bungieapi.generated.components.schemas.destiny package

Subpackages

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: object

Represents 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
to_json() Mapping[str, Any][source]

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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
type: Optional[bungieapi.generated.components.schemas.destiny.advanced.AwaType] = None
class bungieapi.generated.components.schemas.destiny.advanced.AwaResponseReason(value)[source]

Bases: enum.Enum

An enumeration.

ANSWERED = 1
NONE = 0
REPLACED = 3
TIMED_OUT = 2
class bungieapi.generated.components.schemas.destiny.advanced.AwaType(value)[source]

Bases: enum.Enum

An 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.advanced.AwaUserSelection(value)[source]

Bases: enum.Enum

An enumeration.

APPROVED = 2
NONE = 0
REJECTED = 1

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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactTierItem(is_active: Optional[bool] = None, item_hash: Optional[int] = None)[source]

Bases: object

is_active: Optional[bool] = None
item_hash: Optional[int] = None
to_json() Mapping[str, Any][source]

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: object

Represents 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
to_json() Mapping[str, Any][source]

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: object

Raw 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
to_json() Mapping[str, Any][source]
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: object

A 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
to_json() Mapping[str, Any][source]
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: object

Bare 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
to_json() Mapping[str, Any][source]

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: object

DestinyManifest 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
to_json() Mapping[str, Any][source]
version: Optional[str] = None
class bungieapi.generated.components.schemas.destiny.config.GearAssetDataBaseDefinition(path: Optional[str] = None, version: Optional[int] = None)[source]

Bases: object

path: Optional[str] = None
to_json() Mapping[str, Any][source]
version: Optional[int] = None
class bungieapi.generated.components.schemas.destiny.config.ImagePyramidEntry(factor: Optional[float] = None, name: Optional[str] = None)[source]

Bases: object

factor: Optional[float] = None
name: Optional[str] = None
to_json() Mapping[str, Any][source]

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
to_json() Mapping[str, Any][source]

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: object

Represents 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
to_json() Mapping[str, Any][source]
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: object

Sometimes, 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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneActivityPhase(complete: Optional[bool] = None, phase_hash: Optional[int] = None)[source]

Bases: object

Represents 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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneContentItemCategory(item_hashes: Optional[Sequence[int]] = None, title: Optional[str] = None)[source]

Bases: object

Part 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
to_json() Mapping[str, Any][source]
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: object

If 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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneRewardEntry(earned: Optional[bool] = None, redeemed: Optional[bool] = None, reward_entry_hash: Optional[int] = None)[source]

Bases: object

The 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.milestones.DestinyMilestoneVendor(preview_item_hash: Optional[int] = None, vendor_hash: Optional[int] = None)[source]

Bases: object

If 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
to_json() Mapping[str, Any][source]
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: object

Information 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
to_json() Mapping[str, Any][source]
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: object

A 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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneChallenge(activity_hash: Optional[int] = None, objective_hash: Optional[int] = None)[source]

Bases: object

A 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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.milestones.DestinyPublicMilestoneVendor(preview_item_hash: Optional[int] = None, vendor_hash: Optional[int] = None)[source]

Bases: object

preview_item_hash: Optional[int] = None
to_json() Mapping[str, Any][source]
vendor_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: object

Represents 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
to_json() Mapping[str, Any][source]

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: object

The 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
to_json() Mapping[str, Any][source]
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: object

Mostly 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
to_json() Mapping[str, Any][source]
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: object

Returns 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
to_json() Mapping[str, Any][source]
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: object

Data 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
to_json() Mapping[str, Any][source]
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: object

The 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
to_json() Mapping[str, Any][source]
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: object

Returns 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
to_json() Mapping[str, Any][source]
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: object

If 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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
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: object

The 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
to_json() Mapping[str, Any][source]
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: object

I 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
to_json() Mapping[str, Any][source]
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: object

The 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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
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: object

A 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
to_json() Mapping[str, Any][source]
vendor_groups: Optional[bungieapi.generated.components.schemas.SingleComponentResponseOfDestinyVendorGroupComponent] = None
vendors: Optional[bungieapi.generated.components.schemas.DictionaryComponentResponseOfuint32AndDestinyPublicVendorComponent] = 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: object

A 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
to_json() Mapping[str, Any][source]
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: object

A 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
to_json() Mapping[str, Any][source]
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: object

A 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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]

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
to_json() Mapping[str, Any][source]
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
to_json() Mapping[str, Any][source]

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: object

If 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
to_json() Mapping[str, Any][source]

Module contents

class bungieapi.generated.components.schemas.destiny.ActivityGraphNodeHighlightType(value)[source]

Bases: enum.Enum

The 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.Enum

An enumeration.

CURRENCY = 2
EQUIPPABLE = 3
IGNORED = 4
INVISIBLE = 0
ITEM = 1
class bungieapi.generated.components.schemas.destiny.BucketScope(value)[source]

Bases: enum.Enum

An enumeration.

ACCOUNT = 1
CHARACTER = 0
class bungieapi.generated.components.schemas.destiny.DamageType(value)[source]

Bases: enum.Enum

An 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: object

Represents 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.DestinyActivityDifficultyTier(value)[source]

Bases: enum.Enum

An 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.Enum

Activity Modes are grouped into a few possible broad categories.

NONE = 0
PV_E = 1
PV_E_COMPETITIVE = 3
PV_P = 2
class bungieapi.generated.components.schemas.destiny.DestinyActivityNavPointType(value)[source]

Bases: enum.Enum

An enumeration.

AMMO_CACHE = 5
ARENA_OBJECTIVE = 14
AUTOMATION_HINT = 15
CAPTURE_POINT = 7
DEFENSIVE_ENCOUNTER = 8
GHOST_INTERACTION = 9
INACTIVE = 0
INCOMING = 13
KILL_AI = 10
PATROL_MISSION = 12
POINT_TYPE_FLAG = 6
PRIMARY_OBJECTIVE = 1
PUBLIC_EVENT_OBJECTIVE = 4
QUEST_ITEM = 11
SECONDARY_OBJECTIVE = 2
TRACKED_QUEST = 16
TRAVEL_OBJECTIVE = 3
class bungieapi.generated.components.schemas.destiny.DestinyAmmunitionType(value)[source]

Bases: enum.Enum

An enumeration.

HEAVY = 3
NONE = 0
PRIMARY = 1
SPECIAL = 2
UNKNOWN = 4
class bungieapi.generated.components.schemas.destiny.DestinyBreakerType(value)[source]

Bases: enum.Enum

A 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.Enum

An enumeration.

HUNTER = 1
TITAN = 0
UNKNOWN = 3
WARLOCK = 2
class bungieapi.generated.components.schemas.destiny.DestinyCollectibleState(value)[source]

Bases: enum.Enum

A 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.Enum

Represents 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.Enum

Represents 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: object

The 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.DestinyEquipItemResults(equip_results: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyEquipItemResult]] = None)[source]

Bases: object

The results of a bulk Equipping operation performed through the Destiny API.

equip_results: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyEquipItemResult]] = None
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.DestinyGamePrivacySetting(value)[source]

Bases: enum.Enum

A 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.Enum

A 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.Enum

This enumeration represents the most restrictive type of gating that is being performed by an entity.

This is useful as a shortcut to avoid a lot of lookups when determining whether the gating on an Entity applies to everyone equally, or to their specific Profile or Character states. None = There is no gating on this item. Global = The gating on this item is based entirely on global game state. It will be gated the same for everyone. Clan = The gating on this item is at the Clan level. For instance, if you’re gated by Clan level this will be the case. Profile = The gating includes Profile-specific checks, but not on the Profile’s characters. An example of this might be when you acquire an Emblem: the Emblem will be available in your Kiosk for all characters in your Profile from that point onward. Character = The gating includes Character-specific checks, including character level restrictions. An example of this might be an item that you can’t purchase from a Vendor until you reach a specific Character Level. Item = The gating includes item-specific checks. For BNet, this generally implies that we’ll show this data only on a character level or deeper. AssumedWorstCase = The unlocks and checks being used for this calculation are of an unknown type and are used for unknown purposes. For instance, if some great person decided that an unlock value should be globally scoped, but then the game changes it using character-specific data in a way that BNet doesn’t know about. Because of the open-ended potential for this to occur, many unlock checks for “globally” scoped unlock data may be assumed as the worst case unless it has been specifically whitelisted as otherwise. That sucks, but them’s the breaks.

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.Enum

An enumeration.

FEMALE = 1
MALE = 0
UNKNOWN = 2
class bungieapi.generated.components.schemas.destiny.DestinyGraphNodeState(value)[source]

Bases: enum.Enum

Represents 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: object

Used 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.DestinyItemSortType(value)[source]

Bases: enum.Enum

Determines 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.Enum

This 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.Enum

An 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.Enum

A 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.Enum

Some 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.Enum

A 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.Enum

A 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.Enum

I 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.Enum

An enumeration.

CATEGORY = 1
COLLECTIBLES = 2
DEFAULT = 0
METRIC = 4
RECORDS = 3
class bungieapi.generated.components.schemas.destiny.DestinyPresentationScreenStyle(value)[source]

Bases: enum.Enum

A 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: object

Information 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
to_json() Mapping[str, Any][source]
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: object

Represents 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.DestinyProgressionRewardItemAcquisitionBehavior(value)[source]

Bases: enum.Enum

Represents 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.Enum

Represents 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.Enum

There are many Progressions in Destiny (think Character Level, or Reputation).

These are the various “Scopes” of Progressions, which affect many things: * Where/if they are stored * How they are calculated * Where they can be used in other game logic

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.Enum

If 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.Enum

An enumeration.

AWOKEN = 1
EXO = 2
HUMAN = 0
UNKNOWN = 3
class bungieapi.generated.components.schemas.destiny.DestinyRecordState(value)[source]

Bases: enum.Enum

A 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.Enum

An 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.Enum

An enumeration.

BOOLEAN = 3
DECIMAL = 4
INTEGER = 0
MILLISECONDS = 2
PERCENTAGE = 1
class bungieapi.generated.components.schemas.destiny.DestinyScope(value)[source]

Bases: enum.Enum

There’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.Enum

Represents 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.Enum

An 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: object

Represents 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
to_json() Mapping[str, Any][source]
value: Optional[int] = None
class bungieapi.generated.components.schemas.destiny.DestinyStatAggregationType(value)[source]

Bases: enum.Enum

When a Stat (DestinyStatDefinition) is aggregated, this is the rules used for determining the level and formula used for aggregation.

  • CharacterAverage = apply a weighted average using the related DestinyStatGroupDefinition on the DestinyInventoryItemDefinition across the character’s equipped items. See both of those definitions for details. * Character = don’t aggregate: the stat should be located and used directly on the character. * Item = don’t aggregate: the stat should be located and used directly on the item.

CHARACTER = 1
CHARACTER_AVERAGE = 0
ITEM = 2
class bungieapi.generated.components.schemas.destiny.DestinyStatCategory(value)[source]

Bases: enum.Enum

At 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: object

I 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
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
to_json() Mapping[str, Any][source]
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: object

This 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.DestinyTalentNodeState(value)[source]

Bases: enum.Enum

An 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: object

Indicates 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
to_json() Mapping[str, Any][source]
unlock_hash: Optional[int] = None
class bungieapi.generated.components.schemas.destiny.DestinyUnlockValueUIStyle(value)[source]

Bases: enum.Enum

If 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.Enum

Indicates 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.Enum

When a Vendor Interaction provides rewards, they’ll either let you choose one or let you have all of them.

This determines which it will be.

ALL = 2
NONE = 0
ONE = 1
class bungieapi.generated.components.schemas.destiny.DestinyVendorItemRefundPolicy(value)[source]

Bases: enum.Enum

The 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.Enum

The 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.Enum

Describes 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.Enum

This 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
to_json() Mapping[str, Any][source]
class bungieapi.generated.components.schemas.destiny.EquipFailureReason(value)[source]

Bases: enum.Enum

The 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.Enum

An enumeration.

EQUIP_ON_ACQUIRE = 1
NONE = 0
class bungieapi.generated.components.schemas.destiny.ItemBindStatus(value)[source]

Bases: enum.Enum

An 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.Enum

An enumeration.

INVENTORY = 1
POSTMASTER = 4
UNKNOWN = 0
VAULT = 2
VENDOR = 3
class bungieapi.generated.components.schemas.destiny.ItemPerkVisibility(value)[source]

Bases: enum.Enum

Indicates 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.Enum

A flags enumeration/bitmask where each bit represents a different possible state that the item can be in that may effect how the item is displayed to the user and what actions can be performed against it.

LOCKED = 1
MASTERWORK = 4
NONE = 0
TRACKED = 2
class bungieapi.generated.components.schemas.destiny.PlugAvailabilityMode(value)[source]

Bases: enum.Enum

This 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.Enum

If 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.Enum

Indicates 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.Enum

Indicates 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.Enum

As 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.Enum

An 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.Enum

Whether 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.Enum

Display 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.Enum

An 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.Enum

An 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