DestinyObjectiveDefinition class

Defines an "Objective".

An objective is a specific task you should accomplish in the game. These are referred to by:

  • Quest Steps (which are DestinyInventoryItemDefinition entities with Objectives)

  • Challenges (which are Objectives defined on an DestinyActivityDefintion)

  • Milestones (which refer to Objectives that are defined on both Quest Steps and Activities)

  • Anything else that the designers decide to do later.

Objectives have progress, a notion of having been Completed, human readable data describing the task to be accomplished, and a lot of optional tack-on data that can enhance the information provided about the task.

Constructors

DestinyObjectiveDefinition()

Properties

allowNegativeValue ↔ bool
If true, the value is allowed to go negative.
read / write
allowOvercompletion ↔ bool
If True, the progress will continue even beyond the point where the objective met its minimum completion requirements. Your UI will have to accommodate it.
read / write
allowValueChangeWhenCompleted ↔ bool
If true, you can effectively "un-complete" this objective if you lose progress after crossing the completion threshold. [...]
read / write
completedValueStyle ↔ int
The style to use when the objective is completed.
read / write
completionValue ↔ int
The value that the unlock value defined in unlockValueHash must reach in order for the objective to be considered Completed. Used in calculating progress and completion status.
read / write
displayProperties ↔ int
Ideally, this should tell you what your task is. I'm not going to lie to you though. Sometimes this doesn't have useful information at all. Which sucks, but there's nothing either of us can do about it.
read / write
hash ↔ int
The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally. [...]
read / write
index ↔ int
The index of the entity as it was found in the investment tables.
read / write
inProgressValueStyle ↔ int
The style to use when the objective is still in progress.
read / write
isCountingDownward ↔ bool
If true, completion means having an unlock value less than or equal to the completionValue. [...]
read / write
locationHash ↔ int
OPTIONAL: a hash identifier for the location at which this objective must be accomplished, if there is a location defined. Look up the DestinyLocationDefinition for this hash for that additional location info. [...]
read / write
minimumVisibilityThreshold ↔ int
If nonzero, this is the minimum value at which the objective's progression should be shown. Otherwise, don't show it yet.
read / write
perks ↔ int
If this objective enables Perks intrinsically, the conditions for that enabling are defined here.
read / write
progressDescription ↔ String
Text to describe the progress bar.
read / write
redacted ↔ bool
If this is true, then there is an entity with this identifier/type combination, but BNet is not yet allowed to show it. Sorry!
read / write
scope ↔ int
A shortcut for determining the most restrictive gating that this Objective is set to use. This includes both the dynamic determination of progress and of completion values. See the DestinyGatingScope enum's documentation for more details.
read / write
showValueOnComplete ↔ bool
If True, you should continue showing the progression value in the UI after it's complete. I mean, we already do that in BNet anyways, but if you want to be better behaved than us you could honor this flag.
read / write
stats ↔ int
If this objective enables modifications on a player's stats intrinsically, the conditions are defined here.
read / write
valueStyle ↔ int
The UI style applied to the objective. It's an enum, take a look at DestinyUnlockValueUIStyle for details of the possible styles. Use this info as you wish to customize your UI.
read / write
hashCode → int
The hash code for this object.
read-only, inherited
runtimeType → Type
A representation of the runtime type of the object.
read-only, inherited

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 ==(dynamic other) → bool
The equality operator.
inherited