auraxium.ps2
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
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]
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
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]
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
MetagameEvent
MetagameEventState
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]
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]
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]
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
Ability
resource_type() -> auraxium.InstanceProxy[ResourceType]
type() -> auraxium.InstanceProxy[AbilityType]
AbilityType
ResourceType
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
ArmourFacing
ArmourInfo
facing() -> ArmourFacing
ResistInfo
type() -> auraxium.InstanceProxy[ResistType]
ResistType
MarketingBundle
image() -> str
items() -> list[tuple[Item, int]]
MarketingBundleSingle
item() -> auraxium.InstanceProxy[Item]
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]]