UNPKG

maplestory-openapi

Version:

This JavaScript library enables the use of the MapleStory OpenAPI of Nexon.

1,218 lines (1,213 loc) 31.6 kB
'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); var characterItemEquipment = require('../../../common/dto/character/characterItemEquipment.js'); /** * 角色已裝備道具資訊 */ class CharacterItemEquipmentDto extends characterItemEquipment.CharacterItemEquipmentDto { /** * 要搜尋的日期 (TST,每日資料中的小時與分鐘將顯示為 0) */ date; /** * 角色性別 */ characterGender; /** * 角色職業 */ characterClass; /** * 目前套用的道具預設編號 */ presetNo; /** * 道具資訊 */ itemEquipment; /** * 預設 1 的道具資訊 */ itemEquipmentPreset1; /** * 預設 2 的道具資訊 */ itemEquipmentPreset2; /** * 預設 3 的道具資訊 */ itemEquipmentPreset3; /** * 稱號資訊 */ title; /** * 外型設定中已登錄勳章的外型資訊 */ medalShape; /** * 龍魔導士的龍道具資訊 (僅在龍魔導士時回應) */ dragonEquipment; /** * 機甲戰神道具資訊 (僅在機甲戰神時回應) */ mechanicEquipment; constructor(obj) { super(); const { date, character_gender, character_class, preset_no, item_equipment, item_equipment_preset_1, item_equipment_preset_2, item_equipment_preset_3, title, medal_shape, dragon_equipment, mechanic_equipment, } = obj; this.date = date ? new Date(date) : null; this.characterGender = character_gender; this.characterClass = character_class; this.presetNo = preset_no; this.itemEquipment = item_equipment.map((equipment) => new CharacterItemEquipmentInfoDto(equipment)); this.itemEquipmentPreset1 = item_equipment_preset_1?.map((equipment) => new CharacterItemEquipmentInfoDto(equipment)) ?? []; this.itemEquipmentPreset2 = item_equipment_preset_2?.map((equipment) => new CharacterItemEquipmentInfoDto(equipment)) ?? []; this.itemEquipmentPreset3 = item_equipment_preset_3?.map((equipment) => new CharacterItemEquipmentInfoDto(equipment)) ?? []; this.title = title ? new CharacterItemEquipmentTitleDto(title) : null; this.medalShape = medal_shape ? new CharacterItemEquipmentMedalShapeDto(medal_shape) : null; this.dragonEquipment = dragon_equipment.map((equipment) => new CharacterItemEquipmentDragonInfoDto(equipment)); this.mechanicEquipment = mechanic_equipment.map((equipment) => new CharacterItemEquipmentMechanicInfoDto(equipment)); } } /** * 稱號資訊 */ class CharacterItemEquipmentTitleDto extends characterItemEquipment.CharacterItemEquipmentTitleDto { /** * 稱號道具名稱 */ titleName; /** * 稱號圖示 */ titleIcon; /** * 稱號描述 */ titleDescription; /** * 稱號有效期間 (TST) */ dateExpire = null; /** * Whether the title is expired */ isExpired = null; /** * 稱號選項有效期間 (expired:已到期,null:無限期) (TST) */ dateOptionExpire = null; /** * Whether the title option is expired */ isOptionExpired = null; /** * 外型設定中已登錄稱號的道具名稱 */ titleShapeName; /** * 外型設定中已登錄稱號的圖示 */ titleShapeIcon; /** * 外型設定中已登錄稱號的描述 */ titleShapeDescription; constructor(obj) { super(); const { title_name, title_icon, title_description, date_expire, date_option_expire, title_shape_name, title_shape_icon, title_shape_description, } = obj; this.titleName = title_name; this.titleIcon = title_icon; this.titleDescription = title_description; this.titleShapeName = title_shape_name; this.titleShapeIcon = title_shape_icon; this.titleShapeDescription = title_shape_description; if (date_expire === 'expired') { this.isExpired = true; } else if (typeof date_expire === 'string') { this.dateExpire = date_expire ? new Date(date_expire) : null; } if (date_option_expire === 'expired') { this.isOptionExpired = true; } else if (typeof date_option_expire === 'string') { this.dateOptionExpire = date_option_expire ? new Date(date_option_expire) : null; } } } /** * 外型設定中已登錄勳章的外型資訊 */ class CharacterItemEquipmentMedalShapeDto extends characterItemEquipment.CharacterItemEquipmentMedalShapeDto { /** * 外型設定中已登錄勳章的道具名稱 */ medalShapeName; /** * 外型設定中已登錄勳章的圖示 */ medalShapeIcon; /** * 外型設定中已登錄勳章的描述 */ medalShapeDescription; /** * 外型設定中已登錄勳章的鐵砧套用道具名稱 */ medalShapeChangedName; /** * 外型設定中已登錄勳章的鐵砧套用圖示 */ medalShapeChangedIcon; /** * 外型設定中已登錄勳章的鐵砧套用勳章說明 */ medalShapeChangedDescription; constructor(obj) { super(); const { medal_shape_name, medal_shape_icon, medal_shape_description, medal_shape_changed_name, medal_shape_changed_icon, medal_shape_changed_description, } = obj; this.medalShapeName = medal_shape_name; this.medalShapeIcon = medal_shape_icon; this.medalShapeDescription = medal_shape_description; this.medalShapeChangedName = medal_shape_changed_name; this.medalShapeChangedIcon = medal_shape_changed_icon; this.medalShapeChangedDescription = medal_shape_changed_description; } } /** * 附加道具選項 */ class CharacterItemEquipmentAddOptionDto extends characterItemEquipment.CharacterItemEquipmentAddOptionDto { /** * 力量 (STR) */ str; /** * 敏捷 (DEX) */ dex; /** * 智力 (INT) */ int; /** * 幸運 (LUK) */ luk; /** * 最大體力 (HP) */ maxHp; /** * 最大 MP */ maxMp; /** * 攻擊力 */ attackPower; /** * 魔力 */ magicPower; /** * 防禦力 */ armor; /** * 移動速度 */ speed; /** * 跳躍力 */ jump; /** * 對首領傷害增加 (%) */ bossDamage; /** * 傷害 (%) */ damage; /** * 全部能力值 (%) */ allStat; /** * 裝備等級減少 */ equipmentLevelDecrease; constructor(obj) { super(); const { str, dex, int, luk, max_hp, max_mp, attack_power, magic_power, armor, speed, jump, boss_damage, damage, all_stat, equipment_level_decrease, } = obj; this.str = str; this.dex = dex; this.int = int; this.luk = luk; this.maxHp = max_hp; this.maxMp = max_mp; this.attackPower = attack_power; this.magicPower = magic_power; this.armor = armor; this.speed = speed; this.jump = jump; this.bossDamage = boss_damage; this.damage = damage; this.allStat = all_stat; this.equipmentLevelDecrease = equipment_level_decrease; } } /** * 道具基本選項資訊 */ class CharacterItemEquipmentBaseOptionDto extends characterItemEquipment.CharacterItemEquipmentBaseOptionDto { /** * 力量 (STR) */ str; /** * 敏捷 (DEX) */ dex; /** * 智力 (INT) */ int; /** * 幸運 (LUK) */ luk; /** * 最大體力 (HP) */ maxHp; /** * 最大 MP */ maxMp; /** * 攻擊力 */ attackPower; /** * 魔力 */ magicPower; /** * 防禦力 */ armor; /** * 移動速度 */ speed; /** * 跳躍力 */ jump; /** * 對首領傷害增加 (%) */ bossDamage; /** * 無視怪物防禦力 (%) */ ignoreMonsterArmor; /** * 全部能力值 (%) */ allStat; /** * 最大體力 (HP) (%) */ maxHpRate; /** * 最大 MP (%) */ maxMpRate; /** * 裝備基本等級 */ baseEquipmentLevel; constructor(obj) { super(); const { str, dex, int, luk, max_hp, max_mp, attack_power, magic_power, armor, speed, jump, boss_damage, ignore_monster_armor, all_stat, max_hp_rate, max_mp_rate, base_equipment_level, } = obj; this.str = str; this.dex = dex; this.int = int; this.luk = luk; this.maxHp = max_hp; this.maxMp = max_mp; this.attackPower = attack_power; this.magicPower = magic_power; this.armor = armor; this.speed = speed; this.jump = jump; this.bossDamage = boss_damage; this.ignoreMonsterArmor = ignore_monster_armor; this.allStat = all_stat; this.maxHpRate = max_hp_rate; this.maxMpRate = max_mp_rate; this.baseEquipmentLevel = base_equipment_level; } } /** * 道具其他選項資訊 */ class CharacterItemEquipmentEtcOptionDto extends characterItemEquipment.CharacterItemEquipmentEtcOptionDto { /** * 力量 (STR) */ str; /** * 敏捷 (DEX) */ dex; /** * 智力 (INT) */ int; /** * 幸運 (LUK) */ luk; /** * 最大體力 (HP) */ maxHp; /** * 最大 MP */ maxMp; /** * 攻擊力 */ attackPower; /** * 魔力 */ magicPower; /** * 防禦力 */ armor; /** * 移動速度 */ speed; /** * 跳躍力 */ jump; constructor(obj) { super(); const { str, dex, int, luk, max_hp, max_mp, attack_power, magic_power, armor, speed, jump, } = obj; this.str = str; this.dex = dex; this.int = int; this.luk = luk; this.maxHp = max_hp; this.maxMp = max_mp; this.attackPower = attack_power; this.magicPower = magic_power; this.armor = armor; this.speed = speed; this.jump = jump; } } /** * 道具特殊選項資訊 */ class CharacterItemEquipmentExceptionalOptionDto extends characterItemEquipment.CharacterItemEquipmentExceptionalOptionDto { /** * 力量 (STR) */ str; /** * 敏捷 (DEX) */ dex; /** * 智力 (INT) */ int; /** * 幸運 (LUK) */ luk; /** * 最大體力 (HP) */ maxHp; /** * 最大 MP */ maxMp; /** * 攻擊力 */ attackPower; /** * 魔力 */ magicPower; /** * 已套用的卓越強化次數 */ exceptionalUpgrade; constructor(obj) { super(); const { str, dex, int, luk, max_hp, max_mp, attack_power, magic_power, exceptional_upgrade, } = obj; this.str = str; this.dex = dex; this.int = int; this.luk = luk; this.maxHp = max_hp; this.maxMp = max_mp; this.attackPower = attack_power; this.magicPower = magic_power; this.exceptionalUpgrade = exceptional_upgrade ?? 0; } } /** * 道具星星力量資訊 */ class CharacterItemEquipmentStarforceOptionDto extends characterItemEquipment.CharacterItemEquipmentStarforceOptionDto { /** * 力量 (STR) */ str; /** * 敏捷 (DEX) */ dex; /** * 智力 (INT) */ int; /** * 幸運 (LUK) */ luk; /** * 最大體力 (HP) */ maxHp; /** * 最大 MP */ maxMp; /** * 攻擊力 */ attackPower; /** * 魔力 */ magicPower; /** * 防禦力 */ armor; /** * 移動速度 */ speed; /** * 跳躍力 */ jump; constructor(obj) { super(); const { str, dex, int, luk, max_hp, max_mp, attack_power, magic_power, armor, speed, jump, } = obj; this.str = str; this.dex = dex; this.int = int; this.luk = luk; this.maxHp = max_hp; this.maxMp = max_mp; this.attackPower = attack_power; this.magicPower = magic_power; this.armor = armor; this.speed = speed; this.jump = jump; } } /** * 道具最終選項資訊 */ class CharacterItemEquipmentTotalOptionDto extends characterItemEquipment.CharacterItemEquipmentTotalOptionDto { /** * 力量 (STR) */ str; /** * 敏捷 (DEX) */ dex; /** * 智力 (INT) */ int; /** * 幸運 (LUK) */ luk; /** * 最大體力 (HP) */ maxHp; /** * 最大 MP */ maxMp; /** * 攻擊力 */ attackPower; /** * 魔力 */ magicPower; /** * 防禦力 */ armor; /** * 移動速度 */ speed; /** * 跳躍力 */ jump; /** * 對首領傷害增加 (%) */ bossDamage; /** * 無視怪物防禦力 (%) */ ignoreMonsterArmor; /** * 全部能力值 (%) */ allStat; /** * 傷害 (%) */ damage; /** * 裝備等級減少 */ equipmentLevelDecrease; /** * 最大體力 (HP) (%) */ maxHpRate; /** * 最大 MP (%) */ maxMpRate; constructor(obj) { super(); const { str, dex, int, luk, max_hp, max_mp, attack_power, magic_power, armor, speed, jump, boss_damage, ignore_monster_armor, all_stat, damage, equipment_level_decrease, max_hp_rate, max_mp_rate, } = obj; this.str = str; this.dex = dex; this.int = int; this.luk = luk; this.maxHp = max_hp; this.maxMp = max_mp; this.attackPower = attack_power; this.magicPower = magic_power; this.armor = armor; this.speed = speed; this.jump = jump; this.bossDamage = boss_damage; this.ignoreMonsterArmor = ignore_monster_armor; this.allStat = all_stat; this.damage = damage; this.equipmentLevelDecrease = equipment_level_decrease; this.maxHpRate = max_hp_rate; this.maxMpRate = max_mp_rate; } } /** * 龍魔導士的龍道具資訊 */ class CharacterItemEquipmentDragonInfoDto extends characterItemEquipment.CharacterItemEquipmentDragonInfoDto { /** * 道具部位名稱 */ itemEquipmentPart; /** * 道具欄位位置 */ itemEquipmentSlot; /** * 道具名稱 */ itemName; /** * 道具圖示 */ itemIcon; /** * 道具描述 */ itemDescription; /** * 道具外型 */ itemShapeName; /** * 道具外型圖示 */ itemShapeIcon; /** * 性別限定 */ itemGender; /** * 道具最終選項資訊 */ itemTotalOption; /** * 道具基本選項資訊 */ itemBaseOption; /** * 裝備等級增加 */ equipmentLevelIncrease; /** * 道具特殊選項資訊 */ itemExceptionalOption; /** * 附加道具選項 */ itemAddOption; /** * 成長經驗值 */ growthExp; /** * 成長等級 */ growthLevel; /** * 強化次數 */ scrollUpgrade; /** * 可使用剪刀的次數 (不可交易道具、可交易但從未使用剪刀的道具:255) */ cuttableCount; /** * 黃金鐵鎚精煉 (true:已套用,false:未套用) */ goldenHammerFlag; /** * 道具可復原次數 */ scrollResilienceCount; /** * 道具可升級次數 */ scrollUpgradeableCount; /** * 靈魂名稱 */ soulName; /** * 靈魂選項 */ soulOption; /** * 道具其他選項資訊 */ itemEtcOption; /** * 強化階級 */ starforce; /** * 驚異道具強化卷軸 (true:已使用,false:未使用) */ starforceScrollFlag; /** * 道具星星力量資訊 */ itemStarforceOption; /** * 特殊戒指等級 */ specialRingLevel; /** * 道具有效期間 (TST) */ dateExpire = null; /** * Whether the equipment is expired */ isExpired = null; /** * 自由造型券 使用狀態(0:未使用,1:已使用) */ freestyleFlag; constructor(obj) { super(); const { item_equipment_part, item_equipment_slot, item_name, item_icon, item_description, item_shape_name, item_shape_icon, item_gender, item_total_option, item_base_option, equipment_level_increase, item_exceptional_option, item_add_option, growth_exp, growth_level, scroll_upgrade, cuttable_count, golden_hammer_flag, scroll_resilience_count, scroll_upgradeable_count, soul_name, soul_option, item_etc_option, starforce, starforce_scroll_flag, item_starforce_option, special_ring_level, date_expire, freestyle_flag, } = obj; this.itemEquipmentPart = item_equipment_part; this.itemEquipmentSlot = item_equipment_slot; this.itemName = item_name; this.itemIcon = item_icon; this.itemDescription = item_description; this.itemShapeName = item_shape_name; this.itemShapeIcon = item_shape_icon; this.itemGender = item_gender; this.itemTotalOption = new CharacterItemEquipmentTotalOptionDto(item_total_option); this.itemBaseOption = new CharacterItemEquipmentBaseOptionDto(item_base_option); this.equipmentLevelIncrease = equipment_level_increase; this.itemExceptionalOption = new CharacterItemEquipmentExceptionalOptionDto(item_exceptional_option); this.itemAddOption = new CharacterItemEquipmentAddOptionDto(item_add_option); this.growthExp = growth_exp; this.growthLevel = growth_level; this.scrollUpgrade = scroll_upgrade; this.cuttableCount = cuttable_count; this.goldenHammerFlag = golden_hammer_flag; this.scrollResilienceCount = scroll_resilience_count; this.scrollUpgradeableCount = scroll_upgradeable_count; this.soulName = soul_name; this.soulOption = soul_option; this.itemEtcOption = new CharacterItemEquipmentEtcOptionDto(item_etc_option); this.starforce = starforce; this.starforceScrollFlag = starforce_scroll_flag; this.itemStarforceOption = new CharacterItemEquipmentStarforceOptionDto(item_starforce_option); this.specialRingLevel = special_ring_level; this.freestyleFlag = freestyle_flag; if (date_expire === 'expired') { this.isExpired = true; } else if (typeof date_expire === 'string') { this.dateExpire = date_expire ? new Date(date_expire) : null; } } /** * 自由造型券 使用狀態 */ get isFreestyleFlag() { return this.freestyleFlag === '1'; } } /** * 機甲戰神道具資訊 */ class CharacterItemEquipmentMechanicInfoDto extends characterItemEquipment.CharacterItemEquipmentMechanicInfoDto { /** * 道具部位名稱 */ itemEquipmentPart; /** * 道具欄位位置 */ itemEquipmentSlot; /** * 道具名稱 */ itemName; /** * 道具圖示 */ itemIcon; /** * 道具描述 */ itemDescription; /** * 道具外型 */ itemShapeName; /** * 道具外型圖示 */ itemShapeIcon; /** * 性別限定 */ itemGender; /** * 道具最終選項資訊 */ itemTotalOption; /** * 道具基本選項資訊 */ itemBaseOption; /** * 裝備等級增加 */ equipmentLevelIncrease; /** * 道具特殊選項資訊 */ itemExceptionalOption; /** * 附加道具選項 */ itemAddOption; /** * 成長經驗值 */ growthExp; /** * 成長等級 */ growthLevel; /** * 強化次數 */ scrollUpgrade; /** * 可使用剪刀的次數 (不可交易道具、可交易但從未使用剪刀的道具:255) */ cuttableCount; /** * 黃金鐵鎚精煉 (true:已套用,false:未套用) */ goldenHammerFlag; /** * 道具可復原次數 */ scrollResilienceCount; /** * 道具可升級次數 */ scrollUpgradeableCount; /** * 靈魂名稱 */ soulName; /** * 靈魂選項 */ soulOption; /** * 道具其他選項資訊 */ itemEtcOption; /** * 強化階級 */ starforce; /** * 驚異道具強化卷軸 (true:已使用,false:未使用) */ starforceScrollFlag; /** * 道具星星力量資訊 */ itemStarforceOption; /** * 特殊戒指等級 */ specialRingLevel; /** * 道具有效期間 (TST) */ dateExpire = null; /** * Whether the equipment is expired */ isExpired = null; /** * 自由造型券 使用狀態(0:未使用,1:已使用) */ freestyleFlag; constructor(obj) { super(); const { item_equipment_part, item_equipment_slot, item_name, item_icon, item_description, item_shape_name, item_shape_icon, item_gender, item_total_option, item_base_option, equipment_level_increase, item_exceptional_option, item_add_option, growth_exp, growth_level, scroll_upgrade, cuttable_count, golden_hammer_flag, scroll_resilience_count, scroll_upgradeable_count, soul_name, soul_option, item_etc_option, starforce, starforce_scroll_flag, item_starforce_option, special_ring_level, date_expire, freestyle_flag, } = obj; this.itemEquipmentPart = item_equipment_part; this.itemEquipmentSlot = item_equipment_slot; this.itemName = item_name; this.itemIcon = item_icon; this.itemDescription = item_description; this.itemShapeName = item_shape_name; this.itemShapeIcon = item_shape_icon; this.itemGender = item_gender; this.itemTotalOption = new CharacterItemEquipmentTotalOptionDto(item_total_option); this.itemBaseOption = new CharacterItemEquipmentBaseOptionDto(item_base_option); this.equipmentLevelIncrease = equipment_level_increase; this.itemExceptionalOption = new CharacterItemEquipmentExceptionalOptionDto(item_exceptional_option); this.itemAddOption = new CharacterItemEquipmentAddOptionDto(item_add_option); this.growthExp = growth_exp; this.growthLevel = growth_level; this.scrollUpgrade = scroll_upgrade; this.cuttableCount = cuttable_count; this.goldenHammerFlag = golden_hammer_flag; this.scrollResilienceCount = scroll_resilience_count; this.scrollUpgradeableCount = scroll_upgradeable_count; this.soulName = soul_name; this.soulOption = soul_option; this.itemEtcOption = new CharacterItemEquipmentEtcOptionDto(item_etc_option); this.starforce = starforce; this.starforceScrollFlag = starforce_scroll_flag; this.itemStarforceOption = new CharacterItemEquipmentStarforceOptionDto(item_starforce_option); this.specialRingLevel = special_ring_level; this.freestyleFlag = freestyle_flag; if (date_expire === 'expired') { this.isExpired = true; } else if (typeof date_expire === 'string') { this.dateExpire = date_expire ? new Date(date_expire) : null; } } /** * 自由造型券 使用狀態 */ get isFreestyleFlag() { return this.freestyleFlag === '1'; } } /** * 道具資訊 */ class CharacterItemEquipmentInfoDto extends characterItemEquipment.CharacterItemEquipmentInfoDto { /** * 道具部位名稱 */ itemEquipmentPart; /** * 道具欄位位置 */ itemEquipmentSlot; /** * 道具名稱 */ itemName; /** * 道具圖示 */ itemIcon; /** * 道具描述 */ itemDescription; /** * 道具外型 */ itemShapeName; /** * 道具外型圖示 */ itemShapeIcon; /** * 性別限定 */ itemGender; /** * 道具最終選項資訊 */ itemTotalOption; /** * 道具基本選項資訊 */ itemBaseOption; /** * 潛在能力封印狀態 (true:已封印,false:未封印) */ potentialOptionFlag; /** * 附加潛在能力封印狀態 (true:已封印,false:未封印) */ additionalPotentialOptionFlag; /** * 潛在能力階級 */ potentialOptionGrade; /** * 附加潛在能力階級 */ additionalPotentialOptionGrade; /** * 第一潛在能力選項 */ potentialOption1; /** * 第二潛在能力選項 */ potentialOption2; /** * 第三潛在能力選項 */ potentialOption3; /** * 第一附加潛在能力選項 */ additionalPotentialOption1; /** * 第二附加潛在能力選項 */ additionalPotentialOption2; /** * 第三附加潛在能力選項 */ additionalPotentialOption3; /** * 裝備等級增加 */ equipmentLevelIncrease; /** * 道具特殊選項資訊 */ itemExceptionalOption; /** * 附加道具選項 */ itemAddOption; /** * 成長經驗值 */ growthExp; /** * 成長等級 */ growthLevel; /** * 強化次數 */ scrollUpgrade; /** * 可使用剪刀的次數 (不可交易道具、可交易但從未使用剪刀的道具:255) */ cuttableCount; /** * 黃金鐵鎚精煉 (true:已套用,false:未套用) */ goldenHammerFlag; /** * 道具可復原次數 */ scrollResilienceCount; /** * 道具可升級次數 */ scrollUpgradeableCount; /** * 靈魂名稱 */ soulName; /** * 靈魂選項 */ soulOption; /** * 道具其他選項資訊 */ itemEtcOption; /** * 強化階級 */ starforce; /** * 驚奇裝備強化卷軸 (true:已使用,false:未使用) */ starforceScrollFlag; /** * 道具星星力量資訊 */ itemStarforceOption; /** * 特殊戒指等級 */ specialRingLevel; /** * 道具有效期間 (TST) */ dateExpire = null; /** * Whether the equipment is expired */ isExpired = null; /** * 自由造型券 使用狀態(0:未使用,1:已使用) */ freestyleFlag; constructor(obj) { super(); const { item_equipment_part, item_equipment_slot, item_name, item_icon, item_description, item_shape_name, item_shape_icon, item_gender, item_total_option, item_base_option, potential_option_flag, additional_potential_option_flag, potential_option_grade, additional_potential_option_grade, potential_option_1, potential_option_2, potential_option_3, additional_potential_option_1, additional_potential_option_2, additional_potential_option_3, equipment_level_increase, item_exceptional_option, item_add_option, growth_exp, growth_level, scroll_upgrade, cuttable_count, golden_hammer_flag, scroll_resilience_count, scroll_upgradeable_count, soul_name, soul_option, item_etc_option, starforce, starforce_scroll_flag, item_starforce_option, special_ring_level, date_expire, freestyle_flag, } = obj; this.itemEquipmentPart = item_equipment_part; this.itemEquipmentSlot = item_equipment_slot; this.itemName = item_name; this.itemIcon = item_icon; this.itemDescription = item_description; this.itemShapeName = item_shape_name; this.itemShapeIcon = item_shape_icon; this.itemGender = item_gender; this.itemTotalOption = new CharacterItemEquipmentTotalOptionDto(item_total_option); this.itemBaseOption = new CharacterItemEquipmentBaseOptionDto(item_base_option); this.potentialOptionFlag = potential_option_flag; this.additionalPotentialOptionFlag = additional_potential_option_flag; this.potentialOptionGrade = potential_option_grade; this.additionalPotentialOptionGrade = additional_potential_option_grade; this.potentialOption1 = potential_option_1; this.potentialOption2 = potential_option_2; this.potentialOption3 = potential_option_3; this.additionalPotentialOption1 = additional_potential_option_1; this.additionalPotentialOption2 = additional_potential_option_2; this.additionalPotentialOption3 = additional_potential_option_3; this.equipmentLevelIncrease = equipment_level_increase; this.itemExceptionalOption = new CharacterItemEquipmentExceptionalOptionDto(item_exceptional_option); this.itemAddOption = new CharacterItemEquipmentAddOptionDto(item_add_option); this.growthExp = growth_exp; this.growthLevel = growth_level; this.scrollUpgrade = scroll_upgrade; this.cuttableCount = cuttable_count; this.goldenHammerFlag = golden_hammer_flag; this.scrollResilienceCount = scroll_resilience_count; this.scrollUpgradeableCount = scroll_upgradeable_count; this.soulName = soul_name; this.soulOption = soul_option; this.itemEtcOption = new CharacterItemEquipmentEtcOptionDto(item_etc_option); this.starforce = starforce; this.starforceScrollFlag = starforce_scroll_flag; this.itemStarforceOption = new CharacterItemEquipmentStarforceOptionDto(item_starforce_option); this.specialRingLevel = special_ring_level; this.freestyleFlag = freestyle_flag; if (date_expire === 'expired') { this.isExpired = true; } else if (typeof date_expire === 'string') { this.dateExpire = date_expire ? new Date(date_expire) : null; } } /** * 自由造型券 使用狀態 */ get isFreestyleFlag() { return this.freestyleFlag === '1'; } } exports.CharacterItemEquipmentAddOptionDto = CharacterItemEquipmentAddOptionDto; exports.CharacterItemEquipmentBaseOptionDto = CharacterItemEquipmentBaseOptionDto; exports.CharacterItemEquipmentDragonInfoDto = CharacterItemEquipmentDragonInfoDto; exports.CharacterItemEquipmentDto = CharacterItemEquipmentDto; exports.CharacterItemEquipmentEtcOptionDto = CharacterItemEquipmentEtcOptionDto; exports.CharacterItemEquipmentExceptionalOptionDto = CharacterItemEquipmentExceptionalOptionDto; exports.CharacterItemEquipmentInfoDto = CharacterItemEquipmentInfoDto; exports.CharacterItemEquipmentMechanicInfoDto = CharacterItemEquipmentMechanicInfoDto; exports.CharacterItemEquipmentMedalShapeDto = CharacterItemEquipmentMedalShapeDto; exports.CharacterItemEquipmentStarforceOptionDto = CharacterItemEquipmentStarforceOptionDto; exports.CharacterItemEquipmentTitleDto = CharacterItemEquipmentTitleDto; exports.CharacterItemEquipmentTotalOptionDto = CharacterItemEquipmentTotalOptionDto;