guildwars2-ts
Version:
GuildWars 2 API Wrapper in Typescript
417 lines (416 loc) • 16.7 kB
TypeScript
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>>;