DestinyItemSocketEntryDefinition class
The definition information for a specific socket on an item. This will determine how the socket behaves in-game.
Constructors
Properties
- defaultVisible ↔ bool
-
If true, then this socket is visible in the item's "default" state. If you have
an instance, you should always check the runtime state, as that can override
this visibility setting: but if you're looking at the item on a conceptual level,
this property can be useful for hiding data such as legacy sockets - which
remain defined on items for infrastructure purposes, but can be confusing for
users to see.
read / write
- hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- hidePerksInItemTooltip ↔ bool
-
If this is true, the perks provided by this socket shouldn't be shown in the
item's tooltip. This might be useful if it's providing a hidden bonus, or if the
bonus is less important than other benefits on the item.
read / write
- plugSources ↔ int
-
Indicates where you should go to get plugs for this socket. This will affect how
you populate your UI, as well as what plugs are valid for this socket. It's an
alternative to having to check for the existence of certain properties (
reusablePlugItems for example) to infer where plugs should come from.
read / write
- preventInitializationOnVendorPurchase ↔ bool
-
If this is true, then the socket will not be initialized with a plug if the item
is purchased from a Vendor. [...]
read / write
-
randomizedPlugItems
↔ List<
DestinyItemSocketEntryPlugItemRandomizedDefinition> -
As of Forsaken, item sockets can have randomized plugs. If this is populated,
the live data will return a subset of plugs from this list that are active and
able to be inserted into the socket just like a reusable plug.
read / write
-
reusablePlugItems
↔ List<
DestinyItemSocketEntryPlugItemDefinition> -
This is a list of pre-determined plugs that can always be plugged into this
socket, without the character having the plug in their inventory. [...]
read / write
- reusablePlugSetHash ↔ int
-
If this socket's plugs come from a reusable DestinyPlugSetDefinition, this is
the identifier for that set. We added this concept to reduce some major
duplication that's going to come from sockets as replacements for what was once
implemented as large sets of items and kiosks (like Emotes).
read / write
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
- singleInitialItemHash ↔ int
-
If a valid hash, this is the hash identifier for the
DestinyInventoryItemDefinition representing the Plug that will be initially
inserted into the item on item creation. Otherwise, this Socket will either
start without a plug inserted, or will have one randomly inserted. [...]
read / write
- socketTypeHash ↔ int
-
All sockets have a type, and this is the hash identifier for this particular
type. Use it to look up the DestinySocketTypeDefinition: read there for more
information on how socket types affect the behavior of the socket. [...]
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