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.