@paintswap/estfor-definitions 0.1.16 → 0.1.18

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": "0.1.16",
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+ "version": "0.1.18",
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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[] = []
@@ -197,6 +197,7 @@ export class Player {
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  smithingXP: i32 = 0
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  craftingXP: i32 = 0
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  thievingXP: i32 = 0
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+ totalXP: string = '0'
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  /* Combat XP */
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  healthXP: i32 = 0
@@ -266,6 +267,11 @@ 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 = ''
@@ -278,3 +284,96 @@ 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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+
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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[];
@@ -172,6 +172,7 @@ export declare class Player {
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  smithingXP: i32;
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  craftingXP: i32;
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  thievingXP: i32;
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+ totalXP: string;
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  healthXP: i32;
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  meleeXP: i32;
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  defenceXP: i32;
@@ -231,6 +232,10 @@ 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;
@@ -243,4 +248,88 @@ 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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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.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();
@@ -199,6 +199,7 @@ class Player {
199
199
  smithingXP = 0;
200
200
  craftingXP = 0;
201
201
  thievingXP = 0;
202
+ totalXP = '0';
202
203
  /* Combat XP */
203
204
  healthXP = 0;
204
205
  meleeXP = 0;
@@ -265,6 +266,11 @@ class Activity {
265
266
  user = '';
266
267
  }
267
268
  exports.Activity = Activity;
269
+ class ActivityInfo {
270
+ id = '';
271
+ numActivities = '';
272
+ }
273
+ exports.ActivityInfo = ActivityInfo;
268
274
  class LastAttire {
269
275
  id = ''; // playerId
270
276
  playerId = '';
@@ -278,3 +284,93 @@ class LastAttire {
278
284
  ringEquipped = 0;
279
285
  }
280
286
  exports.LastAttire = LastAttire;
287
+ class QueuedAction {
288
+ id = ''; // queueId
289
+ actionId = 0;
290
+ playerId = '';
291
+ regenerateId = 0;
292
+ choiceId = 0;
293
+ choiceId1 = 0;
294
+ choiceId2 = 0;
295
+ rightHandEquipmentTokenId = 0;
296
+ leftHandEquipmentTokenId = 0;
297
+ startTime = '';
298
+ timespan = 0;
299
+ isValid = true;
300
+ headEquipped = 0;
301
+ neckEquipped = 0;
302
+ bodyEquipped = 0;
303
+ armsEquipped = 0;
304
+ legsEquipped = 0;
305
+ bootsEquipped = 0;
306
+ ringEquipped = 0;
307
+ }
308
+ exports.QueuedAction = QueuedAction;
309
+ class Item {
310
+ id = '0';
311
+ tokenId = 0;
312
+ melee = 0;
313
+ magic = 0;
314
+ range = 0;
315
+ meleeDefence = 0;
316
+ magicDefence = 0;
317
+ rangeDefence = 0;
318
+ health = 0;
319
+ totalQuantity = '0';
320
+ equipPosition = 0;
321
+ healthRestored = 0;
322
+ skill1 = Skill.NONE;
323
+ skillDiff1 = 0;
324
+ boostType = BoostType.NONE;
325
+ boostValue = 0;
326
+ boostDuration = 0;
327
+ }
328
+ exports.Item = Item;
329
+ class UserItemNFT {
330
+ id = '';
331
+ user = '';
332
+ tokenId = 0;
333
+ amount = '';
334
+ item = new Item();
335
+ }
336
+ exports.UserItemNFT = UserItemNFT;
337
+ class ShopItem {
338
+ id = '';
339
+ tokenId = 0;
340
+ price = '0';
341
+ }
342
+ exports.ShopItem = ShopItem;
343
+ class ActionChoice {
344
+ id = '';
345
+ actionId = 0;
346
+ skill = Skill.NONE;
347
+ diff = 0;
348
+ rate = 0;
349
+ xpPerHour = 0;
350
+ minXPs = 0;
351
+ inputTokenId1 = 0;
352
+ num1 = 0;
353
+ inputTokenId2 = 0;
354
+ num2 = 0;
355
+ inputTokenId3 = 0;
356
+ num3 = 0;
357
+ outputTokenId = 0;
358
+ }
359
+ exports.ActionChoice = ActionChoice;
360
+ class Action {
361
+ id = '';
362
+ actionId = 0;
363
+ skill = Skill.NONE;
364
+ xpPerHour = 0;
365
+ numSpawn = 0;
366
+ minXP = '0';
367
+ guaranteedRewardItemTokenIds = [];
368
+ guaranteedRewardRates = [];
369
+ randomChanceItemTokenIds = [];
370
+ randomChanceRates = [];
371
+ handItemTokenIdRangeMin = 0;
372
+ handItemTokenIdRangeMax = 0;
373
+ isAvailable = false;
374
+ isDynamic = false;
375
+ }
376
+ exports.Action = Action;