bungie-net-core
Version:
An easy way to interact with the Bungie.net API
52 lines (51 loc) • 2.26 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 { DamageType } from '../DamageType';
/**
* This defines information that can only come from a talent grid on an item. Items
* mostly have negligible talent grid data these days, but instanced items still
* retain grids as a source for some of this common information.
*
* Builds/Subclasses are the only items left that still have talent grids with
* meaningful Nodes.
* @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyItemTalentGridBlockDefinition}
*/
export interface DestinyItemTalentGridBlockDefinition {
/**
* The hash identifier of the DestinyTalentGridDefinition attached to this item.
* Mapped to DestinyTalentGridDefinition in the manifest.
*/
readonly talentGridHash: number;
/**
* This is meant to be a subtitle for looking at the talent grid. In practice,
* somewhat frustratingly, this always merely says the localized word for "Details".
* Great. Maybe it'll have more if talent grids ever get used for more than builds
* and subclasses again.
*/
readonly itemDetailString: string;
/**
* A shortcut string identifier for the "build" in question, if this talent grid
* has an associated build. Doesn't map to anything we can expose at the moment.
*/
readonly buildName: string;
/**
* If the talent grid implies a damage type, this is the enum value for that damage
* type.
*/
readonly hudDamageType: DamageType;
/**
* If the talent grid has a special icon that's shown in the game UI (like builds,
* funny that), this is the identifier for that icon. Sadly, we don't actually get
* that icon right now. I'll be looking to replace this with a path to the actual
* icon itself.
*/
readonly hudIcon: string;
}