guildwars2-ts
Version:
GuildWars 2 API Wrapper in Typescript
118 lines (117 loc) • 6.36 kB
TypeScript
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>;