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mh3-data

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Monster Hunter Tri data for monsters, quests, and weapons

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import { SkillGroup } from './enum'; /** Number of points required for an armor skill to be active */ export type PointThreshold = 10 | 15 | 20 | -10 | -15 | -20; export declare const skillIdentifiers: readonly ["sharpness", "handicraft", "fencing", "recoil", "normals_up", "pierces_up", "pellets_up", "normal_s+", "pierce_s+", "status", "elemental", "hearing", "fate", "stamina", "loading", "carving", "evade_dist", "tranquilzr", "fastcharge", "punishdraw", "freeelemnt", "rapid_fire", "poison", "health", "rec_speed", "expert", "sharpener", "guard", "guard_up", "reload_spd", "pellet_s+", "crag_s+", "clust_s+", "bomb_boost", "hunger", "attack", "defense", "protection", "wide-range", "wind_res", "gathering", "spd_gather", "psychic", "rec_level", "evasion", "potential", "eating", "tremor_res", "crit_draw", "constitutn", "swimming", "dungmaster", "flame_aura", "paralysis", "sleep", "stun", "mud/snow", "sense", "gluttony", "anti-theft", "transportr", "fire_res", "water_res", "thunderres", "ice_res", "dragon_res", "heat_res", "cold_res", "map", "whim", "fishing", "combo_rate", "combo_plus", "lastingpwr", "precision", "bbq", "speedsetup", "perception", "oxygen", "currentres", "survivor", "blight_res", "auto-guard"]; export type SkillIdentifier = (typeof skillIdentifiers)[number]; /** * Defines an active armor skill and the number of points required * for the skill to be active. */ export interface ArmorSkill { /** Used to uniquely identify skill */ readonly key: SkillIdentifier; readonly skillName: string; readonly pointThreshold: PointThreshold; readonly skillDescription?: string; } /** * Defines a skill name, description, and a list of {@link ArmorSkill}s that * can be activated. */ export interface SkillTree { /** Used to uniquely identify skill */ readonly key: SkillIdentifier; readonly name: string; readonly description: string; readonly group: SkillGroup; readonly armorSkills: ArmorSkill[]; /** * If true then the skill can only be acquired via pre-defined equipment * * @example * Autoguard // Talisman from village * Blight Res // Escadora armor * Survivor // Hellhunter and Soulhunter Jackets */ readonly restricted?: boolean; } /** * Skill ID mapped to a count of points */ export type SkillPointRecord = { [x in SkillIdentifier]?: number; };