bungie-net-core
Version:
An easy way to interact with the Bungie.net API
78 lines (77 loc) • 3.54 kB
TypeScript
/**
* 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 { TierType } from '../TierType';
/**
* If the item can exist in an inventory - the overwhelming majority of them can
* and do - then this is the basic properties regarding the item's relationship
* with the inventory.
* @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyItemInventoryBlockDefinition}
*/
export interface DestinyItemInventoryBlockDefinition {
/**
* If this string is populated, you can't have more than one stack with this label
* in a given inventory. Note that this is different from the equipping block's
* unique label, which is used for equipping uniqueness.
*/
readonly stackUniqueLabel: string;
/** The maximum quantity of this item that can exist in a stack. */
readonly maxStackSize: number;
/**
* The hash identifier for the DestinyInventoryBucketDefinition to which this item
* belongs. I should have named this "bucketHash", but too many things refer to it
* now. Sigh. Mapped to DestinyInventoryBucketDefinition in the manifest.
*/
readonly bucketTypeHash: number;
/**
* If the item is picked up by the lost loot queue, this is the hash identifier for
* the DestinyInventoryBucketDefinition into which it will be placed. Again, I
* should have named this recoveryBucketHash instead. Mapped to
* DestinyInventoryBucketDefinition in the manifest.
*/
readonly recoveryBucketTypeHash: number;
/**
* The hash identifier for the Tier Type of the item, use to look up its
* DestinyItemTierTypeDefinition if you need to show localized data for the item's
* tier. Mapped to DestinyItemTierTypeDefinition in the manifest.
*/
readonly tierTypeHash: number;
/**
* If TRUE, this item is instanced. Otherwise, it is a generic item that merely has
* a quantity in a stack (like Glimmer).
*/
readonly isInstanceItem: boolean;
/**
* The localized name of the tier type, which is a useful shortcut so you don't
* have to look up the definition every time. However, it's mostly a holdover from
* days before we had a DestinyItemTierTypeDefinition to refer to.
*/
readonly tierTypeName: string;
/**
* The enumeration matching the tier type of the item to known values, again for
* convenience sake.
*/
readonly tierType: TierType;
/** The tooltip message to show, if any, when the item expires. */
readonly expirationTooltip: string;
/** If the item expires while playing in an activity, we show a different message. */
readonly expiredInActivityMessage: string;
/**
* If the item expires in orbit, we show a... more different message. ("Consummate
* V's, consummate!")
*/
readonly expiredInOrbitMessage: string;
readonly suppressExpirationWhenObjectivesComplete: boolean;
/**
* A reference to the associated crafting 'recipe' item definition, if this item
* can be crafted. Mapped to DestinyInventoryItemDefinition in the manifest.
*/
readonly recipeItemHash?: number;
}