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PlanetSide 2 Object Reference

auraxium.ps2

Player Characters

Character(data: auraxium.types.CensusData, client: auraxium.Client)

__init__(data: auraxium.types.CensusData, client: auraxium.Client) -> None

achievements(**kwargs) -> list[auraxium.models.CharacterAchievement]

currency(**kwargs) -> tuple[int, int]

directive(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

directive_objective(results: int = 1, **kwargs) -> list[auraxium.models.CharacterDirectiveObjective]

directive_tier(results: int = 1, **kwargs) -> list[auraxium.models.CharacterDirectiveTier]

directive_tree(results: int = 1, **kwargs) -> list[auraxium.models.CharacterDirectiveTree]

events(**kwargs) -> list[auraxium.types.CensusData]

events_grouped(**kwargs) -> list[auraxium.types.CensusData]

faction() -> auraxium.InstanceProxy[Faction]

friends() -> list[Character]

get_by_name(name: str, *, locale: str = 'en', client: auraxium.Client) -> typing.Awaitable[Character | None]

get_online(id: int, *args: int, client: auraxium.Client) -> list[Character]

items() -> auraxium.SequenceProxy[Item]

is_online() -> bool

name_long(locale: str = 'en') -> str

online_status() -> int

outfit() -> auraxium.InstanceProxy[Outfit]

outfit_member() -> auraxium.InstanceProxy[OutfitMember]

profile() -> auraxium.InstanceProxy[Profile]

skill(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

stat(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

stat_by_faction(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

stat_history(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

weapon_stat(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

weapon_stat_by_faction(results: int = 1, **kwargs) -> list[auraxium.types.CensusData]

title() -> auraxium.InstanceProxy[Title]

world() -> auraxium.InstanceProxy[World]

Faction

tag() -> str

Title

Currency

Outfits

Outfit

tag() -> str

get_by_name(name: str, *, locale: str = 'en', client: auraxium.Client) -> typing.Awaitable[Outfit | None]

get_by_tag(tag: str, client: auraxium.Client) -> typing.Awaitable[Outfit | None]

leader() -> auraxium.InstanceProxy[OutfitMember]

members() -> auraxium.SequenceProxy[OutfitMember]

ranks() -> List[auraxium.models.OutfitRankData]

OutfitMember

character() -> auraxium.InstanceProxy[Character]

outfit() -> auraxium.InstanceProxy[Outfit]

Game World & Servers

Region

map_region() -> auraxium.InstanceProxy[MapRegion]

zone() -> auraxium.InstanceProxy[Zone]

FacilityType

World

events(**kwargs: Any) -> list[auraxium.types.CensusData]

get_by_name(name: str, *, locale: str = 'en', client: auraxium.Client) -> typing.Awaitable[World | None]

map(zone: int | Zone, *args: int | Zone) -> list[auraxium.types.CensusData]

status() -> tuple[str, datetime.datetime]

Zone

is_dynamic() -> bool

Classes & Vehicles

Loadout

armour_info() -> auraxium.SequenceProxy[ArmourInfo]

faction() -> auraxium.InstanceProxy[Faction]

profile() -> auraxium.InstanceProxy[Profile]

resist_info() -> auraxium.SequenceProxy[ResistInfo]

Profile

armour_info() -> auraxium.SequenceProxy[ArmourInfo]

resist_info() -> auraxium.SequenceProxy[ResistInfo]

Vehicle

factions() -> auraxium.SequenceProxy[Faction]

get_by_faction(faction: Faction | int, *, client: auraxium.Client) -> list[Vehicle]

skill_sets(faction: Faction | int | None) -> auraxium.SequenceProxy[SkillSet]

VehicleAttachment

faction() -> auraxium.InstanceProxy[Faction]

item() -> auraxium.InstanceProxy[Item]

vehicle() -> auraxium.InstanceProxy[Vehicle]

Firing Mechanics

FireGroup

fire_modes() -> auraxium.SequenceProxy[FireMode]

FireMode

type() -> FireModeType

state_groups() -> dict[PlayerState, auraxium.models.PlayerStateGroup]

projectile() -> auraxium.InstanceProxy[Projectile]

FireModeType

Projectile

flight_type() -> ProjectileFlightType

ProjectileFlightType

PlayerState

Metagame & Alerts

MetagameEvent

MetagameEventState

Items & Weapons

Item

attachments() -> auraxium.SequenceProxy[Item]

category() -> auraxium.InstanceProxy[ItemCategory]

faction() -> auraxium.InstanceProxy[Faction]

datasheet() -> auraxium.models.WeaponDatasheet

profiles() -> auraxium.SequenceProxy[Profile]

type() -> auraxium.InstanceProxy[ItemType]

weapon() -> auraxium.InstanceProxy[Weapon]

ItemCategory

ItemType

Weapon

is_heat_weapon() -> bool

ammo_slots() -> list[auraxium.models.WeaponAmmoSlot]

attachments() -> auraxium.SequenceProxy[Item]

datasheet() -> auraxium.models.WeaponDatasheet

fire_groups() -> auraxium.SequenceProxy[FireGroup]

get_by_name(name: str, *, locale: str = 'en', client: auraxium.Client) -> typing.Awaitable[Weapon | None]

item() -> auraxium.InstanceProxy[Item]

Map Screen

MapHex

map_region() -> auraxium.InstanceProxy[MapRegion]

MapRegion

get_by_facility_id(facility_id: int, client: auraxium.Client) -> MapRegion

get_connected() -> set[MapRegion]

zone() -> auraxium.InstanceProxy[Zone]

Certifications & A.S.P. Skills

Skill

grant_item() -> auraxium.InstanceProxy[Item]

skill_line() -> auraxium.InstanceProxy[SkillLine]

SkillCategory

skill_lines() -> auraxium.SequenceProxy[SkillLine]

skill_set() -> auraxium.InstanceProxy[SkillSet]

SkillLine

category() -> auraxium.InstanceProxy[SkillCategory]

skills() -> auraxium.SequenceProxy[Skill]

SkillSet

categories() -> auraxium.SequenceProxy[SkillCategory]

required_item() -> auraxium.InstanceProxy[Item]

Progression

Achievement

objectives() -> list[Objective]

reward() -> auraxium.InstanceProxy[Reward]

Experience

ExperienceRank

image(faction: int | Faction) -> str

Directive

objectives() -> auraxium.SequenceProxy[Objective]

tier() -> auraxium.InstanceProxy[DirectiveTier]

tree() -> auraxium.InstanceProxy[DirectiveTree]

DirectiveTier

directives() -> auraxium.SequenceProxy[Directive]

rewards() -> list[Reward]

tree() -> auraxium.InstanceProxy[DirectiveTree]

DirectiveTree

category() -> auraxium.InstanceProxy[DirectiveTreeCategory]

directives() -> auraxium.SequenceProxy[Directive]

tiers() -> auraxium.SequenceProxy[DirectiveTier]

DirectiveTreeCategory

trees() -> auraxium.SequenceProxy[DirectiveTree]

Objective

get_by_objective_group(objective_group_id: int, client: auraxium.Client) -> auraxium.SequenceProxy[Objective]

type() -> auraxium.InstanceProxy[ObjectiveType]

ObjectiveType

Reward

get_by_reward_group(reward_group_id: int, client: auraxium.Client) -> auraxium.SequenceProxy[Reward]

get_by_reward_set(reward_set_id: int, client: auraxium.Client) -> auraxium.SequenceProxy[Reward]

type() -> auraxium.InstanceProxy[RewardType]

RewardType

Abilities

Ability

resource_type() -> auraxium.InstanceProxy[ResourceType]

type() -> auraxium.InstanceProxy[AbilityType]

AbilityType

ResourceType

Effects

Effect

resist_type() -> auraxium.InstanceProxy[ResistType]

target_type() -> TargetType | None

type() -> auraxium.InstanceProxy[EffectType]

EffectType

TargetType

ZoneEffect

ability() -> auraxium.InstanceProxy[Ability]

type() -> auraxium.InstanceProxy[ZoneEffectType]

ZoneEffectType

Resistance & Armour

ArmourFacing

ArmourInfo

facing() -> ArmourFacing

ResistInfo

type() -> auraxium.InstanceProxy[ResistType]

ResistType

Weapon Unlocks & Depot Bundles

MarketingBundle

image() -> str

items() -> list[tuple[Item, int]]

MarketingBundleSingle

item() -> auraxium.InstanceProxy[Item]

Leaderboard

auraxium.ps2.leaderboard

Period

Stat

by_char(stat: Stat, character: int | auraxium.ps2.Character, period: Period = Period.FOREVER, *, client: auraxium.Client) -> tuple[int, int] | None

by_char_multi(stat: Stat, character: int | auraxium.ps2.Character, *args: int | auraxium.ps2.Character, period: Period = leaderboard.Period.FOREVER, client: auraxium.Client) -> list[tuple[int, int]]

top(stat: Stat, period: Period = Period.FOREVER, matches: int = 10, offset: int = 0, world: int | auraxium.ps2.World | None = None, *, client: auraxium.Client) -> list[tuple[int, auraxium.ps2.Character]]