bungieapi.generated.components.schemas.destiny.entities package

Submodules

bungieapi.generated.components.schemas.destiny.entities.characters module

class bungieapi.generated.components.schemas.destiny.entities.characters.DestinyCharacterActivitiesComponent(available_activities: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyActivity]] = None, current_activity_hash: Optional[int] = None, current_activity_mode_hash: Optional[int] = None, current_activity_mode_hashes: Optional[Sequence[int]] = None, current_activity_mode_type: Optional[int] = None, current_activity_mode_types: Optional[Sequence[bungieapi.generated.components.schemas.destiny.historical_stats.definitions.DestinyActivityModeType]] = None, current_playlist_activity_hash: Optional[int] = None, date_activity_started: Optional[str] = None, last_completed_story_hash: Optional[int] = None)[source]

Bases: object

This component holds activity data for a character.

It will tell you about the character’s current activity status, as well as activities that are available to the user.

available_activities: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyActivity]] = None
current_activity_hash: Optional[int] = None
current_activity_mode_hash: Optional[int] = None
current_activity_mode_hashes: Optional[Sequence[int]] = None
current_activity_mode_type: Optional[int] = None
current_activity_mode_types: Optional[Sequence[bungieapi.generated.components.schemas.destiny.historical_stats.definitions.DestinyActivityModeType]] = None
current_playlist_activity_hash: Optional[int] = None
date_activity_started: Optional[str] = None
last_completed_story_hash: Optional[int] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.characters.DestinyCharacterComponent(base_character_level: Optional[int] = None, character_id: Optional[int] = None, class_hash: Optional[int] = None, class_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyClass] = None, date_last_played: Optional[str] = None, emblem_background_path: Optional[str] = None, emblem_color: Optional[bungieapi.generated.components.schemas.destiny.misc.DestinyColor] = None, emblem_hash: Optional[int] = None, emblem_path: Optional[str] = None, gender_hash: Optional[int] = None, gender_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyGender] = None, level_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None, light: Optional[int] = None, membership_id: Optional[int] = None, membership_type: Optional[bungieapi.generated.components.schemas.BungieMembershipType] = None, minutes_played_this_session: Optional[int] = None, minutes_played_total: Optional[int] = None, percent_to_next_level: Optional[float] = None, race_hash: Optional[int] = None, race_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyRace] = None, stats: Optional[Mapping[str, int]] = None, title_record_hash: Optional[int] = None)[source]

Bases: object

This component contains base properties of the character.

You’ll probably want to always request this component, but hey you do you.

base_character_level: Optional[int] = None
character_id: Optional[int] = None
class_hash: Optional[int] = None
class_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyClass] = None
date_last_played: Optional[str] = None
emblem_background_path: Optional[str] = None
emblem_color: Optional[bungieapi.generated.components.schemas.destiny.misc.DestinyColor] = None
emblem_hash: Optional[int] = None
emblem_path: Optional[str] = None
gender_hash: Optional[int] = None
gender_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyGender] = None
level_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None
light: Optional[int] = None
membership_id: Optional[int] = None
membership_type: Optional[bungieapi.generated.components.schemas.BungieMembershipType] = None
minutes_played_this_session: Optional[int] = None
minutes_played_total: Optional[int] = None
percent_to_next_level: Optional[float] = None
race_hash: Optional[int] = None
race_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyRace] = None
stats: Optional[Mapping[str, int]] = None
title_record_hash: Optional[int] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.characters.DestinyCharacterProgressionComponent(checklists: Optional[Mapping[str, Mapping[str, bool]]] = None, factions: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.progression.DestinyFactionProgression]] = None, milestones: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestone]] = None, progressions: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.DestinyProgression]] = None, quests: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyQuestStatus]] = None, seasonal_artifact: Optional[bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactCharacterScoped] = None, uninstanced_item_objectives: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]]] = None, uninstanced_item_perks: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemPerksComponent]] = None)[source]

Bases: object

This component returns anything that could be considered “Progression” on a user: data where the user is gaining levels, reputation, completions, rewards, etc…

checklists: Optional[Mapping[str, Mapping[str, bool]]] = None
factions: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.progression.DestinyFactionProgression]] = None
milestones: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestone]] = None
progressions: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.DestinyProgression]] = None
quests: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyQuestStatus]] = None
seasonal_artifact: Optional[bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactCharacterScoped] = None
to_json() Mapping[str, Any][source]
uninstanced_item_objectives: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]]] = None
uninstanced_item_perks: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemPerksComponent]] = None
class bungieapi.generated.components.schemas.destiny.entities.characters.DestinyCharacterRenderComponent(custom_dyes: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DyeReference]] = None, customization: Optional[bungieapi.generated.components.schemas.destiny.character.DestinyCharacterCustomization] = None, peer_view: Optional[bungieapi.generated.components.schemas.destiny.character.DestinyCharacterPeerView] = None)[source]

Bases: object

Only really useful if you’re attempting to render the character’s current appearance in 3D, this returns a bare minimum of information, pre- aggregated, that you’ll need to perform that rendering.

Note that you need to combine this with other 3D assets and data from our servers. Examine the Javascript returned by https://bungie.net/sharedbundle/spasm to see how we use this data, but be warned: the rabbit hole goes pretty deep.

custom_dyes: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DyeReference]] = None
customization: Optional[bungieapi.generated.components.schemas.destiny.character.DestinyCharacterCustomization] = None
peer_view: Optional[bungieapi.generated.components.schemas.destiny.character.DestinyCharacterPeerView] = None
to_json() Mapping[str, Any][source]

bungieapi.generated.components.schemas.destiny.entities.inventory module

class bungieapi.generated.components.schemas.destiny.entities.inventory.DestinyInventoryComponent(items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None)[source]

Bases: object

A list of minimal information for items in an inventory: be it a character’s inventory, or a Profile’s inventory.

(Note that the Vault is a collection of inventory buckets in the Profile’s inventory) Inventory Items returned here are in a flat list, but importantly they have a bucketHash property that indicates the specific inventory bucket that is holding them. These buckets constitute things like the separate sections of the Vault, the user’s inventory slots, etc. See DestinyInventoryBucketDefinition for more info.

items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None
to_json() Mapping[str, Any][source]

bungieapi.generated.components.schemas.destiny.entities.items module

class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent(bind_status: Optional[bungieapi.generated.components.schemas.destiny.ItemBindStatus] = None, bucket_hash: Optional[int] = None, expiration_date: Optional[str] = None, is_wrapper: Optional[bool] = None, item_hash: Optional[int] = None, item_instance_id: Optional[int] = None, item_value_visibility: Optional[Sequence[bool]] = None, location: Optional[bungieapi.generated.components.schemas.destiny.ItemLocation] = None, lockable: Optional[bool] = None, metric_hash: Optional[int] = None, metric_objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None, override_style_item_hash: Optional[int] = None, quantity: Optional[int] = None, state: Optional[bungieapi.generated.components.schemas.destiny.ItemState] = None, tooltip_notification_indexes: Optional[Sequence[int]] = None, transfer_status: Optional[bungieapi.generated.components.schemas.destiny.TransferStatuses] = None, version_number: Optional[int] = None)[source]

Bases: object

The base item component, filled with properties that are generally useful to know in any item request or that don’t feel worthwhile to put in their own component.

bind_status: Optional[bungieapi.generated.components.schemas.destiny.ItemBindStatus] = None
bucket_hash: Optional[int] = None
expiration_date: Optional[str] = None
is_wrapper: Optional[bool] = None
item_hash: Optional[int] = None
item_instance_id: Optional[int] = None
item_value_visibility: Optional[Sequence[bool]] = None
location: Optional[bungieapi.generated.components.schemas.destiny.ItemLocation] = None
lockable: Optional[bool] = None
metric_hash: Optional[int] = None
metric_objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None
override_style_item_hash: Optional[int] = None
quantity: Optional[int] = None
state: Optional[bungieapi.generated.components.schemas.destiny.ItemState] = None
to_json() Mapping[str, Any][source]
tooltip_notification_indexes: Optional[Sequence[int]] = None
transfer_status: Optional[bungieapi.generated.components.schemas.destiny.TransferStatuses] = None
version_number: Optional[int] = None
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemInstanceComponent(breaker_type: Optional[int] = None, breaker_type_hash: Optional[int] = None, can_equip: Optional[bool] = None, cannot_equip_reason: Optional[bungieapi.generated.components.schemas.destiny.EquipFailureReason] = None, damage_type: Optional[bungieapi.generated.components.schemas.destiny.DamageType] = None, damage_type_hash: Optional[int] = None, energy: Optional[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemInstanceEnergy] = None, equip_required_level: Optional[int] = None, is_equipped: Optional[bool] = None, item_level: Optional[int] = None, primary_stat: Optional[bungieapi.generated.components.schemas.destiny.DestinyStat] = None, quality: Optional[int] = None, unlock_hashes_required_to_equip: Optional[Sequence[int]] = None)[source]

Bases: object

If an item is “instanced”, this will contain information about the item’s instance that doesn’t fit easily into other components.

One might say this is the “essential” instance data for the item. Items are instanced if they require information or state that can vary. For instance, weapons are Instanced: they are given a unique identifier, uniquely generated stats, and can have their properties altered. Non-instanced items have none of these things: for instance, Glimmer has no unique properties aside from how much of it you own. You can tell from an item’s definition whether it will be instanced or not by looking at the DestinyInventoryItemDefinition’s definition.inventory.isInstanceItem property.

breaker_type: Optional[int] = None
breaker_type_hash: Optional[int] = None
can_equip: Optional[bool] = None
cannot_equip_reason: Optional[bungieapi.generated.components.schemas.destiny.EquipFailureReason] = None
damage_type: Optional[bungieapi.generated.components.schemas.destiny.DamageType] = None
damage_type_hash: Optional[int] = None
energy: Optional[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemInstanceEnergy] = None
equip_required_level: Optional[int] = None
is_equipped: Optional[bool] = None
item_level: Optional[int] = None
primary_stat: Optional[bungieapi.generated.components.schemas.destiny.DestinyStat] = None
quality: Optional[int] = None
to_json() Mapping[str, Any][source]
unlock_hashes_required_to_equip: Optional[Sequence[int]] = None
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemInstanceEnergy(energy_capacity: Optional[int] = None, energy_type: Optional[ForwardRef('DestinyEnergyType')] = None, energy_type_hash: Optional[int] = None, energy_unused: Optional[int] = None, energy_used: Optional[int] = None)[source]

Bases: object

energy_capacity: Optional[int] = None
energy_type: Optional[bungieapi.generated.components.schemas.destiny.DestinyEnergyType] = None
energy_type_hash: Optional[int] = None
energy_unused: Optional[int] = None
energy_used: Optional[int] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemObjectivesComponent(date_completed: Optional[str] = None, flavor_objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None, objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None)[source]

Bases: object

Items can have objectives and progression.

When you request this block, you will obtain information about any Objectives and progression tied to this item.

date_completed: Optional[str] = None
flavor_objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None
objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemPerksComponent(perks: Optional[Sequence[bungieapi.generated.components.schemas.destiny.perks.DestinyPerkReference]] = None)[source]

Bases: object

Instanced items can have perks: benefits that the item bestows.

These are related to DestinySandboxPerkDefinition, and sometimes - but not always - have human readable info. When they do, they are the icons and text that you see in an item’s tooltip. Talent Grids, Sockets, and the item itself can apply Perks, which are then summarized here for your convenience.

perks: Optional[Sequence[bungieapi.generated.components.schemas.destiny.perks.DestinyPerkReference]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemRenderComponent(art_regions: Optional[Mapping[str, int]] = None, use_custom_dyes: Optional[bool] = None)[source]

Bases: object

Many items can be rendered in 3D.

When you request this block, you will obtain the custom data needed to render this specific instance of the item.

art_regions: Optional[Mapping[str, int]] = None
to_json() Mapping[str, Any][source]
use_custom_dyes: Optional[bool] = None
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemSocketState(enable_fail_indexes: Optional[Sequence[int]] = None, is_enabled: Optional[bool] = None, is_visible: Optional[bool] = None, plug_hash: Optional[int] = None)[source]

Bases: object

The status of a given item’s socket.

(which plug is inserted, if any: whether it is enabled, what “reusable” plugs can be inserted, etc…) If I had it to do over, this would probably have a DestinyItemPlug representing the inserted item instead of most of these properties. :shrug:

enable_fail_indexes: Optional[Sequence[int]] = None
is_enabled: Optional[bool] = None
is_visible: Optional[bool] = None
plug_hash: Optional[int] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemSocketsComponent(sockets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemSocketState]] = None)[source]

Bases: object

Instanced items can have sockets, which are slots on the item where plugs can be inserted.

Sockets are a bit complex: be sure to examine the documentation on the DestinyInventoryItemDefinition’s “socket” block and elsewhere on these objects for more details.

sockets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemSocketState]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemStatsComponent(stats: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.DestinyStat]] = None)[source]

Bases: object

If you want the stats on an item’s instanced data, get this component. These are stats like Attack, Defense etc… and not historical stats.

Note that some stats have additional computation in-game at runtime - for instance, Magazine Size - and thus these stats might not be 100% accurate compared to what you see in-game for some stats. I know, it sucks. I hate it too.

stats: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.DestinyStat]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemTalentGridComponent(grid_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None, is_grid_complete: Optional[bool] = None, nodes: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyTalentNode]] = None, talent_grid_hash: Optional[int] = None)[source]

Bases: object

Well, we’re here in Destiny 2, and Talent Grids are unfortunately still around.

The good news is that they’re pretty much only being used for certain base information on items and for Builds/Subclasses. The bad news is that they still suck. If you really want this information, grab this component. An important note is that talent grids are defined as such: A Grid has 1:M Nodes, which has 1:M Steps. Any given node can only have a single step active at one time, which represents the actual visual contents and effects of the Node (for instance, if you see a “Super Cool Bonus” node, the actual icon and text for the node is coming from the current Step of that node). Nodes can be grouped into exclusivity sets and as of D2, exclusivity groups (which are collections of exclusivity sets that affect each other). See DestinyTalentGridDefinition for more information. Brace yourself, the water’s cold out there in the deep end.

grid_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None
is_grid_complete: Optional[bool] = None
nodes: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyTalentNode]] = None
talent_grid_hash: Optional[int] = None
to_json() Mapping[str, Any][source]

bungieapi.generated.components.schemas.destiny.entities.profiles module

class bungieapi.generated.components.schemas.destiny.entities.profiles.DestinyProfileComponent(character_ids: Optional[Sequence[int]] = None, current_season_hash: Optional[int] = None, current_season_reward_power_cap: Optional[int] = None, date_last_played: Optional[str] = None, season_hashes: Optional[Sequence[int]] = None, user_info: Optional[bungieapi.generated.components.schemas.user.UserInfoCard] = None, versions_owned: Optional[bungieapi.generated.components.schemas.destiny.DestinyGameVersions] = None)[source]

Bases: object

The most essential summary information about a Profile (in Destiny 1, we called these “Accounts”).

character_ids: Optional[Sequence[int]] = None
current_season_hash: Optional[int] = None
current_season_reward_power_cap: Optional[int] = None
date_last_played: Optional[str] = None
season_hashes: Optional[Sequence[int]] = None
to_json() Mapping[str, Any][source]
user_info: Optional[bungieapi.generated.components.schemas.user.UserInfoCard] = None
versions_owned: Optional[bungieapi.generated.components.schemas.destiny.DestinyGameVersions] = None
class bungieapi.generated.components.schemas.destiny.entities.profiles.DestinyVendorReceiptsComponent(receipts: Optional[Sequence[bungieapi.generated.components.schemas.destiny.vendors.DestinyVendorReceipt]] = None)[source]

Bases: object

For now, this isn’t used for much: it’s a record of the recent refundable purchases that the user has made.

In the future, it could be used for providing refunds/buyback via the API. Wouldn’t that be fun?

receipts: Optional[Sequence[bungieapi.generated.components.schemas.destiny.vendors.DestinyVendorReceipt]] = None
to_json() Mapping[str, Any][source]

bungieapi.generated.components.schemas.destiny.entities.vendors module

class bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorCategoriesComponent(categories: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorCategory]] = None)[source]

Bases: object

A vendor can have many categories of items that they sell.

This component will return the category information for available items, as well as the index into those items in the user’s sale item list. Note that, since both the category and items are indexes, this data is Content Version dependent. Be sure to check that your content is up to date before using this data. This is an unfortunate, but permanent, limitation of Vendor data.

categories: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorCategory]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorCategory(display_category_index: Optional[int] = None, item_indexes: Optional[Sequence[int]] = None)[source]

Bases: object

Information about the category and items currently sold in that category.

display_category_index: Optional[int] = None
item_indexes: Optional[Sequence[int]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorComponent(can_purchase: Optional[bool] = None, enabled: Optional[bool] = None, next_refresh_date: Optional[str] = None, progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None, seasonal_rank: Optional[int] = None, vendor_hash: Optional[int] = None, vendor_location_index: Optional[int] = None)[source]

Bases: object

This component contains essential/summary information about the vendor.

can_purchase: Optional[bool] = None
enabled: Optional[bool] = None
next_refresh_date: Optional[str] = None
progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None
seasonal_rank: Optional[int] = None
to_json() Mapping[str, Any][source]
vendor_hash: Optional[int] = None
vendor_location_index: Optional[int] = None
class bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorSaleItemComponent(api_purchasable: Optional[bool] = None, augments: Optional[bungieapi.generated.components.schemas.destiny.DestinyVendorItemState] = None, costs: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None, failure_indexes: Optional[Sequence[int]] = None, item_hash: Optional[int] = None, item_value_visibility: Optional[Sequence[bool]] = None, override_next_refresh_date: Optional[str] = None, override_style_item_hash: Optional[int] = None, quantity: Optional[int] = None, required_unlocks: Optional[Sequence[int]] = None, sale_status: Optional[bungieapi.generated.components.schemas.destiny.VendorItemStatus] = None, unlock_statuses: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyUnlockStatus]] = None, vendor_item_index: Optional[int] = None)[source]

Bases: object

Request this component if you want the details about an item being sold in relation to the character making the request: whether the character can buy it, whether they can afford it, and other data related to purchasing the item.

Note that if you want instance, stats, etc… data for the item, you’ll have to request additional components such as ItemInstances, ItemPerks etc… and acquire them from the DestinyVendorResponse’s “items” property.

api_purchasable: Optional[bool] = None
augments: Optional[bungieapi.generated.components.schemas.destiny.DestinyVendorItemState] = None
costs: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None
failure_indexes: Optional[Sequence[int]] = None
item_hash: Optional[int] = None
item_value_visibility: Optional[Sequence[bool]] = None
override_next_refresh_date: Optional[str] = None
override_style_item_hash: Optional[int] = None
quantity: Optional[int] = None
required_unlocks: Optional[Sequence[int]] = None
sale_status: Optional[bungieapi.generated.components.schemas.destiny.VendorItemStatus] = None
to_json() Mapping[str, Any][source]
unlock_statuses: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyUnlockStatus]] = None
vendor_item_index: Optional[int] = None

Module contents