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typed-adventureland

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import type { ClassKey } from "../classes/Classes"; import type { SetKey } from "../sets/Sets"; export type HelmetKey = "bunnyears" | "cyber" | "eears" | "fury" | "ghatb" | "ghatp" | "gphelmet" | "helmet" | "helmet1" | "hhelmet" | "mageshood" | "mchat" | "mmhat" | "mphat" | "mrhood" | "mrnhat" | "mwhelmet" | "oxhelmet" | "partyhat" | "phelmet" | "rednose" | "spikedhelmet" | "tigerhelmet" | "wcap" | "xhelmet" | "xmashat"; export interface GHelmet { a?: number | boolean; apiercing?: number; armor?: number; /** An array of classes that can use this item. */ class?: Array<ClassKey>; /** Contains information about what stats the item will gain with each compound level. Set if the item is compoundable. */ compound?: { cuteness: number; range: number; }; crit?: number; cuteness?: number; dex?: number; dreturn?: number; evasion?: number; explanation?: string; extra_stat?: number; firesistance?: number; /** Cost of the item in gold, if an NPC were to sell this item. */ g: number; /** The first number refers to what level the item begins being `high` grade, the second for `rare`. */ grades?: [number, number, number, number]; hat?: string; hp?: number; ignore?: boolean; int?: number; legacy?: { /** An array of classes that can use this item. */ class: null; /** The set this item is part of `G.sets.wanderers`. */ set: null; }; lifesteal?: number; luck?: number; mcourage?: number; /** The full display name of an item. */ name: string; output?: number; pcourage?: number; pnresistance?: number; protection?: boolean; range?: number; reflection?: number; resistance?: number; rogue?: { crit: number; /** Contains information about what stats the item will gain with each upgrade level. Set if the item is upgradable. */ upgrade: { crit: number; }; }; rpiercing?: number; scroll?: boolean; /** The set this item is part of `G.sets.wanderers`. */ set?: SetKey; /** The skin of the item. */ skin: HelmetKey; speed?: number; stat?: number; str?: number; /** The tier of the item. */ tier?: number; /** The type of item, `shield`, `weapon`, `gloves`... */ type: "helmet"; /** Contains information about what stats the item will gain with each upgrade level. Set if the item is upgradable. */ upgrade?: { apiercing?: number; armor: number; crit?: number; cuteness?: number; dex?: number; dreturn?: number; evasion?: number; int?: number; reflection?: number; resistance?: number; rpiercing?: number; stat: number; str?: number; vit?: number; }; vit?: number; xcx?: [string]; xscroll?: boolean; }