@paintswap/estfor-definitions 0.1.3 → 0.1.4

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package/README.md CHANGED
@@ -11,7 +11,7 @@ Types and Constants for Estfor
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  ## Usage
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- yarn add @estfor/definitions
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+ yarn add @paintswap/estfor-definitions
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  import { EstforConstants, EstforTypes } from '@paintswap/estfor-definitions'
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@@ -641,4 +641,5 @@ export declare const ACTIONCHOICE_CRAFTING_SHAMAN_TROUSERS: number;
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  export declare const ACTIONCHOICE_CRAFTING_SHAMAN_GAUNTLETS: number;
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  export declare const ACTIONCHOICE_CRAFTING_SHAMAN_BOOTS: number;
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  export declare const ACTIONCHOICE_CRAFTING_MAX = 2999;
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+ export declare const levelXp: number[];
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  export default NONE;
@@ -12,7 +12,7 @@ exports.ACTIONCHOICE_FIREMAKING_BASE = exports.ACTION_THIEVING_MAX = exports.ACT
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  exports.ACTIONCHOICE_SMITHING_ADAMANTINE_BOOTS = exports.ACTIONCHOICE_SMITHING_MITHRIL_BOOTS = exports.ACTIONCHOICE_SMITHING_IRON_BOOTS = exports.ACTIONCHOICE_SMITHING_BRONZE_BOOTS = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_TITANIUM_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_RUNITE_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_MITHRIL_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_IRON_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_BRONZE_GAUNTLETS = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_TASSETS = exports.ACTIONCHOICE_SMITHING_TITANIUM_TASSETS = exports.ACTIONCHOICE_SMITHING_RUNITE_TASSETS = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_TASSETS = exports.ACTIONCHOICE_SMITHING_MITHRIL_TASSETS = exports.ACTIONCHOICE_SMITHING_IRON_TASSETS = exports.ACTIONCHOICE_SMITHING_BRONZE_TASSETS = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_ARMOR = exports.ACTIONCHOICE_SMITHING_TITANIUM_ARMOR = exports.ACTIONCHOICE_SMITHING_RUNITE_ARMOR = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_ARMOR = exports.ACTIONCHOICE_SMITHING_MITHRIL_ARMOR = exports.ACTIONCHOICE_SMITHING_IRON_ARMOR = exports.ACTIONCHOICE_SMITHING_BRONZE_ARMOR = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_HELMET = exports.ACTIONCHOICE_SMITHING_TITANIUM_HELMET = exports.ACTIONCHOICE_SMITHING_RUNITE_HELMET = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_HELMET = exports.ACTIONCHOICE_SMITHING_MITHRIL_HELMET = exports.ACTIONCHOICE_SMITHING_IRON_HELMET = exports.ACTIONCHOICE_SMITHING_BRONZE_HELMET = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_BAR = exports.ACTIONCHOICE_SMITHING_TITANIUM_BAR = exports.ACTIONCHOICE_SMITHING_RUNITE_BAR = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_BAR = exports.ACTIONCHOICE_SMITHING_MITHRIL_BAR = exports.ACTIONCHOICE_SMITHING_IRON_BAR = exports.ACTIONCHOICE_SMITHING_BRONZE_BAR = exports.ACTIONCHOICE_SMITHING_BASE = exports.ACTIONCHOICE_FIREMAKING_MAX = exports.ACTIONCHOICE_FIREMAKING_LIVING = exports.ACTIONCHOICE_FIREMAKING_ENCHANTED = exports.ACTIONCHOICE_FIREMAKING_ASH = exports.ACTIONCHOICE_FIREMAKING_MAGICAL = exports.ACTIONCHOICE_FIREMAKING_REDWOOD = exports.ACTIONCHOICE_FIREMAKING_MAPLE = exports.ACTIONCHOICE_FIREMAKING_WILLOW = exports.ACTIONCHOICE_FIREMAKING_OAK = exports.ACTIONCHOICE_FIREMAKING_LOG = void 0;
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  exports.ACTIONCHOICE_COOKING_DRAGONFISH = exports.ACTIONCHOICE_COOKING_OCTACLE = exports.ACTIONCHOICE_COOKING_LANCER = exports.ACTIONCHOICE_COOKING_GRAN_SQUIN = exports.ACTIONCHOICE_COOKING_MHARA = exports.ACTIONCHOICE_COOKING_WHISKFIN = exports.ACTIONCHOICE_COOKING_WATER_SERPENT = exports.ACTIONCHOICE_COOKING_VIPER_BASS = exports.ACTIONCHOICE_COOKING_VANISHING_PERCH = exports.ACTIONCHOICE_COOKING_SHAW = exports.ACTIONCHOICE_COOKING_SPHINX_FISH = exports.ACTIONCHOICE_COOKING_ROSEFIN = exports.ACTIONCHOICE_COOKING_DOUBTFISH = exports.ACTIONCHOICE_COOKING_CHODFISH = exports.ACTIONCHOICE_COOKING_CRUSKAN = exports.ACTIONCHOICE_COOKING_STONECLAW = exports.ACTIONCHOICE_COOKING_AZACUDDA = exports.ACTIONCHOICE_COOKING_ROXA = exports.ACTIONCHOICE_COOKING_QUAFFER = exports.ACTIONCHOICE_COOKING_RAZORFISH = exports.ACTIONCHOICE_COOKING_FLITFISH = exports.ACTIONCHOICE_COOKING_MYSTY_BLUE = exports.ACTIONCHOICE_COOKING_GOLDFISH = exports.ACTIONCHOICE_COOKING_BOWFISH = exports.ACTIONCHOICE_COOKING_ROJJA = exports.ACTIONCHOICE_COOKING_TROUT = exports.ACTIONCHOICE_COOKING_ANCHO = exports.ACTIONCHOICE_COOKING_FEOLA = exports.ACTIONCHOICE_COOKING_SKRIMP = exports.ACTIONCHOICE_COOKING_BLEKK = exports.ACTIONCHOICE_COOKING_MINNUS = exports.ACTIONCHOICE_COOKING_BASE = exports.ACTIONCHOICE_SMITHING_MAX = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_SWORD = exports.ACTIONCHOICE_SMITHING_TITANIUM_SWORD = exports.ACTIONCHOICE_SMITHING_RUNITE_SWORD = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_SWORD = exports.ACTIONCHOICE_SMITHING_MITHRIL_SWORD = exports.ACTIONCHOICE_SMITHING_IRON_SWORD = exports.ACTIONCHOICE_SMITHING_BRONZE_SWORD = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_SHIELD = exports.ACTIONCHOICE_SMITHING_TITANIUM_SHIELD = exports.ACTIONCHOICE_SMITHING_RUNITE_SHIELD = exports.ACTIONCHOICE_SMITHING_ADAMANTINE_SHIELD = exports.ACTIONCHOICE_SMITHING_MITHRIL_SHIELD = exports.ACTIONCHOICE_SMITHING_IRON_SHIELD = exports.ACTIONCHOICE_SMITHING_BRONZE_SHIELD = exports.ACTIONCHOICE_SMITHING_ORICHALCUM_BOOTS = exports.ACTIONCHOICE_SMITHING_TITANIUM_BOOTS = exports.ACTIONCHOICE_SMITHING_RUNITE_BOOTS = void 0;
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  exports.ACTIONCHOICE_CRAFTING_BAT_WING_HAT = exports.ACTIONCHOICE_CRAFTING_NATUOW_BRACERS = exports.ACTIONCHOICE_CRAFTING_NATUOW_BOOTS = exports.ACTIONCHOICE_CRAFTING_NATUOW_TASSETS = exports.ACTIONCHOICE_CRAFTING_NATUOW_BODY = exports.ACTIONCHOICE_CRAFTING_NATUOW_HOOD = exports.ACTIONCHOICE_CRAFTING_BAT_WING_PATCH = exports.ACTIONCHOICE_CRAFTING_ACORN_PATCH = exports.ACTIONCHOICE_CRAFTING_ROPE = exports.ACTIONCHOICE_CRAFTING_BONEMEAL = exports.ACTIONCHOICE_CRAFTING_NATUOW_LEATHER = exports.ACTIONCHOICE_CRAFTING_ORICHALCUM_AXE = exports.ACTIONCHOICE_CRAFTING_TITANIUM_AXE = exports.ACTIONCHOICE_CRAFTING_RUNITE_AXE = exports.ACTIONCHOICE_CRAFTING_ADAMANTINE_AXE = exports.ACTIONCHOICE_CRAFTING_MITHRIL_AXE = exports.ACTIONCHOICE_CRAFTING_IRON_AXE = exports.ACTIONCHOICE_CRAFTING_BRONZE_AXE = exports.ACTIONCHOICE_CRAFTING_ORICHALCUM_PICKAXE = exports.ACTIONCHOICE_CRAFTING_TITANIUM_PICKAXE = exports.ACTIONCHOICE_CRAFTING_RUNITE_PICKAXE = exports.ACTIONCHOICE_CRAFTING_ADAMANTINE_PICKAXE = exports.ACTIONCHOICE_CRAFTING_MITHRIL_PICKAXE = exports.ACTIONCHOICE_CRAFTING_IRON_PICKAXE = exports.ACTIONCHOICE_CRAFTING_BRONZE_PICKAXE = exports.ACTIONCHOICE_CRAFTING_DRAGONSTONE_AMULET = exports.ACTIONCHOICE_CRAFTING_DIAMOND_AMULET = exports.ACTIONCHOICE_CRAFTING_AMETHYST_AMULET = exports.ACTIONCHOICE_CRAFTING_RUBY_AMULET = exports.ACTIONCHOICE_CRAFTING_EMERALD_AMULET = exports.ACTIONCHOICE_CRAFTING_SAPPHIRE_AMULET = exports.ACTIONCHOICE_CRAFTING_BASE = exports.ACTIONCHOICE_MAGIC_MAX = exports.ACTIONCHOICE_MAGIC_ICE_SPIKES = exports.ACTIONCHOICE_MAGIC_CONCUSSION_BEAMS = exports.ACTIONCHOICE_MAGIC_FURY_FISTS = exports.ACTIONCHOICE_MAGIC_AIR_BALL = exports.ACTIONCHOICE_MAGIC_SUMMON_HELL_HOUND = exports.ACTIONCHOICE_MAGIC_MAGIC_BREATH = exports.ACTIONCHOICE_MAGIC_MYSTIC_BLAST = exports.ACTIONCHOICE_MAGIC_VORTEX = exports.ACTIONCHOICE_MAGIC_DEATH_WAVE = exports.ACTIONCHOICE_MAGIC_NATURES_FURU = exports.ACTIONCHOICE_MAGIC_SHADOW_BLAST = exports.ACTIONCHOICE_MAGIC_BASE = exports.ACTIONCHOICE_ATTACK_MAX = exports.ACTION_ATTACK_MONSTER = exports.ACTIONCHOICE_ATTACK_BASE = exports.ACTIONCHOICE_COOKING_MAX = exports.ACTIONCHOICE_COOKING_YERESPATUM = void 0;
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- exports.ACTIONCHOICE_CRAFTING_MAX = exports.ACTIONCHOICE_CRAFTING_SHAMAN_BOOTS = exports.ACTIONCHOICE_CRAFTING_SHAMAN_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_SHAMAN_TROUSERS = exports.ACTIONCHOICE_CRAFTING_SHAMAN_BODY = exports.ACTIONCHOICE_CRAFTING_SHAMAN_HOOD = exports.ACTIONCHOICE_CRAFTING_SEERS_BOOTS = exports.ACTIONCHOICE_CRAFTING_SEERS_BRACERS = exports.ACTIONCHOICE_CRAFTING_SEERS_TROUSERS = exports.ACTIONCHOICE_CRAFTING_SEERS_BODY = exports.ACTIONCHOICE_CRAFTING_SEERS_HOOD = exports.ACTIONCHOICE_CRAFTING_SORCERER_BOOTS = exports.ACTIONCHOICE_CRAFTING_SORCERER_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_SORCERER_TROUSERS = exports.ACTIONCHOICE_CRAFTING_SORCERER_BODY = exports.ACTIONCHOICE_CRAFTING_SORCERER_HAT = exports.ACTIONCHOICE_CRAFTING_MAGE_BOOTS = exports.ACTIONCHOICE_CRAFTING_MAGE_BRACERS = exports.ACTIONCHOICE_CRAFTING_MAGE_TROUSERS = exports.ACTIONCHOICE_CRAFTING_MAGE_BODY = exports.ACTIONCHOICE_CRAFTING_MAGE_HOOD = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_BOOTS = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_TROUSERS = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_BODY = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_HAT = exports.ACTIONCHOICE_CRAFTING_DIAMOND_STAFF = exports.ACTIONCHOICE_CRAFTING_AMETHYST_STAFF = exports.ACTIONCHOICE_CRAFTING_RUBY_STAFF = exports.ACTIONCHOICE_CRAFTING_EMERALD_STAFF = exports.ACTIONCHOICE_CRAFTING_SAPPHIRE_STAFF = exports.ACTIONCHOICE_CRAFTING_TOTEM_STAFF = exports.ACTIONCHOICE_CRAFTING_NATURE_BRACERS = exports.ACTIONCHOICE_CRAFTING_NATURE_BOOTS = exports.ACTIONCHOICE_CRAFTING_NATURE_TROUSERS = exports.ACTIONCHOICE_CRAFTING_NATURE_BODY = exports.ACTIONCHOICE_CRAFTING_NATURE_MASK = exports.ACTIONCHOICE_CRAFTING_BAT_WING_BRACERS = exports.ACTIONCHOICE_CRAFTING_BAT_WING_BOOTS = exports.ACTIONCHOICE_CRAFTING_BAT_WING_TROUSERS = exports.ACTIONCHOICE_CRAFTING_BAT_WING_BODY = void 0;
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+ exports.levelXp = exports.ACTIONCHOICE_CRAFTING_MAX = exports.ACTIONCHOICE_CRAFTING_SHAMAN_BOOTS = exports.ACTIONCHOICE_CRAFTING_SHAMAN_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_SHAMAN_TROUSERS = exports.ACTIONCHOICE_CRAFTING_SHAMAN_BODY = exports.ACTIONCHOICE_CRAFTING_SHAMAN_HOOD = exports.ACTIONCHOICE_CRAFTING_SEERS_BOOTS = exports.ACTIONCHOICE_CRAFTING_SEERS_BRACERS = exports.ACTIONCHOICE_CRAFTING_SEERS_TROUSERS = exports.ACTIONCHOICE_CRAFTING_SEERS_BODY = exports.ACTIONCHOICE_CRAFTING_SEERS_HOOD = exports.ACTIONCHOICE_CRAFTING_SORCERER_BOOTS = exports.ACTIONCHOICE_CRAFTING_SORCERER_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_SORCERER_TROUSERS = exports.ACTIONCHOICE_CRAFTING_SORCERER_BODY = exports.ACTIONCHOICE_CRAFTING_SORCERER_HAT = exports.ACTIONCHOICE_CRAFTING_MAGE_BOOTS = exports.ACTIONCHOICE_CRAFTING_MAGE_BRACERS = exports.ACTIONCHOICE_CRAFTING_MAGE_TROUSERS = exports.ACTIONCHOICE_CRAFTING_MAGE_BODY = exports.ACTIONCHOICE_CRAFTING_MAGE_HOOD = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_BOOTS = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_TROUSERS = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_BODY = exports.ACTIONCHOICE_CRAFTING_APPRENTICE_HAT = exports.ACTIONCHOICE_CRAFTING_DIAMOND_STAFF = exports.ACTIONCHOICE_CRAFTING_AMETHYST_STAFF = exports.ACTIONCHOICE_CRAFTING_RUBY_STAFF = exports.ACTIONCHOICE_CRAFTING_EMERALD_STAFF = exports.ACTIONCHOICE_CRAFTING_SAPPHIRE_STAFF = exports.ACTIONCHOICE_CRAFTING_TOTEM_STAFF = exports.ACTIONCHOICE_CRAFTING_NATURE_BRACERS = exports.ACTIONCHOICE_CRAFTING_NATURE_BOOTS = exports.ACTIONCHOICE_CRAFTING_NATURE_TROUSERS = exports.ACTIONCHOICE_CRAFTING_NATURE_BODY = exports.ACTIONCHOICE_CRAFTING_NATURE_MASK = exports.ACTIONCHOICE_CRAFTING_BAT_WING_BRACERS = exports.ACTIONCHOICE_CRAFTING_BAT_WING_BOOTS = exports.ACTIONCHOICE_CRAFTING_BAT_WING_TROUSERS = exports.ACTIONCHOICE_CRAFTING_BAT_WING_BODY = void 0;
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  exports.NONE = 0;
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  // 1 - 255 (head)
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  exports.HEAD_BASE = 1;
@@ -703,4 +703,13 @@ exports.ACTIONCHOICE_CRAFTING_SHAMAN_TROUSERS = exports.ACTIONCHOICE_CRAFTING_BA
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  exports.ACTIONCHOICE_CRAFTING_SHAMAN_GAUNTLETS = exports.ACTIONCHOICE_CRAFTING_BASE + 69;
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  exports.ACTIONCHOICE_CRAFTING_SHAMAN_BOOTS = exports.ACTIONCHOICE_CRAFTING_BASE + 70;
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  exports.ACTIONCHOICE_CRAFTING_MAX = 2999;
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+ // 0 xp = level 1
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+ exports.levelXp = [
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+ 0, 84, 174, 270, 374, 486, 606, 734, 872, 1021, 1179, 1350, 1532, 1728, 1938, 2163, 2404, 2662, 2939, 3236, 3553,
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+ 3894, 4258, 4649, 5067, 5515, 5995, 6510, 7060, 7650, 8282, 8959, 9685, 10461, 11294, 12185, 13140, 14162, 15258,
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+ 16432, 17689, 19036, 20479, 22025, 23681, 25456, 27357, 29393, 31575, 33913, 36418, 39102, 41977, 45058, 48359, 51896,
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+ 55686, 59747, 64098, 68761, 73757, 79110, 84847, 90995, 97582, 104641, 112206, 120312, 128998, 138307, 148283, 158973,
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+ 170430, 182707, 195864, 209963, 225074, 241267, 258621, 277219, 297150, 318511, 341403, 365936, 392228, 420406,
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+ 450605, 482969, 517654, 554828, 594667, 637364, 683124, 732166, 784726, 841057, 901428, 966131, 1035476,
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+ ];
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  exports.default = exports.NONE;
@@ -54,6 +54,38 @@ export type Attire = {
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  reserved1: number;
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  queueId: number;
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  };
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+ export declare enum ActionQueueStatus {
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+ NONE = 0,
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+ APPEND = 1,
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+ KEEP_LAST_IN_PROGRESS = 2
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+ }
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+ export declare enum CombatStyle {
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+ NONE = 0,
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+ MELEE = 1,
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+ RANGE = 2,
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+ MAGIC = 3,
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+ MELEE_DEFENCE = 4,
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+ RANGE_DEFENCE = 5,
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+ MAGIC_DEFENCE = 6
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+ }
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+ export type Equipment = {
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+ itemTokenId: number;
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+ amount: number;
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+ };
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+ export type QueuedAction = {
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+ attire: Attire;
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+ actionId: number;
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+ regenerateId: number;
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+ choiceId: number;
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+ choiceId1: number;
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+ choiceId2: number;
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+ combatStyle: CombatStyle;
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+ timespan: number;
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+ rightHandEquipmentTokenId: number;
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+ leftHandEquipmentTokenId: number;
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+ startTime: string;
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+ isValid: boolean;
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+ };
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  export type ActionInfo = {
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  skill: Skill;
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  isAvailable: boolean;
@@ -70,14 +102,30 @@ export type ActionReward = {
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  rate: number;
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  };
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  export type Action = {
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+ actionId: number;
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  info: ActionInfo;
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  guaranteedRewards: ActionReward[];
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  randomRewards: ActionReward[];
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  combatStats: CombatStats;
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  };
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+ export type ActionChoice = {
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+ skill: Skill;
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+ diff: number;
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+ rate: number;
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+ xpPerHour: number;
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+ minSkillPoints: number;
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+ inputTokenId1: number;
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+ num1: number;
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+ inputTokenId2: number;
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+ num2: number;
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+ inputTokenId3: number;
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+ num3: number;
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+ outputTokenId: number;
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+ outputNum: number;
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+ };
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  export type InputItem = {
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  combatStats: CombatStats;
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- nonCombatStats: NonCombatStat[];
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+ nonCombatStats: NonCombatStats;
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  tokenId: number;
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  equipPosition: EquipPosition;
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  isTransferable: boolean;
@@ -98,14 +146,15 @@ export type CombatStats = {
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  rangeDefence: number;
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  health: number;
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  };
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- export type NonCombatStat = {
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+ export type NonCombatStats = {
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  skill: Skill;
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  diff: number;
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  };
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- export declare const emptyStats: CombatStats;
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+ export declare const emptyCombatStats: CombatStats;
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+ export declare const emptyNonCombatStats: NonCombatStats;
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  export declare const defaultInputItem: {
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  combatStats: CombatStats;
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- nonCombatStats: any[];
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+ nonCombatStats: NonCombatStats;
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  isTransferable: boolean;
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  skill: Skill;
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  minSkillPoints: number;
@@ -125,3 +174,19 @@ export declare const noAttire: {
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  reserved1: number;
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  queueId: number;
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  };
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+ export type PendingOutput = {
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+ consumed: Equipment[];
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+ produced: Equipment[];
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+ producedPastRandomRewards: Equipment[];
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+ producedXPRewards: Equipment[];
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+ died: boolean;
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+ };
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+ export type PendingFlags = {
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+ includeLoot: boolean;
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+ includePastRandomRewards: boolean;
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+ includeXPRewards: boolean;
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+ };
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+ export type XPThresholdReward = {
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+ xpThreshold: number;
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+ equipments: Equipment[];
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+ };
@@ -1,6 +1,6 @@
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  "use strict";
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  Object.defineProperty(exports, "__esModule", { value: true });
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- exports.noAttire = exports.defaultInputItem = exports.emptyStats = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
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+ exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.CombatStyle = exports.ActionQueueStatus = 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";
@@ -49,7 +49,23 @@ var EquipPosition;
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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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- exports.emptyStats = {
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+ var ActionQueueStatus;
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+ (function (ActionQueueStatus) {
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+ ActionQueueStatus[ActionQueueStatus["NONE"] = 0] = "NONE";
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+ ActionQueueStatus[ActionQueueStatus["APPEND"] = 1] = "APPEND";
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+ ActionQueueStatus[ActionQueueStatus["KEEP_LAST_IN_PROGRESS"] = 2] = "KEEP_LAST_IN_PROGRESS";
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+ })(ActionQueueStatus = exports.ActionQueueStatus || (exports.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["MELEE"] = 1] = "MELEE";
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+ CombatStyle[CombatStyle["RANGE"] = 2] = "RANGE";
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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 = exports.CombatStyle || (exports.CombatStyle = {}));
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+ exports.emptyCombatStats = {
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  melee: 0,
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  magic: 0,
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  range: 0,
@@ -58,9 +74,13 @@ exports.emptyStats = {
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  rangeDefence: 0,
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  health: 0,
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  };
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+ exports.emptyNonCombatStats = {
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+ skill: Skill.NONE,
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+ diff: 0,
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+ };
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  exports.defaultInputItem = {
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- combatStats: exports.emptyStats,
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- nonCombatStats: [],
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+ combatStats: exports.emptyCombatStats,
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+ nonCombatStats: exports.emptyNonCombatStats,
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  isTransferable: true,
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  skill: Skill.NONE,
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  minSkillPoints: 0,
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": "0.1.3",
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+ "version": "0.1.4",
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  "description": "Types and constants for Estfor",
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  "repository": {
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  "type": "git",
@@ -22,7 +22,7 @@
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  ],
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  "scripts": {
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  "build": "run-script-os",
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- "build:windows": "rd /s/q dist && tsc",
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+ "build:windows": "(IF exist dist rd /s/q dist) && tsc",
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  "build:default": "rm -rf ./dist/* && tsc",
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  "prepare": "yarn build",
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  "version": "git add -A src",