import { z } from 'zod';
/**
 * /v2/characters/:id/equipmenttabs definition
 */
export declare const CharacterEquipmentTabDTO: z.ZodObject<{
    /** Equipment tab id. */
    tab: z.ZodNumber;
    /** Equipment tab name. */
    name: z.ZodString;
    /** Whether the equipment tab is active. */
    is_active: z.ZodBoolean;
    /** Array of equipment objects in the equipment tab. */
    equipment: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{
        id: z.ZodNumber;
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        skin: z.ZodOptional<z.ZodNumber>;
        stats: z.ZodOptional<z.ZodObject<{
            id: z.ZodNumber;
            attributes: z.ZodObject<{
                Power: z.ZodOptional<z.ZodNumber>;
                Precision: z.ZodOptional<z.ZodNumber>;
                CritDamage: z.ZodOptional<z.ZodNumber>;
                Toughness: z.ZodOptional<z.ZodNumber>;
                Vitality: z.ZodOptional<z.ZodNumber>;
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                Healing: z.ZodOptional<z.ZodNumber>;
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        charges: z.ZodOptional<z.ZodNumber>;
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>, z.ZodObject<{
        binding: z.ZodLiteral<"Account">;
        id: z.ZodNumber;
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        skin: z.ZodOptional<z.ZodNumber>;
        stats: z.ZodOptional<z.ZodObject<{
            id: z.ZodNumber;
            attributes: z.ZodObject<{
                Power: z.ZodOptional<z.ZodNumber>;
                Precision: z.ZodOptional<z.ZodNumber>;
                CritDamage: z.ZodOptional<z.ZodNumber>;
                Toughness: z.ZodOptional<z.ZodNumber>;
                Vitality: z.ZodOptional<z.ZodNumber>;
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                Healing: z.ZodOptional<z.ZodNumber>;
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        charges: z.ZodOptional<z.ZodNumber>;
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>, z.ZodObject<{
        binding: z.ZodLiteral<"Character">;
        bound_to: z.ZodString;
        id: z.ZodNumber;
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        skin: z.ZodOptional<z.ZodNumber>;
        stats: z.ZodOptional<z.ZodObject<{
            id: z.ZodNumber;
            attributes: z.ZodObject<{
                Power: z.ZodOptional<z.ZodNumber>;
                Precision: z.ZodOptional<z.ZodNumber>;
                CritDamage: z.ZodOptional<z.ZodNumber>;
                Toughness: z.ZodOptional<z.ZodNumber>;
                Vitality: z.ZodOptional<z.ZodNumber>;
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                Healing: z.ZodOptional<z.ZodNumber>;
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        charges: z.ZodOptional<z.ZodNumber>;
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>]>>;
    /** PvP equipment in the equipment tab */
    equipment_pvp: z.ZodObject<{
        /** Amulet id. Can be resolved against /v2/pvp/amulets. */
        amulet: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>;
        /** Rune id. Can be resolved against /v2/items. */
        rune: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>;
        /**
         * Sigil ids. Can be resolved against /v2/items.
         * Provided in the following order:
         * - Primary Weapon
         * - Primary Off-hand Weapon
         * - Secondary Weapon
         * - Secondary Off-hand Weapon
         */
        sigils: z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>;
    }, z.core.$strict>;
}, z.core.$strict>;
export declare const CharacterEquipmentTabsDTO: z.ZodArray<z.ZodObject<{
    /** Equipment tab id. */
    tab: z.ZodNumber;
    /** Equipment tab name. */
    name: z.ZodString;
    /** Whether the equipment tab is active. */
    is_active: z.ZodBoolean;
    /** Array of equipment objects in the equipment tab. */
    equipment: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{
        id: z.ZodNumber;
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        skin: z.ZodOptional<z.ZodNumber>;
        stats: z.ZodOptional<z.ZodObject<{
            id: z.ZodNumber;
            attributes: z.ZodObject<{
                Power: z.ZodOptional<z.ZodNumber>;
                Precision: z.ZodOptional<z.ZodNumber>;
                CritDamage: z.ZodOptional<z.ZodNumber>;
                Toughness: z.ZodOptional<z.ZodNumber>;
                Vitality: z.ZodOptional<z.ZodNumber>;
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                Healing: z.ZodOptional<z.ZodNumber>;
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        charges: z.ZodOptional<z.ZodNumber>;
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>, z.ZodObject<{
        binding: z.ZodLiteral<"Account">;
        id: z.ZodNumber;
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        skin: z.ZodOptional<z.ZodNumber>;
        stats: z.ZodOptional<z.ZodObject<{
            id: z.ZodNumber;
            attributes: z.ZodObject<{
                Power: z.ZodOptional<z.ZodNumber>;
                Precision: z.ZodOptional<z.ZodNumber>;
                CritDamage: z.ZodOptional<z.ZodNumber>;
                Toughness: z.ZodOptional<z.ZodNumber>;
                Vitality: z.ZodOptional<z.ZodNumber>;
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                Healing: z.ZodOptional<z.ZodNumber>;
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        charges: z.ZodOptional<z.ZodNumber>;
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>, z.ZodObject<{
        binding: z.ZodLiteral<"Character">;
        bound_to: z.ZodString;
        id: z.ZodNumber;
        slot: z.ZodOptional<z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Backpack: "Backpack";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
            Accessory1: "Accessory1";
            Accessory2: "Accessory2";
            Ring1: "Ring1";
            Ring2: "Ring2";
            Amulet: "Amulet";
            Relic: "Relic";
            WeaponAquaticA: "WeaponAquaticA";
            WeaponAquaticB: "WeaponAquaticB";
            WeaponA1: "WeaponA1";
            WeaponA2: "WeaponA2";
            WeaponB1: "WeaponB1";
            WeaponB2: "WeaponB2";
            Sickle: "Sickle";
            Axe: "Axe";
            Pick: "Pick";
            PowerCore: "PowerCore";
            FishingLure: "FishingLure";
            FishingBait: "FishingBait";
            FishingRod: "FishingRod";
            SensoryArray: "SensoryArray";
            ServiceChip: "ServiceChip";
        }>>;
        infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        skin: z.ZodOptional<z.ZodNumber>;
        stats: z.ZodOptional<z.ZodObject<{
            id: z.ZodNumber;
            attributes: z.ZodObject<{
                Power: z.ZodOptional<z.ZodNumber>;
                Precision: z.ZodOptional<z.ZodNumber>;
                CritDamage: z.ZodOptional<z.ZodNumber>;
                Toughness: z.ZodOptional<z.ZodNumber>;
                Vitality: z.ZodOptional<z.ZodNumber>;
                ConditionDamage: z.ZodOptional<z.ZodNumber>;
                ConditionDuration: z.ZodOptional<z.ZodNumber>;
                Healing: z.ZodOptional<z.ZodNumber>;
                BoonDuration: z.ZodOptional<z.ZodNumber>;
            }, z.core.$strict>;
        }, z.core.$strict>>;
        location: z.ZodOptional<z.ZodEnum<{
            Equipped: "Equipped";
            Armory: "Armory";
            EquippedFromLegendaryArmory: "EquippedFromLegendaryArmory";
            LegendaryArmory: "LegendaryArmory";
        }>>;
        tabs: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        charges: z.ZodOptional<z.ZodNumber>;
        dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>>;
    }, z.core.$strict>]>>;
    /** PvP equipment in the equipment tab */
    equipment_pvp: z.ZodObject<{
        /** Amulet id. Can be resolved against /v2/pvp/amulets. */
        amulet: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>;
        /** Rune id. Can be resolved against /v2/items. */
        rune: z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>;
        /**
         * Sigil ids. Can be resolved against /v2/items.
         * Provided in the following order:
         * - Primary Weapon
         * - Primary Off-hand Weapon
         * - Secondary Weapon
         * - Secondary Off-hand Weapon
         */
        sigils: z.ZodArray<z.ZodUnion<readonly [z.ZodNumber, z.ZodNull]>>;
    }, z.core.$strict>;
}, z.core.$strict>>;
