@paintswap/estfor-definitions 0.1.16 → 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 +1 -1
- package/src/types.ts +100 -2
- package/types.d.ts +90 -2
- package/types.d.ts.map +1 -1
- package/types.js +100 -5
package/package.json
CHANGED
package/src/types.ts
CHANGED
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@@ -79,7 +79,7 @@ export class Equipment {
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amount: i32 = 0
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}
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-
export class
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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
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@@ -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
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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[] = []
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@@ -266,6 +266,11 @@ export class Activity {
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user: string = ''
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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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@@ -278,3 +283,96 @@ export class LastAttire {
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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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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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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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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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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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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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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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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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}
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package/types.d.ts
CHANGED
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@@ -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
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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;
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@@ -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
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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[];
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@@ -231,6 +231,10 @@ export declare class Activity {
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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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@@ -243,4 +247,88 @@ export declare class LastAttire {
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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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//# sourceMappingURL=types.d.ts.map
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package/types.d.ts.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"types.d.ts","sourceRoot":"","sources":["src/types.ts"],"names":[],"mappings":"AAAA,oBAAY,SAAS;IACnB,IAAI,IAAA;IACJ,MAAM,IAAA;IACN,SAAS,IAAA;IACT,aAAa,IAAA;IACb,SAAS,IAAA;IACT,OAAO,IAAA;CACR;AAED,oBAAY,KAAK;IACf,IAAI,IAAA;IACJ,MAAM,IAAA;IACN,KAAK,IAAA;IACL,KAAK,IAAA;IACL,KAAK,IAAA;IACL,OAAO,IAAA;IACP,MAAM,IAAA;IACN,MAAM,IAAA;IACN,WAAW,IAAA;IACX,OAAO,IAAA;IACP,QAAQ,KAAA;IACR,QAAQ,KAAA;IACR,QAAQ,KAAA;IACR,OAAO,KAAA;IACP,UAAU,KAAA;CACX;AAED,oBAAY,aAAa;IACvB,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,KAAK,IAAA;IACL,MAAM,IAAA;IACN,MAAM,IAAA;IACN,SAAS,IAAA;IACT,UAAU,KAAA;IACV,UAAU,KAAA;IACV,aAAa,KAAA;IACb,SAAS,KAAA;IACT,IAAI,KAAA;IACJ,GAAG,KAAA;IACH,UAAU,KAAA;IACV,WAAW,KAAA;CACZ;AAED,qBAAa,MAAM;IACjB,IAAI,EAAE,GAAG,CAAI;IACb,IAAI,EAAE,GAAG,CAAI;IACb,IAAI,EAAE,GAAG,CAAI;IACb,IAAI,EAAE,GAAG,CAAI;IACb,IAAI,EAAE,GAAG,CAAI;IACb,KAAK,EAAE,GAAG,CAAI;IACd,IAAI,EAAE,GAAG,CAAI;IACb,SAAS,EAAE,GAAG,CAAI;IAClB,OAAO,EAAE,GAAG,CAAI;CACjB;AAED,oBAAY,iBAAiB;IAC3B,IAAI,IAAA;IACJ,MAAM,IAAA;IACN,qBAAqB,IAAA;CACtB;AAED,oBAAY,WAAW;IACrB,IAAI,IAAA;IACJ,KAAK,IAAA;IACL,KAAK,IAAA;IACL,KAAK,IAAA;IACL,aAAa,IAAA;IACb,aAAa,IAAA;IACb,aAAa,IAAA;CACd;AAED,qBAAa,SAAS;IACpB,WAAW,EAAE,GAAG,CAAI;IACpB,MAAM,EAAE,GAAG,CAAI;CAChB;AAED,qBAAa,
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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.LastAttire = 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.
|
|
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
|
|
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.
|
|
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
|
|
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.
|
|
124
|
+
exports.ActionInput = ActionInput;
|
|
125
125
|
// Contains everything you need to create an item
|
|
126
126
|
class InputItem {
|
|
127
127
|
combatStats = new CombatStats();
|
|
@@ -265,6 +265,11 @@ class Activity {
|
|
|
265
265
|
user = '';
|
|
266
266
|
}
|
|
267
267
|
exports.Activity = Activity;
|
|
268
|
+
class ActivityInfo {
|
|
269
|
+
id = '';
|
|
270
|
+
numActivities = '';
|
|
271
|
+
}
|
|
272
|
+
exports.ActivityInfo = ActivityInfo;
|
|
268
273
|
class LastAttire {
|
|
269
274
|
id = ''; // playerId
|
|
270
275
|
playerId = '';
|
|
@@ -278,3 +283,93 @@ class LastAttire {
|
|
|
278
283
|
ringEquipped = 0;
|
|
279
284
|
}
|
|
280
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;
|