber>; /** Toughness. */ Toughness: z.ZodOptional<z.ZodNumber>; /** Vitality. */ Vitality: z.ZodOptional<z.ZodNumber>; /** Condition Damage. */ ConditionDamage: z.ZodOptional<z.ZodNumber>; /** Condition Duration. */ ConditionDuration: z.ZodOptional<z.ZodNumber>; /** Healing Power. */ Healing: z.ZodOptional<z.ZodNumber>; /** Boon Duration. */ BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Where item is stored. */ location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; /** Tabs where this item is used in. */ tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Amount of charges remaining. */ charges: z.ZodOptional<z.ZodNumber>; /** Dyes selected for the equipment piece. Defaults to null. Can be resolved against /v2/colors. */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>]>>; }, z.core.$strict>;