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:
objectThis 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¶
- 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:
objectThis 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¶
- 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:
objectThis 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¶
- 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:
objectOnly 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¶
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:
objectA 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¶
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:
objectThe 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¶
- 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:
objectIf 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¶
- 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¶
- 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:
objectItems 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¶
- class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemPerksComponent(perks: Optional[Sequence[bungieapi.generated.components.schemas.destiny.perks.DestinyPerkReference]] = None)[source]¶
Bases:
objectInstanced 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¶
- class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemRenderComponent(art_regions: Optional[Mapping[str, int]] = None, use_custom_dyes: Optional[bool] = None)[source]¶
Bases:
objectMany 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¶
- 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:
objectThe 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¶
- class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemSocketsComponent(sockets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemSocketState]] = None)[source]¶
Bases:
objectInstanced 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¶
- class bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemStatsComponent(stats: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.DestinyStat]] = None)[source]¶
Bases:
objectIf 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¶
- 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:
objectWell, 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¶
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:
objectThe 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¶
- 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:
objectFor 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¶
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:
objectA 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¶
- class bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorCategory(display_category_index: Optional[int] = None, item_indexes: Optional[Sequence[int]] = None)[source]¶
Bases:
objectInformation about the category and items currently sold in that category.
- display_category_index: Optional[int] = None¶
- item_indexes: Optional[Sequence[int]] = None¶
- 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:
objectThis 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¶
- 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:
objectRequest 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¶
- unlock_statuses: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyUnlockStatus]] = None¶
- vendor_item_index: Optional[int] = None¶