@paintswap/estfor-definitions 0.1.15 → 0.1.17

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@paintswap/estfor-definitions",
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- "version": "0.1.15",
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+ "version": "0.1.17",
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  "description": "Types and constants for Estfor Kingdom",
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  "repository": {
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  "type": "git",
package/src/types.ts CHANGED
@@ -79,7 +79,7 @@ export class Equipment {
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  amount: i32 = 0
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  }
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- export class QueuedAction {
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+ export class QueuedActionInput {
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  attire: Attire = new Attire()
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  actionId: i32 = 0
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  regenerateId: i32 = 0 // Food (combat), maybe something for non-combat later
@@ -111,7 +111,7 @@ export class ActionReward {
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  rate: i32 = 0 // base 100, 2 decimal places
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  }
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- export class Action {
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+ export class ActionInput {
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  actionId: i32 = 0
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  info: ActionInfo = new ActionInfo()
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  guaranteedRewards: ActionReward[] = []
@@ -186,6 +186,7 @@ export class Player {
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  owner: string = ''
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  name: string = ''
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  lastTimestamp: string = '0'
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+ mintedNumber: string = '0'
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  isActive: boolean = false // Is this player the active one for the owner
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  /* Action XP */
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  woodcuttingXP: i32 = 0
@@ -227,3 +228,151 @@ export class Player {
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  boostType: BoostType
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  boostItemTokenId: i32 = 0
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  }
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+
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+ export class User {
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+ id: string = '0'
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+ totalSold: string = '0'
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+ totalBought: string = '0'
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+ numPlayers: i32 = 0
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+ }
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+
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+ export class GlobalPlayerStats {
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+ totalPlayers: string = '0'
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+ }
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+
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+ export enum ActivityType {
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+ LevelUp,
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+ Buy,
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+ Sell,
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+ Died,
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+ Consumed,
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+ Rewards,
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+ ClaimedXPThresholdRewards,
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+ ActionPartiallyFinished,
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+ ActionsQueued,
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+ ActionFinished,
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+ }
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+
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+ export class Activity {
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+ id: string = ''
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+ type: string = '' // ActivityType
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+ itemTokenIds: i32[] = []
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+ amounts: string[] = []
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+ prices: string[] = []
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+ queueId: string = ''
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+ timestamp: string = ''
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+ hash: string = ''
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+ playerId: string = '0'
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+ user: string = ''
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+ }
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+
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+ export class ActivityInfo {
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+ id: string = ''
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+ numActivities: string = ''
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+ }
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+
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+ export class LastAttire {
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+ id: string = '' // playerId
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+ playerId: string = ''
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+ user: string = ''
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+ headEquipped: i32 = 0
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+ neckEquipped: i32 = 0
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+ bodyEquipped: i32 = 0
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+ armsEquipped: i32 = 0
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+ legsEquipped: i32 = 0
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+ bootsEquipped: i32 = 0
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+ ringEquipped: i32 = 0
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+ }
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+
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+ export class QueuedAction {
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+ id: string = '' // queueId
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+ actionId: i32 = 0
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+ playerId: string = ''
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+ regenerateId: i32 = 0
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+ choiceId: i32 = 0
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+ choiceId1: i32 = 0
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+ choiceId2: i32 = 0
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+ rightHandEquipmentTokenId: i32 = 0
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+ leftHandEquipmentTokenId: i32 = 0
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+ startTime: string = ''
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+ timespan: i32 = 0
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+ isValid: boolean = true
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+
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+ headEquipped: i32 = 0
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+ neckEquipped: i32 = 0
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+ bodyEquipped: i32 = 0
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+ armsEquipped: i32 = 0
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+ legsEquipped: i32 = 0
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+ bootsEquipped: i32 = 0
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+ ringEquipped: i32 = 0
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+ }
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+
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+ export class Item {
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+ id: string = '0'
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+ tokenId: i32 = 0
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+ melee: i32 = 0
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+ magic: i32 = 0
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+ range: i32 = 0
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+ meleeDefence: i32 = 0
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+ magicDefence: i32 = 0
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+ rangeDefence: i32 = 0
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+ health: i32 = 0
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+ totalQuantity: string = '0'
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+ equipPosition: i32 = 0
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+ healthRestored: i32 = 0
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+ skill1: Skill = Skill.NONE
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+ skillDiff1: i32 = 0
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+ boostType: BoostType = BoostType.NONE
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+ boostValue: i32 = 0
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+ boostDuration: i32 = 0
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+ }
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+
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+ export class UserItemNFT {
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+ id: string = ''
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+ user: string = ''
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+ tokenId: i32 = 0
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+ amount: string = ''
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+ item: Item = new Item()
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+ }
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+
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+ export class ShopItem {
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+ id: string = ''
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+ tokenId: i32 = 0
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+ price: string = '0'
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+ }
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+
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+ export class ActionChoice {
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+ id: string = ''
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+ actionId: i32 = 0
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+ skill: Skill = Skill.NONE
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+ diff: i32 = 0
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+ rate: i32 = 0
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+ xpPerHour: i32 = 0
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+ minXPs: i32 = 0
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+ inputTokenId1: i32 = 0
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+ num1: i32 = 0
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+ inputTokenId2: i32 = 0
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+ num2: i32 = 0
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+ inputTokenId3: i32 = 0
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+ num3: i32 = 0
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+ outputTokenId: i32 = 0
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+ }
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+
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+ export class Action {
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+ id: string = ''
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+ actionId: i32 = 0
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+ skill: Skill = Skill.NONE
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+ xpPerHour: i32 = 0
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+ numSpawn: i32 = 0
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+ minXP: string = '0'
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+
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+ guaranteedRewardItemTokenIds: i32[] = []
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+ guaranteedRewardRates: i32[] = []
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+ randomChanceItemTokenIds: i32[] = []
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+ randomChanceRates: i32[] = []
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+
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+ handItemTokenIdRangeMin: i32 = 0
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+ handItemTokenIdRangeMax: i32 = 0
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+ isAvailable: boolean = false
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+ isDynamic: boolean = false
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+ }
package/types.d.ts CHANGED
@@ -72,7 +72,7 @@ export declare class Equipment {
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  itemTokenId: i32;
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  amount: i32;
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  }
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- export declare class QueuedAction {
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+ export declare class QueuedActionInput {
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  attire: Attire;
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  actionId: i32;
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  regenerateId: i32;
@@ -101,7 +101,7 @@ export declare class ActionReward {
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  itemTokenId: i32;
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  rate: i32;
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  }
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- export declare class Action {
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+ export declare class ActionInput {
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  actionId: i32;
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  info: ActionInfo;
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  guaranteedRewards: ActionReward[];
@@ -162,6 +162,7 @@ export declare class Player {
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  owner: string;
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  name: string;
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  lastTimestamp: string;
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+ mintedNumber: string;
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  isActive: boolean;
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  woodcuttingXP: i32;
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  firemakingXP: i32;
@@ -197,4 +198,137 @@ export declare class Player {
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  boostType: BoostType;
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  boostItemTokenId: i32;
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  }
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+ export declare class User {
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+ id: string;
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+ totalSold: string;
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+ totalBought: string;
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+ numPlayers: i32;
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+ }
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+ export declare class GlobalPlayerStats {
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+ totalPlayers: string;
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+ }
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+ export declare enum ActivityType {
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+ LevelUp = 0,
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+ Buy = 1,
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+ Sell = 2,
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+ Died = 3,
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+ Consumed = 4,
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+ Rewards = 5,
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+ ClaimedXPThresholdRewards = 6,
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+ ActionPartiallyFinished = 7,
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+ ActionsQueued = 8,
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+ ActionFinished = 9
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+ }
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+ export declare class Activity {
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+ id: string;
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+ type: string;
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+ itemTokenIds: i32[];
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+ amounts: string[];
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+ prices: string[];
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+ queueId: string;
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+ timestamp: string;
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+ hash: string;
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+ playerId: string;
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+ user: string;
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+ }
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+ export declare class ActivityInfo {
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+ id: string;
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+ numActivities: string;
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+ }
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+ export declare class LastAttire {
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+ id: string;
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+ playerId: string;
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+ user: string;
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+ headEquipped: i32;
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+ neckEquipped: i32;
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+ bodyEquipped: i32;
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+ armsEquipped: i32;
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+ legsEquipped: i32;
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+ bootsEquipped: i32;
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+ ringEquipped: i32;
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+ }
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+ export declare class QueuedAction {
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+ id: string;
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+ actionId: i32;
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+ playerId: string;
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+ regenerateId: i32;
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+ choiceId: i32;
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+ choiceId1: i32;
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+ choiceId2: i32;
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+ rightHandEquipmentTokenId: i32;
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+ leftHandEquipmentTokenId: i32;
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+ startTime: string;
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+ timespan: i32;
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+ isValid: boolean;
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+ headEquipped: i32;
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+ neckEquipped: i32;
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+ bodyEquipped: i32;
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+ armsEquipped: i32;
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+ legsEquipped: i32;
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+ bootsEquipped: i32;
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+ ringEquipped: i32;
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+ }
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+ export declare class Item {
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+ id: string;
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+ tokenId: i32;
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+ melee: i32;
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+ magic: i32;
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+ range: i32;
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+ meleeDefence: i32;
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+ magicDefence: i32;
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+ rangeDefence: i32;
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+ health: i32;
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+ totalQuantity: string;
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+ equipPosition: i32;
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+ healthRestored: i32;
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+ skill1: Skill;
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+ skillDiff1: i32;
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+ boostType: BoostType;
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+ boostValue: i32;
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+ boostDuration: i32;
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+ }
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+ export declare class UserItemNFT {
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+ id: string;
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+ user: string;
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+ tokenId: i32;
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+ amount: string;
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+ item: Item;
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+ }
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+ export declare class ShopItem {
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+ id: string;
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+ tokenId: i32;
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+ price: string;
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+ }
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+ export declare class ActionChoice {
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+ id: string;
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+ actionId: i32;
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+ skill: Skill;
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+ diff: i32;
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+ rate: i32;
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+ xpPerHour: i32;
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+ minXPs: i32;
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+ inputTokenId1: i32;
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+ num1: i32;
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+ inputTokenId2: i32;
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+ num2: i32;
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+ inputTokenId3: i32;
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+ num3: i32;
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+ outputTokenId: i32;
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+ }
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+ export declare class Action {
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+ id: string;
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+ actionId: i32;
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+ skill: Skill;
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+ xpPerHour: i32;
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+ numSpawn: i32;
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+ minXP: string;
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+ guaranteedRewardItemTokenIds: i32[];
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+ guaranteedRewardRates: i32[];
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+ randomChanceItemTokenIds: i32[];
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+ randomChanceRates: i32[];
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+ handItemTokenIdRangeMin: i32;
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+ handItemTokenIdRangeMax: i32;
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+ isAvailable: boolean;
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+ isDynamic: boolean;
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+ }
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1
+ 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package/types.js CHANGED
@@ -1,6 +1,6 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
- exports.Player = exports.XPThresholdReward = exports.PendingFlags = exports.PendingOutput = exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.NonCombatStats = exports.CombatStats = exports.InputItem = exports.Action = exports.ActionReward = exports.ActionInfo = exports.QueuedAction = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
3
+ exports.Action = exports.ActionChoice = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.LastAttire = exports.ActivityInfo = exports.Activity = exports.ActivityType = exports.GlobalPlayerStats = exports.User = exports.Player = exports.XPThresholdReward = exports.PendingFlags = exports.PendingOutput = exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.NonCombatStats = exports.CombatStats = exports.InputItem = exports.ActionInput = exports.ActionReward = exports.ActionInfo = exports.QueuedActionInput = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
4
4
  var BoostType;
5
5
  (function (BoostType) {
6
6
  BoostType[BoostType["NONE"] = 0] = "NONE";
@@ -82,7 +82,7 @@ class Equipment {
82
82
  amount = 0;
83
83
  }
84
84
  exports.Equipment = Equipment;
85
- class QueuedAction {
85
+ class QueuedActionInput {
86
86
  attire = new Attire();
87
87
  actionId = 0;
88
88
  regenerateId = 0; // Food (combat), maybe something for non-combat later
@@ -96,7 +96,7 @@ class QueuedAction {
96
96
  startTime = '0'; // Filled in by the smart contract, can be "0"
97
97
  isValid = true; // If we still have the item, TODO: Not used yet
98
98
  }
99
- exports.QueuedAction = QueuedAction;
99
+ exports.QueuedActionInput = QueuedActionInput;
100
100
  class ActionInfo {
101
101
  skill = Skill.NONE;
102
102
  isAvailable = true;
@@ -114,14 +114,14 @@ class ActionReward {
114
114
  rate = 0; // base 100, 2 decimal places
115
115
  }
116
116
  exports.ActionReward = ActionReward;
117
- class Action {
117
+ class ActionInput {
118
118
  actionId = 0;
119
119
  info = new ActionInfo();
120
120
  guaranteedRewards = [];
121
121
  randomRewards = [];
122
122
  combatStats = new CombatStats();
123
123
  }
124
- exports.Action = Action;
124
+ exports.ActionInput = ActionInput;
125
125
  // Contains everything you need to create an item
126
126
  class InputItem {
127
127
  combatStats = new CombatStats();
@@ -188,6 +188,7 @@ class Player {
188
188
  owner = '';
189
189
  name = '';
190
190
  lastTimestamp = '0';
191
+ mintedNumber = '0';
191
192
  isActive = false; // Is this player the active one for the owner
192
193
  /* Action XP */
193
194
  woodcuttingXP = 0;
@@ -227,3 +228,148 @@ class Player {
227
228
  boostItemTokenId = 0;
228
229
  }
229
230
  exports.Player = Player;
231
+ class User {
232
+ id = '0';
233
+ totalSold = '0';
234
+ totalBought = '0';
235
+ numPlayers = 0;
236
+ }
237
+ exports.User = User;
238
+ class GlobalPlayerStats {
239
+ totalPlayers = '0';
240
+ }
241
+ exports.GlobalPlayerStats = GlobalPlayerStats;
242
+ var ActivityType;
243
+ (function (ActivityType) {
244
+ ActivityType[ActivityType["LevelUp"] = 0] = "LevelUp";
245
+ ActivityType[ActivityType["Buy"] = 1] = "Buy";
246
+ ActivityType[ActivityType["Sell"] = 2] = "Sell";
247
+ ActivityType[ActivityType["Died"] = 3] = "Died";
248
+ ActivityType[ActivityType["Consumed"] = 4] = "Consumed";
249
+ ActivityType[ActivityType["Rewards"] = 5] = "Rewards";
250
+ ActivityType[ActivityType["ClaimedXPThresholdRewards"] = 6] = "ClaimedXPThresholdRewards";
251
+ ActivityType[ActivityType["ActionPartiallyFinished"] = 7] = "ActionPartiallyFinished";
252
+ ActivityType[ActivityType["ActionsQueued"] = 8] = "ActionsQueued";
253
+ ActivityType[ActivityType["ActionFinished"] = 9] = "ActionFinished";
254
+ })(ActivityType = exports.ActivityType || (exports.ActivityType = {}));
255
+ class Activity {
256
+ id = '';
257
+ type = ''; // ActivityType
258
+ itemTokenIds = [];
259
+ amounts = [];
260
+ prices = [];
261
+ queueId = '';
262
+ timestamp = '';
263
+ hash = '';
264
+ playerId = '0';
265
+ user = '';
266
+ }
267
+ exports.Activity = Activity;
268
+ class ActivityInfo {
269
+ id = '';
270
+ numActivities = '';
271
+ }
272
+ exports.ActivityInfo = ActivityInfo;
273
+ class LastAttire {
274
+ id = ''; // playerId
275
+ playerId = '';
276
+ user = '';
277
+ headEquipped = 0;
278
+ neckEquipped = 0;
279
+ bodyEquipped = 0;
280
+ armsEquipped = 0;
281
+ legsEquipped = 0;
282
+ bootsEquipped = 0;
283
+ ringEquipped = 0;
284
+ }
285
+ exports.LastAttire = LastAttire;
286
+ class QueuedAction {
287
+ id = ''; // queueId
288
+ actionId = 0;
289
+ playerId = '';
290
+ regenerateId = 0;
291
+ choiceId = 0;
292
+ choiceId1 = 0;
293
+ choiceId2 = 0;
294
+ rightHandEquipmentTokenId = 0;
295
+ leftHandEquipmentTokenId = 0;
296
+ startTime = '';
297
+ timespan = 0;
298
+ isValid = true;
299
+ headEquipped = 0;
300
+ neckEquipped = 0;
301
+ bodyEquipped = 0;
302
+ armsEquipped = 0;
303
+ legsEquipped = 0;
304
+ bootsEquipped = 0;
305
+ ringEquipped = 0;
306
+ }
307
+ exports.QueuedAction = QueuedAction;
308
+ class Item {
309
+ id = '0';
310
+ tokenId = 0;
311
+ melee = 0;
312
+ magic = 0;
313
+ range = 0;
314
+ meleeDefence = 0;
315
+ magicDefence = 0;
316
+ rangeDefence = 0;
317
+ health = 0;
318
+ totalQuantity = '0';
319
+ equipPosition = 0;
320
+ healthRestored = 0;
321
+ skill1 = Skill.NONE;
322
+ skillDiff1 = 0;
323
+ boostType = BoostType.NONE;
324
+ boostValue = 0;
325
+ boostDuration = 0;
326
+ }
327
+ exports.Item = Item;
328
+ class UserItemNFT {
329
+ id = '';
330
+ user = '';
331
+ tokenId = 0;
332
+ amount = '';
333
+ item = new Item();
334
+ }
335
+ exports.UserItemNFT = UserItemNFT;
336
+ class ShopItem {
337
+ id = '';
338
+ tokenId = 0;
339
+ price = '0';
340
+ }
341
+ exports.ShopItem = ShopItem;
342
+ class ActionChoice {
343
+ id = '';
344
+ actionId = 0;
345
+ skill = Skill.NONE;
346
+ diff = 0;
347
+ rate = 0;
348
+ xpPerHour = 0;
349
+ minXPs = 0;
350
+ inputTokenId1 = 0;
351
+ num1 = 0;
352
+ inputTokenId2 = 0;
353
+ num2 = 0;
354
+ inputTokenId3 = 0;
355
+ num3 = 0;
356
+ outputTokenId = 0;
357
+ }
358
+ exports.ActionChoice = ActionChoice;
359
+ class Action {
360
+ id = '';
361
+ actionId = 0;
362
+ skill = Skill.NONE;
363
+ xpPerHour = 0;
364
+ numSpawn = 0;
365
+ minXP = '0';
366
+ guaranteedRewardItemTokenIds = [];
367
+ guaranteedRewardRates = [];
368
+ randomChanceItemTokenIds = [];
369
+ randomChanceRates = [];
370
+ handItemTokenIdRangeMin = 0;
371
+ handItemTokenIdRangeMax = 0;
372
+ isAvailable = false;
373
+ isDynamic = false;
374
+ }
375
+ exports.Action = Action;