DestinyItemActionBlockDefinition class

If an item can have an action performed on it (like "Dismantle"), it will be defined here if you care.




actionTypeLabel ↔ String
The internal identifier for the action.
read / write
consumeEntireStack ↔ bool
If true, the entire stack is deleted when the action completes.
read / write
deleteOnAction ↔ bool
If true, the item is deleted when the action completes.
read / write
hashCode → int
The hash code for this object. [...]
read-only, inherited
isPositive ↔ bool
The content has this property, however it's not entirely clear how it is used.
read / write
overlayIcon ↔ String
The icon associated with the overlay screen for the action, if any.
read / write
overlayScreenName ↔ String
If the action has an overlay screen associated with it, this is the name of that screen. Unfortunately, we cannot return the screen's data itself.
read / write
progressionRewards ↔ List<DestinyProgressionRewardDefinition>
If performing this action earns you Progression, this is the list of progressions and values granted for those progressions by performing this action.
read / write
requiredCooldownHash ↔ int
The identifier hash for the Cooldown associated with this action. We have not pulled this data yet for you to have more data to use for cooldowns.
read / write
requiredCooldownSeconds ↔ int
The number of seconds to delay before allowing this action to be performed again.
read / write
requiredItems ↔ List<DestinyItemActionRequiredItemDefinition>
If the action requires other items to exist or be destroyed, this is the list of those items and requirements.
read / write
requiredLocation ↔ String
Theoretically, an item could have a localized string for a hint about the location in which the action should be performed. In practice, no items yet have this property.
read / write
runtimeType → Type
A representation of the runtime type of the object.
read-only, inherited
useOnAcquire ↔ bool
If true, this action will be performed as soon as you earn this item. Some rewards work this way, providing you a single item to pick up from a reward- granting vendor in-game and then immediately consuming itself to provide you multiple items.
read / write
verbDescription ↔ String
Localized text describing the action being performed.
read / write
verbName ↔ String
Localized text for the verb of the action being performed.
read / write


noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
toString() → String
Returns a string representation of this object.


operator ==(Object other) → bool
The equality operator. [...]