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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/items definition */ export declare const ItemsDTO: z.ZodArray<z.ZodObject<{ /** The item id. */ id: z.ZodNumber; /** The chat link. */ chat_link: z.ZodString; /** The item name. */ name: z.ZodString; /** The full icon url. */ icon: z.ZodOptional<z.ZodString>; /** The item description. */ description: z.ZodOptional<z.ZodString>; /** The item type. */ type: z.ZodEnum<{ PowerCore: "PowerCore"; Consumable: "Consumable"; Armor: "Armor"; Back: "Back"; Bag: "Bag"; Container: "Container"; CraftingMaterial: "CraftingMaterial"; Gathering: "Gathering"; Gizmo: "Gizmo"; JadeTechModule: "JadeTechModule"; Key: "Key"; MiniPet: "MiniPet"; Tool: "Tool"; Trait: "Trait"; Trinket: "Trinket"; Trophy: "Trophy"; UpgradeComponent: "UpgradeComponent"; Weapon: "Weapon"; }>; /** The item rarity. */ rarity: z.ZodEnum<{ Rare: "Rare"; Junk: "Junk"; Basic: "Basic"; Fine: "Fine"; Masterwork: "Masterwork"; Exotic: "Exotic"; Ascended: "Ascended"; Legendary: "Legendary"; }>; /** The required level. */ level: z.ZodNumber; /** The value in coins when selling to a vendor. * Note: Can be non-zero even when the item has the NoSell flag. */ vendor_value: z.ZodNumber; /** The default skin id. */ default_skin: z.ZodOptional<z.ZodNumber>; /** Flags applying to the item. */ flags: z.ZodArray<z.ZodEnum<{ AccountBindOnUse: "AccountBindOnUse"; AccountBound: "AccountBound"; Attuned: "Attuned"; BulkConsume: "BulkConsume"; DeleteWarning: "DeleteWarning"; HideSuffix: "HideSuffix"; Infused: "Infused"; MonsterOnly: "MonsterOnly"; NoMysticForge: "NoMysticForge"; NoSalvage: "NoSalvage"; NoSell: "NoSell"; NotUpgradeable: "NotUpgradeable"; NoUnderwater: "NoUnderwater"; SoulbindOnAcquire: "SoulbindOnAcquire"; SoulBindOnUse: "SoulBindOnUse"; Tonic: "Tonic"; Unique: "Unique"; }>>; /** The game types in which the item is usable. * At least one game type is specified. */ game_types: z.ZodArray<z.ZodEnum<{ Pvp: "Pvp"; Activity: "Activity"; Dungeon: "Dungeon"; Pve: "Pve"; Wvw: "Wvw"; PvpLobby: "PvpLobby"; }>>; /** Restrictions applied to the item. */ restrictions: z.ZodArray<z.ZodEnum<{ Asura: "Asura"; Charr: "Charr"; Human: "Human"; Norn: "Norn"; Sylvari: "Sylvari"; Female: "Female"; Elementalist: "Elementalist"; Engineer: "Engineer"; Guardian: "Guardian"; Mesmer: "Mesmer"; Necromancer: "Necromancer"; Ranger: "Ranger"; Thief: "Thief"; Warrior: "Warrior"; }>>; /** Lists what items this item can be upgraded into, and the method of upgrading. */ upgrades_into: z.ZodOptional<z.ZodArray<z.ZodObject<{ /** Describes the method of upgrading. */ upgrade: z.ZodEnum<{ Attunement: "Attunement"; Infusion: "Infusion"; }>; /** The item ID that results from performing the upgrade. */ item_id: z.ZodNumber; }, z.core.$strict>>>; /** Lists what items this item can be upgraded from, and the method of upgrading. */ upgrades_from: z.ZodOptional<z.ZodArray<z.ZodObject<{ /** Describes the method of upgrading. */ upgrade: z.ZodEnum<{ Attunement: "Attunement"; Infusion: "Infusion"; }>; /** The item ID that results from performing the upgrade. */ item_id: z.ZodNumber; }, z.core.$strict>>>; /** Additional item details, if applicable. */ details: z.ZodUnion<readonly [z.ZodObject<{ /** The armor slot type. */ type: z.ZodEnum<{ HelmAquatic: "HelmAquatic"; Coat: "Coat"; Boots: "Boots"; Gloves: "Gloves"; Helm: "Helm"; Leggings: "Leggings"; Shoulders: "Shoulders"; }>; /** The weight class of the armor piece. */ weight_class: z.ZodEnum<{ Heavy: "Heavy"; Medium: "Medium"; Light: "Light"; Clothing: "Clothing"; }>; /** The defense value of the armor piece. */ defense: z.ZodNumber; /** Infusion slots of the armor piece. */ infusion_slots: z.ZodArray<z.ZodObject<{ /** * Infusion slot type of infusion upgrades. * The array contains a maximum of one value */ flags: z.ZodArray<z.ZodEnum<{ Infusion: "Infusion"; Enrichment: "Enrichment"; }>>; /** * The infusion upgrade already in the armor piece. */ item_id: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>>; /** The value used to calculate attributes. See /v2/itemstats. */ attribute_adjustments: z.ZodNumber; /** The infix upgrade. */ infix_upgrade: z.ZodOptional<z.ZodObject<{ /** The itemstat id. Can be resolved against /v2/itemstats. * The usual whitelist restrictions apply, and not all itemstats may be visible. */ id: z.ZodNumber; /** List of attribute bonuses. */ attributes: z.ZodArray<z.ZodObject<{ /** Attribute this bonus applies to. */ attribute: z.ZodEnum<{ AgonyResistance: "AgonyResistance"; BoonDuration: "BoonDuration"; ConditionDamage: "ConditionDamage"; ConditionDuration: "ConditionDuration"; CritDamage: "CritDamage"; Healing: "Healing"; Power: "Power"; Precision: "Precision"; Toughness: "Toughness"; Vitality: "Vitality"; }>; /** The modifier value. */ modifier: z.ZodNumber; }, z.core.$strict>>; /** Object containing an additional effect. * This is used for Boon Duration, Condition Duration, * or additional attribute bonuses for ascended trinkets or back items. */ buff: z.ZodOptional<z.ZodObject<{ /** The skill id of the effect. */ skill_id: z.ZodNumber; /** The effect's description. */ description: z.ZodOptional<z.ZodString>; }, z.core.$strict>>; }, z.core.$strict>>; }, z.core.$strict>, z.ZodObject<{ /** Infusion slots of the back item. */ infusion_slots: z.ZodArray<z.ZodObject<{ /** * Infusion slot type of infusion upgrades. * The array contains a maximum of one value */ flags: z.ZodArray<z.ZodEnum<{ Infusion: "Infusion"; Enrichment: "Enrichment"; }>>; /** * The infusion upgrade already in the armor piece. */ item_id: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>>; /** The value used to calculate attributes. See /v2/itemstats. */ attribute_adjustments: z.ZodOptional<z.ZodNumber>; /** The infix upgrade. */ infix_upgrade: z.ZodOptional<z.ZodObject<{ /** The itemstat id. Can be resolved against /v2/itemstats. * The usual whitelist restrictions apply, and not all itemstats may be visible. */ id: z.ZodNumber; /** List of attribute bonuses. */ attributes: z.ZodArray<z.ZodObject<{ /** Attribute this bonus applies to. */ attribute: z.ZodEnum<{ AgonyResistance: "AgonyResistance"; BoonDuration: "BoonDuration"; ConditionDamage: "ConditionDamage"; ConditionDuration: "ConditionDuration"; CritDamage: "CritDamage"; Healing: "Healing"; Power: "Power"; Precision: "Precision"; Toughness: "Toughness"; Vitality: "Vitality"; }>; /** The modifier value. */ modifier: z.ZodNumber; }, z.core.$strict>>; /** Object containing an additional effect. * This is used for Boon Duration, Condition Duration, * or additional attribute bonuses for ascended trinkets or back items. */ buff: z.ZodOptional<z.ZodObject<{ /** The skill id of the effect. */ skill_id: z.ZodNumber; /** The effect's description. */ description: z.ZodOptional<z.ZodString>; }, z.core.$strict>>; }, z.core.$strict>>; /** The id of the item suffix. */ suffix_item_id: z.ZodOptional<z.ZodNumber>; /** The secondary id of the item suffix. */ secondary_suffix_item_id: z.ZodString; /** Selectable stat ids. Can be resolved by /v2/itemstats */ stat_choices: z.ZodOptional<z.ZodArray<z.ZodNumber>>; }, z.core.$strict>, z.ZodObject<{ /** The number of bag slots. */ size: z.ZodNumber; /** Whether the bag is invisible or safe. */ no_sell_or_sort: z.ZodBoolean; }, z.core.$strict>, z.ZodObject<{ /** Consumable type. */ type: z.ZodEnum<{ Currency: "Currency"; Unlock: "Unlock"; AppearanceChange: "AppearanceChange"; Booze: "Booze"; ContractNpc: "ContractNpc"; Food: "Food"; Generic: "Generic"; Halloween: "Halloween"; Immediate: "Immediate"; MountRandomUnlock: "MountRandomUnlock"; RandomUnlock: "RandomUnlock"; Transmutation: "Transmutation"; UpgradeRemoval: "UpgradeRemoval"; Utility: "Utility"; TeleportToFriend: "TeleportToFriend"; }>; /** Effect description for consumables applying an effect. */ description: z.ZodOptional<z.ZodString>; /** Effect duration, in milliseconds. */ duration_ms: z.ZodOptional<z.ZodNumber>; /** Unlock type for unlock consumables */ unlock_type: z.ZodOptional<z.ZodEnum<{ Minipet: "Minipet"; RandomUnlock: "RandomUnlock"; BagSlot: "BagSlot"; BankTab: "BankTab"; Champion: "Champion"; CollectibleCapacity: "CollectibleCapacity"; Content: "Content"; CraftingRecipe: "CraftingRecipe"; Dye: "Dye"; GliderSkin: "GliderSkin"; Ms: "Ms"; Outfit: "Outfit"; SharedSlot: "SharedSlot"; }>>; /** The dye id for dye unlocks. */ color_id: z.ZodOptional<z.ZodNumber>; /** The recipe id for recipe unlocks. */ recipe_id: z.ZodOptional<z.ZodNumber>; /** Additional recipe ids for recipe unlocks */ extra_recipe_ids: z.ZodOptional<z.ZodArray<z.ZodNumber>>; /** The guild upgrade id for the item. Can be resolved by /v2/guild/upgrades. */ guild_upgrade_id: z.ZodOptional<z.ZodNumber>; /** The number of stacks of the effect applied by this item. */ apply_count: z.ZodOptional<z.ZodNumber>; /** The effect type name of the consumable. */ name: z.ZodOptional<z.ZodString>; /** The icon of the effect. */ icon: z.ZodOptional<z.ZodString>; /** A list of skin ids which this item unlocks. Can be resolved by /v2/skins. */ skins: z.ZodOptional<z.ZodArray<z.ZodNumber>>; }, z.core.$strict>, z.ZodObject<{ /** Container type. */ type: z.ZodEnum<{ Default: "Default"; Immediate: "Immediate"; GiftBox: "GiftBox"; OpenUI: "OpenUI"; }>; }, z.core.$strict>, z.ZodObject<{ /** Gathering utility type. */ type: z.ZodEnum<{ Foraging: "Foraging"; Logging: "Logging"; Mining: "Mining"; Bait: "Bait"; Lure: "Lure"; }>; }, z.core.$strict>, z.ZodObject<{ /** Gizmo type. */ type: z.ZodEnum<{ Default: "Default"; ContainerKey: "ContainerKey"; RentableContractNpc: "RentableContractNpc"; UnlimitedConsumable: "UnlimitedConsumable"; }>; /** The id of the guild decoration, which can be deposited. Can be resolved by /v2/guild/upgrades. */ guild_upgrade_id: z.ZodOptional<z.ZodNumber>; /** Vendor ids of the gizmo. */ vendor_ids: z.ZodOptional<z.ZodArray<z.ZodNumber>>; }, z.core.$strict>, z.ZodObject<{ /** The miniature this item unlocks. Can be resolved by /v2/minis. */ minipet_id: z.ZodNumber; }, z.core.$strict>, z.ZodObject<{ /** The tool type. Always the same value. */ type: z.ZodLiteral<"Salvage">; /** Number of charges. */ charges: z.ZodNumber; }, z.core.$strict>, z.ZodObject<{ /** The trinket type. */ type: z.ZodEnum<{ Amulet: "Amulet"; Accessory: "Accessory"; Ring: "Ring"; }>; /** Infusion slots of the trinket. */ infusion_slots: z.ZodArray<z.ZodObject<{ /** * Infusion slot type of infusion upgrades. * The array contains a maximum of one value */ flags: z.ZodArray<z.ZodEnum<{ Infusion: "Infusion"; Enrichment: "Enrichment"; }>>; /** * The infusion upgrade already in the armor piece. */ item_id: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>>; /** The value used to calculate attributes. See /v2/itemstats */ attribute_adjustments: z.ZodNumber; /** The infix upgrade. */ infix_upgrade: z.ZodOptional<z.ZodObject<{ /** The itemstat id. Can be resolved against /v2/itemstats. * The usual whitelist restrictions apply, and not all itemstats may be visible. */ id: z.ZodNumber; /** List of attribute bonuses. */ attributes: z.ZodArray<z.ZodObject<{ /** Attribute this bonus applies to. */ attribute: z.ZodEnum<{ AgonyResistance: "AgonyResistance"; BoonDuration: "BoonDuration"; ConditionDamage: "ConditionDamage"; ConditionDuration: "ConditionDuration"; CritDamage: "CritDamage"; Healing: "Healing"; Power: "Power"; Precision: "Precision"; Toughness: "Toughness"; Vitality: "Vitality"; }>; /** The modifier value. */ modifier: z.ZodNumber; }, z.core.$strict>>; /** Object containing an additional effect. * This is used for Boon Duration, Condition Duration, * or additional attribute bonuses for ascended trinkets or back items. */ buff: z.ZodOptional<z.ZodObject<{ /** The skill id of the effect. */ skill_id: z.ZodNumber; /** The effect's description. */ description: z.ZodOptional<z.ZodString>; }, z.core.$strict>>; }, z.core.$strict>>; /** The id of the item suffix. */ suffix_item_id: z.ZodOptional<z.ZodNumber>; /** The secondary id of the item suffix. */ secondary_suffix_item_id: z.ZodString; /** Selectable stat ids. Can be resolved by /v2/itemstats */ stat_choices: z.ZodOptional<z.ZodArray<z.ZodNumber>>; }, z.core.$strict>, z.ZodUndefined, z.ZodObject<{ /** The upgrade component type. */ type: z.ZodEnum<{ Default: "Default"; Gem: "Gem"; Rune: "Rune"; Sigil: "Sigil"; }>; /** The items that can be upgraded with the upgrade component. */ flags: z.ZodArray<z.ZodEnum<{ Axe: "Axe"; Trinket: "Trinket"; Dagger: "Dagger"; Focus: "Focus"; Greatsword: "Greatsword"; Hammer: "Hammer"; Harpoon: "Harpoon"; LongBow: "LongBow"; Mace: "Mace"; Pistol: "Pistol"; Rifle: "Rifle"; Scepter: "Scepter"; Shield: "Shield"; ShortBow: "ShortBow"; Speargun: "Speargun"; Staff: "Staff"; Sword: "Sword"; Torch: "Torch"; Trident: "Trident"; Warhorn: "Warhorn"; HeavyArmor: "HeavyArmor"; MediumArmor: "MediumArmor"; LightArmor: "LightArmor"; }>>; /** Applicable infusion slot for infusion upgrades. */ infusion_upgrade_flags: z.ZodArray<z.ZodEnum<{ Infusion: "Infusion"; Enrichment: "Enrichment"; }>>; /** The suffix appended to the item name when the component is applied. */ suffix: z.ZodOptional<z.ZodString>; /** The infix upgrade object. */ infix_upgrade: z.ZodObject<{ /** The itemstat id. Can be resolved against /v2/itemstats. * The usual whitelist restrictions apply, and not all itemstats may be visible. */ id: z.ZodNumber; /** List of attribute bonuses. */ attributes: z.ZodArray<z.ZodObject<{ /** Attribute this bonus applies to. */ attribute: z.ZodEnum<{ AgonyResistance: "AgonyResistance"; BoonDuration: "BoonDuration"; ConditionDamage: "ConditionDamage"; ConditionDuration: "ConditionDuration"; CritDamage: "CritDamage"; Healing: "Healing"; Power: "Power"; Precision: "Precision"; Toughness: "Toughness"; Vitality: "Vitality"; }>; /** The modifier value. */ modifier: z.ZodNumber; }, z.core.$strict>>; /** Object containing an additional effect. * This is used for Boon Duration, Condition Duration, * or additional attribute bonuses for ascended trinkets or back items. */ buff: z.ZodOptional<z.ZodObject<{ /** The skill id of the effect. */ skill_id: z.ZodNumber; /** The effect's description. */ description: z.ZodOptional<z.ZodString>; }, z.core.$strict>>; }, z.core.$strict>; /** The bonuses from runes. */ bonuses: z.ZodOptional<z.ZodArray<z.ZodString>>; }, z.core.$strict>, z.ZodObject<{ /** The weapon type. */ type: z.ZodEnum<{ Axe: "Axe"; Dagger: "Dagger"; Focus: "Focus"; Greatsword: "Greatsword"; Hammer: "Hammer"; Harpoon: "Harpoon"; LongBow: "LongBow"; Mace: "Mace"; Pistol: "Pistol"; Rifle: "Rifle"; Scepter: "Scepter"; Shield: "Shield"; ShortBow: "ShortBow"; Speargun: "Speargun"; Staff: "Staff"; Sword: "Sword"; Torch: "Torch"; Trident: "Trident"; Warhorn: "Warhorn"; LargeBundle: "LargeBundle"; SmallBundle: "SmallBundle"; Toy: "Toy"; ToyTwoHanded: "ToyTwoHanded"; }>; /** The damage type. */ damage_type: z.ZodEnum<{ Fire: "Fire"; Ice: "Ice"; Lightning: "Lightning"; Physical: "Physical"; Choking: "Choking"; }>; /** Minimum weapon power. */ min_power: z.ZodNumber; /** Maximum weapon power; */ max_power: z.ZodNumber; /** The defense value of the weapon. */ defense: z.ZodNumber; /** Infusion slots of the trinket. */ infusion_slots: z.ZodArray<z.ZodObject<{ /** * Infusion slot type of infusion upgrades. * The array contains a maximum of one value */ flags: z.ZodArray<z.ZodEnum<{ Infusion: "Infusion"; Enrichment: "Enrichment"; }>>; /** * The infusion upgrade already in the armor piece. */ item_id: z.ZodOptional<z.ZodNumber>; }, z.core.$strict>>; /** The value used to calculate attributes. See /v2/itemstats. */ attribute_adjustment: z.ZodNumber; /** The infix upgrade. */ infix_upgrade: z.ZodOptional<z.ZodObject<{ /** The itemstat id. Can be resolved against /v2/itemstats. * The usual whitelist restrictions apply, and not all itemstats may be visible. */ id: z.ZodNumber; /** List of attribute bonuses. */ attributes: z.ZodArray<z.ZodObject<{ /** Attribute this bonus applies to. */ attribute: z.ZodEnum<{ AgonyResistance: "AgonyResistance"; BoonDuration: "BoonDuration"; ConditionDamage: "ConditionDamage"; ConditionDuration: "ConditionDuration"; CritDamage: "CritDamage"; Healing: "Healing"; Power: "Power"; Precision: "Precision"; Toughness: "Toughness"; Vitality: "Vitality"; }>; /** The modifier value. */ modifier: z.ZodNumber; }, z.core.$strict>>; /** Object containing an additional effect. * This is used for Boon Duration, Condition Duration, * or additional attribute bonuses for ascended trinkets or back items. */ buff: z.ZodOptional<z.ZodObject<{ /** The skill id of the effect. */ skill_id: z.ZodNumber; /** The effect's description. */ description: z.ZodOptional<z.ZodString>; }, z.core.$strict>>; }, z.core.$strict>>; /** The id of the item suffix. */ suffix_item_id: z.ZodOptional<z.ZodNumber>; /** The secondary id of the item suffix. */ secondary_suffix_item_id: z.ZodString; /** Selectable stat ids. Can be resolved by /v2/itemstats */ stat_choices: z.ZodOptional<z.ZodArray<z.ZodNumber>>; }, z.core.$strict>]>; }, z.core.$strict>>;