schema: describe json schemas in typescript
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schema/schema.ts
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420
schema/schema.ts
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/**
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* TypeScript schema for JSON files generated by horsegen.
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*/
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/**
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* Character definitions.
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*/
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export interface Character {
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/**
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* Character ID.
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*/
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chara_id: number;
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/**
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* Regional name of the character.
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* E.g., Special Week for Global, or スペシャルウィーク for JP.
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*/
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name: string;
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}
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/**
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* Precomputed character pair and trio affinity.
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*/
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export interface Affinity {
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/**
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* First character in the relation.
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*/
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chara_a: number;
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/**
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* Second character in the relation.
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* chara_a < chara_b is an invariant.
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*/
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chara_b: number;
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/**
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* Third character in the relation, if it is a trio relation.
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* If defined, chara_b < chara_c is an invariant.
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*/
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chara_c?: number;
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/**
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* Total base compatibility between characters in the relation.
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*/
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affinity: number;
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}
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/**
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* Uma or character card definitions.
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*/
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export interface Uma {
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/**
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* Uma ID.
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*/
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chara_card_id: number;
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/**
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* Character ID that the Uma is a variant of.
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*/
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chara_id: number;
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/**
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* Regional name of the Uma, comprised of the variant name and the character name.
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* E.g. "[Special Dreamer] Special Week".
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*/
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name: string;
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/**
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* Regional variant name.
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* E.g. "[Special Dreamer]".
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*/
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variant: string;
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sprint: AptitudeLevel;
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mile: AptitudeLevel;
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medium: AptitudeLevel;
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long: AptitudeLevel;
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front: AptitudeLevel;
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pace: AptitudeLevel;
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late: AptitudeLevel;
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end: AptitudeLevel;
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turf: AptitudeLevel;
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dirt: AptitudeLevel;
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/**
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* ID of the Uma's unique skill.
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*/
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unique: number;
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/**
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* ID of the Uma's first built-in skill.
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*/
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skill1: number;
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/**
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* ID of the Uma's second built-in skill.
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*/
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skill2: number;
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/**
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* ID of the Uma's third built-in skill.
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*/
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skill3: number;
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/**
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* ID of the skill unlocked at potential level 2.
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*/
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skill_pl2: number;
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/**
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* ID of the skill unlocked at potential level 3.
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*/
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skill_pl3: number;
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/**
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* ID of the skill unlocked at potential level 4.
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*/
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skill_pl4: number;
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/**
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* ID of the skill unlocked at potential level 5.
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*/
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skill_pl5: number;
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}
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export type AptitudeLevel = 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7;
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/**
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* Race data.
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*/
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export interface Race {
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/**
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* Race ID.
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*/
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race_id: number;
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/**
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* Regional name of the race.
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*/
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name: string;
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/**
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* Thumbnail asset ID number.
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*/
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thumbnail: number;
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/**
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* Primary race ID.
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* For most races, this is the same as race_id. Some races are alternate
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* versions for certain careers; this holds the ID of the normal version of
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* the race.
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*/
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primary: number;
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}
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/**
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* Race saddle data.
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*/
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export interface Saddle {
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/**
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* Saddle ID.
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*/
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saddle_id: number;
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/**
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* Regional name of the saddle.
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*/
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name: string;
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/**
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* IDs of race wins required to earn the saddle.
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*/
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races: number[];
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/**
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* Saddle type: 0 for multi-race honors, 3 for G1, 2 for G2, 1 for G3.
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*/
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type: 0 | 1 | 2 | 3;
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/**
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* Primary saddle ID.
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* Respective for races.
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*/
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primary: number;
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}
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/**
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* Scenario data.
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*/
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export interface Scenario {
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/**
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* Scenario ID.
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*/
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scenario_id: number;
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/**
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* Regional scenario name, e.g. "TS Climax".
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*/
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name: string;
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/**
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* Regional full title, e.g. "Trackblazer: Start of the Climax".
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*/
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title: string;
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}
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/**
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* Skill data.
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*/
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export interface Skill {
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/**
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* Skill ID.
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*/
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skill_id: number;
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/**
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* Regional skill name.
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*/
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name: string;
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/**
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* Regional skil description.
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*/
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description: string;
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/**
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* Skill group ID.
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*/
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group: number;
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/**
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* Skill rarity. 3-5 are uniques for various star levels.
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*/
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rarity: 1 | 2 | 3 | 4 | 5;
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/**
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* Upgrade position within the skill's group.
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* -1 is for negative (purple) skills.
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*/
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group_rate: 1 | 2 | 3 | -1;
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/**
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* Grade value, or the amount of rating gained for having the skill with
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* appropriate aptitude.
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*/
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grade_value?: number;
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/**
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* Whether the skill requires a wit check.
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*/
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wit_check: boolean;
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/**
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* Conditions and results of skill activation.
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*/
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activations: [Activation] | [Activation, Activation];
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/**
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* Name of the Uma which owns this skill as a unique, if applicable.
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*/
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unique_owner?: string;
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/**
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* SP cost to purchase the skill, if applicable.
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*/
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sp_cost?: number;
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/**
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* Skill icon ID.
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*/
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icon_id: number;
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}
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/**
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* Conditions and results of skill activation.
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*/
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export interface Activation {
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/**
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* Precondition which must be satisfied before the condition is checked.
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*/
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precondition?: string;
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/**
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* Activation conditions.
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*/
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condition: string;
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/**
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* Skill duration in ten thousandths of a second.
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* Generally undefined for activations which only affect HP.
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*/
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duration?: number;
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/**
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* Special skill duration scaling mode.
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*/
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dur_scale: 1 | 2 | 3 | 4 | 5 | 7;
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/**
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* Skill cooldown in ten thousandths of a second.
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* A value of 5000000 indicates that the cooldown is forever.
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* Generally undefined for passive skills.
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*/
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cooldown?: number;
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/**
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* Results applied when the skill's conditions are met.
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*/
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abilities: [Ability] | [Ability, Ability] | [Ability, Ability, Ability];
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}
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/**
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* Effects applied when a skill activates.
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*/
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export interface Ability {
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/**
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* Race mechanic affected by the ability.
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*/
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type: 1 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 13 | 21 | 27 | 28 | 31 | 35;
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/**
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* Special scaling type of the skill value.
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*/
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value_usage: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 13 | 14 | 19 | 20 | 22 | 23 | 24 | 25;
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/**
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* Amount that the skill modifies the race mechanic in ten thousandths of
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* whatever is the appropriate unit.
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*/
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value: number;
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/**
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* Selector for horses targeted by the ability.
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*/
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target: 1 | 2 | 4 | 7 | 9 | 10 | 11 | 18 | 19 | 20 | 21 | 22 | 23;
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/**
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* Argument value for the ability target, when appropriate.
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*/
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target_value?: number;
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}
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/**
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* Skill groups.
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* Skills in a skill group replace each other when purchased.
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*
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* As a special case, horsegen lists both unique skills and their inherited
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* versions in the skill groups for both.
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*/
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export interface SkillGroup {
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/**
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* Skill group ID.
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*/
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skill_group: number;
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/**
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* Base skill in the skill group, if any.
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* Either a common (white) skill or an Uma's own unique.
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*
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* Some skill groups, e.g. for G1 Averseness, have no base skill.
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*/
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skill1?: number;
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/**
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* First upgraded version of a skill, if any.
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* A rare (gold) skill, double circle skill, or an inherited unique skill.
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*/
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skill2?: number;
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/**
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* Highest upgraded version of a skill, if any.
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* Gold version of a skill with a double circle version.
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*/
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skill3?: number;
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/**
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* Negative (purple) version of a skill, if any.
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*/
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skill_bad?: number;
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}
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/**
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* Sparks, or succession factors.
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*/
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export interface Spark {
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/**
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* Spark ID.
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*/
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spark_id: number;
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/**
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* Regional spark name.
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*/
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name: string;
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/**
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* Regional spark description.
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*/
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description: string;
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/**
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* Spark group.
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* Different star levels of a given spark are different spark IDs but
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* share a spark group.
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*/
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spark_group: number;
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/**
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* Spark rarity, or star level.
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*/
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rarity: 1 | 2 | 3;
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/**
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* Spark type.
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* Roughly the spark color, with extra subdivisions for white sparks.
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*/
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type: 1 | 2 | 5 | 4 | 6 | 7 | 10 | 8 | 11 | 9 | 3;
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/**
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* Possible effects applied by the spark during inspiration.
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* A random element is selected from this list according to unknown
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* distributions, then all effects in that selection are applied.
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*/
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effects: SparkEffect[][];
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}
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/**
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* Effects that a spark can apply.
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*/
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export interface SparkEffect {
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target: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 11 | 12 | 21 | 22 | 23 | 24 | 31 | 32 | 33 | 34 | 41 | 51 | 61 | 62 | 63 | 64 | 65;
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value1?: number;
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value2: number;
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}
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/**
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* Lobby conversation data.
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*/
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export interface Conversation {
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/**
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* Character who owns the conversation as a gallery entry.
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*/
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chara_id: number;
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/**
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* Number of the conversation within the character's conversation gallery.
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*/
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number: number;
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/**
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* Location ID of the conversation.
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*/
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location: 110 | 120 | 130 | 210 | 220 | 310 | 410 | 420 | 430 | 510 | 520 | 530;
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/**
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* English name of the location, for convenience.
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*/
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location_name: string;
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/**
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* First character in the conversation.
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* Not necessarily equal to chara_id.
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*/
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chara_1: number;
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/**
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* Second character, if present.
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*/
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chara_2?: number;
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/**
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* Third character, if present.
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*/
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chara_3?: number;
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/**
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* Some unknown number in the game's local database.
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*/
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condition_type: 0 | 1 | 2 | 3 | 4;
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}
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