@paintswap/estfor-definitions 0.1.24 → 0.1.25
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/constants.d.ts +2 -2
- package/constants.d.ts.map +1 -1
- package/constants.js +22 -22
- package/package.json +1 -1
- package/src/constants.ts +21 -21
- package/src/types.ts +204 -160
- package/types.d.ts +201 -163
- package/types.d.ts.map +1 -1
- package/types.js +87 -45
package/types.js
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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3
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-
exports.Action = exports.ActionChoice = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.
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3
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exports.RandomWords = exports.Action = exports.ActionChoice = exports.ActionChoiceInput = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.LastFullEquipment = exports.ActivityInfo = exports.Activity = exports.Direction = exports.ActivityType = exports.GlobalPlayerStats = exports.User = exports.Player = exports.XPThresholdReward = exports.XPThresholdRewardInput = exports.PendingFlags = exports.PendingOutput = exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.NonCombatStats = exports.CombatStats = exports.InputItem = exports.ActionInput = exports.RandomReward = exports.GuaranteedReward = exports.ActionInfo = exports.QueuedActionInput = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
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var BoostType;
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(function (BoostType) {
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BoostType[BoostType["NONE"] = 0] = "NONE";
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@@ -36,7 +36,7 @@ var EquipPosition;
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EquipPosition[EquipPosition["BODY"] = 3] = "BODY";
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EquipPosition[EquipPosition["ARMS"] = 4] = "ARMS";
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EquipPosition[EquipPosition["LEGS"] = 5] = "LEGS";
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-
EquipPosition[EquipPosition["
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EquipPosition[EquipPosition["FEET"] = 6] = "FEET";
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EquipPosition[EquipPosition["SPARE1"] = 7] = "SPARE1";
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EquipPosition[EquipPosition["SPARE2"] = 8] = "SPARE2";
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EquipPosition[EquipPosition["LEFT_HAND"] = 9] = "LEFT_HAND";
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@@ -47,7 +47,6 @@ var EquipPosition;
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EquipPosition[EquipPosition["FOOD"] = 14] = "FOOD";
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EquipPosition[EquipPosition["AUX"] = 15] = "AUX";
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EquipPosition[EquipPosition["BOOST_VIAL"] = 16] = "BOOST_VIAL";
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-
EquipPosition[EquipPosition["NO_POSITION"] = 17] = "NO_POSITION";
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})(EquipPosition = exports.EquipPosition || (exports.EquipPosition = {}));
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class Attire {
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head = 0;
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@@ -55,7 +54,7 @@ class Attire {
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body = 0;
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arms = 0;
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legs = 0;
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-
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feet = 0;
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ring = 0;
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reserved1 = 0;
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queueId = 0;
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@@ -70,12 +69,8 @@ var ActionQueueStatus;
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var CombatStyle;
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(function (CombatStyle) {
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CombatStyle[CombatStyle["NONE"] = 0] = "NONE";
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-
CombatStyle[CombatStyle["
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CombatStyle[CombatStyle["
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CombatStyle[CombatStyle["MAGIC"] = 3] = "MAGIC";
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CombatStyle[CombatStyle["MELEE_DEFENCE"] = 4] = "MELEE_DEFENCE";
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CombatStyle[CombatStyle["RANGE_DEFENCE"] = 5] = "RANGE_DEFENCE";
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-
CombatStyle[CombatStyle["MAGIC_DEFENCE"] = 6] = "MAGIC_DEFENCE";
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CombatStyle[CombatStyle["ATTACK"] = 1] = "ATTACK";
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CombatStyle[CombatStyle["DEFENCE"] = 2] = "DEFENCE";
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})(CombatStyle = exports.CombatStyle || (exports.CombatStyle = {}));
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class Equipment {
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itemTokenId = 0;
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@@ -93,8 +88,7 @@ class QueuedActionInput {
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timespan = 0; // How long to queue the action for
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rightHandEquipmentTokenId = 0;
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leftHandEquipmentTokenId = 0;
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-
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isValid = true; // If we still have the item, TODO: Not used yet
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skill = Skill.NONE;
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}
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exports.QueuedActionInput = QueuedActionInput;
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class ActionInfo {
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@@ -103,17 +97,24 @@ class ActionInfo {
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isDynamic = false;
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actionChoiceRequired = false;
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xpPerHour = 0;
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-
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numSpawned = 0;
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minXP = 0;
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handItemTokenIdRangeMin = 0;
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handItemTokenIdRangeMax = 0;
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successPercent = 0;
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}
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exports.ActionInfo = ActionInfo;
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-
class
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class GuaranteedReward {
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itemTokenId = 0;
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rate = 0; // base 100, 2 decimal places
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}
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-
exports.
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exports.GuaranteedReward = GuaranteedReward;
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class RandomReward {
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itemTokenId = 0;
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chance = 0; // out of 65335
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amount = 0;
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}
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exports.RandomReward = RandomReward;
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class ActionInput {
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actionId = 0;
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info = new ActionInfo();
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@@ -201,22 +202,23 @@ class Player {
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isActive = false; // Is this player the active one for the owner
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numActivities = 0; // Not used yet
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pendingRandomRewards = []; // Timestamps for any rewards which are waiting on the next seed
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speedMultiplier = 1;
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/* Action XP */
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-
woodcuttingXP = 0;
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-
firemakingXP = 0;
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-
fishingXP = 0;
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-
cookingXP = 0;
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miningXP = 0;
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smithingXP = 0;
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-
craftingXP = 0;
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-
thievingXP = 0;
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woodcuttingXP = '0';
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firemakingXP = '0';
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fishingXP = '0';
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cookingXP = '0';
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miningXP = '0';
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smithingXP = '0';
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craftingXP = '0';
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thievingXP = '0';
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totalXP = '0';
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/* Combat XP */
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-
healthXP = 0;
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meleeXP = 0;
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defenceXP = 0;
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magicXP = 0;
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rangeXP = 0;
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healthXP = '0';
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meleeXP = '0';
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defenceXP = '0';
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magicXP = '0';
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rangeXP = '0';
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/** Ranks */
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woodcuttingRank = 0;
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firemakingRank = 0;
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@@ -253,23 +255,25 @@ class GlobalPlayerStats {
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exports.GlobalPlayerStats = GlobalPlayerStats;
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var ActivityType;
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(function (ActivityType) {
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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ActivityType[ActivityType["Rewards"] = 5] = "Rewards";
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ActivityType[ActivityType["ClaimedXPThresholdRewards"] = 6] = "ClaimedXPThresholdRewards";
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ActivityType[ActivityType["ActionPartiallyFinished"] = 7] = "ActionPartiallyFinished";
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ActivityType[ActivityType["ActionsQueued"] = 8] = "ActionsQueued";
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ActivityType[ActivityType["ActionFinished"] = 9] = "ActionFinished";
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ActivityType[ActivityType["Buy"] = 0] = "Buy";
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ActivityType[ActivityType["Sell"] = 1] = "Sell";
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ActivityType[ActivityType["ActionPartiallyFinished"] = 2] = "ActionPartiallyFinished";
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ActivityType[ActivityType["ActionFinished"] = 3] = "ActionFinished";
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ActivityType[ActivityType["PendingRandomRewardsClaimed"] = 4] = "PendingRandomRewardsClaimed";
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})(ActivityType = exports.ActivityType || (exports.ActivityType = {}));
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var Direction;
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(function (Direction) {
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Direction[Direction["Consumed"] = 0] = "Consumed";
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Direction[Direction["Produced"] = 1] = "Produced";
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})(Direction = exports.Direction || (exports.Direction = {}));
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class Activity {
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id = '';
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type = ''; // ActivityType
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itemTokenIds = [];
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amounts = [];
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directions = []; // Direction
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prices = [];
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actionId = '';
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queueId = '';
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timestamp = '';
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hash = '';
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@@ -282,19 +286,31 @@ class ActivityInfo {
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numActivities = '';
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}
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exports.ActivityInfo = ActivityInfo;
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class
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id = ''; // playerId
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playerId = '';
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class LastFullEquipment {
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id = '0'; // playerId
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playerId = '0';
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user = '';
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actionId = 0;
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regenerateId = 0;
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choiceId = 0;
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choiceId1 = 0;
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choiceId2 = 0;
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rightHandEquipmentTokenId = 0;
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leftHandEquipmentTokenId = 0;
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startTime = '';
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timespan = 0;
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isValid = true;
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skill = Skill.NONE;
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headEquipped = 0;
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neckEquipped = 0;
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bodyEquipped = 0;
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armsEquipped = 0;
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legsEquipped = 0;
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feetEquipped = 0;
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ringEquipped = 0;
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timestamp = '0';
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}
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-
exports.
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exports.LastFullEquipment = LastFullEquipment;
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class QueuedAction {
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id = ''; // queueId
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actionId = 0;
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startTime = '';
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timespan = 0;
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isValid = true;
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skill = Skill.NONE;
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headEquipped = 0;
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neckEquipped = 0;
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bodyEquipped = 0;
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armsEquipped = 0;
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legsEquipped = 0;
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feetEquipped = 0;
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ringEquipped = 0;
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}
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exports.QueuedAction = QueuedAction;
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@@ -354,6 +371,23 @@ class ShopItem {
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price = '0';
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}
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exports.ShopItem = ShopItem;
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class ActionChoiceInput {
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skill = Skill.NONE;
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diff = 0;
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rate = 0;
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xpPerHour = 0;
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minXP = 0;
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inputTokenId1 = 0;
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num1 = 0;
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inputTokenId2 = 0;
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num2 = 0;
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inputTokenId3 = 0;
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num3 = 0;
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outputTokenId = 0;
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outputNum = 1;
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successPercent = 100;
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}
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exports.ActionChoiceInput = ActionChoiceInput;
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class ActionChoice {
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id = '';
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actionId = 0;
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@@ -369,6 +403,8 @@ class ActionChoice {
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inputTokenId3 = 0;
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num3 = 0;
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outputTokenId = 0;
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outputNum = 1;
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successPercent = 100;
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}
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exports.ActionChoice = ActionChoice;
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class Action {
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@@ -376,7 +412,7 @@ class Action {
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actionId = 0;
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skill = Skill.NONE;
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xpPerHour = 0;
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numSpawned = 0;
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minXP = '0';
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guaranteedRewardItemTokenIds = [];
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guaranteedRewardRates = [];
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@@ -387,6 +423,7 @@ class Action {
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isAvailable = false;
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isDynamic = false;
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actionChoiceRequired = false;
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successPercent = 100;
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/* Combat Stats */
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melee = 0;
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magic = 0;
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@@ -397,3 +434,8 @@ class Action {
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health = 0;
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}
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exports.Action = Action;
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class RandomWords {
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lastRandomWordRequestedTimestamp;
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lastRandomWordsReceived = ''; // Bytes
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}
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exports.RandomWords = RandomWords;
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