UNPKG

quria

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A user-friendly Destiny 2 API Wrapper written with TypeScript and approved by -Axis Minds- Oryx.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.EquippingItemBlockAttributes = exports.ItemLocation = exports.BucketCategory = exports.BucketScope = exports.TierType = exports.DestinySocketCategoryStyle = exports.DestinySocketVisibility = exports.SocketTypeActionType = exports.DestinyProgressionStepDisplayEffect = exports.DestinyProgressionScope = exports.ItemState = exports.DestinyStatCategory = exports.DestinyStatAggregationType = exports.DestinyProgressionRewardItemState = exports.ForumFlagsEnum = exports.ForumPostCategoryEnums = exports.CommunityContentSortMode = exports.ForumPostSortEnum = exports.ForumRecruitmentToneLabel = exports.ForumRecruitmentIntensityLabel = exports.ForumPostPopularity = exports.ForumMediaType = exports.ForumTopicsSortEnum = exports.ForumTopicsQuickDateEnum = exports.ForumTopicsCategoryFiltersEnum = exports.ContentPropertyDataTypeEnum = exports.GroupsForMemberFilter = exports.GroupApplicationResolveState = exports.GroupMemberCountFilter = exports.GroupSortBy = exports.GroupDateRange = exports.GroupPotentialMemberStatus = exports.GroupAllianceStatus = exports.RuntimeGroupMemberType = exports.HostGuidedGamesPermissionLevel = exports.Capabilities = exports.GroupPostPublicity = exports.MembershipOption = exports.GroupHomepage = exports.ChatSecuritySetting = exports.GroupType = exports.BungieCredentialType = exports.IgnoreLength = exports.IgnoreStatus = exports.BungieMembershipType = exports.OptInFlags = exports.DeveloperRole = exports.ApplicationStatus = exports.OAuthApplicationType = exports.ApplicationScopes = void 0; exports.DestinyGameVersions = exports.TransferStatuses = exports.ItemBindStatus = exports.DestinyProgressionRewardItemAcquisitionBehavior = exports.DestinyBreakerType = exports.DestinyItemType = exports.SpecialItemType = exports.ItemPerkVisibility = exports.DestinyTalentNodeStepDamageTypes = exports.DestinyTalentNodeStepLightAbilities = exports.DestinyTalentNodeStepGuardianAttributes = exports.DestinyTalentNodeStepImpactEffects = exports.DestinyTalentNodeStepWeaponPerformances = exports.SocketPlugSources = exports.DestinyEnergyType = exports.PlugAvailabilityMode = exports.PlugUiStyles = exports.DestinyPresentationScreenStyle = exports.DestinyRecordToastStyle = exports.DestinyRecordValueStyle = exports.DestinyPresentationDisplayStyle = exports.DestinyScope = exports.DestinyPresentationNodeType = exports.DestinyRewardSourceCategory = exports.DestinyGraphNodeState = exports.DestinyActivityDifficultyTierType = exports.DestinyActivityModifierConnotation = exports.DestinyActivityModifierDisplayCategory = exports.DestinyActivitySkullDynamicUse = exports.DestinyActivityDifficultyId = exports.DestinyItemSubType = exports.DestinyActivityModeCategory = exports.DestinyActivityModeType = exports.DestinyActivityNavPointType = exports.DestinyObjectiveUiStyle = exports.DestinyObjectiveGrantStyle = exports.DestinyUnlockValueUIStyle = exports.ActivityGraphNodeHighlightType = exports.DestinyGatingScope = exports.DestinyVendorItemRefundPolicy = exports.DestinyItemSortType = exports.VendorInteractionType = exports.DestinyVendorReplyType = exports.DestinyVendorInteractionRewardSelection = exports.VendorDisplayCategorySortOrder = exports.DestinyVendorProgressionType = exports.DestinyGender = exports.DestinyClass = exports.DamageType = exports.DestinyAmmunitionType = void 0; exports.PlatformFriendType = exports.FriendRelationshipState = exports.PresenceOnlineStateFlags = exports.PresenceStatus = exports.FireteamPlatformInviteResult = exports.FireteamSlotSearch = exports.FireteamPublicSearchOption = exports.FireteamPlatform = exports.FireteamDateRange = exports.TrendingEntryType = exports.ComponentPrivacySetting = exports.DropStateEnum = exports.PlatformErrorCodes = exports.FireteamFinderLabelFieldType = exports.FireteamFinderOptionValueFlags = exports.FireteamFinderOptionValueProviderType = exports.FireteamFinderOptionDisplayFormat = exports.FireteamFinderOptionSearchFilterType = exports.FireteamFinderOptionControlType = exports.FireteamFinderOptionVisibility = exports.FireteamFinderOptionAvailability = exports.FireteamFinderCodeOptionType = exports.DestinyActivityTreeChildSortMode = exports.DestinyActivityTreeType = exports.AwaResponseReason = exports.AwaUserSelection = exports.AwaType = exports.PeriodType = exports.DestinyStatsMergeMethod = exports.UnitType = exports.DestinyStatsCategoryType = exports.DestinyStatsGroupType = exports.DestinySocketArrayType = exports.DestinyVendorItemState = exports.VendorItemStatus = exports.DestinyVendorFilter = exports.DestinyTalentNodeState = exports.EquipFailureReason = exports.DestinyActivityRewardDisplayMode = exports.DestinyActivityDifficultyTier = exports.DestinyMilestoneType = exports.DestinyMilestoneDisplayPreference = exports.DestinyRace = exports.DestinyJoinClosedReasons = exports.DestinyGamePrivacySetting = exports.DestinyPartyMemberStates = exports.DestinyCollectibleState = exports.DestinyRecordState = exports.DestinyPresentationNodeState = exports.DestinyComponentType = void 0; exports.GlobalAlertType = exports.GlobalAlertLevel = void 0; var ApplicationScopes; (function (ApplicationScopes) { // Read basic user profile information such as the user's handle, avatar icon, etc. ApplicationScopes[ApplicationScopes["ReadBasicUserProfile"] = 1] = "ReadBasicUserProfile"; // Read Group/Clan Forums, Wall, and Members for groups and clans that the user has joined. ApplicationScopes[ApplicationScopes["ReadGroups"] = 2] = "ReadGroups"; // Write Group/Clan Forums, Wall, and Members for groups and clans that the user has joined. ApplicationScopes[ApplicationScopes["WriteGroups"] = 4] = "WriteGroups"; // Administer Group/Clan Forums, Wall, and Members for groups and clans that the user is a founder or an administrator. ApplicationScopes[ApplicationScopes["AdminGroups"] = 8] = "AdminGroups"; // Create new groups, clans, and forum posts, along with other actions that are reserved for Bungie.net elevated scope: not meant to be used by third party applications. ApplicationScopes[ApplicationScopes["BnetWrite"] = 16] = "BnetWrite"; // Move or equip Destiny items ApplicationScopes[ApplicationScopes["MoveEquipDestinyItems"] = 32] = "MoveEquipDestinyItems"; // Read Destiny 1 Inventory and Vault contents. For Destiny 2, this scope is needed to read anything regarded as private. This is the only scope a Destiny 2 app needs for read operations against Destiny 2 data such as inventory, vault, currency, vendors, milestones, progression, etc. ApplicationScopes[ApplicationScopes["ReadDestinyInventoryAndVault"] = 64] = "ReadDestinyInventoryAndVault"; // Read user data such as who they are web notifications, clan/group memberships, recent activity, muted users. ApplicationScopes[ApplicationScopes["ReadUserData"] = 128] = "ReadUserData"; // Edit user data such as preferred language, status, motto, avatar selection and theme. ApplicationScopes[ApplicationScopes["EditUserData"] = 256] = "EditUserData"; // Access vendor and advisor data specific to a user. OBSOLETE. This scope is only used on the Destiny 1 API. ApplicationScopes[ApplicationScopes["ReadDestinyVendorsAndAdvisors"] = 512] = "ReadDestinyVendorsAndAdvisors"; // Read offer history and claim and apply tokens for the user. ApplicationScopes[ApplicationScopes["ReadAndApplyTokens"] = 1024] = "ReadAndApplyTokens"; // Can perform actions that will result in a prompt to the user via the Destiny app. ApplicationScopes[ApplicationScopes["AdvancedWriteActions"] = 2048] = "AdvancedWriteActions"; // Can use the partner offer api to claim rewards defined for a partner ApplicationScopes[ApplicationScopes["PartnerOfferGrant"] = 4096] = "PartnerOfferGrant"; // Allows an app to query sensitive information like unlock flags and values not available through normal methods. ApplicationScopes[ApplicationScopes["DestinyUnlockValueQuery"] = 8192] = "DestinyUnlockValueQuery"; // Allows an app to query sensitive user PII, most notably email information. ApplicationScopes[ApplicationScopes["UserPiiRead"] = 16384] = "UserPiiRead"; })(ApplicationScopes = exports.ApplicationScopes || (exports.ApplicationScopes = {})); var OAuthApplicationType; (function (OAuthApplicationType) { OAuthApplicationType[OAuthApplicationType["None"] = 0] = "None"; // Indicates the application is server based and can keep its secrets from end users and other potential snoops. OAuthApplicationType[OAuthApplicationType["Confidential"] = 1] = "Confidential"; // Indicates the application runs in a public place, and it can't be trusted to keep a secret. OAuthApplicationType[OAuthApplicationType["Public"] = 2] = "Public"; })(OAuthApplicationType = exports.OAuthApplicationType || (exports.OAuthApplicationType = {})); var ApplicationStatus; (function (ApplicationStatus) { // No value assigned ApplicationStatus[ApplicationStatus["None"] = 0] = "None"; // Application exists and works but will not appear in any public catalog. New applications start in this state, test applications will remain in this state. ApplicationStatus[ApplicationStatus["Private"] = 1] = "Private"; // Active applications that can appear in an catalog. ApplicationStatus[ApplicationStatus["Public"] = 2] = "Public"; // Application disabled by the owner. All authorizations will be treated as terminated while in this state. Owner can move back to private or public state. ApplicationStatus[ApplicationStatus["Disabled"] = 3] = "Disabled"; // Application has been blocked by Bungie. It cannot be transitioned out of this state by the owner. Authorizations are terminated when an application is in this state. ApplicationStatus[ApplicationStatus["Blocked"] = 4] = "Blocked"; })(ApplicationStatus = exports.ApplicationStatus || (exports.ApplicationStatus = {})); var DeveloperRole; (function (DeveloperRole) { DeveloperRole[DeveloperRole["None"] = 0] = "None"; DeveloperRole[DeveloperRole["Owner"] = 1] = "Owner"; DeveloperRole[DeveloperRole["TeamMember"] = 2] = "TeamMember"; })(DeveloperRole = exports.DeveloperRole || (exports.DeveloperRole = {})); var OptInFlags; (function (OptInFlags) { OptInFlags[OptInFlags["None"] = 0] = "None"; OptInFlags[OptInFlags["Newsletter"] = 1] = "Newsletter"; OptInFlags[OptInFlags["System"] = 2] = "System"; OptInFlags[OptInFlags["Marketing"] = 4] = "Marketing"; OptInFlags[OptInFlags["UserResearch"] = 8] = "UserResearch"; OptInFlags[OptInFlags["CustomerService"] = 16] = "CustomerService"; OptInFlags[OptInFlags["Social"] = 32] = "Social"; OptInFlags[OptInFlags["PlayTests"] = 64] = "PlayTests"; OptInFlags[OptInFlags["PlayTestsLocal"] = 128] = "PlayTestsLocal"; OptInFlags[OptInFlags["Careers"] = 256] = "Careers"; })(OptInFlags = exports.OptInFlags || (exports.OptInFlags = {})); // The types of membership the Accounts system supports. This is the external facing enum used in place of the internal-only Bungie.SharedDefinitions.MembershipType. var BungieMembershipType; (function (BungieMembershipType) { BungieMembershipType[BungieMembershipType["None"] = 0] = "None"; BungieMembershipType[BungieMembershipType["TigerXbox"] = 1] = "TigerXbox"; BungieMembershipType[BungieMembershipType["TigerPsn"] = 2] = "TigerPsn"; BungieMembershipType[BungieMembershipType["TigerSteam"] = 3] = "TigerSteam"; BungieMembershipType[BungieMembershipType["TigerBlizzard"] = 4] = "TigerBlizzard"; BungieMembershipType[BungieMembershipType["TigerStadia"] = 5] = "TigerStadia"; BungieMembershipType[BungieMembershipType["TigerEgs"] = 6] = "TigerEgs"; BungieMembershipType[BungieMembershipType["TigerDemon"] = 10] = "TigerDemon"; BungieMembershipType[BungieMembershipType["GoliathGame"] = 20] = "GoliathGame"; BungieMembershipType[BungieMembershipType["BungieNext"] = 254] = "BungieNext"; // "All" is only valid for searching capabilities: you need to pass the actual matching BungieMembershipType for any query where you pass a known membershipId. BungieMembershipType[BungieMembershipType["All"] = -1] = "All"; })(BungieMembershipType = exports.BungieMembershipType || (exports.BungieMembershipType = {})); var IgnoreStatus; (function (IgnoreStatus) { IgnoreStatus[IgnoreStatus["NotIgnored"] = 0] = "NotIgnored"; IgnoreStatus[IgnoreStatus["IgnoredUser"] = 1] = "IgnoredUser"; IgnoreStatus[IgnoreStatus["IgnoredGroup"] = 2] = "IgnoredGroup"; IgnoreStatus[IgnoreStatus["IgnoredByGroup"] = 4] = "IgnoredByGroup"; IgnoreStatus[IgnoreStatus["IgnoredPost"] = 8] = "IgnoredPost"; IgnoreStatus[IgnoreStatus["IgnoredTag"] = 16] = "IgnoredTag"; IgnoreStatus[IgnoreStatus["IgnoredGlobal"] = 32] = "IgnoredGlobal"; })(IgnoreStatus = exports.IgnoreStatus || (exports.IgnoreStatus = {})); var IgnoreLength; (function (IgnoreLength) { IgnoreLength[IgnoreLength["None"] = 0] = "None"; IgnoreLength[IgnoreLength["Week"] = 1] = "Week"; IgnoreLength[IgnoreLength["TwoWeeks"] = 2] = "TwoWeeks"; IgnoreLength[IgnoreLength["ThreeWeeks"] = 3] = "ThreeWeeks"; IgnoreLength[IgnoreLength["Month"] = 4] = "Month"; IgnoreLength[IgnoreLength["ThreeMonths"] = 5] = "ThreeMonths"; IgnoreLength[IgnoreLength["SixMonths"] = 6] = "SixMonths"; IgnoreLength[IgnoreLength["Year"] = 7] = "Year"; IgnoreLength[IgnoreLength["Forever"] = 8] = "Forever"; IgnoreLength[IgnoreLength["ThreeMinutes"] = 9] = "ThreeMinutes"; IgnoreLength[IgnoreLength["Hour"] = 10] = "Hour"; IgnoreLength[IgnoreLength["ThirtyDays"] = 11] = "ThirtyDays"; })(IgnoreLength = exports.IgnoreLength || (exports.IgnoreLength = {})); // The types of credentials the Accounts system supports. This is the external facing enum used in place of the internal-only Bungie.SharedDefinitions.CredentialType. var BungieCredentialType; (function (BungieCredentialType) { BungieCredentialType[BungieCredentialType["None"] = 0] = "None"; BungieCredentialType[BungieCredentialType["Xuid"] = 1] = "Xuid"; BungieCredentialType[BungieCredentialType["Psnid"] = 2] = "Psnid"; BungieCredentialType[BungieCredentialType["Wlid"] = 3] = "Wlid"; BungieCredentialType[BungieCredentialType["Fake"] = 4] = "Fake"; BungieCredentialType[BungieCredentialType["Facebook"] = 5] = "Facebook"; BungieCredentialType[BungieCredentialType["Google"] = 8] = "Google"; BungieCredentialType[BungieCredentialType["Windows"] = 9] = "Windows"; BungieCredentialType[BungieCredentialType["DemonId"] = 10] = "DemonId"; BungieCredentialType[BungieCredentialType["SteamId"] = 12] = "SteamId"; BungieCredentialType[BungieCredentialType["BattleNetId"] = 14] = "BattleNetId"; BungieCredentialType[BungieCredentialType["StadiaId"] = 16] = "StadiaId"; BungieCredentialType[BungieCredentialType["TwitchId"] = 18] = "TwitchId"; BungieCredentialType[BungieCredentialType["EgsId"] = 20] = "EgsId"; })(BungieCredentialType = exports.BungieCredentialType || (exports.BungieCredentialType = {})); var GroupType; (function (GroupType) { GroupType[GroupType["General"] = 0] = "General"; GroupType[GroupType["Clan"] = 1] = "Clan"; })(GroupType = exports.GroupType || (exports.GroupType = {})); var ChatSecuritySetting; (function (ChatSecuritySetting) { ChatSecuritySetting[ChatSecuritySetting["Group"] = 0] = "Group"; ChatSecuritySetting[ChatSecuritySetting["Admins"] = 1] = "Admins"; })(ChatSecuritySetting = exports.ChatSecuritySetting || (exports.ChatSecuritySetting = {})); var GroupHomepage; (function (GroupHomepage) { GroupHomepage[GroupHomepage["Wall"] = 0] = "Wall"; GroupHomepage[GroupHomepage["Forum"] = 1] = "Forum"; GroupHomepage[GroupHomepage["AllianceForum"] = 2] = "AllianceForum"; })(GroupHomepage = exports.GroupHomepage || (exports.GroupHomepage = {})); var MembershipOption; (function (MembershipOption) { MembershipOption[MembershipOption["Reviewed"] = 0] = "Reviewed"; MembershipOption[MembershipOption["Open"] = 1] = "Open"; MembershipOption[MembershipOption["Closed"] = 2] = "Closed"; })(MembershipOption = exports.MembershipOption || (exports.MembershipOption = {})); var GroupPostPublicity; (function (GroupPostPublicity) { GroupPostPublicity[GroupPostPublicity["Public"] = 0] = "Public"; GroupPostPublicity[GroupPostPublicity["Alliance"] = 1] = "Alliance"; GroupPostPublicity[GroupPostPublicity["Private"] = 2] = "Private"; })(GroupPostPublicity = exports.GroupPostPublicity || (exports.GroupPostPublicity = {})); var Capabilities; (function (Capabilities) { Capabilities[Capabilities["None"] = 0] = "None"; Capabilities[Capabilities["Leaderboards"] = 1] = "Leaderboards"; Capabilities[Capabilities["Callsign"] = 2] = "Callsign"; Capabilities[Capabilities["OptionalConversations"] = 4] = "OptionalConversations"; Capabilities[Capabilities["ClanBanner"] = 8] = "ClanBanner"; Capabilities[Capabilities["D2InvestmentData"] = 16] = "D2InvestmentData"; Capabilities[Capabilities["Tags"] = 32] = "Tags"; Capabilities[Capabilities["Alliances"] = 64] = "Alliances"; })(Capabilities = exports.Capabilities || (exports.Capabilities = {})); // Used for setting the guided game permission level override (admins and founders can always host guided games). var HostGuidedGamesPermissionLevel; (function (HostGuidedGamesPermissionLevel) { HostGuidedGamesPermissionLevel[HostGuidedGamesPermissionLevel["None"] = 0] = "None"; HostGuidedGamesPermissionLevel[HostGuidedGamesPermissionLevel["Beginner"] = 1] = "Beginner"; HostGuidedGamesPermissionLevel[HostGuidedGamesPermissionLevel["Member"] = 2] = "Member"; })(HostGuidedGamesPermissionLevel = exports.HostGuidedGamesPermissionLevel || (exports.HostGuidedGamesPermissionLevel = {})); // The member levels used by all V2 Groups API. Individual group types use their own mappings in their native storage (general uses BnetDbGroupMemberType and D2 clans use ClanMemberLevel), but they are all translated to this in the runtime api. These runtime values should NEVER be stored anywhere, so the values can be changed as necessary. var RuntimeGroupMemberType; (function (RuntimeGroupMemberType) { RuntimeGroupMemberType[RuntimeGroupMemberType["None"] = 0] = "None"; RuntimeGroupMemberType[RuntimeGroupMemberType["Beginner"] = 1] = "Beginner"; RuntimeGroupMemberType[RuntimeGroupMemberType["Member"] = 2] = "Member"; RuntimeGroupMemberType[RuntimeGroupMemberType["Admin"] = 3] = "Admin"; RuntimeGroupMemberType[RuntimeGroupMemberType["ActingFounder"] = 4] = "ActingFounder"; RuntimeGroupMemberType[RuntimeGroupMemberType["Founder"] = 5] = "Founder"; })(RuntimeGroupMemberType = exports.RuntimeGroupMemberType || (exports.RuntimeGroupMemberType = {})); var GroupAllianceStatus; (function (GroupAllianceStatus) { GroupAllianceStatus[GroupAllianceStatus["Unallied"] = 0] = "Unallied"; GroupAllianceStatus[GroupAllianceStatus["Parent"] = 1] = "Parent"; GroupAllianceStatus[GroupAllianceStatus["Child"] = 2] = "Child"; })(GroupAllianceStatus = exports.GroupAllianceStatus || (exports.GroupAllianceStatus = {})); var GroupPotentialMemberStatus; (function (GroupPotentialMemberStatus) { GroupPotentialMemberStatus[GroupPotentialMemberStatus["None"] = 0] = "None"; GroupPotentialMemberStatus[GroupPotentialMemberStatus["Applicant"] = 1] = "Applicant"; GroupPotentialMemberStatus[GroupPotentialMemberStatus["Invitee"] = 2] = "Invitee"; })(GroupPotentialMemberStatus = exports.GroupPotentialMemberStatus || (exports.GroupPotentialMemberStatus = {})); var GroupDateRange; (function (GroupDateRange) { GroupDateRange[GroupDateRange["All"] = 0] = "All"; GroupDateRange[GroupDateRange["PastDay"] = 1] = "PastDay"; GroupDateRange[GroupDateRange["PastWeek"] = 2] = "PastWeek"; GroupDateRange[GroupDateRange["PastMonth"] = 3] = "PastMonth"; GroupDateRange[GroupDateRange["PastYear"] = 4] = "PastYear"; })(GroupDateRange = exports.GroupDateRange || (exports.GroupDateRange = {})); var GroupSortBy; (function (GroupSortBy) { GroupSortBy[GroupSortBy["Name"] = 0] = "Name"; GroupSortBy[GroupSortBy["Date"] = 1] = "Date"; GroupSortBy[GroupSortBy["Popularity"] = 2] = "Popularity"; GroupSortBy[GroupSortBy["Id"] = 3] = "Id"; })(GroupSortBy = exports.GroupSortBy || (exports.GroupSortBy = {})); var GroupMemberCountFilter; (function (GroupMemberCountFilter) { GroupMemberCountFilter[GroupMemberCountFilter["All"] = 0] = "All"; GroupMemberCountFilter[GroupMemberCountFilter["OneToTen"] = 1] = "OneToTen"; GroupMemberCountFilter[GroupMemberCountFilter["ElevenToOneHundred"] = 2] = "ElevenToOneHundred"; GroupMemberCountFilter[GroupMemberCountFilter["GreaterThanOneHundred"] = 3] = "GreaterThanOneHundred"; })(GroupMemberCountFilter = exports.GroupMemberCountFilter || (exports.GroupMemberCountFilter = {})); var GroupApplicationResolveState; (function (GroupApplicationResolveState) { GroupApplicationResolveState[GroupApplicationResolveState["Unresolved"] = 0] = "Unresolved"; GroupApplicationResolveState[GroupApplicationResolveState["Accepted"] = 1] = "Accepted"; GroupApplicationResolveState[GroupApplicationResolveState["Denied"] = 2] = "Denied"; GroupApplicationResolveState[GroupApplicationResolveState["Rescinded"] = 3] = "Rescinded"; })(GroupApplicationResolveState = exports.GroupApplicationResolveState || (exports.GroupApplicationResolveState = {})); var GroupsForMemberFilter; (function (GroupsForMemberFilter) { GroupsForMemberFilter[GroupsForMemberFilter["All"] = 0] = "All"; GroupsForMemberFilter[GroupsForMemberFilter["Founded"] = 1] = "Founded"; GroupsForMemberFilter[GroupsForMemberFilter["NonFounded"] = 2] = "NonFounded"; })(GroupsForMemberFilter = exports.GroupsForMemberFilter || (exports.GroupsForMemberFilter = {})); var ContentPropertyDataTypeEnum; (function (ContentPropertyDataTypeEnum) { ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["None"] = 0] = "None"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Plaintext"] = 1] = "Plaintext"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Html"] = 2] = "Html"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Dropdown"] = 3] = "Dropdown"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["List"] = 4] = "List"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Json"] = 5] = "Json"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Content"] = 6] = "Content"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Representation"] = 7] = "Representation"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Set"] = 8] = "Set"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["File"] = 9] = "File"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["FolderSet"] = 10] = "FolderSet"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Date"] = 11] = "Date"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["MultilinePlaintext"] = 12] = "MultilinePlaintext"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["DestinyContent"] = 13] = "DestinyContent"; ContentPropertyDataTypeEnum[ContentPropertyDataTypeEnum["Color"] = 14] = "Color"; })(ContentPropertyDataTypeEnum = exports.ContentPropertyDataTypeEnum || (exports.ContentPropertyDataTypeEnum = {})); var ForumTopicsCategoryFiltersEnum; (function (ForumTopicsCategoryFiltersEnum) { ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["None"] = 0] = "None"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["Links"] = 1] = "Links"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["Questions"] = 2] = "Questions"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["AnsweredQuestions"] = 4] = "AnsweredQuestions"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["Media"] = 8] = "Media"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["TextOnly"] = 16] = "TextOnly"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["Announcement"] = 32] = "Announcement"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["BungieOfficial"] = 64] = "BungieOfficial"; ForumTopicsCategoryFiltersEnum[ForumTopicsCategoryFiltersEnum["Polls"] = 128] = "Polls"; })(ForumTopicsCategoryFiltersEnum = exports.ForumTopicsCategoryFiltersEnum || (exports.ForumTopicsCategoryFiltersEnum = {})); var ForumTopicsQuickDateEnum; (function (ForumTopicsQuickDateEnum) { ForumTopicsQuickDateEnum[ForumTopicsQuickDateEnum["All"] = 0] = "All"; ForumTopicsQuickDateEnum[ForumTopicsQuickDateEnum["LastYear"] = 1] = "LastYear"; ForumTopicsQuickDateEnum[ForumTopicsQuickDateEnum["LastMonth"] = 2] = "LastMonth"; ForumTopicsQuickDateEnum[ForumTopicsQuickDateEnum["LastWeek"] = 3] = "LastWeek"; ForumTopicsQuickDateEnum[ForumTopicsQuickDateEnum["LastDay"] = 4] = "LastDay"; })(ForumTopicsQuickDateEnum = exports.ForumTopicsQuickDateEnum || (exports.ForumTopicsQuickDateEnum = {})); var ForumTopicsSortEnum; (function (ForumTopicsSortEnum) { ForumTopicsSortEnum[ForumTopicsSortEnum["Default"] = 0] = "Default"; ForumTopicsSortEnum[ForumTopicsSortEnum["LastReplied"] = 1] = "LastReplied"; ForumTopicsSortEnum[ForumTopicsSortEnum["MostReplied"] = 2] = "MostReplied"; ForumTopicsSortEnum[ForumTopicsSortEnum["Popularity"] = 3] = "Popularity"; ForumTopicsSortEnum[ForumTopicsSortEnum["Controversiality"] = 4] = "Controversiality"; ForumTopicsSortEnum[ForumTopicsSortEnum["Liked"] = 5] = "Liked"; ForumTopicsSortEnum[ForumTopicsSortEnum["HighestRated"] = 6] = "HighestRated"; ForumTopicsSortEnum[ForumTopicsSortEnum["MostUpvoted"] = 7] = "MostUpvoted"; })(ForumTopicsSortEnum = exports.ForumTopicsSortEnum || (exports.ForumTopicsSortEnum = {})); var ForumMediaType; (function (ForumMediaType) { ForumMediaType[ForumMediaType["None"] = 0] = "None"; ForumMediaType[ForumMediaType["Image"] = 1] = "Image"; ForumMediaType[ForumMediaType["Video"] = 2] = "Video"; ForumMediaType[ForumMediaType["Youtube"] = 3] = "Youtube"; })(ForumMediaType = exports.ForumMediaType || (exports.ForumMediaType = {})); var ForumPostPopularity; (function (ForumPostPopularity) { ForumPostPopularity[ForumPostPopularity["Empty"] = 0] = "Empty"; ForumPostPopularity[ForumPostPopularity["Default"] = 1] = "Default"; ForumPostPopularity[ForumPostPopularity["Discussed"] = 2] = "Discussed"; ForumPostPopularity[ForumPostPopularity["CoolStory"] = 3] = "CoolStory"; ForumPostPopularity[ForumPostPopularity["HeatingUp"] = 4] = "HeatingUp"; ForumPostPopularity[ForumPostPopularity["Hot"] = 5] = "Hot"; })(ForumPostPopularity = exports.ForumPostPopularity || (exports.ForumPostPopularity = {})); var ForumRecruitmentIntensityLabel; (function (ForumRecruitmentIntensityLabel) { ForumRecruitmentIntensityLabel[ForumRecruitmentIntensityLabel["None"] = 0] = "None"; ForumRecruitmentIntensityLabel[ForumRecruitmentIntensityLabel["Casual"] = 1] = "Casual"; ForumRecruitmentIntensityLabel[ForumRecruitmentIntensityLabel["Professional"] = 2] = "Professional"; })(ForumRecruitmentIntensityLabel = exports.ForumRecruitmentIntensityLabel || (exports.ForumRecruitmentIntensityLabel = {})); var ForumRecruitmentToneLabel; (function (ForumRecruitmentToneLabel) { ForumRecruitmentToneLabel[ForumRecruitmentToneLabel["None"] = 0] = "None"; ForumRecruitmentToneLabel[ForumRecruitmentToneLabel["FamilyFriendly"] = 1] = "FamilyFriendly"; ForumRecruitmentToneLabel[ForumRecruitmentToneLabel["Rowdy"] = 2] = "Rowdy"; })(ForumRecruitmentToneLabel = exports.ForumRecruitmentToneLabel || (exports.ForumRecruitmentToneLabel = {})); var ForumPostSortEnum; (function (ForumPostSortEnum) { ForumPostSortEnum[ForumPostSortEnum["Default"] = 0] = "Default"; ForumPostSortEnum[ForumPostSortEnum["OldestFirst"] = 1] = "OldestFirst"; })(ForumPostSortEnum = exports.ForumPostSortEnum || (exports.ForumPostSortEnum = {})); var CommunityContentSortMode; (function (CommunityContentSortMode) { CommunityContentSortMode[CommunityContentSortMode["Trending"] = 0] = "Trending"; CommunityContentSortMode[CommunityContentSortMode["Latest"] = 1] = "Latest"; CommunityContentSortMode[CommunityContentSortMode["HighestRated"] = 2] = "HighestRated"; })(CommunityContentSortMode = exports.CommunityContentSortMode || (exports.CommunityContentSortMode = {})); var ForumPostCategoryEnums; (function (ForumPostCategoryEnums) { ForumPostCategoryEnums[ForumPostCategoryEnums["None"] = 0] = "None"; ForumPostCategoryEnums[ForumPostCategoryEnums["TextOnly"] = 1] = "TextOnly"; ForumPostCategoryEnums[ForumPostCategoryEnums["Media"] = 2] = "Media"; ForumPostCategoryEnums[ForumPostCategoryEnums["Link"] = 4] = "Link"; ForumPostCategoryEnums[ForumPostCategoryEnums["Poll"] = 8] = "Poll"; ForumPostCategoryEnums[ForumPostCategoryEnums["Question"] = 16] = "Question"; ForumPostCategoryEnums[ForumPostCategoryEnums["Answered"] = 32] = "Answered"; ForumPostCategoryEnums[ForumPostCategoryEnums["Announcement"] = 64] = "Announcement"; ForumPostCategoryEnums[ForumPostCategoryEnums["ContentComment"] = 128] = "ContentComment"; ForumPostCategoryEnums[ForumPostCategoryEnums["BungieOfficial"] = 256] = "BungieOfficial"; ForumPostCategoryEnums[ForumPostCategoryEnums["NinjaOfficial"] = 512] = "NinjaOfficial"; ForumPostCategoryEnums[ForumPostCategoryEnums["Recruitment"] = 1024] = "Recruitment"; })(ForumPostCategoryEnums = exports.ForumPostCategoryEnums || (exports.ForumPostCategoryEnums = {})); var ForumFlagsEnum; (function (ForumFlagsEnum) { ForumFlagsEnum[ForumFlagsEnum["None"] = 0] = "None"; ForumFlagsEnum[ForumFlagsEnum["BungieStaffPost"] = 1] = "BungieStaffPost"; ForumFlagsEnum[ForumFlagsEnum["ForumNinjaPost"] = 2] = "ForumNinjaPost"; ForumFlagsEnum[ForumFlagsEnum["ForumMentorPost"] = 4] = "ForumMentorPost"; ForumFlagsEnum[ForumFlagsEnum["TopicBungieStaffPosted"] = 8] = "TopicBungieStaffPosted"; ForumFlagsEnum[ForumFlagsEnum["TopicBungieVolunteerPosted"] = 16] = "TopicBungieVolunteerPosted"; ForumFlagsEnum[ForumFlagsEnum["QuestionAnsweredByBungie"] = 32] = "QuestionAnsweredByBungie"; ForumFlagsEnum[ForumFlagsEnum["QuestionAnsweredByNinja"] = 64] = "QuestionAnsweredByNinja"; ForumFlagsEnum[ForumFlagsEnum["CommunityContent"] = 128] = "CommunityContent"; })(ForumFlagsEnum = exports.ForumFlagsEnum || (exports.ForumFlagsEnum = {})); // Represents the different states a progression reward item can be in. var DestinyProgressionRewardItemState; (function (DestinyProgressionRewardItemState) { DestinyProgressionRewardItemState[DestinyProgressionRewardItemState["None"] = 0] = "None"; // If this is set, the reward should be hidden. DestinyProgressionRewardItemState[DestinyProgressionRewardItemState["Invisible"] = 1] = "Invisible"; // If this is set, the reward has been earned. DestinyProgressionRewardItemState[DestinyProgressionRewardItemState["Earned"] = 2] = "Earned"; // If this is set, the reward has been claimed. DestinyProgressionRewardItemState[DestinyProgressionRewardItemState["Claimed"] = 4] = "Claimed"; // If this is set, the reward is allowed to be claimed by this Character. An item can be earned but still can't be claimed in certain circumstances, like if it's only allowed for certain subclasses. It also might not be able to be claimed if you already claimed it! DestinyProgressionRewardItemState[DestinyProgressionRewardItemState["ClaimAllowed"] = 8] = "ClaimAllowed"; })(DestinyProgressionRewardItemState = exports.DestinyProgressionRewardItemState || (exports.DestinyProgressionRewardItemState = {})); // When a Stat (DestinyStatDefinition) is aggregated, this is the rules used for determining the level and formula used for aggregation. // * CharacterAverage = apply a weighted average using the related DestinyStatGroupDefinition on the DestinyInventoryItemDefinition across the character's equipped items. See both of those definitions for details. * Character = don't aggregate: the stat should be located and used directly on the character. * Item = don't aggregate: the stat should be located and used directly on the item. var DestinyStatAggregationType; (function (DestinyStatAggregationType) { DestinyStatAggregationType[DestinyStatAggregationType["CharacterAverage"] = 0] = "CharacterAverage"; DestinyStatAggregationType[DestinyStatAggregationType["Character"] = 1] = "Character"; DestinyStatAggregationType[DestinyStatAggregationType["Item"] = 2] = "Item"; })(DestinyStatAggregationType = exports.DestinyStatAggregationType || (exports.DestinyStatAggregationType = {})); // At last, stats have categories. Use this for whatever purpose you might wish. var DestinyStatCategory; (function (DestinyStatCategory) { DestinyStatCategory[DestinyStatCategory["Gameplay"] = 0] = "Gameplay"; DestinyStatCategory[DestinyStatCategory["Weapon"] = 1] = "Weapon"; DestinyStatCategory[DestinyStatCategory["Defense"] = 2] = "Defense"; DestinyStatCategory[DestinyStatCategory["Primary"] = 3] = "Primary"; })(DestinyStatCategory = exports.DestinyStatCategory || (exports.DestinyStatCategory = {})); // A flags enumeration/bitmask where each bit represents a different possible state that the item can be in that may effect how the item is displayed to the user and what actions can be performed against it. var ItemState; (function (ItemState) { ItemState[ItemState["None"] = 0] = "None"; // If this bit is set, the item has been "locked" by the user and cannot be deleted. You may want to represent this visually with a "lock" icon. ItemState[ItemState["Locked"] = 1] = "Locked"; // If this bit is set, the item is a quest that's being tracked by the user. You may want a visual indicator to show that this is a tracked quest. ItemState[ItemState["Tracked"] = 2] = "Tracked"; // If this bit is set, the item has a Masterwork plug inserted. This usually coincides with having a special "glowing" effect applied to the item's icon. ItemState[ItemState["Masterwork"] = 4] = "Masterwork"; // If this bit is set, the item has been 'crafted' by the player. You may want to represent this visually with a "crafted" icon overlay. ItemState[ItemState["Crafted"] = 8] = "Crafted"; // If this bit is set, the item has a 'highlighted' objective. You may want to represent this with an orange-red icon border color. ItemState[ItemState["HighlightedObjective"] = 16] = "HighlightedObjective"; })(ItemState = exports.ItemState || (exports.ItemState = {})); // There are many Progressions in Destiny (think Character Level, or Reputation). These are the various "Scopes" of Progressions, which affect many things: * Where/if they are stored * How they are calculated * Where they can be used in other game logic var DestinyProgressionScope; (function (DestinyProgressionScope) { DestinyProgressionScope[DestinyProgressionScope["Account"] = 0] = "Account"; DestinyProgressionScope[DestinyProgressionScope["Character"] = 1] = "Character"; DestinyProgressionScope[DestinyProgressionScope["Clan"] = 2] = "Clan"; DestinyProgressionScope[DestinyProgressionScope["Item"] = 3] = "Item"; DestinyProgressionScope[DestinyProgressionScope["ImplicitFromEquipment"] = 4] = "ImplicitFromEquipment"; DestinyProgressionScope[DestinyProgressionScope["Mapped"] = 5] = "Mapped"; DestinyProgressionScope[DestinyProgressionScope["MappedAggregate"] = 6] = "MappedAggregate"; DestinyProgressionScope[DestinyProgressionScope["MappedStat"] = 7] = "MappedStat"; DestinyProgressionScope[DestinyProgressionScope["MappedUnlockValue"] = 8] = "MappedUnlockValue"; })(DestinyProgressionScope = exports.DestinyProgressionScope || (exports.DestinyProgressionScope = {})); // If progression is earned, this determines whether the progression shows visual effects on the character or its item - or neither. var DestinyProgressionStepDisplayEffect; (function (DestinyProgressionStepDisplayEffect) { DestinyProgressionStepDisplayEffect[DestinyProgressionStepDisplayEffect["None"] = 0] = "None"; DestinyProgressionStepDisplayEffect[DestinyProgressionStepDisplayEffect["Character"] = 1] = "Character"; DestinyProgressionStepDisplayEffect[DestinyProgressionStepDisplayEffect["Item"] = 2] = "Item"; })(DestinyProgressionStepDisplayEffect = exports.DestinyProgressionStepDisplayEffect || (exports.DestinyProgressionStepDisplayEffect = {})); // Indicates the type of actions that can be performed var SocketTypeActionType; (function (SocketTypeActionType) { SocketTypeActionType[SocketTypeActionType["InsertPlug"] = 0] = "InsertPlug"; SocketTypeActionType[SocketTypeActionType["InfuseItem"] = 1] = "InfuseItem"; SocketTypeActionType[SocketTypeActionType["ReinitializeSocket"] = 2] = "ReinitializeSocket"; })(SocketTypeActionType = exports.SocketTypeActionType || (exports.SocketTypeActionType = {})); var DestinySocketVisibility; (function (DestinySocketVisibility) { DestinySocketVisibility[DestinySocketVisibility["Visible"] = 0] = "Visible"; DestinySocketVisibility[DestinySocketVisibility["Hidden"] = 1] = "Hidden"; DestinySocketVisibility[DestinySocketVisibility["HiddenWhenEmpty"] = 2] = "HiddenWhenEmpty"; DestinySocketVisibility[DestinySocketVisibility["HiddenIfNoPlugsAvailable"] = 3] = "HiddenIfNoPlugsAvailable"; })(DestinySocketVisibility = exports.DestinySocketVisibility || (exports.DestinySocketVisibility = {})); // Represents the possible and known UI styles used by the game for rendering Socket Categories. var DestinySocketCategoryStyle; (function (DestinySocketCategoryStyle) { DestinySocketCategoryStyle[DestinySocketCategoryStyle["Unknown"] = 0] = "Unknown"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["Reusable"] = 1] = "Reusable"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["Consumable"] = 2] = "Consumable"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["Unlockable"] = 3] = "Unlockable"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["Intrinsic"] = 4] = "Intrinsic"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["EnergyMeter"] = 5] = "EnergyMeter"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["LargePerk"] = 6] = "LargePerk"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["Abilities"] = 7] = "Abilities"; DestinySocketCategoryStyle[DestinySocketCategoryStyle["Supers"] = 8] = "Supers"; })(DestinySocketCategoryStyle = exports.DestinySocketCategoryStyle || (exports.DestinySocketCategoryStyle = {})); var TierType; (function (TierType) { TierType[TierType["Unknown"] = 0] = "Unknown"; TierType[TierType["Currency"] = 1] = "Currency"; TierType[TierType["Basic"] = 2] = "Basic"; TierType[TierType["Common"] = 3] = "Common"; TierType[TierType["Rare"] = 4] = "Rare"; TierType[TierType["Superior"] = 5] = "Superior"; TierType[TierType["Exotic"] = 6] = "Exotic"; })(TierType = exports.TierType || (exports.TierType = {})); var BucketScope; (function (BucketScope) { BucketScope[BucketScope["Character"] = 0] = "Character"; BucketScope[BucketScope["Account"] = 1] = "Account"; })(BucketScope = exports.BucketScope || (exports.BucketScope = {})); var BucketCategory; (function (BucketCategory) { BucketCategory[BucketCategory["Invisible"] = 0] = "Invisible"; BucketCategory[BucketCategory["Item"] = 1] = "Item"; BucketCategory[BucketCategory["Currency"] = 2] = "Currency"; BucketCategory[BucketCategory["Equippable"] = 3] = "Equippable"; BucketCategory[BucketCategory["Ignored"] = 4] = "Ignored"; })(BucketCategory = exports.BucketCategory || (exports.BucketCategory = {})); var ItemLocation; (function (ItemLocation) { ItemLocation[ItemLocation["Unknown"] = 0] = "Unknown"; ItemLocation[ItemLocation["Inventory"] = 1] = "Inventory"; ItemLocation[ItemLocation["Vault"] = 2] = "Vault"; ItemLocation[ItemLocation["Vendor"] = 3] = "Vendor"; ItemLocation[ItemLocation["Postmaster"] = 4] = "Postmaster"; })(ItemLocation = exports.ItemLocation || (exports.ItemLocation = {})); var EquippingItemBlockAttributes; (function (EquippingItemBlockAttributes) { EquippingItemBlockAttributes[EquippingItemBlockAttributes["None"] = 0] = "None"; EquippingItemBlockAttributes[EquippingItemBlockAttributes["EquipOnAcquire"] = 1] = "EquipOnAcquire"; })(EquippingItemBlockAttributes = exports.EquippingItemBlockAttributes || (exports.EquippingItemBlockAttributes = {})); var DestinyAmmunitionType; (function (DestinyAmmunitionType) { DestinyAmmunitionType[DestinyAmmunitionType["None"] = 0] = "None"; DestinyAmmunitionType[DestinyAmmunitionType["Primary"] = 1] = "Primary"; DestinyAmmunitionType[DestinyAmmunitionType["Special"] = 2] = "Special"; DestinyAmmunitionType[DestinyAmmunitionType["Heavy"] = 3] = "Heavy"; DestinyAmmunitionType[DestinyAmmunitionType["Unknown"] = 4] = "Unknown"; })(DestinyAmmunitionType = exports.DestinyAmmunitionType || (exports.DestinyAmmunitionType = {})); var DamageType; (function (DamageType) { DamageType[DamageType["None"] = 0] = "None"; DamageType[DamageType["Kinetic"] = 1] = "Kinetic"; DamageType[DamageType["Arc"] = 2] = "Arc"; DamageType[DamageType["Thermal"] = 3] = "Thermal"; DamageType[DamageType["Void"] = 4] = "Void"; DamageType[DamageType["Raid"] = 5] = "Raid"; DamageType[DamageType["Stasis"] = 6] = "Stasis"; DamageType[DamageType["Strand"] = 7] = "Strand"; })(DamageType = exports.DamageType || (exports.DamageType = {})); var DestinyClass; (function (DestinyClass) { DestinyClass[DestinyClass["Titan"] = 0] = "Titan"; DestinyClass[DestinyClass["Hunter"] = 1] = "Hunter"; DestinyClass[DestinyClass["Warlock"] = 2] = "Warlock"; DestinyClass[DestinyClass["Unknown"] = 3] = "Unknown"; })(DestinyClass = exports.DestinyClass || (exports.DestinyClass = {})); var DestinyGender; (function (DestinyGender) { DestinyGender[DestinyGender["Male"] = 0] = "Male"; DestinyGender[DestinyGender["Female"] = 1] = "Female"; DestinyGender[DestinyGender["Unknown"] = 2] = "Unknown"; })(DestinyGender = exports.DestinyGender || (exports.DestinyGender = {})); // Describes the type of progression that a vendor has. var DestinyVendorProgressionType; (function (DestinyVendorProgressionType) { // The original rank progression from token redemption. DestinyVendorProgressionType[DestinyVendorProgressionType["Default"] = 0] = "Default"; // Progression from ranks in ritual content. For example: Crucible (Shaxx), Gambit (Drifter), and Season 13 Battlegrounds (War Table). DestinyVendorProgressionType[DestinyVendorProgressionType["Ritual"] = 1] = "Ritual"; // A vendor progression with no seasonal refresh. For example: Xur in the Eternity destination for the 30th Anniversary. DestinyVendorProgressionType[DestinyVendorProgressionType["NoSeasonalRefresh"] = 2] = "NoSeasonalRefresh"; })(DestinyVendorProgressionType = exports.DestinyVendorProgressionType || (exports.DestinyVendorProgressionType = {})); // Display categories can have custom sort orders. These are the possible options. var VendorDisplayCategorySortOrder; (function (VendorDisplayCategorySortOrder) { VendorDisplayCategorySortOrder[VendorDisplayCategorySortOrder["Default"] = 0] = "Default"; VendorDisplayCategorySortOrder[VendorDisplayCategorySortOrder["SortByTier"] = 1] = "SortByTier"; })(VendorDisplayCategorySortOrder = exports.VendorDisplayCategorySortOrder || (exports.VendorDisplayCategorySortOrder = {})); // When a Vendor Interaction provides rewards, they'll either let you choose one or let you have all of them. This determines which it will be. var DestinyVendorInteractionRewardSelection; (function (DestinyVendorInteractionRewardSelection) { DestinyVendorInteractionRewardSelection[DestinyVendorInteractionRewardSelection["None"] = 0] = "None"; DestinyVendorInteractionRewardSelection[DestinyVendorInteractionRewardSelection["One"] = 1] = "One"; DestinyVendorInteractionRewardSelection[DestinyVendorInteractionRewardSelection["All"] = 2] = "All"; })(DestinyVendorInteractionRewardSelection = exports.DestinyVendorInteractionRewardSelection || (exports.DestinyVendorInteractionRewardSelection = {})); // This determines the type of reply that a Vendor will have during an Interaction. var DestinyVendorReplyType; (function (DestinyVendorReplyType) { DestinyVendorReplyType[DestinyVendorReplyType["Accept"] = 0] = "Accept"; DestinyVendorReplyType[DestinyVendorReplyType["Decline"] = 1] = "Decline"; DestinyVendorReplyType[DestinyVendorReplyType["Complete"] = 2] = "Complete"; })(DestinyVendorReplyType = exports.DestinyVendorReplyType || (exports.DestinyVendorReplyType = {})); // An enumeration of the known UI interactions for Vendors. var VendorInteractionType; (function (VendorInteractionType) { VendorInteractionType[VendorInteractionType["Unknown"] = 0] = "Unknown"; // An empty interaction. If this ends up in content, it is probably a game bug. VendorInteractionType[VendorInteractionType["Undefined"] = 1] = "Undefined"; // An interaction shown when you complete a quest and receive a reward. VendorInteractionType[VendorInteractionType["QuestComplete"] = 2] = "QuestComplete"; // An interaction shown when you talk to a Vendor as an intermediary step of a quest. VendorInteractionType[VendorInteractionType["QuestContinue"] = 3] = "QuestContinue"; // An interaction shown when you are previewing the vendor's reputation rewards. VendorInteractionType[VendorInteractionType["ReputationPreview"] = 4] = "ReputationPreview"; // An interaction shown when you rank up with the vendor. VendorInteractionType[VendorInteractionType["RankUpReward"] = 5] = "RankUpReward"; // An interaction shown when you have tokens to turn in for the vendor. VendorInteractionType[VendorInteractionType["TokenTurnIn"] = 6] = "TokenTurnIn"; // An interaction shown when you're accepting a new quest. VendorInteractionType[VendorInteractionType["QuestAccept"] = 7] = "QuestAccept"; // Honestly, this doesn't seem consistent to me. It is used to give you choices in the Cryptarch as well as some reward prompts by the Eververse vendor. I'll have to look into that further at some point. VendorInteractionType[VendorInteractionType["ProgressTab"] = 8] = "ProgressTab"; // These seem even less consistent. I don't know what these are. VendorInteractionType[VendorInteractionType["End"] = 9] = "End"; // Also seem inconsistent. I also don't know what these are offhand. VendorInteractionType[VendorInteractionType["Start"] = 10] = "Start"; })(VendorInteractionType = exports.VendorInteractionType || (exports.VendorInteractionType = {})); // Determines how items are sorted in an inventory bucket. var DestinyItemSortType; (function (DestinyItemSortType) { DestinyItemSortType[DestinyItemSortType["ItemId"] = 0] = "ItemId"; DestinyItemSortType[DestinyItemSortType["Timestamp"] = 1] = "Timestamp"; DestinyItemSortType[DestinyItemSortType["StackSize"] = 2] = "StackSize"; })(DestinyItemSortType = exports.DestinyItemSortType || (exports.DestinyItemSortType = {})); // The action that happens when the user attempts to refund an item. var DestinyVendorItemRefundPolicy; (function (DestinyVendorItemRefundPolicy) { DestinyVendorItemRefundPolicy[DestinyVendorItemRefundPolicy["NotRefundable"] = 0] = "NotRefundable"; DestinyVendorItemRefundPolicy[DestinyVendorItemRefundPolicy["DeletesItem"] = 1] = "DeletesItem"; DestinyVendorItemRefundPolicy[DestinyVendorItemRefundPolicy["RevokesLicense"] = 2] = "RevokesLicense"; })(DestinyVendorItemRefundPolicy = exports.DestinyVendorItemRefundPolicy || (exports.DestinyVendorItemRefundPolicy = {})); // This enumeration represents the most restrictive type of gating that is being performed by an entity. This is useful as a shortcut to avoid a lot of lookups when determining whether the gating on an Entity applies to everyone equally, or to their specific Profile or Character states. // None = There is no gating on this item. // Global = The gating on this item is based entirely on global game state. It will be gated the same for everyone. // Clan = The gating on this item is at the Clan level. For instance, if you're gated by Clan level this will be the case. // Profile = The gating includes Profile-specific checks, but not on the Profile's characters. An example of this might be when you acquire an Emblem: the Emblem will be available in your Kiosk for all characters in your Profile from that point onward. // Character = The gating includes Character-specific checks, including character level restrictions. An example of this might be an item that you can't purchase from a Vendor until you reach a specific Character Level. // Item = The gating includes item-specific checks. For BNet, this generally implies that we'll show this data only on a character level or deeper. // AssumedWorstCase = The unlocks and checks being used for this calculation are of an unknown type and are used for unknown purposes. For instance, if some great person decided that an unlock value should be globally scoped, but then the game changes it using character-specific data in a way that BNet doesn't know about. Because of the open-ended potential for this to occur, many unlock checks for "globally" scoped unlock data may be assumed as the worst case unless it has been specifically whitelisted as otherwise. That sucks, but them's the breaks. var DestinyGatingScope; (function (DestinyGatingScope) { DestinyGatingScope[DestinyGatingScope["None"] = 0] = "None"; DestinyGatingScope[DestinyGatingScope["Global"] = 1] = "Global"; DestinyGatingScope[DestinyGatingScope["Clan"] = 2] = "Clan"; DestinyGatingScope[DestinyGati