DestinyItemActionBlockDefinition class

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

Constructors

DestinyItemActionBlockDefinition()

Properties

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

Methods

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

Operators

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