guildwars2-ts
Version:
GuildWars 2 API Wrapper in Typescript
527 lines (526 loc) • 21.7 kB
TypeScript
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>;