export default class EsperGenCharacter {
    name?: string;
    level?: string;
    class?: string;
    playerName?: string;
    race?: string;
    background?: string;
    xp?: string;
    nextXp?: string;
    campaign?: string;
    corpsSerialNumber?: string;
    gender?: string;
    size?: string;
    age?: string;
    height?: string;
    weight?: string;
    eyes?: string;
    skin?: string;
    hair?: string;
    alignment?: string;
    str?: string;
    dex?: string;
    con?: string;
    int?: string;
    wis?: string;
    cha?: string;
    inspiration?: string;
    proficiencyBonus?: string;
    strSave?: string;
    dexSave?: string;
    conSave?: string;
    intSave?: string;
    wisSave?: string;
    chaSave?: string;
    skillAcrobatics?: string;
    skillAcrobaticsChecked?: boolean;
    skillAstrophysics?: string;
    skillAstrophysicsChecked?: boolean;
    skillAthletics?: string;
    skillAthleticsChecked?: boolean;
    skillComputers?: string;
    skillComputersChecked?: boolean;
    skillDeception?: string;
    skillDeceptionChecked?: boolean;
    skillInsight?: string;
    skillInsightChecked?: boolean;
    skillIntimidation?: string;
    skillIntimidationChecked?: boolean;
    skillInvestigation?: string;
    skillInvestigationChecked?: boolean;
    skillLore?: string;
    skillLoreChecked?: boolean;
    skillMechanics?: string;
    skillMechanicsChecked?: boolean;
    skillMedicine?: string;
    skillMedicineChecked?: boolean;
    skillPerception?: string;
    skillPerceptionChecked?: boolean;
    skillPerformance?: string;
    skillPerformanceChecked?: boolean;
    skillPersuasion?: string;
    skillPersuasionChecked?: boolean;
    skillSlightOfHand?: string;
    skillSlightOfHandChecked?: boolean;
    skillStealth?: string;
    skillStealthChecked?: boolean;
    skillSurvival?: string;
    skillSurvivalChecked?: boolean;
    skillXenobiology?: string;
    skillXenobiologyChecked?: boolean;
    passivePerception?: string;
    senses?: string;
    burstDc?: string;
    burstSave?: string;
    abilitySave1Mod?: string;
    abilitySave1Dc?: string;
    abilitySave2Mod?: string;
    abilitySave2Dc?: string;
    savingThrowAdvs?: string;
    specialFeatures?: any;
    init?: string;
    initDex?: string;
    initMisc?: string;
    speed?: string;
    encumbered?: string;
    ac?: string;
    acBonus?: string;
    acBonusText?: string;
    acShieldBonus?: string;
    acShieldBonusText?: string;
    acDexMod?: string;
    acMediumArmour?: string;
    acHeavyArmour?: string;
    acStealthDisAdv?: string;
    acPowerModifier?: string;
    acPowerModifierText?: string;
    acItemModifier?: string;
    acItemModifierText?: string;
    acMiscBonus?: string;
    acMiscBonusText?: string;
    maxHp?: string;
    wounds?: string;
    tempHp?: string;
    resistances?: string;
    hitDice1Lvl?: string;
    hitDice1Type?: string;
    hitDice1Con?: string;
    hitDice1Used?: string;
    hitDice2Lvl?: string;
    hitDice2Type?: string;
    hitDice2Con?: string;
    hitDice2Used?: string;
    hitDice3Lvl?: string;
    hitDice3Type?: string;
    hitDice3Con?: string;
    hitDice3Used?: string;
    deathsaveSuccesses?: number;
    deathsaveFailures?: number;
    attacks?: any[];
    attacksPerAction?: string;
    actions?: string;
    bonusActions?: string;
    reactions?: string;
    racialFeatures?: string;
    classFeatures?: string;
    backgroundFeature?: string;
    personalityTraits?: string;
    ideals?: string;
    bonds?: string;
    flaws?: string;
    feat1?: string;
    feat2?: string;
    feat3?: string;
    feat4?: string;
    profArmourLight?: boolean;
    profArmourMedium?: boolean;
    profArmourHeavy?: boolean;
    profArmourShield?: boolean;
    profWeaponSimple?: boolean;
    profWeaponMartial?: boolean;
    profWeaponOther?: boolean;
    profWeaponOtherText?: string;
    language1?: string;
    language2?: string;
    language3?: string;
    language4?: string;
    language5?: string;
    language6?: string;
    tool1?: string;
    tool2?: string;
    tool3?: string;
    tool4?: string;
    tool5?: string;
    tool6?: string;
    cu?: string;
    lifestyle?: string;
    dailyExpenses?: string;
    gear1?: any;
    gear2?: any;
    otherValuables?: any;
    vehicles?: any;
    totalWeight?: string;
    heavyEncumbered?: string;
    pushLift?: string;
    forgingAbility?: string;
    esperAttackModifier?: string;
    esperPowerDc?: string;
    maxTp?: string;
    remainingTp?: string;
    techniquesPrepared?: string;
    techniqueSlots?: any;
    techniqueSlotsUsed?: any;
    primeTalents?: any[];
    lvl1TalentSlotsTotal?: string;
    lvl1TalentSlotsUsed?: number;
    lvl1Talents?: any[];
    lvl2TalentSlotsTotal?: string;
    lvl2TalentSlotsUsed?: number;
    lvl2Talents?: any[];
    lvl3TalentSlotsTotal?: string;
    lvl3TalentSlotsUsed?: number;
    lvl3Talents?: any[];
    lvl4TalentSlotsTotal?: string;
    lvl4TalentSlotsUsed?: number;
    lvl4Talents?: any[];
    lvl5TalentSlotsTotal?: string;
    lvl5TalentSlotsUsed?: number;
    lvl5Talents?: any[];
    lvl6TalentSlotsTotal?: string;
    lvl6TalentSlotsUsed?: number;
    lvl6Talents?: any[];
    lvl7TalentSlotsTotal?: string;
    lvl7TalentSlotsUsed?: number;
    lvl7Talents?: any[];
    lvl8TalentSlotsTotal?: string;
    lvl8TalentSlotsUsed?: number;
    lvl8Talents?: any[];
    lvl9TalentSlotsTotal?: string;
    lvl9TalentSlotsUsed?: number;
    lvl9Talents?: any[];
}
