import type { SetKey } from "../sets/Sets";
export type AmuletKey = "amuletofm" | "bfangamulet" | "dexamulet" | "hpamulet" | "intamulet" | "mpxamulet" | "northstar" | "sanguine" | "skullamulet" | "snring" | "spookyamulet" | "stramulet" | "t2dexamulet" | "t2intamulet" | "t2stramulet" | "warmscarf";
export interface GAmulet {
    a?: boolean;
    apiercing?: number;
    armor?: number;
    attr0?: number;
    aura?: AmuletKey;
    /** Contains information about what stats the item will gain with each compound level. Set if the item is compoundable. */
    compound?: {
        apiercing?: number;
        armor?: number;
        attr0?: number;
        crit?: number;
        critdamage?: number;
        dex?: number;
        dreturn?: number;
        evasion?: number;
        for?: number;
        hp?: number;
        int?: number;
        lifesteal?: number;
        mp_cost?: number;
        mp_reduction?: number;
        resistance?: number;
        str?: number;
        vit?: number;
        xp?: number;
    };
    crit?: number;
    critdamage?: number;
    dex?: number;
    dreturn?: number;
    edge?: number;
    evasion?: number;
    explanation?: string;
    for?: number;
    /** Cost of the item in gold, if an NPC were to sell this item. */
    g: number;
    gold?: number;
    /** The first number refers to what level the item begins being `high` grade, the second for `rare`. */
    grades: [number, number, number, number];
    hp?: number;
    int?: number;
    lifesteal?: number;
    luck?: number;
    manasteal?: number;
    mp_cost?: number;
    mp_reduction?: number;
    /** The full display name of an item. */
    name: string;
    reflection?: number;
    resistance?: number;
    rpiercing?: number;
    /** The set this item is part of `G.sets.wanderers`. */
    set?: SetKey;
    /** The skin of the item. */
    skin: AmuletKey;
    str?: number;
    /** The type of item, `shield`, `weapon`, `gloves`... */
    type: "amulet";
    /** Contains information about what stats the item will gain with each upgrade level. Set if the item is upgradable. */
    upgrade?: {
        apiercing: number;
        rpiercing: number;
    };
    vit?: number;
    xp?: number;
}
