DestinyProgressionDefinition class

A "Progression" in Destiny is best explained by an example.

A Character's "Level" is a progression: it has Experience that can be earned, levels that can be gained, and is evaluated and displayed at various points in the game. A Character's "Faction Reputation" is also a progression for much the same reason.

Progression is used by a variety of systems, and the definition of a Progression will generally only be useful if combining with live data (such as a character's DestinyCharacterProgressionComponent.progressions property, which holds that character's live Progression states).

Fundamentally, a Progression measures your "Level" by evaluating the thresholds in its Steps (one step per level, except for the last step which can be repeated indefinitely for "Levels" that have no ceiling) against the total earned " progression points"/experience. (for simplicity purposes, we will henceforth refer to earned progression points as experience, though it need not be a mechanic that in any way resembles Experience in a traditional sense).

Earned experience is calculated in a variety of ways, determined by the Progression's scope. These go from looking up a stored value to performing exceedingly obtuse calculations. This is why we provide live data in DestinyCharacterProgressionComponent.progressions, so you don't have to worry about those.




displayProperties DestinyProgressionDisplayPropertiesDefinition
read / write
factionHash int
If the value exists, this is the hash identifier for the Faction that owns this Progression. [...]
read / write
hash int
The unique identifier for this entity. Guaranteed to be unique for the type of entity, but not globally. [...]
read / write
hashCode int
The hash code for this object. [...]
read-only, inherited
index int
The index of the entity as it was found in the investment tables.
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
repeatLastStep bool
If this is True, then the progression doesn't have a maximum level.
read / write
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
scope int
The "Scope" of the progression indicates the source of the progression's live data. [...]
read / write
source String
If there's a description of how to earn this progression in the local config, this will be that localized description.
read / write
steps List<DestinyProgressionStepDefinition>
Progressions are divided into Steps, which roughly equate to "Levels" in the traditional sense of a Progression. Notably, the last step can be repeated indefinitely if repeatLastStep is true, meaning that the calculation for your level is not as simple as comparing your current progress to the max progress of the steps. [...]
read / write
visible bool
If true, the Progression is something worth showing to users. [...]
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. [...]