@paintswap/estfor-definitions 0.1.24 → 0.1.25

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package/src/types.ts CHANGED
@@ -32,7 +32,7 @@ export enum EquipPosition {
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  BODY,
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  ARMS,
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  LEGS,
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- BOOTS,
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+ FEET,
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  SPARE1,
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  SPARE2,
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  LEFT_HAND,
@@ -43,19 +43,18 @@ export enum EquipPosition {
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  FOOD,
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  AUX, // wood, seeds etc..
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  BOOST_VIAL,
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- NO_POSITION,
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  }
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  export class Attire {
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- head: i32 = 0
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- neck: i32 = 0
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- body: i32 = 0
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- arms: i32 = 0
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- legs: i32 = 0
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- boots: i32 = 0
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- ring: i32 = 0
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- reserved1: i32 = 0
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- queueId: i64 = 0
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+ head: u16 = 0
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+ neck: u16 = 0
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+ body: u16 = 0
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+ arms: u16 = 0
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+ legs: u16 = 0
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+ feet: u16 = 0
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+ ring: u16 = 0
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+ reserved1: u16 = 0
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+ queueId: u64 = 0
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  }
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  export enum ActionQueueStatus {
@@ -66,32 +65,27 @@ export enum ActionQueueStatus {
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  export enum CombatStyle {
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  NONE,
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- MELEE,
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- RANGE,
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- MAGIC,
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- MELEE_DEFENCE,
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- RANGE_DEFENCE,
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- MAGIC_DEFENCE,
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+ ATTACK,
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+ DEFENCE,
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  }
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  export class Equipment {
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- itemTokenId: i32 = 0
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- amount: i32 = 0
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+ itemTokenId: u16 = 0
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+ amount: u16 = 0
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  }
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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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- choiceId: i32 = 0 // Melee/Arrow/Magic (combat), logs, ore (non-combat)
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- choiceId1: i32 = 0 // Reserved (TBD)
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- choiceId2: i32 = 0 // Reserved (TBD)
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+ actionId: u32 = 0
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+ regenerateId: u16 = 0 // Food (combat), maybe something for non-combat later
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+ choiceId: u32 = 0 // Melee/Arrow/Magic (combat), logs, ore (non-combat)
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+ choiceId1: u32 = 0 // Reserved (TBD)
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+ choiceId2: u32 = 0 // Reserved (TBD)
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  combatStyle: CombatStyle = CombatStyle.NONE
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- timespan: i32 = 0 // How long to queue the action for
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- rightHandEquipmentTokenId: i32 = 0
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- leftHandEquipmentTokenId: i32 = 0
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- startTime: string = '0' // Filled in by the smart contract, can be "0"
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- isValid: boolean = true // If we still have the item, TODO: Not used yet
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+ timespan: u32 = 0 // How long to queue the action for
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+ rightHandEquipmentTokenId: u16 = 0
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+ leftHandEquipmentTokenId: u16 = 0
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+ skill: Skill = Skill.NONE
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  }
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  export class ActionInfo {
@@ -99,23 +93,30 @@ export class ActionInfo {
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  isAvailable: boolean = true
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  isDynamic: boolean = false
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  actionChoiceRequired: boolean = false
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- xpPerHour: i32 = 0
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- numSpawn: i32 = 0
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- minXP: i32 = 0
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- handItemTokenIdRangeMin: i32 = 0
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- handItemTokenIdRangeMax: i32 = 0
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+ xpPerHour: u32 = 0
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+ numSpawned: u32 = 0
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+ minXP: u32 = 0
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+ handItemTokenIdRangeMin: u16 = 0
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+ handItemTokenIdRangeMax: u16 = 0
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+ successPercent: u8 = 0
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  }
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109
- export class ActionReward {
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+ export class GuaranteedReward {
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+ itemTokenId: u16 = 0
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+ rate: u32 = 0 // base 100, 2 decimal places
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+ }
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+
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+ export class RandomReward {
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  itemTokenId: i32 = 0
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- rate: i32 = 0 // base 100, 2 decimal places
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+ chance: u16 = 0 // out of 65335
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+ amount: u8 = 0
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  }
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114
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  export class ActionInput {
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- actionId: i32 = 0
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+ actionId: u32 = 0
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  info: ActionInfo = new ActionInfo()
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- guaranteedRewards: ActionReward[] = []
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- randomRewards: ActionReward[] = []
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+ guaranteedRewards: GuaranteedReward[] = []
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+ randomRewards: RandomReward[] = []
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  combatStats: CombatStats = new CombatStats()
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  }
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@@ -123,36 +124,36 @@ export class ActionInput {
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  export class InputItem {
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  combatStats: CombatStats = new CombatStats()
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  nonCombatStats: NonCombatStats = new NonCombatStats()
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- tokenId: i32 = 0
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+ tokenId: u16 = 0
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  equipPosition: EquipPosition = EquipPosition.NONE
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  // Can this be transferred to another player?
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  isTransferable: boolean = true
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  // Minimum requirements in this skill
131
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  skill: Skill = Skill.NONE
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- minXP: i32 = 0
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+ minXP: u32 = 0
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134
  // Food
134
- healthRestored: i32 = 0
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+ healthRestored: u32 = 0
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  // Boost
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  boostType: BoostType = BoostType.NONE
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- boostValue: i32 = 0 // Varies, could be the % increase
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- boostDuration: i32 = 0 // How long the effect of the boost last
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+ boostValue: u16 = 0 // Varies, could be the % increase
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+ boostDuration: u32 = 0 // How long the effect of the boost last
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  // uri
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  metadataURI: string = ''
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  }
142
143
 
143
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  export class CombatStats {
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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
150
- health: i32 = 0
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+ melee: i16 = 0
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+ magic: i16 = 0
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+ range: i16 = 0
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+ meleeDefence: i16 = 0
149
+ magicDefence: i16 = 0
150
+ rangeDefence: i16 = 0
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+ health: i16 = 0
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152
  }
152
153
 
153
154
  export class NonCombatStats {
154
155
  skill: Skill = Skill.NONE
155
- diff: i32 = 0
156
+ diff: u32 = 0
156
157
  }
157
158
 
158
159
  export const emptyCombatStats = new CombatStats()
@@ -197,55 +198,57 @@ export class Player {
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  mintedNumber: string = '0' // Will be unique, use for sorting
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  mintedTimestamp: string = '0'
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  isActive: boolean = false // Is this player the active one for the owner
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- numActivities: i32 = 0 // Not used yet
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+ numActivities: u32 = 0 // Not used yet
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202
  pendingRandomRewards: string[] = [] // Timestamps for any rewards which are waiting on the next seed
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+ speedMultiplier: u32 = 1
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+
202
205
  /* Action XP */
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- woodcuttingXP: i32 = 0
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- firemakingXP: i32 = 0
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- fishingXP: i32 = 0
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- cookingXP: i32 = 0
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- miningXP: i32 = 0
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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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+ woodcuttingXP: string = '0'
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+ firemakingXP: string = '0'
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+ fishingXP: string = '0'
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+ cookingXP: string = '0'
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+ miningXP: string = '0'
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+ smithingXP: string = '0'
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+ craftingXP: string = '0'
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+ thievingXP: string = '0'
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214
  totalXP: string = '0'
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215
 
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216
  /* Combat XP */
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- healthXP: i32 = 0
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- meleeXP: i32 = 0
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- defenceXP: i32 = 0
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- magicXP: i32 = 0
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- rangeXP: i32 = 0
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+ healthXP: string = '0'
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+ meleeXP: string = '0'
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+ defenceXP: string = '0'
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+ magicXP: string = '0'
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+ rangeXP: string = '0'
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222
 
220
223
  /** Ranks */
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- woodcuttingRank: i32 = 0
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- firemakingRank: i32 = 0
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- fishingRank: i32 = 0
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- cookingRank: i32 = 0
225
- miningRank: i32 = 0
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- smithingRank: i32 = 0
227
- craftingRank: i32 = 0
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- thievingRank: i32 = 0
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- meleeRank: i32 = 0
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- magicRank: i32 = 0
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- rangeRank: i32 = 0
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- defenceRank: i32 = 0
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- healthRank: i32 = 0
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- combinedRank: i32 = 0
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+ woodcuttingRank: u32 = 0
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+ firemakingRank: u32 = 0
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+ fishingRank: u32 = 0
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+ cookingRank: u32 = 0
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+ miningRank: u32 = 0
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+ smithingRank: u32 = 0
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+ craftingRank: u32 = 0
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+ thievingRank: u32 = 0
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+ meleeRank: u32 = 0
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+ magicRank: u32 = 0
234
+ rangeRank: u32 = 0
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+ defenceRank: u32 = 0
236
+ healthRank: u32 = 0
237
+ combinedRank: u32 = 0
235
238
 
236
239
  /* Boost */
237
- boostStartTime: i32 = 0
238
- boostDuration: i32 = 0
239
- boostVal: i32 = 0
240
+ boostStartTime: u64 = 0
241
+ boostDuration: u32 = 0
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+ boostVal: u8 = 0
240
243
  boostType: BoostType
241
- boostItemTokenId: i32 = 0
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+ boostItemTokenId: u16 = 0
242
245
  }
243
246
 
244
247
  export class User {
245
248
  id: string = '0'
246
249
  totalSold: string = '0'
247
250
  totalBought: string = '0'
248
- numPlayers: i32 = 0
251
+ numPlayers: u32 = 0
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252
  }
250
253
 
251
254
  export class GlobalPlayerStats {
@@ -253,24 +256,26 @@ export class GlobalPlayerStats {
253
256
  }
254
257
 
255
258
  export enum ActivityType {
256
- LevelUp,
257
259
  Buy,
258
260
  Sell,
259
- Died,
260
- Consumed,
261
- Rewards,
262
- ClaimedXPThresholdRewards,
263
261
  ActionPartiallyFinished,
264
- ActionsQueued,
265
262
  ActionFinished,
263
+ PendingRandomRewardsClaimed, // This is only if claimed separately
264
+ }
265
+
266
+ export enum Direction {
267
+ Consumed,
268
+ Produced,
266
269
  }
267
270
 
268
271
  export class Activity {
269
272
  id: string = ''
270
273
  type: string = '' // ActivityType
271
- itemTokenIds: i32[] = []
274
+ itemTokenIds: u16[] = []
272
275
  amounts: string[] = []
276
+ directions: string[] = [] // Direction
273
277
  prices: string[] = []
278
+ actionId: string = ''
274
279
  queueId: string = ''
275
280
  timestamp: string = ''
276
281
  hash: string = ''
@@ -283,60 +288,74 @@ export class ActivityInfo {
283
288
  numActivities: string = ''
284
289
  }
285
290
 
286
- export class LastAttire {
287
- id: string = '' // playerId
288
- playerId: string = ''
291
+ export class LastFullEquipment {
292
+ id: string = '0' // playerId
293
+ playerId: string = '0'
289
294
  user: string = ''
290
- headEquipped: i32 = 0
291
- neckEquipped: i32 = 0
292
- bodyEquipped: i32 = 0
293
- armsEquipped: i32 = 0
294
- legsEquipped: i32 = 0
295
- bootsEquipped: i32 = 0
296
- ringEquipped: i32 = 0
295
+ actionId: u32 = 0
296
+ regenerateId: u16 = 0
297
+ choiceId: u32 = 0
298
+ choiceId1: u32 = 0
299
+ choiceId2: u32 = 0
300
+ rightHandEquipmentTokenId: u16 = 0
301
+ leftHandEquipmentTokenId: u16 = 0
302
+ startTime: string = ''
303
+ timespan: u32 = 0
304
+ isValid: boolean = true
305
+ skill: Skill = Skill.NONE
306
+
307
+ headEquipped: u16 = 0
308
+ neckEquipped: u16 = 0
309
+ bodyEquipped: u16 = 0
310
+ armsEquipped: u16 = 0
311
+ legsEquipped: u16 = 0
312
+ feetEquipped: u16 = 0
313
+ ringEquipped: u16 = 0
314
+ timestamp: string = '0'
297
315
  }
298
316
 
299
317
  export class QueuedAction {
300
318
  id: string = '' // queueId
301
- actionId: i32 = 0
319
+ actionId: u32 = 0
302
320
  playerId: string = ''
303
- regenerateId: i32 = 0
304
- choiceId: i32 = 0
305
- choiceId1: i32 = 0
306
- choiceId2: i32 = 0
307
- rightHandEquipmentTokenId: i32 = 0
308
- leftHandEquipmentTokenId: i32 = 0
321
+ regenerateId: u16 = 0
322
+ choiceId: u32 = 0
323
+ choiceId1: u32 = 0
324
+ choiceId2: u32 = 0
325
+ rightHandEquipmentTokenId: u16 = 0
326
+ leftHandEquipmentTokenId: u16 = 0
309
327
  startTime: string = ''
310
- timespan: i32 = 0
328
+ timespan: u32 = 0
311
329
  isValid: boolean = true
330
+ skill: Skill = Skill.NONE
312
331
 
313
- headEquipped: i32 = 0
314
- neckEquipped: i32 = 0
315
- bodyEquipped: i32 = 0
316
- armsEquipped: i32 = 0
317
- legsEquipped: i32 = 0
318
- bootsEquipped: i32 = 0
319
- ringEquipped: i32 = 0
332
+ headEquipped: u16 = 0
333
+ neckEquipped: u16 = 0
334
+ bodyEquipped: u16 = 0
335
+ armsEquipped: u16 = 0
336
+ legsEquipped: u16 = 0
337
+ feetEquipped: u16 = 0
338
+ ringEquipped: u16 = 0
320
339
  }
321
340
 
322
341
  export class Item {
323
342
  id: string = '0'
324
- tokenId: i32 = 0
325
- melee: i32 = 0
326
- magic: i32 = 0
327
- range: i32 = 0
328
- meleeDefence: i32 = 0
329
- magicDefence: i32 = 0
330
- rangeDefence: i32 = 0
331
- health: i32 = 0
343
+ tokenId: u16 = 0
344
+ melee: i16 = 0
345
+ magic: i16 = 0
346
+ range: i16 = 0
347
+ meleeDefence: i16 = 0
348
+ magicDefence: i16 = 0
349
+ rangeDefence: i16 = 0
350
+ health: i16 = 0
332
351
  totalQuantity: string = '0'
333
- equipPosition: i32 = 0
334
- healthRestored: i32 = 0
352
+ equipPosition: u16 = 0
353
+ healthRestored: u32 = 0
335
354
  skill1: Skill = Skill.NONE
336
- skillDiff1: i32 = 0
355
+ skillDiff1: u8 = 0
337
356
  boostType: BoostType = BoostType.NONE
338
- boostValue: i32 = 0
339
- boostDuration: i32 = 0
357
+ boostValue: u16 = 0
358
+ boostDuration: u32 = 0
340
359
  // Minimum requirements for equipping
341
360
  skill: Skill = Skill.NONE
342
361
  minXP: string = '0'
@@ -345,59 +364,84 @@ export class Item {
345
364
  export class UserItemNFT {
346
365
  id: string = ''
347
366
  user: string = ''
348
- tokenId: i32 = 0
367
+ tokenId: u16 = 0
349
368
  amount: string = ''
350
369
  item: Item = new Item()
351
370
  }
352
371
 
353
372
  export class ShopItem {
354
373
  id: string = ''
355
- tokenId: i32 = 0
374
+ tokenId: u16 = 0
356
375
  price: string = '0'
357
376
  }
358
377
 
378
+ export class ActionChoiceInput {
379
+ skill: Skill = Skill.NONE
380
+ diff: u32 = 0
381
+ rate: u16 = 0
382
+ xpPerHour: u32 = 0
383
+ minXP: u32 = 0
384
+ inputTokenId1: u16 = 0
385
+ num1: u16 = 0
386
+ inputTokenId2: u16 = 0
387
+ num2: u16 = 0
388
+ inputTokenId3: u16 = 0
389
+ num3: u16 = 0
390
+ outputTokenId: u16 = 0
391
+ outputNum: u8 = 1
392
+ successPercent: u8 = 100
393
+ }
394
+
359
395
  export class ActionChoice {
360
396
  id: string = ''
361
- actionId: i32 = 0
397
+ actionId: u32 = 0
362
398
  skill: Skill = Skill.NONE
363
- diff: i32 = 0
364
- rate: i32 = 0
365
- xpPerHour: i32 = 0
366
- minXP: i32 = 0
367
- inputTokenId1: i32 = 0
368
- num1: i32 = 0
369
- inputTokenId2: i32 = 0
370
- num2: i32 = 0
371
- inputTokenId3: i32 = 0
372
- num3: i32 = 0
373
- outputTokenId: i32 = 0
399
+ diff: u32 = 0
400
+ rate: u16 = 0
401
+ xpPerHour: u32 = 0
402
+ minXP: u32 = 0
403
+ inputTokenId1: u16 = 0
404
+ num1: u16 = 0
405
+ inputTokenId2: u16 = 0
406
+ num2: u16 = 0
407
+ inputTokenId3: u16 = 0
408
+ num3: u16 = 0
409
+ outputTokenId: u16 = 0
410
+ outputNum: u8 = 1
411
+ successPercent: u8 = 100
374
412
  }
375
413
 
376
414
  export class Action {
377
415
  id: string = ''
378
- actionId: i32 = 0
416
+ actionId: u32 = 0
379
417
  skill: Skill = Skill.NONE
380
- xpPerHour: i32 = 0
381
- numSpawn: i32 = 0
418
+ xpPerHour: u32 = 0
419
+ numSpawned: u32 = 0
382
420
  minXP: string = '0'
383
421
 
384
- guaranteedRewardItemTokenIds: i32[] = []
385
- guaranteedRewardRates: i32[] = []
386
- randomChanceItemTokenIds: i32[] = []
387
- randomChanceRates: i32[] = []
422
+ guaranteedRewardItemTokenIds: u32[] = []
423
+ guaranteedRewardRates: u32[] = []
424
+ randomChanceItemTokenIds: u32[] = []
425
+ randomChanceRates: u32[] = []
388
426
 
389
- handItemTokenIdRangeMin: i32 = 0
390
- handItemTokenIdRangeMax: i32 = 0
427
+ handItemTokenIdRangeMin: u32 = 0
428
+ handItemTokenIdRangeMax: u32 = 0
391
429
  isAvailable: boolean = false
392
430
  isDynamic: boolean = false
393
431
  actionChoiceRequired: boolean = false
432
+ successPercent: i8 = 100
394
433
 
395
434
  /* Combat Stats */
396
- melee: i32 = 0
397
- magic: i32 = 0
398
- range: i32 = 0
399
- rangeDefence: i32 = 0
400
- meleeDefence: i32 = 0
401
- magicDefence: i32 = 0
402
- health: i32 = 0
435
+ melee: i16 = 0
436
+ magic: i16 = 0
437
+ range: i16 = 0
438
+ rangeDefence: i16 = 0
439
+ meleeDefence: i16 = 0
440
+ magicDefence: i16 = 0
441
+ health: i16 = 0
442
+ }
443
+
444
+ export class RandomWords {
445
+ lastRandomWordRequestedTimestamp: string
446
+ lastRandomWordsReceived: string = '' // Bytes
403
447
  }