zenno: support card type definitions
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/**
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* Support card definitions.
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*/
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export interface SupportCard {
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/**
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* Support card ID.
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*/
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id: number;
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/**
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* Support card name including variant, e.g.
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* `[The Brightest Star in Japan!] Special Week`.
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*/
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name: string;
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/**
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* ID of the card's representative character.
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*/
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chara_id: number;
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/**
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* Name of the card's character.
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* May differ from the name of the `chara_id` character.
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*/
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chara_name: string;
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/**
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* Support card rarity.
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*/
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rarity: Rarity;
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/**
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* Support card specialty.
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*/
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specialty: Specialty;
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/**
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* Blanket support card type.
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*/
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type: Type;
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/**
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* Support card effects per five level increment.
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*/
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effects: [
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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Effect[],
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];
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/**
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* Unique effect, for cards that have them.
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*/
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unique_effect?: UniqueEffect;
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/**
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* Hints that the card can yield.
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*/
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hints: Hint[];
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/**
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* Number of recreation events available with the card,
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* not including recreation with the individual characters in a group.
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*/
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outings?: number;
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}
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/**
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* Support card rarity levels.
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*/
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export enum Rarity {
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R = 1,
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SR = 2,
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SSR = 3,
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}
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/**
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* Support card specialty attribute.
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*/
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export enum Specialty {
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None = 0, // for pals and groups
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Speed = 101,
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Power = 102,
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Guts = 103,
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Stamina = 105,
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Wit = 106,
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}
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/**
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* Support card types.
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*/
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export enum Type {
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Normal = 1,
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Pal = 2,
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Group = 3,
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}
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/**
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* Support card basic effects.
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*/
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export interface Effect {
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/**
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* Type of the effect.
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*/
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type: EffectType;
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/**
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* When positive, the amount of the effect.
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* When -1, interpolate between the previous and next nonnegative values.
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*/
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value: number;
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}
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/**
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* Support card unique effects.
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*/
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export interface UniqueEffect {
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/**
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* Name of the unique effect.
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*/
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name: string;
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/**
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* In-game description of the effect.
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*/
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description: string;
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/**
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* Card level at which the unique effect unlocks.
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*/
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card_level: number;
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/**
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* First type of the effect.
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*/
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type: EffectType;
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/**
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* Values parameterizing the first type.
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*/
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args: number[];
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/**
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* Second type of the effect, if applicable.
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*/
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type2?: EffectType;
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/**
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* Values parameterizing the second type.
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*/
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args2?: number[];
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/**
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* Mystery parameter that one day we might figure out.
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*/
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idle_mode_sub_rate: number;
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}
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/**
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* Basic and unique effect types.
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*/
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export enum EffectType {
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FriendshipBonus = 1,
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MoodEffect = 2,
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SpeedBonus = 3,
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StaminaBonus = 4,
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PowerBonus = 5,
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GutsBonus = 6,
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WitBonus = 7,
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TrainingEffectiveness = 8,
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InitialSpeed = 9,
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InitialStamina = 10,
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InitialPower = 11,
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InitialGuts = 12,
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InitialWit = 13,
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InitialFriendship = 14,
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RaceBonus = 15,
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FanBonus = 16,
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HintLevels = 17,
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HintFrequency = 18,
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SpecialtyPriority = 19,
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MaxSpeed = 20,
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MaxStamina = 21,
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MaxPower = 22,
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MaxGuts = 23,
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MaxWit = 24,
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EventRecovery = 25,
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EventEffectiveness = 26,
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FailureProtection = 27,
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EnergyCostReduction = 28,
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MinigameEffectiveness = 29,
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SkillPointBonus = 30,
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WitFriendshipRecovery = 31,
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UniqueFriendshipThreshold = 101,
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UniqueOffSpecialty = 102,
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UniqueColorThresholdTrainingEffectiveness = 103,
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UniqueFanScalingTrainingEffectiveness = 104,
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UniqueColorInitialStats = 105,
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UniqueRainbowStack = 106,
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UniqueLowEnergyScaling = 107,
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UniqueMaxEnergyScaling = 108,
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UniqueTotalFriendship = 109,
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UniqueCardCount = 110,
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UniqueFacilityLevel = 111,
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UniqueDisableFailure = 112,
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UniqueFriendshipTrainingAdditionalEffect = 113,
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}
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/**
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* Hint event bonuses.
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*/
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export interface Hint {
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skill_id?: number;
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speed?: number;
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stamina?: number;
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power?: number;
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guts?: number;
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wit?: number;
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sp?: number;
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}
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