@paintswap/estfor-definitions 0.2.23 → 0.2.24

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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": "0.2.23",
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+ "version": "0.2.24",
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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
@@ -148,7 +148,7 @@ export class ActionInput {
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  }
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  // Contains everything you need to create an item
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- export class InputItem {
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+ export class ItemInput {
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  combatStats: CombatStats = new CombatStats()
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  tokenId: u16 = 0
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  equipPosition: EquipPosition = EquipPosition.NONE
@@ -668,7 +668,7 @@ export enum Promotion {
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  }
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  export const emptyCombatStats = new CombatStats()
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- export const defaultInputItem = new InputItem()
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+ export const defaultItemInput = new ItemInput()
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  export const defaultActionChoice = new ActionChoiceInput()
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  export const defaultActionInfo = new ActionInfo()
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  export const noAttire = new Attire()
package/types.d.ts CHANGED
@@ -134,7 +134,7 @@ export declare class ActionInput {
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  randomRewards: RandomReward[];
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  combatStats: CombatStats;
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  }
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- export declare class InputItem {
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+ export declare class ItemInput {
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  combatStats: CombatStats;
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  tokenId: u16;
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  equipPosition: EquipPosition;
@@ -585,7 +585,7 @@ export declare enum Promotion {
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  STARTER = 1
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  }
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  export declare const emptyCombatStats: CombatStats;
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- export declare const defaultInputItem: InputItem;
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+ export declare const defaultItemInput: ItemInput;
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  export declare const defaultActionChoice: ActionChoiceInput;
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  export declare const defaultActionInfo: ActionInfo;
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  export declare const noAttire: Attire;
package/types.js CHANGED
@@ -1,7 +1,7 @@
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  "use strict";
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  Object.defineProperty(exports, "__esModule", { value: true });
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- exports.ClanRank = exports.ClanInvite = exports.ClanMember = exports.Clan = exports.ClanTier = exports.PlayerQuest = exports.PlayerQuestOutput = exports.Quest = exports.PlayerDayData = exports.RandomWords = exports.Action = exports.ActionChoice = exports.ActionChoiceInput = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.LastFullEquipment = exports.Activity = exports.ActivityUndertaker = exports.Direction = exports.ActivityType = exports.GlobalClanStats = exports.GlobalUserStats = exports.GlobalPlayerStats = exports.User = exports.Player = exports.XPThresholdReward = exports.XPThresholdRewardInput = exports.PendingQueuedActionState = exports.QuestState = exports.PendingQueuedActionProcessed = exports.PendingQueuedActionMetadata = exports.PendingQueuedActionEquipmentState = exports.PastRandomRewardInfo = exports.CombatStats = exports.InputItem = exports.ActionInput = exports.RandomReward = exports.GuaranteedReward = exports.ActionInfo = exports.QueuedActionInput = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.WorldLocation = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
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- exports.noAttire = exports.defaultActionInfo = exports.defaultActionChoice = exports.defaultInputItem = exports.emptyCombatStats = exports.Promotion = exports.Referrer = exports.CoreData = void 0;
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+ exports.ClanRank = exports.ClanInvite = exports.ClanMember = exports.Clan = exports.ClanTier = exports.PlayerQuest = exports.PlayerQuestOutput = exports.Quest = exports.PlayerDayData = exports.RandomWords = exports.Action = exports.ActionChoice = exports.ActionChoiceInput = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.LastFullEquipment = exports.Activity = exports.ActivityUndertaker = exports.Direction = exports.ActivityType = exports.GlobalClanStats = exports.GlobalUserStats = exports.GlobalPlayerStats = exports.User = exports.Player = exports.XPThresholdReward = exports.XPThresholdRewardInput = exports.PendingQueuedActionState = exports.QuestState = exports.PendingQueuedActionProcessed = exports.PendingQueuedActionMetadata = exports.PendingQueuedActionEquipmentState = exports.PastRandomRewardInfo = exports.CombatStats = exports.ItemInput = exports.ActionInput = exports.RandomReward = exports.GuaranteedReward = exports.ActionInfo = exports.QueuedActionInput = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.WorldLocation = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
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+ exports.noAttire = exports.defaultActionInfo = exports.defaultActionChoice = exports.defaultItemInput = exports.emptyCombatStats = exports.Promotion = exports.Referrer = exports.CoreData = void 0;
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  var BoostType;
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  (function (BoostType) {
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  BoostType[BoostType["NONE"] = 0] = "NONE";
@@ -152,7 +152,7 @@ class ActionInput {
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  }
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  exports.ActionInput = ActionInput;
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  // Contains everything you need to create an item
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- class InputItem {
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+ class ItemInput {
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  combatStats = new CombatStats();
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  tokenId = 0;
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  equipPosition = EquipPosition.NONE;
@@ -173,7 +173,7 @@ class InputItem {
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  // name of the item
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  name = '';
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  }
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- exports.InputItem = InputItem;
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+ exports.ItemInput = ItemInput;
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  class CombatStats {
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  melee = 0;
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  magic = 0;
@@ -658,7 +658,7 @@ var Promotion;
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  Promotion[Promotion["STARTER"] = 1] = "STARTER";
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  })(Promotion = exports.Promotion || (exports.Promotion = {}));
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  exports.emptyCombatStats = new CombatStats();
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- exports.defaultInputItem = new InputItem();
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+ exports.defaultItemInput = new ItemInput();
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  exports.defaultActionChoice = new ActionChoiceInput();
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  exports.defaultActionInfo = new ActionInfo();
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  exports.noAttire = new Attire();