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 { DestinyDisplayPropertiesDefinition } from './Common/DestinyDisplayPropertiesDefinition'; import { DamageType } from '../DamageType'; /** * Perks are modifiers to a character or item that can be applied situationally. * * - Perks determine a weapon's damage type. * * - Perks put the Mods in Modifiers (they are literally the entity that bestows * the Sandbox benefit for whatever fluff text about the modifier in the Socket, * Plug or Talent Node) * * - Perks are applied for unique alterations of state in Objectives * * Anyways, I'm sure you can see why perks are so interesting. * * What Perks often don't have is human readable information, so we attempt to * reverse engineer that by pulling that data from places that uniquely refer to * these perks: namely, Talent Nodes and Plugs. That only gives us a subset of * perks that are human readable, but those perks are the ones people generally * care about anyways. The others are left as a mystery, their true purpose mostly * unknown and undocumented. * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinySandboxPerkDefinition} */ export interface DestinySandboxPerkDefinition { /** * These display properties are by no means guaranteed to be populated. Usually * when it is, it's only because we back-filled them with the displayProperties of * some Talent Node or Plug item that happened to be uniquely providing that perk. */ readonly displayProperties: DestinyDisplayPropertiesDefinition; /** The string identifier for the perk. */ readonly perkIdentifier: string; /** * If true, you can actually show the perk in the UI. Otherwise, it doesn't have * useful player-facing information. */ readonly isDisplayable: boolean; /** * If this perk grants a damage type to a weapon, the damage type will be defined * here. * * Unless you have a compelling reason to use this enum value, use the * damageTypeHash instead to look up the actual DestinyDamageTypeDefinition. */ readonly damageType: DamageType; /** * The hash identifier for looking up the DestinyDamageTypeDefinition, if this perk * has a damage type. * * This is preferred over using the damageType enumeration value, which has been * left purely because it is occasionally convenient. Mapped to * DestinyDamageTypeDefinition in the manifest. */ readonly damageTypeHash?: number; /** * The unique identifier for this entity. Guaranteed to be unique for the type of * entity, but not globally. * * When entities refer to each other in Destiny content, it is this hash that they * are referring to. */ readonly hash: number; /** The index of the entity as it was found in the investment tables. */ readonly index: number; /** * If this is true, then there is an entity with this identifier/type combination, * but BNet is not yet allowed to show it. Sorry! */ readonly redacted: boolean; }