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guildwars2-ts

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GuildWars 2 API Wrapper in Typescript

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import { z } from 'zod'; /** * /v2/characters/:id/equipmenttabs definition */ export declare const CharacterEquipmentTabDTO: z.ZodObject<{ /** Equipment tab id. */ tab: z.ZodNumber; /** Equipment tab name. */ name: z.ZodString; /** Whether the equipment tab is active. */ is_active: z.ZodBoolean; /** Array of equipment objects in the equipment tab. */ equipment: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{ id: z.ZodNumber; 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: z.ZodOptional<z.ZodArray<z.ZodNumber>>; upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; skin: z.ZodOptional<z.ZodNumber>; stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; charges: z.ZodOptional<z.ZodNumber>; dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ binding: z.ZodLiteral<"Account">; id: z.ZodNumber; slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; skin: z.ZodOptional<z.ZodNumber>; stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; charges: z.ZodOptional<z.ZodNumber>; dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ binding: z.ZodLiteral<"Character">; bound_to: z.ZodString; id: z.ZodNumber; 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: z.ZodOptional<z.ZodArray<z.ZodNumber>>; upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; skin: z.ZodOptional<z.ZodNumber>; stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; charges: z.ZodOptional<z.ZodNumber>; dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>]>>; /** PvP equipment in the equipment tab */ equipment_pvp: z.ZodObject<{ /** Amulet id. Can be resolved against /v2/pvp/amulets. */ amulet: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>; /** Rune id. Can be resolved against /v2/items. */ rune: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>; /** * Sigil ids. Can be resolved against /v2/items. * Provided in the following order: * - Primary Weapon * - Primary Off-hand Weapon * - Secondary Weapon * - Secondary Off-hand Weapon */ sigils: z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>; }, z.core.$strict>; }, z.core.$strict>; export declare const CharacterEquipmentTabsDTO: z.ZodArray<z.ZodObject<{ /** Equipment tab id. */ tab: z.ZodNumber; /** Equipment tab name. */ name: z.ZodString; /** Whether the equipment tab is active. */ is_active: z.ZodBoolean; /** Array of equipment objects in the equipment tab. */ equipment: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{ id: z.ZodNumber; slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; skin: z.ZodOptional<z.ZodNumber>; stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; charges: z.ZodOptional<z.ZodNumber>; dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ binding: z.ZodLiteral<"Account">; id: z.ZodNumber; 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: z.ZodOptional<z.ZodArray<z.ZodNumber>>; upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; skin: z.ZodOptional<z.ZodNumber>; stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; charges: z.ZodOptional<z.ZodNumber>; dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>, z.ZodObject<{ binding: z.ZodLiteral<"Character">; bound_to: z.ZodString; id: z.ZodNumber; slot: z.ZodOptional<z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Backpack: "Backpack"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; Accessory1: "Accessory1"; Accessory2: "Accessory2"; Ring1: "Ring1"; Ring2: "Ring2"; Amulet: "Amulet"; Relic: "Relic"; WeaponAquaticA: "WeaponAquaticA"; WeaponAquaticB: "WeaponAquaticB"; WeaponA1: "WeaponA1"; WeaponA2: "WeaponA2"; WeaponB1: "WeaponB1"; WeaponB2: "WeaponB2"; Sickle: "Sickle"; Axe: "Axe"; Pick: "Pick"; PowerCore: "PowerCore"; FishingLure: "FishingLure"; FishingBait: "FishingBait"; FishingRod: "FishingRod"; SensoryArray: "SensoryArray"; ServiceChip: "ServiceChip"; }>>; infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; skin: z.ZodOptional<z.ZodNumber>; stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; location: z.ZodOptional<z.ZodEnum<{ Equipped: "Equipped"; Armory: "Armory"; EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory"; LegendaryArmory: "LegendaryArmory"; }>>; tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>; charges: z.ZodOptional<z.ZodNumber>; dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>; }, z.core.$strict>]>>; /** PvP equipment in the equipment tab */ equipment_pvp: z.ZodObject<{ /** Amulet id. Can be resolved against /v2/pvp/amulets. */ amulet: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>; /** Rune id. Can be resolved against /v2/items. */ rune: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>; /** * Sigil ids. Can be resolved against /v2/items. * Provided in the following order: * - Primary Weapon * - Primary Off-hand Weapon * - Secondary Weapon * - Secondary Off-hand Weapon */ sigils: z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>; }, z.core.$strict>; }, z.core.$strict>>;