API/Detalles de objetos
De GuildWiki2.es
< API
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 } ] }
- Inglés: API/item_details.