DestinyItemSocketEntryDefinition class

The definition information for a specific socket on an item. This will determine how the socket behaves in-game.




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


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. [...]