UNPKG

bungie-net-core

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An easy way to interact with the Bungie.net API

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/** * Bungie.Net API * These endpoints constitute the functionality exposed by Bungie.net, both for more traditional website functionality and for connectivity to Bungie video games and their related functionality. * * Contact: support@bungie.com * * NOTE: This class is auto generated by the bungie-net-core code generator program * Repository: {@link https://github.com/owens1127/bungie-net-core} * Do not edit these files manually. */ import { EquippingItemBlockAttributes } from '../EquippingItemBlockAttributes'; import { DestinyAmmunitionType } from '../DestinyAmmunitionType'; /** * Items that can be equipped define this block. It contains information we need to * understand how and when the item can be equipped. * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyEquippingBlockDefinition} */ export interface DestinyEquippingBlockDefinition { /** * If the item is part of a gearset, this is a reference to that gearset item. * Mapped to DestinyInventoryItemDefinition in the manifest. */ readonly gearsetItemHash?: number; /** * If defined, this is the label used to check if the item has other items of * matching types already equipped. * * For instance, when you aren't allowed to equip more than one Exotic Weapon, that' * s because all exotic weapons have identical uniqueLabels and the game checks the * to-be-equipped item's uniqueLabel vs. all other already equipped items (other * than the item in the slot that's about to be occupied). */ readonly uniqueLabel: string; /** The hash of that unique label. Does not point to a specific definition. */ readonly uniqueLabelHash: number; /** * An equipped item *must* be equipped in an Equipment Slot. This is the hash * identifier of the DestinyEquipmentSlotDefinition into which it must be equipped. * Mapped to DestinyEquipmentSlotDefinition in the manifest. */ readonly equipmentSlotTypeHash: number; /** * These are custom attributes on the equippability of the item. * * For now, this can only be "equip on acquire", which would mean that the item * will be automatically equipped as soon as you pick it up. This enum represents a * set of flags - use bitwise operators to check which of these match your value. */ readonly attributes: EquippingItemBlockAttributes; /** * Ammo type used by a weapon is no longer determined by the bucket in which it is * contained. If the item has an ammo type - i.e. if it is a weapon - this will be * the type of ammunition expected. */ readonly ammoType: DestinyAmmunitionType; /** * These are strings that represent the possible Game/Account/Character state * failure conditions that can occur when trying to equip the item. They match up * one-to-one with requiredUnlockExpressions. */ readonly displayStrings: string[]; /** * If this item is part of an item set with bonus perks, this will the hash of that * set. Mapped to DestinyEquipableItemSetDefinition in the manifest. */ readonly equipableItemSetHash?: number; }