import { z } from 'zod';
/**
 * /v2/items definition
 */
export declare const ItemsDTO: z.ZodArray<z.ZodObject<{
    /** The item id. */
    id: z.ZodNumber;
    /** The chat link. */
    chat_link: z.ZodString;
    /** The item name. */
    name: z.ZodString;
    /** The full icon url. */
    icon: z.ZodOptional<z.ZodString>;
    /** The item description. */
    description: z.ZodOptional<z.ZodString>;
    /** The item type. */
    type: z.ZodEnum<{
        PowerCore: "PowerCore";
        Consumable: "Consumable";
        Armor: "Armor";
        Back: "Back";
        Bag: "Bag";
        Container: "Container";
        CraftingMaterial: "CraftingMaterial";
        Gathering: "Gathering";
        Gizmo: "Gizmo";
        JadeTechModule: "JadeTechModule";
        Key: "Key";
        MiniPet: "MiniPet";
        Tool: "Tool";
        Trait: "Trait";
        Trinket: "Trinket";
        Trophy: "Trophy";
        UpgradeComponent: "UpgradeComponent";
        Weapon: "Weapon";
    }>;
    /** The item rarity. */
    rarity: z.ZodEnum<{
        Rare: "Rare";
        Junk: "Junk";
        Basic: "Basic";
        Fine: "Fine";
        Masterwork: "Masterwork";
        Exotic: "Exotic";
        Ascended: "Ascended";
        Legendary: "Legendary";
    }>;
    /** The required level. */
    level: z.ZodNumber;
    /** The value in coins when selling to a vendor.
     * Note: Can be non-zero even when the item has the NoSell flag. */
    vendor_value: z.ZodNumber;
    /** The default skin id. */
    default_skin: z.ZodOptional<z.ZodNumber>;
    /** Flags applying to the item. */
    flags: z.ZodArray<z.ZodEnum<{
        AccountBindOnUse: "AccountBindOnUse";
        AccountBound: "AccountBound";
        Attuned: "Attuned";
        BulkConsume: "BulkConsume";
        DeleteWarning: "DeleteWarning";
        HideSuffix: "HideSuffix";
        Infused: "Infused";
        MonsterOnly: "MonsterOnly";
        NoMysticForge: "NoMysticForge";
        NoSalvage: "NoSalvage";
        NoSell: "NoSell";
        NotUpgradeable: "NotUpgradeable";
        NoUnderwater: "NoUnderwater";
        SoulbindOnAcquire: "SoulbindOnAcquire";
        SoulBindOnUse: "SoulBindOnUse";
        Tonic: "Tonic";
        Unique: "Unique";
    }>>;
    /** The game types in which the item is usable.
     * At least one game type is specified. */
    game_types: z.ZodArray<z.ZodEnum<{
        Pvp: "Pvp";
        Activity: "Activity";
        Dungeon: "Dungeon";
        Pve: "Pve";
        Wvw: "Wvw";
        PvpLobby: "PvpLobby";
    }>>;
    /** Restrictions applied to the item. */
    restrictions: z.ZodArray<z.ZodEnum<{
        Asura: "Asura";
        Charr: "Charr";
        Human: "Human";
        Norn: "Norn";
        Sylvari: "Sylvari";
        Female: "Female";
        Elementalist: "Elementalist";
        Engineer: "Engineer";
        Guardian: "Guardian";
        Mesmer: "Mesmer";
        Necromancer: "Necromancer";
        Ranger: "Ranger";
        Thief: "Thief";
        Warrior: "Warrior";
    }>>;
    /** Lists what items this item can be upgraded into, and the method of upgrading. */
    upgrades_into: z.ZodOptional<z.ZodArray<z.ZodObject<{
        /** Describes the method of upgrading. */
        upgrade: z.ZodEnum<{
            Attunement: "Attunement";
            Infusion: "Infusion";
        }>;
        /** The item ID that results from performing the upgrade. */
        item_id: z.ZodNumber;
    }, z.core.$strict>>>;
    /** Lists what items this item can be upgraded from, and the method of upgrading. */
    upgrades_from: z.ZodOptional<z.ZodArray<z.ZodObject<{
        /** Describes the method of upgrading. */
        upgrade: z.ZodEnum<{
            Attunement: "Attunement";
            Infusion: "Infusion";
        }>;
        /** The item ID that results from performing the upgrade. */
        item_id: z.ZodNumber;
    }, z.core.$strict>>>;
    /** Additional item details, if applicable. */
    details: z.ZodUnion<readonly [z.ZodObject<{
        /** The armor slot type. */
        type: z.ZodEnum<{
            HelmAquatic: "HelmAquatic";
            Coat: "Coat";
            Boots: "Boots";
            Gloves: "Gloves";
            Helm: "Helm";
            Leggings: "Leggings";
            Shoulders: "Shoulders";
        }>;
        /** The weight class of the armor piece. */
        weight_class: z.ZodEnum<{
            Heavy: "Heavy";
            Medium: "Medium";
            Light: "Light";
            Clothing: "Clothing";
        }>;
        /** The defense value of the armor piece. */
        defense: z.ZodNumber;
        /** Infusion slots of the armor piece. */
        infusion_slots: z.ZodArray<z.ZodObject<{
            /**
             * Infusion slot type of infusion upgrades.
             * The array contains a maximum of one value
             */
            flags: z.ZodArray<z.ZodEnum<{
                Infusion: "Infusion";
                Enrichment: "Enrichment";
            }>>;
            /**
             * The infusion upgrade already in the armor piece.
             */
            item_id: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>>;
        /** The value used to calculate attributes. See /v2/itemstats. */
        attribute_adjustments: z.ZodNumber;
        /** The infix upgrade. */
        infix_upgrade: z.ZodOptional<z.ZodObject<{
            /** The itemstat id. Can be resolved against /v2/itemstats.
             * The usual whitelist restrictions apply, and not all itemstats may be visible. */
            id: z.ZodNumber;
            /** List of attribute bonuses. */
            attributes: z.ZodArray<z.ZodObject<{
                /** Attribute this bonus applies to. */
                attribute: z.ZodEnum<{
                    AgonyResistance: "AgonyResistance";
                    BoonDuration: "BoonDuration";
                    ConditionDamage: "ConditionDamage";
                    ConditionDuration: "ConditionDuration";
                    CritDamage: "CritDamage";
                    Healing: "Healing";
                    Power: "Power";
                    Precision: "Precision";
                    Toughness: "Toughness";
                    Vitality: "Vitality";
                }>;
                /** The modifier value. */
                modifier: z.ZodNumber;
            }, z.core.$strict>>;
            /** Object containing an additional effect.
             * This is used for Boon Duration, Condition Duration,
             * or additional attribute bonuses for ascended trinkets or back items. */
            buff: z.ZodOptional<z.ZodObject<{
                /** The skill id of the effect. */
                skill_id: z.ZodNumber;
                /** The effect's description. */
                description: z.ZodOptional<z.ZodString>;
            }, z.core.$strict>>;
        }, z.core.$strict>>;
    }, z.core.$strict>, z.ZodObject<{
        /** Infusion slots of the back item. */
        infusion_slots: z.ZodArray<z.ZodObject<{
            /**
             * Infusion slot type of infusion upgrades.
             * The array contains a maximum of one value
             */
            flags: z.ZodArray<z.ZodEnum<{
                Infusion: "Infusion";
                Enrichment: "Enrichment";
            }>>;
            /**
             * The infusion upgrade already in the armor piece.
             */
            item_id: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>>;
        /** The value used to calculate attributes. See /v2/itemstats. */
        attribute_adjustments: z.ZodOptional<z.ZodNumber>;
        /** The infix upgrade. */
        infix_upgrade: z.ZodOptional<z.ZodObject<{
            /** The itemstat id. Can be resolved against /v2/itemstats.
             * The usual whitelist restrictions apply, and not all itemstats may be visible. */
            id: z.ZodNumber;
            /** List of attribute bonuses. */
            attributes: z.ZodArray<z.ZodObject<{
                /** Attribute this bonus applies to. */
                attribute: z.ZodEnum<{
                    AgonyResistance: "AgonyResistance";
                    BoonDuration: "BoonDuration";
                    ConditionDamage: "ConditionDamage";
                    ConditionDuration: "ConditionDuration";
                    CritDamage: "CritDamage";
                    Healing: "Healing";
                    Power: "Power";
                    Precision: "Precision";
                    Toughness: "Toughness";
                    Vitality: "Vitality";
                }>;
                /** The modifier value. */
                modifier: z.ZodNumber;
            }, z.core.$strict>>;
            /** Object containing an additional effect.
             * This is used for Boon Duration, Condition Duration,
             * or additional attribute bonuses for ascended trinkets or back items. */
            buff: z.ZodOptional<z.ZodObject<{
                /** The skill id of the effect. */
                skill_id: z.ZodNumber;
                /** The effect's description. */
                description: z.ZodOptional<z.ZodString>;
            }, z.core.$strict>>;
        }, z.core.$strict>>;
        /** The id of the item suffix. */
        suffix_item_id: z.ZodOptional<z.ZodNumber>;
        /** The secondary id of the item suffix. */
        secondary_suffix_item_id: z.ZodString;
        /** Selectable stat ids. Can be resolved by /v2/itemstats */
        stat_choices: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    }, z.core.$strict>, z.ZodObject<{
        /** The number of bag slots. */
        size: z.ZodNumber;
        /** Whether the bag is invisible or safe. */
        no_sell_or_sort: z.ZodBoolean;
    }, z.core.$strict>, z.ZodObject<{
        /** Consumable type. */
        type: z.ZodEnum<{
            Currency: "Currency";
            Unlock: "Unlock";
            AppearanceChange: "AppearanceChange";
            Booze: "Booze";
            ContractNpc: "ContractNpc";
            Food: "Food";
            Generic: "Generic";
            Halloween: "Halloween";
            Immediate: "Immediate";
            MountRandomUnlock: "MountRandomUnlock";
            RandomUnlock: "RandomUnlock";
            Transmutation: "Transmutation";
            UpgradeRemoval: "UpgradeRemoval";
            Utility: "Utility";
            TeleportToFriend: "TeleportToFriend";
        }>;
        /** Effect description for consumables applying an effect. */
        description: z.ZodOptional<z.ZodString>;
        /** Effect duration, in milliseconds. */
        duration_ms: z.ZodOptional<z.ZodNumber>;
        /** Unlock type for unlock consumables */
        unlock_type: z.ZodOptional<z.ZodEnum<{
            Minipet: "Minipet";
            RandomUnlock: "RandomUnlock";
            BagSlot: "BagSlot";
            BankTab: "BankTab";
            Champion: "Champion";
            CollectibleCapacity: "CollectibleCapacity";
            Content: "Content";
            CraftingRecipe: "CraftingRecipe";
            Dye: "Dye";
            GliderSkin: "GliderSkin";
            Ms: "Ms";
            Outfit: "Outfit";
            SharedSlot: "SharedSlot";
        }>>;
        /** The dye id for dye unlocks. */
        color_id: z.ZodOptional<z.ZodNumber>;
        /** The recipe id for recipe unlocks. */
        recipe_id: z.ZodOptional<z.ZodNumber>;
        /** Additional recipe ids for recipe unlocks */
        extra_recipe_ids: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
        /** The guild upgrade id for the item. Can be resolved by /v2/guild/upgrades. */
        guild_upgrade_id: z.ZodOptional<z.ZodNumber>;
        /** The number of stacks of the effect applied by this item. */
        apply_count: z.ZodOptional<z.ZodNumber>;
        /** The effect type name of the consumable. */
        name: z.ZodOptional<z.ZodString>;
        /** The icon of the effect. */
        icon: z.ZodOptional<z.ZodString>;
        /** A list of skin ids which this item unlocks. Can be resolved by /v2/skins. */
        skins: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    }, z.core.$strict>, z.ZodObject<{
        /** Container type. */
        type: z.ZodEnum<{
            Default: "Default";
            Immediate: "Immediate";
            GiftBox: "GiftBox";
            OpenUI: "OpenUI";
        }>;
    }, z.core.$strict>, z.ZodObject<{
        /** Gathering utility type. */
        type: z.ZodEnum<{
            Foraging: "Foraging";
            Logging: "Logging";
            Mining: "Mining";
            Bait: "Bait";
            Lure: "Lure";
        }>;
    }, z.core.$strict>, z.ZodObject<{
        /** Gizmo type. */
        type: z.ZodEnum<{
            Default: "Default";
            ContainerKey: "ContainerKey";
            RentableContractNpc: "RentableContractNpc";
            UnlimitedConsumable: "UnlimitedConsumable";
        }>;
        /** The id of the guild decoration, which can be deposited. Can be resolved by /v2/guild/upgrades. */
        guild_upgrade_id: z.ZodOptional<z.ZodNumber>;
        /** Vendor ids of the gizmo. */
        vendor_ids: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    }, z.core.$strict>, z.ZodObject<{
        /** The miniature this item unlocks. Can be resolved by /v2/minis. */
        minipet_id: z.ZodNumber;
    }, z.core.$strict>, z.ZodObject<{
        /** The tool type. Always the same value. */
        type: z.ZodLiteral<"Salvage">;
        /** Number of charges. */
        charges: z.ZodNumber;
    }, z.core.$strict>, z.ZodObject<{
        /** The trinket type. */
        type: z.ZodEnum<{
            Amulet: "Amulet";
            Accessory: "Accessory";
            Ring: "Ring";
        }>;
        /** Infusion slots of the trinket. */
        infusion_slots: z.ZodArray<z.ZodObject<{
            /**
             * Infusion slot type of infusion upgrades.
             * The array contains a maximum of one value
             */
            flags: z.ZodArray<z.ZodEnum<{
                Infusion: "Infusion";
                Enrichment: "Enrichment";
            }>>;
            /**
             * The infusion upgrade already in the armor piece.
             */
            item_id: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>>;
        /** The value used to calculate attributes. See /v2/itemstats */
        attribute_adjustments: z.ZodNumber;
        /** The infix upgrade. */
        infix_upgrade: z.ZodOptional<z.ZodObject<{
            /** The itemstat id. Can be resolved against /v2/itemstats.
             * The usual whitelist restrictions apply, and not all itemstats may be visible. */
            id: z.ZodNumber;
            /** List of attribute bonuses. */
            attributes: z.ZodArray<z.ZodObject<{
                /** Attribute this bonus applies to. */
                attribute: z.ZodEnum<{
                    AgonyResistance: "AgonyResistance";
                    BoonDuration: "BoonDuration";
                    ConditionDamage: "ConditionDamage";
                    ConditionDuration: "ConditionDuration";
                    CritDamage: "CritDamage";
                    Healing: "Healing";
                    Power: "Power";
                    Precision: "Precision";
                    Toughness: "Toughness";
                    Vitality: "Vitality";
                }>;
                /** The modifier value. */
                modifier: z.ZodNumber;
            }, z.core.$strict>>;
            /** Object containing an additional effect.
             * This is used for Boon Duration, Condition Duration,
             * or additional attribute bonuses for ascended trinkets or back items. */
            buff: z.ZodOptional<z.ZodObject<{
                /** The skill id of the effect. */
                skill_id: z.ZodNumber;
                /** The effect's description. */
                description: z.ZodOptional<z.ZodString>;
            }, z.core.$strict>>;
        }, z.core.$strict>>;
        /** The id of the item suffix. */
        suffix_item_id: z.ZodOptional<z.ZodNumber>;
        /** The secondary id of the item suffix. */
        secondary_suffix_item_id: z.ZodString;
        /** Selectable stat ids. Can be resolved by /v2/itemstats */
        stat_choices: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    }, z.core.$strict>, z.ZodUndefined, z.ZodObject<{
        /** The upgrade component type. */
        type: z.ZodEnum<{
            Default: "Default";
            Gem: "Gem";
            Rune: "Rune";
            Sigil: "Sigil";
        }>;
        /** The items that can be upgraded with the upgrade component. */
        flags: z.ZodArray<z.ZodEnum<{
            Axe: "Axe";
            Trinket: "Trinket";
            Dagger: "Dagger";
            Focus: "Focus";
            Greatsword: "Greatsword";
            Hammer: "Hammer";
            Harpoon: "Harpoon";
            LongBow: "LongBow";
            Mace: "Mace";
            Pistol: "Pistol";
            Rifle: "Rifle";
            Scepter: "Scepter";
            Shield: "Shield";
            ShortBow: "ShortBow";
            Speargun: "Speargun";
            Staff: "Staff";
            Sword: "Sword";
            Torch: "Torch";
            Trident: "Trident";
            Warhorn: "Warhorn";
            HeavyArmor: "HeavyArmor";
            MediumArmor: "MediumArmor";
            LightArmor: "LightArmor";
        }>>;
        /** Applicable infusion slot for infusion upgrades. */
        infusion_upgrade_flags: z.ZodArray<z.ZodEnum<{
            Infusion: "Infusion";
            Enrichment: "Enrichment";
        }>>;
        /** The suffix appended to the item name when the component is applied. */
        suffix: z.ZodOptional<z.ZodString>;
        /** The infix upgrade object. */
        infix_upgrade: z.ZodObject<{
            /** The itemstat id. Can be resolved against /v2/itemstats.
             * The usual whitelist restrictions apply, and not all itemstats may be visible. */
            id: z.ZodNumber;
            /** List of attribute bonuses. */
            attributes: z.ZodArray<z.ZodObject<{
                /** Attribute this bonus applies to. */
                attribute: z.ZodEnum<{
                    AgonyResistance: "AgonyResistance";
                    BoonDuration: "BoonDuration";
                    ConditionDamage: "ConditionDamage";
                    ConditionDuration: "ConditionDuration";
                    CritDamage: "CritDamage";
                    Healing: "Healing";
                    Power: "Power";
                    Precision: "Precision";
                    Toughness: "Toughness";
                    Vitality: "Vitality";
                }>;
                /** The modifier value. */
                modifier: z.ZodNumber;
            }, z.core.$strict>>;
            /** Object containing an additional effect.
             * This is used for Boon Duration, Condition Duration,
             * or additional attribute bonuses for ascended trinkets or back items. */
            buff: z.ZodOptional<z.ZodObject<{
                /** The skill id of the effect. */
                skill_id: z.ZodNumber;
                /** The effect's description. */
                description: z.ZodOptional<z.ZodString>;
            }, z.core.$strict>>;
        }, z.core.$strict>;
        /** The bonuses from runes. */
        bonuses: z.ZodOptional<z.ZodArray<z.ZodString>>;
    }, z.core.$strict>, z.ZodObject<{
        /** The weapon type. */
        type: z.ZodEnum<{
            Axe: "Axe";
            Dagger: "Dagger";
            Focus: "Focus";
            Greatsword: "Greatsword";
            Hammer: "Hammer";
            Harpoon: "Harpoon";
            LongBow: "LongBow";
            Mace: "Mace";
            Pistol: "Pistol";
            Rifle: "Rifle";
            Scepter: "Scepter";
            Shield: "Shield";
            ShortBow: "ShortBow";
            Speargun: "Speargun";
            Staff: "Staff";
            Sword: "Sword";
            Torch: "Torch";
            Trident: "Trident";
            Warhorn: "Warhorn";
            LargeBundle: "LargeBundle";
            SmallBundle: "SmallBundle";
            Toy: "Toy";
            ToyTwoHanded: "ToyTwoHanded";
        }>;
        /** The damage type. */
        damage_type: z.ZodEnum<{
            Fire: "Fire";
            Ice: "Ice";
            Lightning: "Lightning";
            Physical: "Physical";
            Choking: "Choking";
        }>;
        /** Minimum weapon power. */
        min_power: z.ZodNumber;
        /** Maximum weapon power; */
        max_power: z.ZodNumber;
        /** The defense value of the weapon. */
        defense: z.ZodNumber;
        /** Infusion slots of the trinket. */
        infusion_slots: z.ZodArray<z.ZodObject<{
            /**
             * Infusion slot type of infusion upgrades.
             * The array contains a maximum of one value
             */
            flags: z.ZodArray<z.ZodEnum<{
                Infusion: "Infusion";
                Enrichment: "Enrichment";
            }>>;
            /**
             * The infusion upgrade already in the armor piece.
             */
            item_id: z.ZodOptional<z.ZodNumber>;
        }, z.core.$strict>>;
        /** The value used to calculate attributes. See /v2/itemstats. */
        attribute_adjustment: z.ZodNumber;
        /** The infix upgrade. */
        infix_upgrade: z.ZodOptional<z.ZodObject<{
            /** The itemstat id. Can be resolved against /v2/itemstats.
             * The usual whitelist restrictions apply, and not all itemstats may be visible. */
            id: z.ZodNumber;
            /** List of attribute bonuses. */
            attributes: z.ZodArray<z.ZodObject<{
                /** Attribute this bonus applies to. */
                attribute: z.ZodEnum<{
                    AgonyResistance: "AgonyResistance";
                    BoonDuration: "BoonDuration";
                    ConditionDamage: "ConditionDamage";
                    ConditionDuration: "ConditionDuration";
                    CritDamage: "CritDamage";
                    Healing: "Healing";
                    Power: "Power";
                    Precision: "Precision";
                    Toughness: "Toughness";
                    Vitality: "Vitality";
                }>;
                /** The modifier value. */
                modifier: z.ZodNumber;
            }, z.core.$strict>>;
            /** Object containing an additional effect.
             * This is used for Boon Duration, Condition Duration,
             * or additional attribute bonuses for ascended trinkets or back items. */
            buff: z.ZodOptional<z.ZodObject<{
                /** The skill id of the effect. */
                skill_id: z.ZodNumber;
                /** The effect's description. */
                description: z.ZodOptional<z.ZodString>;
            }, z.core.$strict>>;
        }, z.core.$strict>>;
        /** The id of the item suffix. */
        suffix_item_id: z.ZodOptional<z.ZodNumber>;
        /** The secondary id of the item suffix. */
        secondary_suffix_item_id: z.ZodString;
        /** Selectable stat ids. Can be resolved by /v2/itemstats */
        stat_choices: z.ZodOptional<z.ZodArray<z.ZodNumber>>;
    }, z.core.$strict>]>;
}, z.core.$strict>>;
