API/Detalles de objetos

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Esta es una lista completa de los elementos conocidos del marco item_details.json.

{
  //
  // Elementos comunes
  //
  "item_id":                // str (implicit int), not null
  "name":                   // str, not null
  "description":            // str
  "type":                   // str, not null - most types have a type-specific element that appears later in the object
    :"Armor"                  // type element: armor
    :"Back"                   // type element: back
    :"Bag"                    // type element: bag
    :"Consumable"             // type element: consumable
    :"Container"              // type element: container
    :"CraftingMaterial"       // type element: crafting_material - always an empty string
    :"Gathering"              // type element: gathering
    :"Gizmo"                  // type element: gizmo
    :"MiniPet"                // no type element
    :"Tool"                   // type element: tool
    :"Trinket"                // type element: trinket
    :"Trophy"                 // type element: trophy - always an empty string
    :"UpgradeComponent"       // type element: upgrade_component
    :"Weapon"                 // type element: weapon
  "level":                  // str (implicit int), not null
  "rarity":                 // str, not null
    :"Junk"
    :"Basic"
    :"Fine"
    :"Masterwork"
    :"Rare"
    :"Exotic"
    :"Ascended"
    :"Legendary"
  "vendor_value":           // str (implicit int), not null
  "game_types":             // array(str), not empty
    [
      "Activity",
      "Dungeon",
      "Pve",
      "Pvp",
      "PvpLobby",
      "Wvw"
    ]
  "flags":                  // array(str)
    [
      "AccountBound",
      "HideSuffix",
      "NoMysticForge",
      "NoSalvage",
      "NoSell",
      "NotUpgradeable",
      "NoUnderwater",
      "SoulBindOnAcquire",
      "SoulBindOnUse",
      "Unique"
    ]
  "restrictions":           // array(str)
    [
      "Asura",
      "Charr",
      "Human",
      "Norn",
      "Sylvari"
      // Un solo elemento tiene un valor ["Guardian", "Warrior"] - que parece ser un sistema basado en profesión que intentaron y abandonaron
    ]
  //
  // type elements
  //
  "armor":                  // obj
    {
      "type":                 // str, not null
        :"Boots"
        :"Coat"
        :"Gloves"
        :"Helm"
        :"HelmAquatic"
        :"Leggings"
        :"Shoulders"
      "weight_class":         // str, not null
        :"Clothing"
        :"Heavy"
        :"Light"
        :"Medium"
      "defense":              // str (implicit int), not null
      "infusion_slots":       // array(obj), SEE BELOW
      "infix_upgrade":        // obj, SEE BELOW
      "suffix_item_id":       // str (implicit int)
    }
  "back":                   // obj
    {
      "infusion_slots":       // array(obj), SEE BELOW
      "infix_upgrade":        // obj, SEE BELOW
      "suffix_item_id":       // str (implicit int)
    }
  "bag":                    // obj
    {
      "no_sell_or_sort":      // str (implicit bool), not null
      "size":                 // str (implicit int), not null
    }
  "consumable":             // obj
    {
      "type":                 // str, not null
        :"AppearanceChange"
        :"Booze"
        :"ContractNpc"
        :"Food"
        :"Generic"
        :"Halloween"
        :"Immediate"
        :"Transmutation"
        :"Unlock"
        :"Utility"

    // Food subtype
      "duration_ms":          // str (implicit_int)
      "description":          // str

    // Unlock subtype
      "unlock_type":          // str
        :"BagSlot"
        :"BankTab"
        :"CraftingRecipe"
        :"Dye"
      "color_id":             // str (implicit int)
      "recipe_id":            // str (implicit int)
    }
  "container":              // obj
    {
      "type":                 // str, not null
        :"Default"
        :"GiftBox"
    }
  "gathering":              // obj
    {
      "type":                 // str, not null
        :"Foraging"
        :"Logging"
        :"Mining"
    }
  "gizmo":                  // obj
    {
      "type":                 // str, not null
        :"Default"
        :"RentableContractNpc"
        :"UnlimitedConsumable"
    }
  "tool":                   // obj
    {
      "type":                 // str, not null
        :"Salvage"
      "charges":                 // str (implicit int), not null
    }
  "trinket":                // obj
    {
      "type":                 // str, not null
        :"Accessory"
        :"Amulet"
        :"Ring"
      "infusion_slots":       // array(obj), SEE BELOW
      "infix_upgrade":        // obj, SEE BELOW
      "suffix_item_id":       // str (implicit int)
    }
  "upgrade_component":      // obj
    {
      "type":                 // str, not null
        :"Default"
        :"Gem"
        :"Rune"
        :"Sigil"
      "flags":                // array, not empty
        [
          // Sólo 4 combinaciones de valores válidos:
          // - all equipment types
          "HeavyArmor","LightArmor","MediumArmor","Trinket","Axe","LongBow","ShortBow","Dagger","Focus","Greatsword","Hammer","Harpoon","Mace","Pistol","Rifle","Scepter","Shield","Speargun","Staff","Sword","Torch","Trident","Warhorn"
          // - weapons only
          "Axe","LongBow","ShortBow","Dagger","Focus","Greatsword","Hammer","Harpoon","Mace","Pistol","Rifle","Scepter","Shield","Speargun","Staff","Sword","Torch","Trident","Warhorn"
          // -armor only
          "HeavyArmor","LightArmor","MediumArmor"
          // -trinkets only
          "Trinket"
        ]
      "infusion_upgrade_flags": // array(str)
        [
          "Defense",
          "Offense",
          "Utility"
        ]
      "bonuses":              // array(str) (Runes only)
        [
          <bonus 1>,            // Minor, Major, Superior runes
          <bonus 2>,            // Minor, Major, Superior runes
          <bonus 3>,            // Major, Superior runes
          <bonus 4>,            // Major, Superior runes
          <bonus 5>,            // Superior runes
          <bonus 6>             // Superior runes
        ]
      "infix_upgrade":        // obj, SEE BELOW
      "suffix":               // str
    }
  "weapon":                 // obj
    {
      "type":                 // str, not null
        :"Axe"
        :"Dagger"
        :"Focus"
        :"Greatsword"
        :"Hammer"
        :"Harpoon"
        :"LargeBundle"
        :"LongBow"
        :"Mace"
        :"Pistol"
        :"Rifle"
        :"Scepter"
        :"Shield"
        :"ShortBow"
        :"Speargun"
        :"Staff"
        :"Sword"
        :"Torch"
        :"Toy"
        :"Trident"
        :"TwoHandedToy"
        :"Warhorn"
      "damage_type":          // str, not null
        :"Fire"
        :"Ice"
        :"Lightning"
        :"Physical"
      "min_power":            // str (implicit int)
      "max_power":            // str (implicit int)
      "defense":              // str (implicit int)
      "infusion_slots":       // array(obj), SEE BELOW
      "infix_upgrade":        // obj, SEE BELOW
      "suffix_item_id":       // str (implicit int)
    }
}

Los siguientes son los elementos que se encuentran dentro de los objetos de tipo específico que se comparten entre todos los tipos de equipos: Armor, Back, Trinket, y armas. infix_upgrade también es utilizado por UpgradeComponent.

//
// Subelementos compartidos
//
      "infusion_slots":       // array(obj)
        [
          {
            "flags":            // array(str), not empty (never has >1 value currently)
              [
                "Defense",
                "Offense",
                "Utility"
              ]
            "item":             // str (always null currently)
          }
        ]
      "infix_upgrade":        // obj
        {
          "buff":               // obj (when empty is currently presented as empty string)
            {
              "skill_id":         // str, not null
              "description":      // str, not null
            }
          "attributes":         // array(obj)
            [
              {
                "attribute":      // str, not null
                  :"ConditionDamage"
                  :"CritDamage"
                  :"Healing"
                  :"Power"
                  :"Precision"
                  :"Toughness"
                  :"Vitality"
                "modifier":       // str, not null
              }
            ]
        }
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