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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/inventory definition */ export declare const CharacterInventoryDTO: z.ZodObject<{ /** Array of bags in the character's inventory. */ bags: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{ /** Bag id. Can be resolved against /v2/items. */ id: z.ZodNumber; /** Number of bag slots in this bag. */ size: z.ZodNumber; /** Bag contents structure, or null of there are no items in the bag. */ inventory: z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodUnion<readonly [z.ZodObject<{ /** Item id. Can be resolved against /v2/items */ id: z.ZodNumber; /** Amount of the item in the stack. */ count: z.ZodNumber; /** Number of charges of the item */ charges: z.ZodOptional<z.ZodNumber>; /** Infusion 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>>; /** Indices of the slots where upgrades are installed. */ upgrade_slot_indices: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Stat information of an item, if it has selectable prefixes. */ 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>>; /** Dye ids. Null if not assigned. Can be resolved against /v2/colors */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodNumber]>>>; }, z.core.$strict>, z.ZodObject<{ /** Equipment binding. */ binding: z.ZodLiteral<"Account">; /** Item id. Can be resolved against /v2/items */ id: z.ZodNumber; /** Amount of the item in the stack. */ count: z.ZodNumber; /** Number of charges of the item */ charges: z.ZodOptional<z.ZodNumber>; /** Infusion ids. Can be resolved against /v2/items. */ infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Upgrade ids. Can be resolved against /v2/items. */ upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Indices of the slots where upgrades are installed. */ upgrade_slot_indices: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Stat information of an item, if it has selectable prefixes. */ stats: z.ZodOptional<z.ZodObject<{ id: z.ZodNumber; attributes: z.ZodObject<{ Power: z.ZodOptional<z.ZodNumber>; Precision: z.ZodOptional<z.ZodNumber>; CritDamage: z.ZodOptional<z.ZodNumber>; Toughness: z.ZodOptional<z.ZodNumber>; Vitality: z.ZodOptional<z.ZodNumber>; ConditionDamage: z.ZodOptional<z.ZodNumber>; ConditionDuration: z.ZodOptional<z.ZodNumber>; Healing: z.ZodOptional<z.ZodNumber>; BoonDuration: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>; }, z.core.$strict>>; /** Dye ids. Null if not assigned. Can be resolved against /v2/colors */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodNumber]>>>; }, z.core.$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; /** Amount of the item in the stack. */ count: z.ZodNumber; /** Number of charges of the item */ charges: z.ZodOptional<z.ZodNumber>; /** Infusion 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>>; /** Indices of the slots where upgrades are installed. */ upgrade_slot_indices: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** Skin id. Can be resolved against /v2/skins. */ skin: z.ZodOptional<z.ZodNumber>; /** Stat information of an item, if it has selectable prefixes. */ 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>>; /** Dye ids. Null if not assigned. Can be resolved against /v2/colors */ dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodNumber]>>>; }, z.core.$strict>]>]>>; }, z.core.$strict>, z.ZodNull]>>; }, z.core.$strict>;