@rbxts/types 1.0.621 → 1.0.622
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/include/generated/None.d.ts +13 -10
- package/include/roblox.d.ts +49 -39
- package/package.json +1 -1
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@@ -21069,26 +21069,29 @@ interface MarketplaceService extends Instance {
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* * [Monetization Guides](https://developer.roblox.com/learn-roblox/monetization), learning materials related to monetizing your game
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* Tags: Yields
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*/
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GetProductInfo(this: MarketplaceService, id: number): AssetProductInfo;
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GetProductInfo(this: MarketplaceService, id: number, infoType: CastsToEnum<Enum.InfoType.Asset>): AssetProductInfo;
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GetProductInfo(this: MarketplaceService, id: number, infoType: CastsToEnum<Enum.InfoType.Bundle>): BundleInfo;
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GetProductInfo(
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this: MarketplaceService,
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-
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infoType: CastsToEnum<Enum.InfoType.
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):
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id: number,
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infoType: CastsToEnum<Enum.InfoType.GamePass>,
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): GamePassProductInfo;
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GetProductInfo(
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this: MarketplaceService,
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-
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id: number,
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infoType: CastsToEnum<Enum.InfoType.Product>,
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): DeveloperProductInfo;
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GetProductInfo(
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this: MarketplaceService,
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-
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infoType: CastsToEnum<Enum.InfoType.
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):
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id: number,
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infoType: CastsToEnum<Enum.InfoType.Subscription>,
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): SubscriptionProductInfo;
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GetProductInfo(
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this: MarketplaceService,
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-
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infoType
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): AssetProductInfo | DeveloperProductInfo;
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id: number,
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infoType?: CastsToEnum<Enum.InfoType>,
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): AssetProductInfo | BundleInfo | GamePassProductInfo | DeveloperProductInfo | SubscriptionProductInfo;
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/**
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* Tags: Yields
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*/
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package/include/roblox.d.ts
CHANGED
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@@ -148,37 +148,71 @@ interface ReceiptInfo {
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interface ProductInfo {
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/** The name shown on the asset's page */
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Name: string;
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/** The description as shown on the asset's page
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* May be `undefined` if the description is empty.
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*/
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/** The description as shown on the asset's page; May be `undefined` if the description is empty. */
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Description: string | undefined;
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/** The cost of purchasing the asset using Robux */
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PriceInRobux: number;
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PriceInRobux: number | undefined;
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/** Timestamp of when the asset was created, e.g. `2018-08-01T17:55:11.98Z` */
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Created: string;
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/** Timestamp of when the asset was last updated by its creator, e.g. `2018-08-01T17:55:11.98Z` */
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Updated: string;
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/**
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/** The
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IsPublicDomain: boolean;
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/** Describes whether the asset is a User Product, Developer Product, or Game Pass */
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ProductType: "User Product" | "Developer Product" | "Game Pass";
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/** Describes whether the asset is purchasable */
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IsForSale: boolean;
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/** The number of items the asset has been sold */
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Sales: number | undefined;
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ProductId: number;
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/** A table of information describing the creator of the asset */
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Creator: {
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/** Either `User` or `Group` */
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CreatorType: "User" | "Group";
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CreatorType: "User" | "Group" | undefined;
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/** The ID of the creator user or group */
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CreatorTargetId: number;
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/** The name/username of the creator */
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Name: string;
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Name: string | undefined;
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};
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IconImageAssetId: number;
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TargetId: number;
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}
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interface AssetProductInfo extends ProductInfo {
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/** Describes whether the asset is a User Product, Developer Product, or Game Pass */
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ProductType: "User Product";
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/** If InfoType was Asset, this is the ID of the given asset. */
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AssetId: number;
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/** The [type of asset](https://developer.roblox.com/articles/Asset-types) (e.g. place, model, shirt). In TypeScript, you should compare this value to a member of the `AssetTypeId` const enum. */
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AssetTypeId: AssetTypeId;
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/** Describes whether the asset is marked as "new" in the catalog */
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IsNew: boolean;
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/** Describes whether the asset is a "limited item" that is no longer (if ever) sold */
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IsLimited: boolean;
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/** Describes whether the asset is a "limited unique" ("Limited U") item that only has a fixed number sold */
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IsLimitedUnique: boolean;
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/** Describes whether the asset can be taken for free */
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IsPublicDomain: boolean;
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/** The remaining number of items a limited unique item may be sold */
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Remaining: number | undefined;
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/** Indicates whether the item is marked as 13+ in catalog */
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ContentRatingTypeId: number;
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/** The minimum Builder's Club subscription necessary to purchase the item */
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MinimumMembershipLevel: number;
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}
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interface DeveloperProductInfo extends ProductInfo {
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/** Describes whether the asset is a User Product, Developer Product, or Game Pass */
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ProductType: "Developer Product";
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IconImageAssetId: number;
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}
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interface GamePassProductInfo extends ProductInfo {
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/** Describes whether the asset is a User Product, Developer Product, or Game Pass */
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ProductType: "Game Pass";
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IconImageAssetId: number;
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}
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interface SubscriptionProductInfo extends ProductInfo {
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/** Describes whether the asset is a User Product, Developer Product, or Game Pass */
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ProductType: "Subscription";
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}
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interface BadgeInfo {
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/** The name of the badge. */
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Name: string;
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@@ -287,30 +321,6 @@ declare const enum AssetTypeId {
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EyeAccessory = 58,
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}
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interface AssetProductInfo extends ProductInfo {
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/** If InfoType was Asset, this is the ID of the given asset. */
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AssetId: number;
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/** The [type of asset](https://developer.roblox.com/articles/Asset-types) (e.g. place, model, shirt). In TypeScript, you should compare this value to a member of the `AssetTypeId` const enum. */
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AssetTypeId: AssetTypeId;
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/** Describes whether the asset is purchasable */
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IsForSale: boolean;
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/** Describes whether the asset is a "limited item" that is no longer (if ever) sold */
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IsLimited: boolean;
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/** Describes whether the asset is a "limited unique" ("Limited U") item that only has a fixed number sold */
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IsLimitedUnique: boolean;
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/** Describes whether the asset is marked as "new" in the catalog */
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IsNew: boolean;
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/** The remaining number of items a limited unique item may be sold */
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Remaining: number;
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/** The number of items the asset has been sold */
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Sales: number;
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}
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interface DeveloperProductInfo extends ProductInfo {
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/** If the InfoType was Product, this is the product's ID */
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ProductId: number;
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}
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interface AgentParameters {
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/** Humanoid radius. Used to determine the minimum separation from obstacles. */
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AgentRadius?: number;
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