DestinyProfileResponse class
The response for GetDestinyProfile, with components for character and item-level data.
Constructors
Properties
- characterActivities ↔ int
-
Character activity data - the activities available to this character and its
status, keyed by the Character's Id. [...]
read / write
- characterCollectibles ↔ int
-
COMPONENT TYPE: Collectibles
read / write
- characterCurrencyLookups ↔ int
-
A "lookup" convenience component that can be used to quickly check if the
character has access to items that can be used for purchasing. [...]
read / write
- characterEquipment ↔ int
-
The character's equipped items, keyed by the Character's Id. [...]
read / write
- characterInventories ↔ int
-
The character-level non-equipped inventory items, keyed by the Character's Id. [...]
read / write
- characterKiosks ↔ int
-
Items available from Kiosks that are available to a specific character as
opposed to the account as a whole. It must be combined with data from the
profileKiosks property to get a full picture of the character's available items
to check out of a kiosk. [...]
read / write
- characterPlugSets ↔ int
-
When sockets refer to reusable Plug Sets (see DestinyPlugSetDefinition for more
info), this is the set of plugs and their states, per character, that are
character-scoped. [...]
read / write
- characterPresentationNodes ↔ int
-
COMPONENT TYPE: PresentationNodes
read / write
- characterProgressions ↔ int
-
Character-level progression data, keyed by the Character's Id. [...]
read / write
- characterRecords ↔ int
-
COMPONENT TYPE: Records
read / write
- characterRenderData ↔ int
-
Character rendering data - a minimal set of info needed to render a character in
3D - keyed by the Character's Id. [...]
read / write
- characters ↔ int
-
Basic information about each character, keyed by the CharacterId. [...]
read / write
-
characterUninstancedItemComponents
↔ Map<
String, DestinyBaseItemComponentSetOfuint32> -
Do you ever get the feeling that a system was designed too flexibly? That it
can be used in so many different ways that you end up being unable to provide an
easy to use abstraction for the mess that's happening under the surface? [...]
read / write
- hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- itemComponents ↔ int
-
Information about instanced items across all returned characters, keyed by the
item's instance ID. [...]
read / write
- profile ↔ int
-
The basic information about the Destiny Profile (formerly "Account"). [...]
read / write
- profileCollectibles ↔ int
-
COMPONENT TYPE: Collectibles
read / write
- profileCurrencies ↔ int
-
The profile-level currencies owned by the Destiny Profile. [...]
read / write
- profileInventory ↔ int
-
The profile-level inventory of the Destiny Profile. [...]
read / write
- profileKiosks ↔ int
-
Items available from Kiosks that are available Profile-wide (i.e. across all
characters) [...]
read / write
- profilePlugSets ↔ int
-
When sockets refer to reusable Plug Sets (see DestinyPlugSetDefinition for more
info), this is the set of plugs and their states that are profile-scoped. [...]
read / write
- profilePresentationNodes ↔ int
-
COMPONENT TYPE: PresentationNodes
read / write
- profileProgression ↔ int
-
When we have progression information - such as Checklists - that may apply
profile-wide, it will be returned here rather than in the per-character
progression data. [...]
read / write
- profileRecords ↔ int
-
COMPONENT TYPE: Records
read / write
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
- vendorReceipts ↔ int
-
Recent, refundable purchases you have made from vendors. When will you use it?
Couldn't say... [...]
read / write
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a non-existent method or property is accessed. [...]
inherited
-
toString(
) → String -
A string representation of this object. [...]
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator. [...]
inherited