bungieapi.generated.components.schemas.destiny package¶
Subpackages¶
- bungieapi.generated.components.schemas.destiny.components package
- Submodules
- bungieapi.generated.components.schemas.destiny.components.collectibles module
- bungieapi.generated.components.schemas.destiny.components.inventory module
- bungieapi.generated.components.schemas.destiny.components.items module
- bungieapi.generated.components.schemas.destiny.components.kiosks module
- bungieapi.generated.components.schemas.destiny.components.metrics module
- bungieapi.generated.components.schemas.destiny.components.plug_sets module
- bungieapi.generated.components.schemas.destiny.components.presentation module
- bungieapi.generated.components.schemas.destiny.components.profiles module
- bungieapi.generated.components.schemas.destiny.components.records module
- bungieapi.generated.components.schemas.destiny.components.string_variables module
- bungieapi.generated.components.schemas.destiny.components.vendors module
- Module contents
- bungieapi.generated.components.schemas.destiny.definitions package
- Submodules
- bungieapi.generated.components.schemas.destiny.definitions.activity_modifiers module
- bungieapi.generated.components.schemas.destiny.definitions.animations module
- bungieapi.generated.components.schemas.destiny.definitions.artifacts module
- bungieapi.generated.components.schemas.destiny.definitions.breaker_types module
- bungieapi.generated.components.schemas.destiny.definitions.checklists module
- bungieapi.generated.components.schemas.destiny.definitions.collectibles module
- bungieapi.generated.components.schemas.destiny.definitions.common module
- bungieapi.generated.components.schemas.destiny.definitions.director module
- bungieapi.generated.components.schemas.destiny.definitions.energy_types module
- bungieapi.generated.components.schemas.destiny.definitions.items module
- bungieapi.generated.components.schemas.destiny.definitions.lore module
- bungieapi.generated.components.schemas.destiny.definitions.metrics module
- bungieapi.generated.components.schemas.destiny.definitions.milestones module
- bungieapi.generated.components.schemas.destiny.definitions.power_caps module
- bungieapi.generated.components.schemas.destiny.definitions.presentation module
- bungieapi.generated.components.schemas.destiny.definitions.progression module
- bungieapi.generated.components.schemas.destiny.definitions.records module
- bungieapi.generated.components.schemas.destiny.definitions.reporting module
- bungieapi.generated.components.schemas.destiny.definitions.seasons module
- bungieapi.generated.components.schemas.destiny.definitions.sockets module
- bungieapi.generated.components.schemas.destiny.definitions.sources module
- bungieapi.generated.components.schemas.destiny.definitions.traits module
- bungieapi.generated.components.schemas.destiny.definitions.vendors module
- Module contents
- bungieapi.generated.components.schemas.destiny.entities package
- Submodules
- bungieapi.generated.components.schemas.destiny.entities.characters module
- bungieapi.generated.components.schemas.destiny.entities.inventory module
- bungieapi.generated.components.schemas.destiny.entities.items module
- bungieapi.generated.components.schemas.destiny.entities.profiles module
- bungieapi.generated.components.schemas.destiny.entities.vendors module
- Module contents
- bungieapi.generated.components.schemas.destiny.historical_stats package
- bungieapi.generated.components.schemas.destiny.reporting package
- bungieapi.generated.components.schemas.destiny.requests package
Submodules¶
bungieapi.generated.components.schemas.destiny.activities module¶
- class bungieapi.generated.components.schemas.destiny.activities.DestinyPublicActivityStatus(challenge_objective_hashes: Optional[Sequence[int]] = None, modifier_hashes: Optional[Sequence[int]] = None, reward_tooltip_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None)[source]¶
Bases:
objectRepresents the public-facing status of an activity: any data about what is currently active in the Activity, regardless of an individual character’s progress in it.
- challenge_objective_hashes: Optional[Sequence[int]] = None¶
- modifier_hashes: Optional[Sequence[int]] = None¶
- reward_tooltip_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None¶
bungieapi.generated.components.schemas.destiny.advanced module¶
- class bungieapi.generated.components.schemas.destiny.advanced.AwaAuthorizationResult(action_token: Optional[str] = None, developer_note: Optional[str] = None, maximum_number_of_uses: Optional[int] = None, membership_type: Optional[ForwardRef('BungieMembershipType')] = None, response_reason: Optional[ForwardRef('AwaResponseReason')] = None, type: Optional[ForwardRef('AwaType')] = None, user_selection: Optional[ForwardRef('AwaUserSelection')] = None, valid_until: Optional[str] = None)[source]¶
Bases:
object- action_token: Optional[str] = None¶
- developer_note: Optional[str] = None¶
- maximum_number_of_uses: Optional[int] = None¶
- membership_type: Optional[bungieapi.generated.components.schemas.BungieMembershipType] = None¶
- response_reason: Optional[bungieapi.generated.components.schemas.destiny.advanced.AwaResponseReason] = None¶
- type: Optional[bungieapi.generated.components.schemas.destiny.advanced.AwaType] = None¶
- user_selection: Optional[bungieapi.generated.components.schemas.destiny.advanced.AwaUserSelection] = None¶
- valid_until: Optional[str] = None¶
- class bungieapi.generated.components.schemas.destiny.advanced.AwaInitializeResponse(correlation_id: Optional[str] = None, sent_to_self: Optional[bool] = None)[source]¶
Bases:
object- correlation_id: Optional[str] = None¶
- sent_to_self: Optional[bool] = None¶
- class bungieapi.generated.components.schemas.destiny.advanced.AwaPermissionRequested(affected_item_id: Optional[int] = None, character_id: Optional[int] = None, membership_type: Optional[ForwardRef('BungieMembershipType')] = None, type: Optional[ForwardRef('AwaType')] = None)[source]¶
Bases:
object- affected_item_id: Optional[int] = None¶
- character_id: Optional[int] = None¶
- membership_type: Optional[bungieapi.generated.components.schemas.BungieMembershipType] = None¶
- type: Optional[bungieapi.generated.components.schemas.destiny.advanced.AwaType] = None¶
- class bungieapi.generated.components.schemas.destiny.advanced.AwaResponseReason(value)[source]¶
Bases:
enum.EnumAn enumeration.
- ANSWERED = 1¶
- NONE = 0¶
- REPLACED = 3¶
- TIMED_OUT = 2¶
- class bungieapi.generated.components.schemas.destiny.advanced.AwaType(value)[source]¶
Bases:
enum.EnumAn enumeration.
- INSERT_PLUGS = 1¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.advanced.AwaUserResponse(correlation_id: Optional[str] = None, nonce: Optional[Sequence[str]] = None, selection: Optional[ForwardRef('AwaUserSelection')] = None)[source]¶
Bases:
object- correlation_id: Optional[str] = None¶
- nonce: Optional[Sequence[str]] = None¶
- selection: Optional[bungieapi.generated.components.schemas.destiny.advanced.AwaUserSelection] = None¶
bungieapi.generated.components.schemas.destiny.artifacts module¶
- class bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactCharacterScoped(artifact_hash: Optional[int] = None, points_used: Optional[int] = None, reset_count: Optional[int] = None, tiers: Optional[Sequence[ForwardRef('DestinyArtifactTier')]] = None)[source]¶
Bases:
object- artifact_hash: Optional[int] = None¶
- points_used: Optional[int] = None¶
- reset_count: Optional[int] = None¶
- tiers: Optional[Sequence[bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactTier]] = None¶
- class bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactProfileScoped(artifact_hash: Optional[int] = None, point_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None, points_acquired: Optional[int] = None, power_bonus: Optional[int] = None, power_bonus_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None)[source]¶
Bases:
objectRepresents a Seasonal Artifact and all data related to it for the requested Account.
It can be combined with Character-scoped data for a full picture of what a character has available/has chosen, or just these settings can be used for overview information.
- artifact_hash: Optional[int] = None¶
- point_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None¶
- points_acquired: Optional[int] = None¶
- power_bonus: Optional[int] = None¶
- power_bonus_progression: Optional[bungieapi.generated.components.schemas.destiny.DestinyProgression] = None¶
- class bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactTier(is_unlocked: Optional[bool] = None, items: Optional[Sequence[ForwardRef('DestinyArtifactTierItem')]] = None, points_to_unlock: Optional[int] = None, tier_hash: Optional[int] = None)[source]¶
Bases:
object- is_unlocked: Optional[bool] = None¶
- items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactTierItem]] = None¶
- points_to_unlock: Optional[int] = None¶
- tier_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.challenges module¶
- class bungieapi.generated.components.schemas.destiny.challenges.DestinyChallengeStatus(objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None)[source]¶
Bases:
objectRepresents the status and other related information for a challenge that is - or was - available to a player. A challenge is a bonus objective, generally tacked onto Quests or Activities, that provide additional variations on play.
- objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None¶
bungieapi.generated.components.schemas.destiny.character module¶
- class bungieapi.generated.components.schemas.destiny.character.DestinyCharacterCustomization(decal_color: Optional[int] = None, decal_index: Optional[int] = None, eye_color: Optional[int] = None, face: Optional[int] = None, feature_colors: Optional[Sequence[int]] = None, feature_index: Optional[int] = None, hair_colors: Optional[Sequence[int]] = None, hair_index: Optional[int] = None, lip_color: Optional[int] = None, personality: Optional[int] = None, skin_color: Optional[int] = None, wear_helmet: Optional[bool] = None)[source]¶
Bases:
objectRaw data about the customization options chosen for a character’s face and appearance.
You can look up the relevant class/race/gender combo in DestinyCharacterCustomizationOptionDefinition for the character, and then look up these values within the CustomizationOptions found to pull some data about their choices. Warning: not all of that data is meaningful. Some data has useful icons. Others have nothing, and are only meant for 3D rendering purposes (which we sadly do not expose yet)
- decal_color: Optional[int] = None¶
- decal_index: Optional[int] = None¶
- eye_color: Optional[int] = None¶
- face: Optional[int] = None¶
- feature_colors: Optional[Sequence[int]] = None¶
- feature_index: Optional[int] = None¶
- hair_colors: Optional[Sequence[int]] = None¶
- hair_index: Optional[int] = None¶
- lip_color: Optional[int] = None¶
- personality: Optional[int] = None¶
- skin_color: Optional[int] = None¶
- wear_helmet: Optional[bool] = None¶
- class bungieapi.generated.components.schemas.destiny.character.DestinyCharacterPeerView(equipment: Optional[Sequence[bungieapi.generated.components.schemas.destiny.character.DestinyItemPeerView]] = None)[source]¶
Bases:
objectA minimal view of a character’s equipped items, for the purpose of rendering a summary screen or showing the character in 3D.
- equipment: Optional[Sequence[bungieapi.generated.components.schemas.destiny.character.DestinyItemPeerView]] = None¶
- class bungieapi.generated.components.schemas.destiny.character.DestinyItemPeerView(dyes: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DyeReference]] = None, item_hash: Optional[int] = None)[source]¶
Bases:
objectBare minimum summary information for an item, for the sake of 3D rendering the item.
- dyes: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DyeReference]] = None¶
- item_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.config module¶
- class bungieapi.generated.components.schemas.destiny.config.DestinyManifest(icon_image_pyramid_info: Optional[Sequence[bungieapi.generated.components.schemas.destiny.config.ImagePyramidEntry]] = None, json_world_component_content_paths: Optional[Mapping[str, Mapping[str, str]]] = None, json_world_content_paths: Optional[Mapping[str, str]] = None, mobile_asset_content_path: Optional[str] = None, mobile_clan_banner_database_path: Optional[str] = None, mobile_gear_asset_data_bases: Optional[Sequence[bungieapi.generated.components.schemas.destiny.config.GearAssetDataBaseDefinition]] = None, mobile_gear_cdn: Optional[Mapping[str, str]] = None, mobile_world_content_paths: Optional[Mapping[str, str]] = None, version: Optional[str] = None)[source]¶
Bases:
objectDestinyManifest is the external-facing contract for just the properties needed by those calling the Destiny Platform.
- icon_image_pyramid_info: Optional[Sequence[bungieapi.generated.components.schemas.destiny.config.ImagePyramidEntry]] = None¶
- json_world_component_content_paths: Optional[Mapping[str, Mapping[str, str]]] = None¶
- json_world_content_paths: Optional[Mapping[str, str]] = None¶
- mobile_asset_content_path: Optional[str] = None¶
- mobile_clan_banner_database_path: Optional[str] = None¶
- mobile_gear_asset_data_bases: Optional[Sequence[bungieapi.generated.components.schemas.destiny.config.GearAssetDataBaseDefinition]] = None¶
- mobile_gear_cdn: Optional[Mapping[str, str]] = None¶
- mobile_world_content_paths: Optional[Mapping[str, str]] = None¶
- version: Optional[str] = None¶
bungieapi.generated.components.schemas.destiny.constants module¶
- class bungieapi.generated.components.schemas.destiny.constants.DestinyEnvironmentLocationMapping(activation_source: Optional[str] = None, activity_hash: Optional[int] = None, item_hash: Optional[int] = None, location_hash: Optional[int] = None, objective_hash: Optional[int] = None)[source]¶
Bases:
object- activation_source: Optional[str] = None¶
- activity_hash: Optional[int] = None¶
- item_hash: Optional[int] = None¶
- location_hash: Optional[int] = None¶
- objective_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.milestones module¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestone(activities: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneChallengeActivity]] = None, available_quests: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneQuest]] = None, end_date: Optional[str] = None, milestone_hash: Optional[int] = None, order: Optional[int] = None, rewards: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardCategory]] = None, start_date: Optional[str] = None, values: Optional[Mapping[str, float]] = None, vendor_hashes: Optional[Sequence[int]] = None, vendors: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneVendor]] = None)[source]¶
Bases:
objectRepresents a runtime instance of a user’s milestone status.
Live Milestone data should be combined with DestinyMilestoneDefinition data to show the user a picture of what is available for them to do in the game, and their status in regards to said “things to do.” Consider it a big, wonky to-do list, or Advisors 3.0 for those who remember the Destiny 1 API.
- activities: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneChallengeActivity]] = None¶
- available_quests: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneQuest]] = None¶
- end_date: Optional[str] = None¶
- milestone_hash: Optional[int] = None¶
- order: Optional[int] = None¶
- rewards: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardCategory]] = None¶
- start_date: Optional[str] = None¶
- values: Optional[Mapping[str, float]] = None¶
- vendor_hashes: Optional[Sequence[int]] = None¶
- vendors: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneVendor]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivity(activity_hash: Optional[int] = None, activity_mode_hash: Optional[int] = None, activity_mode_type: Optional[int] = None, modifier_hashes: Optional[Sequence[int]] = None, variants: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityVariant]] = None)[source]¶
Bases:
objectSometimes, we know the specific activity that the Milestone wants you to play.
This entity provides additional information about that Activity and all of its variants. (sometimes there’s only one variant, but I think you get the point)
- activity_hash: Optional[int] = None¶
- activity_mode_hash: Optional[int] = None¶
- activity_mode_type: Optional[int] = None¶
- modifier_hashes: Optional[Sequence[int]] = None¶
- variants: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityVariant]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityCompletionStatus(completed: Optional[bool] = None, phases: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityPhase]] = None)[source]¶
Bases:
objectRepresents this player’s personal completion status for the Activity under a Milestone, if the activity has trackable completion and progress information.
(most activities won’t, or the concept won’t apply. For instance, it makes sense to talk about a tier of a raid as being Completed or having progress, but it doesn’t make sense to talk about a Crucible Playlist in those terms.
- completed: Optional[bool] = None¶
- phases: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityPhase]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityPhase(complete: Optional[bool] = None, phase_hash: Optional[int] = None)[source]¶
Bases:
objectRepresents whatever information we can return about an explicit phase in an activity.
In the future, I hope we’ll have more than just “guh, you done gone and did something,” but for the forseeable future that’s all we’ve got. I’m making it more than just a list of booleans out of that overly-optimistic hope.
- complete: Optional[bool] = None¶
- phase_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityVariant(activity_hash: Optional[int] = None, activity_mode_hash: Optional[int] = None, activity_mode_type: Optional[int] = None, completion_status: Optional[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityCompletionStatus] = None)[source]¶
Bases:
objectRepresents custom data that we know about an individual variant of an activity.
- activity_hash: Optional[int] = None¶
- activity_mode_hash: Optional[int] = None¶
- activity_mode_type: Optional[int] = None¶
- completion_status: Optional[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityCompletionStatus] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneChallengeActivity(activity_hash: Optional[int] = None, boolean_activity_options: Optional[Mapping[str, bool]] = None, challenges: Optional[Sequence[ForwardRef('DestinyChallengeStatus')]] = None, loadout_requirement_index: Optional[int] = None, modifier_hashes: Optional[Sequence[int]] = None, phases: Optional[Sequence[ForwardRef('DestinyMilestoneActivityPhase')]] = None)[source]¶
Bases:
object- activity_hash: Optional[int] = None¶
- boolean_activity_options: Optional[Mapping[str, bool]] = None¶
- challenges: Optional[Sequence[bungieapi.generated.components.schemas.destiny.challenges.DestinyChallengeStatus]] = None¶
- loadout_requirement_index: Optional[int] = None¶
- modifier_hashes: Optional[Sequence[int]] = None¶
- phases: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityPhase]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneContent(about: Optional[str] = None, item_categories: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneContentItemCategory]] = None, status: Optional[str] = None, tips: Optional[Sequence[str]] = None)[source]¶
Bases:
objectRepresents localized, extended content related to Milestones.
This is intentionally returned by a separate endpoint and not with Character-level Milestone data because we do not put localized data into standard Destiny responses, both for brevity of response and for caching purposes. If you really need this data, hit the Milestone Content endpoint.
- about: Optional[str] = None¶
- item_categories: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneContentItemCategory]] = None¶
- status: Optional[str] = None¶
- tips: Optional[Sequence[str]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneContentItemCategory(item_hashes: Optional[Sequence[int]] = None, title: Optional[str] = None)[source]¶
Bases:
objectPart of our dynamic, localized Milestone content is arbitrary categories of items.
These are built in our content management system, and thus aren’t the same as programmatically generated rewards.
- item_hashes: Optional[Sequence[int]] = None¶
- title: Optional[str] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneQuest(activity: Optional[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivity] = None, challenges: Optional[Sequence[bungieapi.generated.components.schemas.destiny.challenges.DestinyChallengeStatus]] = None, quest_item_hash: Optional[int] = None, status: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyQuestStatus] = None)[source]¶
Bases:
objectIf a Milestone has one or more Quests, this will contain the live information for the character’s status with one of those quests.
- activity: Optional[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivity] = None¶
- challenges: Optional[Sequence[bungieapi.generated.components.schemas.destiny.challenges.DestinyChallengeStatus]] = None¶
- quest_item_hash: Optional[int] = None¶
- status: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyQuestStatus] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardCategory(entries: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardEntry]] = None, reward_category_hash: Optional[int] = None)[source]¶
Bases:
objectRepresents a category of “summary” rewards that can be earned for the Milestone regardless of specific quest rewards that can be earned.
- entries: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardEntry]] = None¶
- reward_category_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardEntry(earned: Optional[bool] = None, redeemed: Optional[bool] = None, reward_entry_hash: Optional[int] = None)[source]¶
Bases:
objectThe character-specific data for a milestone’s reward entry.
See DestinyMilestoneDefinition for more information about Reward Entries.
- earned: Optional[bool] = None¶
- redeemed: Optional[bool] = None¶
- reward_entry_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneVendor(preview_item_hash: Optional[int] = None, vendor_hash: Optional[int] = None)[source]¶
Bases:
objectIf a Milestone has one or more Vendors that are relevant to it, this will contain information about that vendor that you can choose to show.
- preview_item_hash: Optional[int] = None¶
- vendor_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestone(activities: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneChallengeActivity]] = None, available_quests: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneQuest]] = None, end_date: Optional[str] = None, milestone_hash: Optional[int] = None, order: Optional[int] = None, start_date: Optional[str] = None, vendor_hashes: Optional[Sequence[int]] = None, vendors: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneVendor]] = None)[source]¶
Bases:
objectInformation about milestones, presented in a character state-agnostic manner.
Combine this data with DestinyMilestoneDefinition to get a full picture of the milestone, which is basically a checklist of things to do in the game. Think of this as GetPublicAdvisors 3.0, for those who used the Destiny 1 API.
- activities: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneChallengeActivity]] = None¶
- available_quests: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneQuest]] = None¶
- end_date: Optional[str] = None¶
- milestone_hash: Optional[int] = None¶
- order: Optional[int] = None¶
- start_date: Optional[str] = None¶
- vendor_hashes: Optional[Sequence[int]] = None¶
- vendors: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneVendor]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneActivity(activity_hash: Optional[int] = None, activity_mode_hash: Optional[int] = None, activity_mode_type: Optional[int] = None, modifier_hashes: Optional[Sequence[int]] = None, variants: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneActivityVariant]] = None)[source]¶
Bases:
objectA milestone may have one or more conceptual Activities associated with it, and each of those conceptual activities could have a variety of variants, modes, tiers, what-have-you.
Our attempts to determine what qualifies as a conceptual activity are, unfortunately, janky. So if you see missing modes or modes that don’t seem appropriate to you, let us know and I’ll buy you a beer if we ever meet up in person.
- activity_hash: Optional[int] = None¶
- activity_mode_hash: Optional[int] = None¶
- activity_mode_type: Optional[int] = None¶
- modifier_hashes: Optional[Sequence[int]] = None¶
- variants: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneActivityVariant]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneActivityVariant(activity_hash: Optional[int] = None, activity_mode_hash: Optional[int] = None, activity_mode_type: Optional[int] = None)[source]¶
Bases:
objectRepresents a variant of an activity that’s relevant to a milestone.
- activity_hash: Optional[int] = None¶
- activity_mode_hash: Optional[int] = None¶
- activity_mode_type: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneChallenge(activity_hash: Optional[int] = None, objective_hash: Optional[int] = None)[source]¶
Bases:
objectA Milestone can have many Challenges.
Challenges are just extra Objectives that provide a fun way to mix- up play and provide extra rewards.
- activity_hash: Optional[int] = None¶
- objective_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneChallengeActivity(activity_hash: Optional[int] = None, boolean_activity_options: Optional[Mapping[str, bool]] = None, challenge_objective_hashes: Optional[Sequence[int]] = None, loadout_requirement_index: Optional[int] = None, modifier_hashes: Optional[Sequence[int]] = None, phase_hashes: Optional[Sequence[int]] = None)[source]¶
Bases:
object- activity_hash: Optional[int] = None¶
- boolean_activity_options: Optional[Mapping[str, bool]] = None¶
- challenge_objective_hashes: Optional[Sequence[int]] = None¶
- loadout_requirement_index: Optional[int] = None¶
- modifier_hashes: Optional[Sequence[int]] = None¶
- phase_hashes: Optional[Sequence[int]] = None¶
- class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneQuest(activity: Optional[ForwardRef('DestinyPublicMilestoneActivity')] = None, challenges: Optional[Sequence[ForwardRef('DestinyPublicMilestoneChallenge')]] = None, quest_item_hash: Optional[int] = None)[source]¶
Bases:
object- activity: Optional[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneActivity] = None¶
- challenges: Optional[Sequence[bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneChallenge]] = None¶
- quest_item_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.misc module¶
- class bungieapi.generated.components.schemas.destiny.misc.DestinyColor(alpha: Optional[str] = None, blue: Optional[str] = None, green: Optional[str] = None, red: Optional[str] = None)[source]¶
Bases:
objectRepresents a color whose RGBA values are all represented as values between 0 and 255.
- alpha: Optional[str] = None¶
- blue: Optional[str] = None¶
- green: Optional[str] = None¶
- red: Optional[str] = None¶
bungieapi.generated.components.schemas.destiny.perks module¶
- class bungieapi.generated.components.schemas.destiny.perks.DestinyPerkReference(icon_path: Optional[str] = None, is_active: Optional[bool] = None, perk_hash: Optional[int] = None, visible: Optional[bool] = None)[source]¶
Bases:
objectThe list of perks to display in an item tooltip - and whether or not they have been activated. Perks apply a variety of effects to a character, and are generally either intrinsic to the item or provided in activated talent nodes or sockets.
- icon_path: Optional[str] = None¶
- is_active: Optional[bool] = None¶
- perk_hash: Optional[int] = None¶
- visible: Optional[bool] = None¶
bungieapi.generated.components.schemas.destiny.progression module¶
- class bungieapi.generated.components.schemas.destiny.progression.DestinyFactionProgression(current_progress: Optional[int] = None, current_reset_count: Optional[int] = None, daily_limit: Optional[int] = None, daily_progress: Optional[int] = None, faction_hash: Optional[int] = None, faction_vendor_index: Optional[int] = None, level: Optional[int] = None, level_cap: Optional[int] = None, next_level_at: Optional[int] = None, progress_to_next_level: Optional[int] = None, progression_hash: Optional[int] = None, reward_item_states: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemState]] = None, season_resets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionResetEntry]] = None, step_index: Optional[int] = None, weekly_limit: Optional[int] = None, weekly_progress: Optional[int] = None)[source]¶
Bases:
objectMostly for historical purposes, we segregate Faction progressions from other progressions.
This is just a DestinyProgression with a shortcut for finding the DestinyFactionDefinition of the faction related to the progression.
- current_progress: Optional[int] = None¶
- current_reset_count: Optional[int] = None¶
- daily_limit: Optional[int] = None¶
- daily_progress: Optional[int] = None¶
- faction_hash: Optional[int] = None¶
- faction_vendor_index: Optional[int] = None¶
- level: Optional[int] = None¶
- level_cap: Optional[int] = None¶
- next_level_at: Optional[int] = None¶
- progress_to_next_level: Optional[int] = None¶
- progression_hash: Optional[int] = None¶
- reward_item_states: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemState]] = None¶
- season_resets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionResetEntry]] = None¶
- step_index: Optional[int] = None¶
- weekly_limit: Optional[int] = None¶
- weekly_progress: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.quests module¶
- class bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress(activity_hash: Optional[int] = None, complete: Optional[bool] = None, completion_value: Optional[int] = None, destination_hash: Optional[int] = None, objective_hash: Optional[int] = None, progress: Optional[int] = None, visible: Optional[bool] = None)[source]¶
Bases:
objectReturns data about a character’s status with a given Objective.
Combine with DestinyObjectiveDefinition static data for display purposes.
- activity_hash: Optional[int] = None¶
- complete: Optional[bool] = None¶
- completion_value: Optional[int] = None¶
- destination_hash: Optional[int] = None¶
- objective_hash: Optional[int] = None¶
- progress: Optional[int] = None¶
- visible: Optional[bool] = None¶
- class bungieapi.generated.components.schemas.destiny.quests.DestinyQuestStatus(completed: Optional[bool] = None, item_instance_id: Optional[int] = None, quest_hash: Optional[int] = None, redeemed: Optional[bool] = None, started: Optional[bool] = None, step_hash: Optional[int] = None, step_objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None, tracked: Optional[bool] = None, vendor_hash: Optional[int] = None)[source]¶
Bases:
objectData regarding the progress of a Quest for a specific character.
Quests are composed of multiple steps, each with potentially multiple objectives: this QuestStatus will return Objective data for the currently active step in this quest.
- completed: Optional[bool] = None¶
- item_instance_id: Optional[int] = None¶
- quest_hash: Optional[int] = None¶
- redeemed: Optional[bool] = None¶
- started: Optional[bool] = None¶
- step_hash: Optional[int] = None¶
- step_objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None¶
- tracked: Optional[bool] = None¶
- vendor_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.responses module¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyCharacterResponse(activities: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterActivitiesComponent] = None, character: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterComponent] = None, collectibles: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCollectiblesComponent] = None, currency_lookups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCurrenciesComponent] = None, equipment: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None, inventory: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None, item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfint64] = None, kiosks: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyKiosksComponent] = None, plug_sets: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPlugSetsComponent] = None, presentation_nodes: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPresentationNodesComponent] = None, progressions: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterProgressionComponent] = None, records: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterRecordsComponent] = None, render_data: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterRenderComponent] = None, uninstanced_item_components: Optional[bungieapi.generated.components.schemas.DestinyBaseItemComponentSetOfuint32] = None)[source]¶
Bases:
objectThe response contract for GetDestinyCharacter, with components that can be returned for character and item-level data.
- activities: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterActivitiesComponent] = None¶
- character: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterComponent] = None¶
- collectibles: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCollectiblesComponent] = None¶
- currency_lookups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCurrenciesComponent] = None¶
- equipment: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None¶
- inventory: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None¶
- item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfint64] = None¶
- kiosks: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyKiosksComponent] = None¶
- plug_sets: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPlugSetsComponent] = None¶
- presentation_nodes: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPresentationNodesComponent] = None¶
- progressions: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterProgressionComponent] = None¶
- records: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterRecordsComponent] = None¶
- render_data: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCharacterRenderComponent] = None¶
- uninstanced_item_components: Optional[bungieapi.generated.components.schemas.DestinyBaseItemComponentSetOfuint32] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyCollectibleNodeDetailResponse(collectible_item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfuint32] = None, collectibles: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCollectiblesComponent] = None)[source]¶
Bases:
objectReturns the detailed information about a Collectible Presentation Node and any Collectibles that are direct descendants.
- collectible_item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfuint32] = None¶
- collectibles: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCollectiblesComponent] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyErrorProfile(error_code: Optional[bungieapi.generated.components.schemas.exceptions.PlatformErrorCodes] = None, info_card: Optional[bungieapi.generated.components.schemas.user.UserInfoCard] = None)[source]¶
Bases:
objectIf a Destiny Profile can’t be returned, but we’re pretty certain it’s a valid Destiny account, this will contain as much info as we can get about the profile for your use.
Assume that the most you’ll get is the Error Code, the Membership Type and the Membership ID.
- error_code: Optional[bungieapi.generated.components.schemas.exceptions.PlatformErrorCodes] = None¶
- info_card: Optional[bungieapi.generated.components.schemas.user.UserInfoCard] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyItemChangeResponse(added_inventory_items: Optional[Sequence[ForwardRef('DestinyItemComponent')]] = None, item: Optional[ForwardRef('DestinyItemResponse')] = None, removed_inventory_items: Optional[Sequence[ForwardRef('DestinyItemComponent')]] = None)[source]¶
Bases:
object- added_inventory_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None¶
- item: Optional[bungieapi.generated.components.schemas.destiny.responses.DestinyItemResponse] = None¶
- removed_inventory_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyItemResponse(character_id: Optional[int] = None, instance: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemInstanceComponent] = None, item: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemComponent] = None, objectives: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemObjectivesComponent] = None, perks: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemPerksComponent] = None, plug_objectives: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemPlugObjectivesComponent] = None, render_data: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemRenderComponent] = None, reusable_plugs: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemReusablePlugsComponent] = None, sockets: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemSocketsComponent] = None, stats: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemStatsComponent] = None, talent_grid: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemTalentGridComponent] = None)[source]¶
Bases:
objectThe response object for retrieving an individual instanced item.
None of these components are relevant for an item that doesn’t have an “itemInstanceId”: for those, get your information from the DestinyInventoryDefinition.
- character_id: Optional[int] = None¶
- instance: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemInstanceComponent] = None¶
- item: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemComponent] = None¶
- objectives: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemObjectivesComponent] = None¶
- perks: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemPerksComponent] = None¶
- plug_objectives: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemPlugObjectivesComponent] = None¶
- render_data: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemRenderComponent] = None¶
- reusable_plugs: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemReusablePlugsComponent] = None¶
- sockets: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemSocketsComponent] = None¶
- stats: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemStatsComponent] = None¶
- talent_grid: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyItemTalentGridComponent] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyLinkedProfilesResponse(bnet_membership: Optional[bungieapi.generated.components.schemas.user.UserInfoCard] = None, profiles: Optional[Sequence[bungieapi.generated.components.schemas.destiny.responses.DestinyProfileUserInfoCard]] = None, profiles_with_errors: Optional[Sequence[bungieapi.generated.components.schemas.destiny.responses.DestinyErrorProfile]] = None)[source]¶
Bases:
objectI know what you seek.
You seek linked accounts. Found them, you have. This contract returns a minimal amount of data about Destiny Accounts that are linked through your Bungie.Net account. We will not return accounts in this response whose
- bnet_membership: Optional[bungieapi.generated.components.schemas.user.UserInfoCard] = None¶
- profiles: Optional[Sequence[bungieapi.generated.components.schemas.destiny.responses.DestinyProfileUserInfoCard]] = None¶
- profiles_with_errors: Optional[Sequence[bungieapi.generated.components.schemas.destiny.responses.DestinyErrorProfile]] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyProfileResponse(character_activities: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterActivitiesComponent] = None, character_collectibles: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCollectiblesComponent] = None, character_currency_lookups: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCurrenciesComponent] = None, character_equipment: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyInventoryComponent] = None, character_inventories: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyInventoryComponent] = None, character_kiosks: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyKiosksComponent] = None, character_plug_sets: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyPlugSetsComponent] = None, character_presentation_nodes: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyPresentationNodesComponent] = None, character_progressions: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterProgressionComponent] = None, character_records: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterRecordsComponent] = None, character_render_data: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterRenderComponent] = None, character_string_variables: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyStringVariablesComponent] = None, character_uninstanced_item_components: Optional[Mapping[str, bungieapi.generated.components.schemas.DestinyBaseItemComponentSetOfuint32]] = None, characters: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterComponent] = None, item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfint64] = None, metrics: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyMetricsComponent] = None, platform_silver: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPlatformSilverComponent] = None, profile: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileComponent] = None, profile_collectibles: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileCollectiblesComponent] = None, profile_currencies: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None, profile_inventory: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None, profile_kiosks: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyKiosksComponent] = None, profile_plug_sets: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPlugSetsComponent] = None, profile_presentation_nodes: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPresentationNodesComponent] = None, profile_progression: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileProgressionComponent] = None, profile_records: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileRecordsComponent] = None, profile_string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None, profile_transitory_data: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileTransitoryComponent] = None, vendor_receipts: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorReceiptsComponent] = None)[source]¶
Bases:
objectThe response for GetDestinyProfile, with components for character and item-level data.
- character_activities: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterActivitiesComponent] = None¶
- character_collectibles: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCollectiblesComponent] = None¶
- character_currency_lookups: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCurrenciesComponent] = None¶
- character_equipment: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyInventoryComponent] = None¶
- character_inventories: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyInventoryComponent] = None¶
- character_kiosks: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyKiosksComponent] = None¶
- character_plug_sets: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyPlugSetsComponent] = None¶
- character_presentation_nodes: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyPresentationNodesComponent] = None¶
- character_progressions: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterProgressionComponent] = None¶
- character_records: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterRecordsComponent] = None¶
- character_render_data: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterRenderComponent] = None¶
- character_string_variables: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyStringVariablesComponent] = None¶
- character_uninstanced_item_components: Optional[Mapping[str, bungieapi.generated.components.schemas.DestinyBaseItemComponentSetOfuint32]] = None¶
- characters: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint64AndDestinyCharacterComponent] = None¶
- item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfint64] = None¶
- metrics: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyMetricsComponent] = None¶
- platform_silver: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPlatformSilverComponent] = None¶
- profile: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileComponent] = None¶
- profile_collectibles: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileCollectiblesComponent] = None¶
- profile_currencies: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None¶
- profile_inventory: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyInventoryComponent] = None¶
- profile_kiosks: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyKiosksComponent] = None¶
- profile_plug_sets: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPlugSetsComponent] = None¶
- profile_presentation_nodes: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyPresentationNodesComponent] = None¶
- profile_progression: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileProgressionComponent] = None¶
- profile_records: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileRecordsComponent] = None¶
- profile_string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None¶
- profile_transitory_data: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyProfileTransitoryComponent] = None¶
- vendor_receipts: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorReceiptsComponent] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyProfileUserInfoCard(applicable_membership_types: Optional[Sequence[ForwardRef('BungieMembershipType')]] = None, bungie_global_display_name: Optional[str] = None, bungie_global_display_name_code: Optional[int] = None, cross_save_override: Optional[ForwardRef('BungieMembershipType')] = None, date_last_played: Optional[str] = None, display_name: Optional[str] = None, icon_path: Optional[str] = None, is_cross_save_primary: Optional[bool] = None, is_overridden: Optional[bool] = None, is_public: Optional[bool] = None, membership_id: Optional[int] = None, membership_type: Optional[ForwardRef('BungieMembershipType')] = None, platform_silver: Optional[ForwardRef('DestinyPlatformSilverComponent')] = None, supplemental_display_name: Optional[str] = None, unpaired_game_versions: Optional[int] = None)[source]¶
Bases:
object- applicable_membership_types: Optional[Sequence[bungieapi.generated.components.schemas.BungieMembershipType]] = None¶
- bungie_global_display_name: Optional[str] = None¶
- bungie_global_display_name_code: Optional[int] = None¶
- cross_save_override: Optional[bungieapi.generated.components.schemas.BungieMembershipType] = None¶
- date_last_played: Optional[str] = None¶
- display_name: Optional[str] = None¶
- icon_path: Optional[str] = None¶
- is_cross_save_primary: Optional[bool] = None¶
- is_overridden: Optional[bool] = None¶
- is_public: Optional[bool] = None¶
- membership_id: Optional[int] = None¶
- membership_type: Optional[bungieapi.generated.components.schemas.BungieMembershipType] = None¶
- platform_silver: Optional[bungieapi.generated.components.schemas.destiny.components.inventory.DestinyPlatformSilverComponent] = None¶
- supplemental_display_name: Optional[str] = None¶
- unpaired_game_versions: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyPublicVendorsResponse(categories: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyVendorCategoriesComponent] = None, sales: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndPublicDestinyVendorSaleItemSetComponent] = None, string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None, vendor_groups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorGroupComponent] = None, vendors: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyPublicVendorComponent] = None)[source]¶
Bases:
objectA response containing all valid components for the public Vendors endpoint. It is a decisively smaller subset of data compared to what we can get when we know the specific user making the request.
If you want any of the other data - item details, whether or not you can buy it, etc… you’ll have to call in the context of a character. I know, sad but true.
- categories: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyVendorCategoriesComponent] = None¶
- sales: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndPublicDestinyVendorSaleItemSetComponent] = None¶
- string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None¶
- vendor_groups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorGroupComponent] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyVendorResponse(categories: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorCategoriesComponent] = None, currency_lookups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCurrenciesComponent] = None, item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfint32] = None, sales: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint32AndDestinyVendorSaleItemComponent] = None, string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None, vendor: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorComponent] = None)[source]¶
Bases:
objectA response containing all of the components for a vendor.
- categories: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorCategoriesComponent] = None¶
- currency_lookups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCurrenciesComponent] = None¶
- item_components: Optional[bungieapi.generated.components.schemas.DestinyItemComponentSetOfint32] = None¶
- sales: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfint32AndDestinyVendorSaleItemComponent] = None¶
- string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None¶
- vendor: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorComponent] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.DestinyVendorsResponse(categories: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyVendorCategoriesComponent] = None, currency_lookups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCurrenciesComponent] = None, item_components: Optional[Mapping[str, bungieapi.generated.components.schemas.DestinyItemComponentSetOfint32]] = None, sales: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndPersonalDestinyVendorSaleItemSetComponent] = None, string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None, vendor_groups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorGroupComponent] = None, vendors: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyVendorComponent] = None)[source]¶
Bases:
objectA response containing all of the components for all requested vendors.
- categories: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyVendorCategoriesComponent] = None¶
- currency_lookups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyCurrenciesComponent] = None¶
- item_components: Optional[Mapping[str, bungieapi.generated.components.schemas.DestinyItemComponentSetOfint32]] = None¶
- sales: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndPersonalDestinyVendorSaleItemSetComponent] = None¶
- string_variables: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyStringVariablesComponent] = None¶
- vendor_groups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorGroupComponent] = None¶
- vendors: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyVendorComponent] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.InventoryChangedResponse(added_inventory_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None, removed_inventory_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None)[source]¶
Bases:
objectA response containing all of the components for all requested vendors.
- added_inventory_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None¶
- removed_inventory_items: Optional[Sequence[bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.PersonalDestinyVendorSaleItemSetComponent(sale_items: Optional[Mapping[str, ForwardRef('DestinyVendorSaleItemComponent')]] = None)[source]¶
Bases:
object- sale_items: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.entities.vendors.DestinyVendorSaleItemComponent]] = None¶
- class bungieapi.generated.components.schemas.destiny.responses.PublicDestinyVendorSaleItemSetComponent(sale_items: Optional[Mapping[str, ForwardRef('DestinyPublicVendorSaleItemComponent')]] = None)[source]¶
Bases:
object- sale_items: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.vendors.DestinyPublicVendorSaleItemComponent]] = None¶
bungieapi.generated.components.schemas.destiny.sockets module¶
- class bungieapi.generated.components.schemas.destiny.sockets.DestinyItemPlug(can_insert: Optional[bool] = None, enable_fail_indexes: Optional[Sequence[int]] = None, enabled: Optional[bool] = None, insert_fail_indexes: Optional[Sequence[int]] = None, plug_item_hash: Optional[int] = None, plug_objectives: Optional[Sequence[ForwardRef('DestinyObjectiveProgress')]] = None)[source]¶
Bases:
object- can_insert: Optional[bool] = None¶
- enable_fail_indexes: Optional[Sequence[int]] = None¶
- enabled: Optional[bool] = None¶
- insert_fail_indexes: Optional[Sequence[int]] = None¶
- plug_item_hash: Optional[int] = None¶
- plug_objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None¶
- class bungieapi.generated.components.schemas.destiny.sockets.DestinyItemPlugBase(can_insert: Optional[bool] = None, enable_fail_indexes: Optional[Sequence[int]] = None, enabled: Optional[bool] = None, insert_fail_indexes: Optional[Sequence[int]] = None, plug_item_hash: Optional[int] = None)[source]¶
Bases:
object- can_insert: Optional[bool] = None¶
- enable_fail_indexes: Optional[Sequence[int]] = None¶
- enabled: Optional[bool] = None¶
- insert_fail_indexes: Optional[Sequence[int]] = None¶
- plug_item_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.vendors module¶
- class bungieapi.generated.components.schemas.destiny.vendors.DestinyVendorReceipt(currency_paid: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None, expires_on: Optional[str] = None, item_received: Optional[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity] = None, license_unlock_hash: Optional[int] = None, purchased_by_character_id: Optional[int] = None, refund_policy: Optional[bungieapi.generated.components.schemas.destiny.DestinyVendorItemRefundPolicy] = None, sequence_number: Optional[int] = None, time_to_expiration: Optional[int] = None)[source]¶
Bases:
objectIf a character purchased an item that is refundable, a Vendor Receipt will be created on the user’s Destiny Profile.
These expire after a configurable period of time, but until then can be used to get refunds on items. BNet does not provide the ability to refund a purchase yet, but you know.
- currency_paid: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None¶
- expires_on: Optional[str] = None¶
- item_received: Optional[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity] = None¶
- license_unlock_hash: Optional[int] = None¶
- purchased_by_character_id: Optional[int] = None¶
- refund_policy: Optional[bungieapi.generated.components.schemas.destiny.DestinyVendorItemRefundPolicy] = None¶
- sequence_number: Optional[int] = None¶
- time_to_expiration: Optional[int] = None¶
Module contents¶
- class bungieapi.generated.components.schemas.destiny.ActivityGraphNodeHighlightType(value)[source]¶
Bases:
enum.EnumThe various known UI styles in which an item can be highlighted.
It’ll be up to you to determine what you want to show based on this highlighting, BNet doesn’t have any assets that correspond to these states. And yeah, RiseOfIron and Comet have their own special highlight states. Don’t ask me, I can’t imagine they’re still used.
- COMET = 3¶
- HYPER = 2¶
- NONE = 0¶
- NORMAL = 1¶
- RISE_OF_IRON = 4¶
- class bungieapi.generated.components.schemas.destiny.BucketCategory(value)[source]¶
Bases:
enum.EnumAn enumeration.
- CURRENCY = 2¶
- EQUIPPABLE = 3¶
- IGNORED = 4¶
- INVISIBLE = 0¶
- ITEM = 1¶
- class bungieapi.generated.components.schemas.destiny.BucketScope(value)[source]¶
Bases:
enum.EnumAn enumeration.
- ACCOUNT = 1¶
- CHARACTER = 0¶
- class bungieapi.generated.components.schemas.destiny.DamageType(value)[source]¶
Bases:
enum.EnumAn enumeration.
- ARC = 2¶
- KINETIC = 1¶
- NONE = 0¶
- RAID = 5¶
- STASIS = 6¶
- THERMAL = 3¶
- VOID = 4¶
- class bungieapi.generated.components.schemas.destiny.DestinyActivity(activity_hash: Optional[int] = None, boolean_activity_options: Optional[Mapping[str, bool]] = None, can_join: Optional[bool] = None, can_lead: Optional[bool] = None, challenges: Optional[Sequence[bungieapi.generated.components.schemas.destiny.challenges.DestinyChallengeStatus]] = None, difficulty_tier: Optional[bungieapi.generated.components.schemas.destiny.DestinyActivityDifficultyTier] = None, display_level: Optional[int] = None, is_completed: Optional[bool] = None, is_new: Optional[bool] = None, is_visible: Optional[bool] = None, loadout_requirement_index: Optional[int] = None, modifier_hashes: Optional[Sequence[int]] = None, recommended_light: Optional[int] = None)[source]¶
Bases:
objectRepresents the “Live” data that we can obtain about a Character’s status with a specific Activity.
This will tell you whether the character can participate in the activity, as well as some other basic mutable information. Meant to be combined with static DestinyActivityDefinition data for a full picture of the Activity.
- activity_hash: Optional[int] = None¶
- boolean_activity_options: Optional[Mapping[str, bool]] = None¶
- can_join: Optional[bool] = None¶
- can_lead: Optional[bool] = None¶
- challenges: Optional[Sequence[bungieapi.generated.components.schemas.destiny.challenges.DestinyChallengeStatus]] = None¶
- difficulty_tier: Optional[bungieapi.generated.components.schemas.destiny.DestinyActivityDifficultyTier] = None¶
- display_level: Optional[int] = None¶
- is_completed: Optional[bool] = None¶
- is_new: Optional[bool] = None¶
- is_visible: Optional[bool] = None¶
- loadout_requirement_index: Optional[int] = None¶
- modifier_hashes: Optional[Sequence[int]] = None¶
- recommended_light: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyActivityDifficultyTier(value)[source]¶
Bases:
enum.EnumAn enumeration representing the potential difficulty levels of an activity.
Their names are… more qualitative than quantitative.
- ALMOST_IMPOSSIBLE = 6¶
- BRAVE = 5¶
- CHALLENGING = 3¶
- EASY = 1¶
- HARD = 4¶
- IMPOSSIBLE = 7¶
- NORMAL = 2¶
- TRIVIAL = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyActivityModeCategory(value)[source]¶
Bases:
enum.EnumActivity Modes are grouped into a few possible broad categories.
- NONE = 0¶
- PV_E = 1¶
- PV_E_COMPETITIVE = 3¶
- PV_P = 2¶
Bases:
enum.EnumAn enumeration.
- class bungieapi.generated.components.schemas.destiny.DestinyAmmunitionType(value)[source]¶
Bases:
enum.EnumAn enumeration.
- HEAVY = 3¶
- NONE = 0¶
- PRIMARY = 1¶
- SPECIAL = 2¶
- UNKNOWN = 4¶
- class bungieapi.generated.components.schemas.destiny.DestinyBreakerType(value)[source]¶
Bases:
enum.EnumA plug can optionally have a “Breaker Type”: a special ability that can affect units in unique ways.
Activating this plug can grant one of these types.
- DISRUPTION = 2¶
- NONE = 0¶
- SHIELD_PIERCING = 1¶
- STAGGER = 3¶
- class bungieapi.generated.components.schemas.destiny.DestinyClass(value)[source]¶
Bases:
enum.EnumAn enumeration.
- HUNTER = 1¶
- TITAN = 0¶
- UNKNOWN = 3¶
- WARLOCK = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyCollectibleState(value)[source]¶
Bases:
enum.EnumA Flags Enumeration/bitmask where each bit represents a different state that the Collectible can be in.
A collectible can be in any number of these states, and you can choose to use or ignore any or all of them when making your own UI that shows Collectible info. Our displays are going to honor them, but we’re also the kind of people who only pretend to inhale before quickly passing it to the left. So, you know, do what you got to do. (All joking aside, please note the caveat I mention around the Invisible flag: there are cases where it is in the best interest of your users to honor these flags even if you’re a “show all the data” person. Collector-oriented compulsion is a very unfortunate and real thing, and I would hate to instill that compulsion in others through showing them items that they cannot earn. Please consider this when you are making your own apps/sites.)
- CANNOT_AFFORD_MATERIAL_REQUIREMENTS = 8¶
- INVENTORY_SPACE_UNAVAILABLE = 16¶
- INVISIBLE = 4¶
- NONE = 0¶
- NOT_ACQUIRED = 1¶
- OBSCURED = 2¶
- PURCHASE_DISABLED = 64¶
- UNIQUENESS_VIOLATION = 32¶
- class bungieapi.generated.components.schemas.destiny.DestinyComponentType(value)[source]¶
Bases:
enum.EnumRepresents the possible components that can be returned from Destiny “Get” calls such as GetProfile, GetCharacter, GetVendor etc…
When making one of these requests, you will pass one or more of these components as a comma separated list in the “?components=” querystring parameter. For instance, if you want baseline Profile data, Character Data, and character progressions, you would pass “?components=Profiles,Characters,CharacterProgressions” You may use either the numerical or string values.
- CHARACTERS = 200¶
- CHARACTER_ACTIVITIES = 204¶
- CHARACTER_EQUIPMENT = 205¶
- CHARACTER_INVENTORIES = 201¶
- CHARACTER_PROGRESSIONS = 202¶
- CHARACTER_RENDER_DATA = 203¶
- COLLECTIBLES = 800¶
- CURRENCY_LOOKUPS = 600¶
- ITEM_COMMON_DATA = 307¶
- ITEM_INSTANCES = 300¶
- ITEM_OBJECTIVES = 301¶
- ITEM_PERKS = 302¶
- ITEM_PLUG_OBJECTIVES = 309¶
- ITEM_PLUG_STATES = 308¶
- ITEM_RENDER_DATA = 303¶
- ITEM_REUSABLE_PLUGS = 310¶
- ITEM_SOCKETS = 305¶
- ITEM_STATS = 304¶
- ITEM_TALENT_GRIDS = 306¶
- KIOSKS = 500¶
- METRICS = 1100¶
- NONE = 0¶
- PLATFORM_SILVER = 105¶
- PRESENTATION_NODES = 700¶
- PROFILES = 100¶
- PROFILE_CURRENCIES = 103¶
- PROFILE_INVENTORIES = 102¶
- PROFILE_PROGRESSION = 104¶
- RECORDS = 900¶
- STRING_VARIABLES = 1200¶
- TRANSITORY = 1000¶
- VENDORS = 400¶
- VENDOR_CATEGORIES = 401¶
- VENDOR_RECEIPTS = 101¶
- VENDOR_SALES = 402¶
- class bungieapi.generated.components.schemas.destiny.DestinyEnergyType(value)[source]¶
Bases:
enum.EnumRepresents the socket energy types for Armor 2.0, Ghosts 2.0, and Stasis subclasses.
- ANY = 0¶
- ARC = 1¶
- GHOST = 4¶
- STASIS = 6¶
- SUBCLASS = 5¶
- THERMAL = 2¶
- VOID = 3¶
- class bungieapi.generated.components.schemas.destiny.DestinyEquipItemResult(equip_status: Optional[bungieapi.generated.components.schemas.exceptions.PlatformErrorCodes] = None, item_instance_id: Optional[int] = None)[source]¶
Bases:
objectThe results of an Equipping operation performed through the Destiny API.
- equip_status: Optional[bungieapi.generated.components.schemas.exceptions.PlatformErrorCodes] = None¶
- item_instance_id: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyEquipItemResults(equip_results: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyEquipItemResult]] = None)[source]¶
Bases:
objectThe results of a bulk Equipping operation performed through the Destiny API.
- equip_results: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyEquipItemResult]] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyGamePrivacySetting(value)[source]¶
Bases:
enum.EnumA player can choose to restrict requests to join their Fireteam to specific states.
These are the possible states a user can choose.
- CLAN_AND_FRIENDS_ONLY = 1¶
- CLOSED = 4¶
- FRIENDS_ONLY = 2¶
- INVITATION_ONLY = 3¶
- OPEN = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyGameVersions(value)[source]¶
Bases:
enum.EnumA flags enumeration/bitmask indicating the versions of the game that a given user has purchased.
- ANNIVERSARY30TH = 128¶
- BEYOND_LIGHT = 64¶
- DESTINY2 = 1¶
- DLC1 = 2¶
- DLC2 = 4¶
- FORSAKEN = 8¶
- NONE = 0¶
- SHADOWKEEP = 32¶
- THE_WITCH_QUEEN = 256¶
- YEAR_TWO_ANNUAL_PASS = 16¶
- class bungieapi.generated.components.schemas.destiny.DestinyGatingScope(value)[source]¶
Bases:
enum.EnumThis 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.
- ASSUMED_WORST_CASE = 6¶
- CHARACTER = 4¶
- CLAN = 2¶
- GLOBAL = 1¶
- ITEM = 5¶
- NONE = 0¶
- PROFILE = 3¶
- class bungieapi.generated.components.schemas.destiny.DestinyGender(value)[source]¶
Bases:
enum.EnumAn enumeration.
- FEMALE = 1¶
- MALE = 0¶
- UNKNOWN = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyGraphNodeState(value)[source]¶
Bases:
enum.EnumRepresents a potential state of an Activity Graph node.
- COMPLETED = 4¶
- HIDDEN = 0¶
- INCOMPLETE = 3¶
- TEASER = 2¶
- VISIBLE = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyItemQuantity(has_conditional_visibility: Optional[bool] = None, item_hash: Optional[int] = None, item_instance_id: Optional[int] = None, quantity: Optional[int] = None)[source]¶
Bases:
objectUsed in a number of Destiny contracts to return data about an item stack and its quantity.
Can optionally return an itemInstanceId if the item is instanced - in which case, the quantity returned will be 1. If it’s not… uh, let me know okay? Thanks.
- has_conditional_visibility: Optional[bool] = None¶
- item_hash: Optional[int] = None¶
- item_instance_id: Optional[int] = None¶
- quantity: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyItemSortType(value)[source]¶
Bases:
enum.EnumDetermines how items are sorted in an inventory bucket.
- ITEM_ID = 0¶
- STACK_SIZE = 2¶
- TIMESTAMP = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyItemSubType(value)[source]¶
Bases:
enum.EnumThis Enumeration further classifies items by more specific categorizations than DestinyItemType.
The “Sub-Type” is where we classify and categorize items one step further in specificity: “Auto Rifle” instead of just “Weapon” for example, or “Vanguard Bounty” instead of merely “Bounty”. These sub-types are provided for historical compatibility with Destiny 1, but an ideal alternative is to use DestinyItemCategoryDefinitions and the DestinyItemDefinition.itemCategories property instead. Item Categories allow for arbitrary hierarchies of specificity, and for items to belong to multiple categories across multiple hierarchies simultaneously. For this enum, we pick a single type as a “best guess” fit. NOTE: This is not all of the item types available, and some of these are holdovers from Destiny 1 that may or may not still exist.
- AUTO_RIFLE = 6¶
- BOW = 31¶
- CHEST_ARMOR = 28¶
- CLASS_ARMOR = 30¶
- CRM = 16¶
- CRUCIBLE = 1¶
- DUMMY_REPEATABLE_BOUNTY = 32¶
- EXOTIC = 5¶
- FUSION_RIFLE = 11¶
- FUSION_RIFLE_LINE = 22¶
- GAUNTLETS_ARMOR = 27¶
- GRENADE_LAUNCHER = 23¶
- HAND_CANNON = 9¶
- HELMET_ARMOR = 26¶
- LEG_ARMOR = 29¶
- MACHINEGUN = 8¶
- MASK = 19¶
- NONE = 0¶
- ORNAMENT = 21¶
- PULSE_RIFLE = 13¶
- ROCKET_LAUNCHER = 10¶
- SCOUT_RIFLE = 14¶
- SHADER = 20¶
- SHOTGUN = 7¶
- SIDEARM = 17¶
- SNIPER_RIFLE = 12¶
- SUBMACHINE_GUN = 24¶
- SWORD = 18¶
- TRACE_RIFLE = 25¶
- VANGUARD = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyItemType(value)[source]¶
Bases:
enum.EnumAn enumeration that indicates the high-level “type” of the item, attempting to iron out the context specific differences for specific instances of an entity.
For instance, though a weapon may be of various weapon “Types”, in DestinyItemType they are all classified as “Weapon”. This allows for better filtering on a higher level of abstraction for the concept of types. This enum is provided for historical compatibility with Destiny 1, but an ideal alternative is to use DestinyItemCategoryDefinitions and the DestinyItemDefinition.itemCategories property instead. Item Categories allow for arbitrary hierarchies of specificity, and for items to belong to multiple categories across multiple hierarchies simultaneously. For this enum, we pick a single type as a “best guess” fit. NOTE: This is not all of the item types available, and some of these are holdovers from Destiny 1 that may or may not still exist. I keep updating these because they’re so damn convenient. I guess I shouldn’t fight it.
- ARMOR = 2¶
- AURA = 18¶
- BOUNTY = 26¶
- CLAN_BANNER = 17¶
- CONSUMABLE = 9¶
- CURRENCY = 1¶
- DUMMY = 20¶
- EMBLEM = 14¶
- EMOTE = 23¶
- ENGRAM = 8¶
- EXCHANGE_MATERIAL = 10¶
- FINISHER = 29¶
- GHOST = 24¶
- MESSAGE = 7¶
- MISSION_REWARD = 11¶
- MOD = 19¶
- NONE = 0¶
- PACKAGE = 25¶
- QUEST = 15¶
- QUEST_STEP = 12¶
- QUEST_STEP_COMPLETE = 13¶
- SEASONAL_ARTIFACT = 28¶
- SHIP = 21¶
- SUBCLASS = 16¶
- VEHICLE = 22¶
- WEAPON = 3¶
- WRAPPER = 27¶
- class bungieapi.generated.components.schemas.destiny.DestinyJoinClosedReasons(value)[source]¶
Bases:
enum.EnumA Flags enumeration representing the reasons why a person can’t join this user’s fireteam.
- DISALLOWED_BY_GAME_STATE = 16¶
- INTERNAL_REASONS = 8¶
- IN_MATCHMAKING = 1¶
- LOADING = 2¶
- NONE = 0¶
- OFFLINE = 32768¶
- SOLO_MODE = 4¶
- class bungieapi.generated.components.schemas.destiny.DestinyObjectiveGrantStyle(value)[source]¶
Bases:
enum.EnumSome Objectives provide perks, generally as part of providing some kind of interesting modifier for a Challenge or Quest.
This indicates when the Perk is granted.
- ALWAYS = 2¶
- WHEN_COMPLETE = 1¶
- WHEN_INCOMPLETE = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyPartyMemberStates(value)[source]¶
Bases:
enum.EnumA flags enumeration that represents a Fireteam Member’s status.
- FIRETEAM_MEMBER = 1¶
- GROUP_MEMBER = 4¶
- NONE = 0¶
- PARTY_LEADER = 8¶
- POSSE_MEMBER = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyPresentationDisplayStyle(value)[source]¶
Bases:
enum.EnumA hint for how the presentation node should be displayed when shown in a list.
How you use this is your UI is up to you.
- BADGE = 1¶
- CATEGORY = 0¶
- COLLECTIBLE = 3¶
- MEDALS = 2¶
- RECORD = 4¶
- class bungieapi.generated.components.schemas.destiny.DestinyPresentationNodeState(value)[source]¶
Bases:
enum.EnumI know this doesn’t look like a Flags Enumeration/bitmask right now, but I assure you it is.
This is the possible states that a Presentation Node can be in, and it is almost certain that its potential states will increase in the future. So don’t treat it like a straight up enumeration.
- INVISIBLE = 1¶
- NONE = 0¶
- OBSCURED = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyPresentationNodeType(value)[source]¶
Bases:
enum.EnumAn enumeration.
- CATEGORY = 1¶
- COLLECTIBLES = 2¶
- DEFAULT = 0¶
- METRIC = 4¶
- RECORDS = 3¶
- class bungieapi.generated.components.schemas.destiny.DestinyPresentationScreenStyle(value)[source]¶
Bases:
enum.EnumA hint for what screen should be shown when this presentation node is clicked into.
How you use this is your UI is up to you.
- BADGE = 2¶
- CATEGORY_SETS = 1¶
- DEFAULT = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyProgression(current_progress: Optional[int] = None, current_reset_count: Optional[int] = None, daily_limit: Optional[int] = None, daily_progress: Optional[int] = None, level: Optional[int] = None, level_cap: Optional[int] = None, next_level_at: Optional[int] = None, progress_to_next_level: Optional[int] = None, progression_hash: Optional[int] = None, reward_item_states: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemState]] = None, season_resets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionResetEntry]] = None, step_index: Optional[int] = None, weekly_limit: Optional[int] = None, weekly_progress: Optional[int] = None)[source]¶
Bases:
objectInformation about a current character’s status with a Progression.
A progression is a value that can increase with activity and has levels. Think Character Level and Reputation Levels. Combine this “live” data with the related DestinyProgressionDefinition for a full picture of the Progression.
- current_progress: Optional[int] = None¶
- current_reset_count: Optional[int] = None¶
- daily_limit: Optional[int] = None¶
- daily_progress: Optional[int] = None¶
- level: Optional[int] = None¶
- level_cap: Optional[int] = None¶
- next_level_at: Optional[int] = None¶
- progress_to_next_level: Optional[int] = None¶
- progression_hash: Optional[int] = None¶
- reward_item_states: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemState]] = None¶
- season_resets: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyProgressionResetEntry]] = None¶
- step_index: Optional[int] = None¶
- weekly_limit: Optional[int] = None¶
- weekly_progress: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyProgressionResetEntry(resets: Optional[int] = None, season: Optional[int] = None)[source]¶
Bases:
objectRepresents a season and the number of resets you had in that season.
We do not necessarily - even for progressions with resets - track it over all seasons. So be careful and check the season numbers being returned.
- resets: Optional[int] = None¶
- season: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemAcquisitionBehavior(value)[source]¶
Bases:
enum.EnumRepresents the different kinds of acquisition behavior for progression reward items.
- INSTANT = 0¶
- PLAYER_CLAIM_REQUIRED = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemState(value)[source]¶
Bases:
enum.EnumRepresents the different states a progression reward item can be in.
- CLAIMED = 4¶
- CLAIM_ALLOWED = 8¶
- EARNED = 2¶
- INVISIBLE = 1¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyProgressionScope(value)[source]¶
Bases:
enum.EnumThere 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
- ACCOUNT = 0¶
- CHARACTER = 1¶
- CLAN = 2¶
- IMPLICIT_FROM_EQUIPMENT = 4¶
- ITEM = 3¶
- MAPPED = 5¶
- MAPPED_AGGREGATE = 6¶
- MAPPED_STAT = 7¶
- MAPPED_UNLOCK_VALUE = 8¶
- class bungieapi.generated.components.schemas.destiny.DestinyProgressionStepDisplayEffect(value)[source]¶
Bases:
enum.EnumIf progression is earned, this determines whether the progression shows visual effects on the character or its item - or neither.
- CHARACTER = 1¶
- ITEM = 2¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyRace(value)[source]¶
Bases:
enum.EnumAn enumeration.
- AWOKEN = 1¶
- EXO = 2¶
- HUMAN = 0¶
- UNKNOWN = 3¶
- class bungieapi.generated.components.schemas.destiny.DestinyRecordState(value)[source]¶
Bases:
enum.EnumA Flags enumeration/bitmask where each bit represents a possible state that a Record/Triumph can be in.
- CAN_EQUIP_TITLE = 64¶
- ENTITLEMENT_UNOWNED = 32¶
- INVISIBLE = 16¶
- NONE = 0¶
- OBJECTIVE_NOT_COMPLETED = 4¶
- OBSCURED = 8¶
- RECORD_REDEEMED = 1¶
- REWARD_UNAVAILABLE = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyRecordToastStyle(value)[source]¶
Bases:
enum.EnumAn enumeration.
- BADGE = 3¶
- GILDED_TITLE_COMPLETE = 7¶
- LORE = 2¶
- MEDAL_COMPLETE = 5¶
- META_RECORD = 4¶
- NONE = 0¶
- RECORD = 1¶
- SEASON_CHALLENGE_COMPLETE = 6¶
- class bungieapi.generated.components.schemas.destiny.DestinyRecordValueStyle(value)[source]¶
Bases:
enum.EnumAn enumeration.
- BOOLEAN = 3¶
- DECIMAL = 4¶
- INTEGER = 0¶
- MILLISECONDS = 2¶
- PERCENTAGE = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyScope(value)[source]¶
Bases:
enum.EnumThere’s a lot of places where we need to know scope on more than just a profile or character level.
For everything else, there’s this more generic sense of scope.
- CHARACTER = 1¶
- PROFILE = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinySocketCategoryStyle(value)[source]¶
Bases:
enum.EnumRepresents the possible and known UI styles used by the game for rendering Socket Categories.
- ABILITIES = 7¶
- CONSUMABLE = 2¶
- ENERGY_METER = 5¶
- INTRINSIC = 4¶
- LARGE_PERK = 6¶
- REUSABLE = 1¶
- SUPERS = 8¶
- UNKNOWN = 0¶
- UNLOCKABLE = 3¶
- class bungieapi.generated.components.schemas.destiny.DestinySocketVisibility(value)[source]¶
Bases:
enum.EnumAn enumeration.
- HIDDEN = 1¶
- HIDDEN_IF_NO_PLUGS_AVAILABLE = 3¶
- HIDDEN_WHEN_EMPTY = 2¶
- VISIBLE = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyStat(stat_hash: Optional[int] = None, value: Optional[int] = None)[source]¶
Bases:
objectRepresents a stat on an item or Character (NOT a Historical Stat, but a physical attribute stat like Attack, Defense etc…)
- stat_hash: Optional[int] = None¶
- value: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyStatAggregationType(value)[source]¶
Bases:
enum.EnumWhen 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.
- CHARACTER = 1¶
- CHARACTER_AVERAGE = 0¶
- ITEM = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyStatCategory(value)[source]¶
Bases:
enum.EnumAt last, stats have categories.
Use this for whatever purpose you might wish.
- DEFENSE = 2¶
- GAMEPLAY = 0¶
- PRIMARY = 3¶
- WEAPON = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyTalentNode(activation_grid_level: Optional[int] = None, hidden: Optional[bool] = None, is_activated: Optional[bool] = None, materials_to_upgrade: Optional[Sequence[bungieapi.generated.components.schemas.destiny.definitions.DestinyMaterialRequirement]] = None, node_hash: Optional[int] = None, node_index: Optional[int] = None, node_stats_block: Optional[bungieapi.generated.components.schemas.destiny.DestinyTalentNodeStatBlock] = None, progress_percent: Optional[float] = None, state: Optional[bungieapi.generated.components.schemas.destiny.DestinyTalentNodeState] = None, step_index: Optional[int] = None)[source]¶
Bases:
objectI see you’ve come to find out more about Talent Nodes.
I’m so sorry. Talent Nodes are the conceptual, visual nodes that appear on Talent Grids. Talent Grids, in Destiny 1, were found on almost every instanced item: they had Nodes that could be activated to change the properties of the item. In Destiny 2, Talent Grids only exist for Builds/Subclasses, and while the basic concept is the same (Nodes can be activated once you’ve gained sufficient Experience on the Item, and provide effects), there are some new concepts from Destiny 1. Examine DestinyTalentGridDefinition and its subordinates for more information. This is the “Live” information for the current status of a Talent Node on a specific item. Talent Nodes have many Steps, but only one can be active at any one time: and it is the Step that determines both the visual and the game state-changing properties that the Node provides. Examine this and DestinyTalentNodeStepDefinition carefully. IMPORTANT NOTE Talent Nodes are, unfortunately, Content Version DEPENDENT. Though they refer to hashes for Nodes and Steps, those hashes are not guaranteed to be immutable across content versions. This is a source of great exasperation for me, but as a result anyone using Talent Grid data must ensure that the content version of their static content matches that of the server responses before showing or making decisions based on talent grid data.
- activation_grid_level: Optional[int] = None¶
- is_activated: Optional[bool] = None¶
- materials_to_upgrade: Optional[Sequence[bungieapi.generated.components.schemas.destiny.definitions.DestinyMaterialRequirement]] = None¶
- node_hash: Optional[int] = None¶
- node_index: Optional[int] = None¶
- node_stats_block: Optional[bungieapi.generated.components.schemas.destiny.DestinyTalentNodeStatBlock] = None¶
- progress_percent: Optional[float] = None¶
- state: Optional[bungieapi.generated.components.schemas.destiny.DestinyTalentNodeState] = None¶
- step_index: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyTalentNodeStatBlock(current_step_stats: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyStat]] = None, next_step_stats: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyStat]] = None)[source]¶
Bases:
objectThis property has some history.
A talent grid can provide stats on both the item it’s related to and the character equipping the item. This returns data about those stat bonuses.
- current_step_stats: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyStat]] = None¶
- next_step_stats: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyStat]] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyTalentNodeState(value)[source]¶
Bases:
enum.EnumAn enumeration.
- CAN_UPGRADE = 1¶
- COMPLETE = 10¶
- CREATION_ONLY = 12¶
- HIDDEN = 13¶
- INVALID = 0¶
- MUST_SWAP = 9¶
- NO_GRID_LEVEL = 7¶
- NO_MATERIAL = 6¶
- NO_POINTS = 2¶
- NO_PREREQUISITES = 3¶
- NO_STEPS = 4¶
- NO_UNLOCK = 5¶
- SWAPPING_LOCKED = 8¶
- UNKNOWN = 11¶
- class bungieapi.generated.components.schemas.destiny.DestinyUnlockStatus(is_set: Optional[bool] = None, unlock_hash: Optional[int] = None)[source]¶
Bases:
objectIndicates the status of an “Unlock Flag” on a Character or Profile.
These are individual bits of state that can be either set or not set, and sometimes provide interesting human-readable information in their related DestinyUnlockDefinition.
- is_set: Optional[bool] = None¶
- unlock_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.DestinyUnlockValueUIStyle(value)[source]¶
Bases:
enum.EnumIf you’re showing an unlock value in the UI, this is the format in which it should be shown.
You’ll have to build your own algorithms on the client side to determine how best to render these options.
- AUTOMATIC = 0¶
- CHECKBOX = 2¶
- DATE_TIME = 4¶
- EXPLICIT_PERCENTAGE = 12¶
- FRACTION = 1¶
- FRACTION_FLOAT = 5¶
- GREEN_PIPS = 10¶
- HIDDEN = 8¶
- INTEGER = 6¶
- MULTIPLIER = 9¶
- PERCENTAGE = 3¶
- RAW_FLOAT = 13¶
- RED_PIPS = 11¶
- TIME_DURATION = 7¶
- class bungieapi.generated.components.schemas.destiny.DestinyVendorFilter(value)[source]¶
Bases:
enum.EnumIndicates the type of filter to apply to Vendor results.
- API_PURCHASABLE = 1¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.DestinyVendorInteractionRewardSelection(value)[source]¶
Bases:
enum.EnumWhen 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.
- ALL = 2¶
- NONE = 0¶
- ONE = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyVendorItemRefundPolicy(value)[source]¶
Bases:
enum.EnumThe action that happens when the user attempts to refund an item.
- DELETES_ITEM = 1¶
- NOT_REFUNDABLE = 0¶
- REVOKES_LICENSE = 2¶
- class bungieapi.generated.components.schemas.destiny.DestinyVendorItemState(value)[source]¶
Bases:
enum.EnumThe possible states of Destiny Profile Records.
IMPORTANT: Any given item can theoretically have many of these states simultaneously: as a result, this was altered to be a flags enumeration/bitmask for v3.2.0.
- BEST_DEAL = 32768¶
- CHARITY = 8192¶
- COMPLETE = 4¶
- DAILY_OFFER = 4096¶
- ENDING = 32¶
- FEATURED = 16¶
- FREE = 131072¶
- INCOMPLETE = 1¶
- NEW = 8¶
- NEXUS_ATTENTION = 512¶
- NONE = 0¶
- ON_SALE = 64¶
- OWNED = 128¶
- POPULAR = 65536¶
- PRICE_DROP = 2048¶
- REWARD_AVAILABLE = 2¶
- SEASONAL_REWARD_EXPIRATION = 16384¶
- SET_DISCOUNT = 1024¶
- WIDE_VIEW = 256¶
- class bungieapi.generated.components.schemas.destiny.DestinyVendorProgressionType(value)[source]¶
Bases:
enum.EnumDescribes the type of progression that a vendor has.
- DEFAULT = 0¶
- NO_SEASONAL_REFRESH = 2¶
- RITUAL = 1¶
- class bungieapi.generated.components.schemas.destiny.DestinyVendorReplyType(value)[source]¶
Bases:
enum.EnumThis determines the type of reply that a Vendor will have during an Interaction.
- ACCEPT = 0¶
- COMPLETE = 2¶
- DECLINE = 1¶
- class bungieapi.generated.components.schemas.destiny.DyeReference(channel_hash: Optional[int] = None, dye_hash: Optional[int] = None)[source]¶
Bases:
object- channel_hash: Optional[int] = None¶
- dye_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.EquipFailureReason(value)[source]¶
Bases:
enum.EnumThe reasons why an item cannot be equipped, if any.
Many flags can be set, or “None” if
- ITEM_FAILED_LEVEL_CHECK = 8¶
- ITEM_FAILED_UNLOCK_CHECK = 4¶
- ITEM_NOT_ON_CHARACTER = 16¶
- ITEM_UNEQUIPPABLE = 1¶
- ITEM_UNIQUE_EQUIP_RESTRICTED = 2¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.EquippingItemBlockAttributes(value)[source]¶
Bases:
enum.EnumAn enumeration.
- EQUIP_ON_ACQUIRE = 1¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.ItemBindStatus(value)[source]¶
Bases:
enum.EnumAn enumeration.
- BOUND_TO_ACCOUNT = 2¶
- BOUND_TO_CHARACTER = 1¶
- BOUND_TO_GUILD = 3¶
- NOT_BOUND = 0¶
- class bungieapi.generated.components.schemas.destiny.ItemLocation(value)[source]¶
Bases:
enum.EnumAn enumeration.
- INVENTORY = 1¶
- POSTMASTER = 4¶
- UNKNOWN = 0¶
- VAULT = 2¶
- VENDOR = 3¶
- class bungieapi.generated.components.schemas.destiny.ItemPerkVisibility(value)[source]¶
Bases:
enum.EnumIndicates how a perk should be shown, or if it should be, in the game UI.
Maybe useful for those of you trying to filter out internal-use-only perks (or for those of you trying to figure out what they do!)
- DISABLED = 1¶
- HIDDEN = 2¶
- VISIBLE = 0¶
- class bungieapi.generated.components.schemas.destiny.ItemState(value)[source]¶
Bases:
enum.EnumA 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.
- LOCKED = 1¶
- MASTERWORK = 4¶
- NONE = 0¶
- TRACKED = 2¶
- class bungieapi.generated.components.schemas.destiny.PlugAvailabilityMode(value)[source]¶
Bases:
enum.EnumThis enum determines whether the plug is available to be inserted.
Normal means that all existing rules for plug insertion apply.
UnavailableIfSocketContainsMatchingPlugCategory means that the plug is only available if the socket does NOT match the plug category.
AvailableIfSocketContainsMatchingPlugCategory means that the plug is only available if the socket DOES match the plug category.
For category matching, use the plug’s “plugCategoryIdentifier” property, comparing it to
- AVAILABLE_IF_SOCKET_CONTAINS_MATCHING_PLUG_CATEGORY = 2¶
- NORMAL = 0¶
- UNAVAILABLE_IF_SOCKET_CONTAINS_MATCHING_PLUG_CATEGORY = 1¶
- class bungieapi.generated.components.schemas.destiny.PlugUiStyles(value)[source]¶
Bases:
enum.EnumIf the plug has a specific custom style, this enumeration will represent that style/those styles.
- MASTERWORK = 1¶
- NONE = 0¶
- class bungieapi.generated.components.schemas.destiny.SocketPlugSources(value)[source]¶
Bases:
enum.EnumIndicates how a socket is populated, and where you should look for valid plug data.
This is a flags enumeration/bitmask field, as you may have to look in multiple sources across multiple components for valid plugs. For instance, a socket could have plugs that are sourced from its own definition, as well as plugs that are sourced from Character-scoped AND profile-scoped Plug Sets. Only by combining plug data for every indicated source will you be able to know all of the plugs available for a socket.
- CHARACTER_PLUG_SET = 8¶
- INVENTORY_SOURCED = 1¶
- NONE = 0¶
- PROFILE_PLUG_SET = 4¶
- REUSABLE_PLUG_ITEMS = 2¶
- class bungieapi.generated.components.schemas.destiny.SocketTypeActionType(value)[source]¶
Bases:
enum.EnumIndicates the type of actions that can be performed.
- INFUSE_ITEM = 1¶
- INSERT_PLUG = 0¶
- REINITIALIZE_SOCKET = 2¶
- class bungieapi.generated.components.schemas.destiny.SpecialItemType(value)[source]¶
Bases:
enum.EnumAs you run into items that need to be classified for Milestone purposes in ways that we cannot infer via direct data, add a new classification here and use a string constant to represent it in the local item config file.
NOTE: This is not all of the item types available, and some of these are holdovers from Destiny 1 that may or may not still exist.
- ARMOR = 8¶
- CONSUMABLE = 24¶
- CURRENCY = 29¶
- ENGRAM = 23¶
- EXCHANGE_MATERIAL = 25¶
- MISSION_REWARD = 27¶
- NONE = 0¶
- SPECIAL_CURRENCY = 1¶
- WEAPON = 9¶
- class bungieapi.generated.components.schemas.destiny.TierType(value)[source]¶
Bases:
enum.EnumAn enumeration.
- BASIC = 2¶
- COMMON = 3¶
- CURRENCY = 1¶
- EXOTIC = 6¶
- RARE = 4¶
- SUPERIOR = 5¶
- UNKNOWN = 0¶
- class bungieapi.generated.components.schemas.destiny.TransferStatuses(value)[source]¶
Bases:
enum.EnumWhether you can transfer an item, and why not if you can’t.
- CAN_TRANSFER = 0¶
- ITEM_IS_EQUIPPED = 1¶
- NOT_TRANSFERRABLE = 2¶
- NO_ROOM_IN_DESTINATION = 4¶
- class bungieapi.generated.components.schemas.destiny.VendorDisplayCategorySortOrder(value)[source]¶
Bases:
enum.EnumDisplay categories can have custom sort orders.
These are the possible options.
- DEFAULT = 0¶
- SORT_BY_TIER = 1¶
- class bungieapi.generated.components.schemas.destiny.VendorInteractionType(value)[source]¶
Bases:
enum.EnumAn enumeration of the known UI interactions for Vendors.
- END = 9¶
- PROGRESS_TAB = 8¶
- QUEST_ACCEPT = 7¶
- QUEST_COMPLETE = 2¶
- QUEST_CONTINUE = 3¶
- RANK_UP_REWARD = 5¶
- REPUTATION_PREVIEW = 4¶
- START = 10¶
- TOKEN_TURN_IN = 6¶
- UNDEFINED = 1¶
- UNKNOWN = 0¶
- class bungieapi.generated.components.schemas.destiny.VendorItemStatus(value)[source]¶
Bases:
enum.EnumAn enumeration.
- ALREADY_OWNED = 4096¶
- ALREADY_SELLING = 512¶
- DISPLAY_ONLY = 8192¶
- NOT_AVAILABLE = 64¶
- NO_FUNDS = 2¶
- NO_INVENTORY_SPACE = 1¶
- NO_PROGRESSION = 4¶
- NO_QUANTITY = 16¶
- NO_UNLOCK = 8¶
- OUTSIDE_PURCHASE_WINDOW = 32¶
- SELLING_INHIBITED = 2048¶
- SUCCESS = 0¶
- UNIQUENESS_VIOLATION = 128¶
- UNKNOWN_ERROR = 256¶
- UNSELLABLE = 1024¶