import { z } from 'zod';
/**
 * /v2/characters/:id/inventory definition
 */
export declare const CharacterInventoryDTO: z.ZodObject<{
    /** Array of bags in the character's inventory. */
    bags: z.ZodArray<z.ZodUnion<readonly [z.ZodObject<{
        /** Bag id. Can be resolved against /v2/items. */
        id: z.ZodNumber;
        /** Number of bag slots in this bag. */
        size: z.ZodNumber;
        /** Bag contents structure, or null of there are no items in the bag. */
        inventory: z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodUnion<readonly [z.ZodObject<{
            /** Item id. Can be resolved against /v2/items */
            id: z.ZodNumber;
            /** Amount of the item in the stack. */
            count: z.ZodNumber;
            /** Number of charges of the item */
            charges: z.ZodOptional<z.ZodNumber>;
            /** Infusion ids. Can be resolved against /v2/items. */
            infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Upgrade ids. Can be resolved against /v2/items. */
            upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Indices of the slots where upgrades are installed. */
            upgrade_slot_indices: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Skin id. Can be resolved against /v2/skins. */
            skin: z.ZodOptional<z.ZodNumber>;
            /** Stat information of an item, if it has selectable prefixes. */
            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>>;
            /** Dye ids. Null if not assigned. Can be resolved against /v2/colors */
            dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodNumber]>>>;
        }, z.core.$strict>, z.ZodObject<{
            /** Equipment binding. */
            binding: z.ZodLiteral<"Account">;
            /** Item id. Can be resolved against /v2/items */
            id: z.ZodNumber;
            /** Amount of the item in the stack. */
            count: z.ZodNumber;
            /** Number of charges of the item */
            charges: z.ZodOptional<z.ZodNumber>;
            /** Infusion ids. Can be resolved against /v2/items. */
            infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Upgrade ids. Can be resolved against /v2/items. */
            upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Indices of the slots where upgrades are installed. */
            upgrade_slot_indices: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Skin id. Can be resolved against /v2/skins. */
            skin: z.ZodOptional<z.ZodNumber>;
            /** Stat information of an item, if it has selectable prefixes. */
            stats: z.ZodOptional<z.ZodObject<{
                id: z.ZodNumber;
                attributes: z.ZodObject<{
                    Power: z.ZodOptional<z.ZodNumber>;
                    Precision: z.ZodOptional<z.ZodNumber>;
                    CritDamage: z.ZodOptional<z.ZodNumber>;
                    Toughness: z.ZodOptional<z.ZodNumber>;
                    Vitality: z.ZodOptional<z.ZodNumber>;
                    ConditionDamage: z.ZodOptional<z.ZodNumber>;
                    ConditionDuration: z.ZodOptional<z.ZodNumber>;
                    Healing: z.ZodOptional<z.ZodNumber>;
                    BoonDuration: z.ZodOptional<z.ZodNumber>;
                }, z.core.$strict>;
            }, z.core.$strict>>;
            /** Dye ids. Null if not assigned. Can be resolved against /v2/colors */
            dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodNumber]>>>;
        }, z.core.$strict>, z.ZodObject<{
            /** Equipment binding. */
            binding: z.ZodLiteral<"Character">;
            /** Name of the character to which the item is bound. */
            bound_to: z.ZodString;
            /** Item id. Can be resolved against /v2/items */
            id: z.ZodNumber;
            /** Amount of the item in the stack. */
            count: z.ZodNumber;
            /** Number of charges of the item */
            charges: z.ZodOptional<z.ZodNumber>;
            /** Infusion ids. Can be resolved against /v2/items. */
            infusions: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Upgrade ids. Can be resolved against /v2/items. */
            upgrades: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Indices of the slots where upgrades are installed. */
            upgrade_slot_indices: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
            /** Skin id. Can be resolved against /v2/skins. */
            skin: z.ZodOptional<z.ZodNumber>;
            /** Stat information of an item, if it has selectable prefixes. */
            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>>;
            /** Dye ids. Null if not assigned. Can be resolved against /v2/colors */
            dyes: z.ZodOptional<z.ZodArray<z.ZodUnion<readonly [z.ZodNull, z.ZodNumber]>>>;
        }, z.core.$strict>]>]>>;
    }, z.core.$strict>, z.ZodNull]>>;
}, z.core.$strict>;
