DestinyVendorSaleItemComponent class

Request this component if you want the details about an item being sold in relation to the character making the request: whether the character can buy it, whether they can afford it, and other data related to purchasing the item.

Note that if you want instance, stats, etc... data for the item, you'll have to request additional components such as ItemInstances, ItemPerks etc... and acquire them from the DestinyVendorResponse's "items" property.




augments int
A flags enumeration value representing the current state of any "state modifiers" on the item being sold. These are meant to correspond with some sort of visual indicator as to the augmentation: for instance, if an item is on sale or if you already own the item in question. [...]
read / write
costs List<DestinyItemQuantity>
A summary of the current costs of the item.
read / write
failureIndexes List<int>
Indexes in to the "failureStrings" lookup table in DestinyVendorDefinition for the given Vendor. Gives some more reliable failure information for why you can't purchase an item. [...]
read / write
hashCode int
The hash code for this object. [...]
read-only, inherited
itemHash int
The hash of the item being sold, as a quick shortcut for looking up the DestinyInventoryItemDefinition of the sale item. [...]
read / write
overrideNextRefreshDate String
If this item has its own custom date where it may be removed from the Vendor's rotation, this is that date. [...]
read / write
overrideStyleItemHash int
If populated, this is the hash of the item whose icon (and other secondary styles, but not the human readable strings) should override whatever icons/ styles are on the item being sold. [...]
read / write
quantity int
How much of the item you'll be getting.
read / write
requiredUnlocks List<int>
If you can't buy the item due to a complex character state, these will be hashes for DestinyUnlockDefinitions that you can check to see messages regarding the failure (if the unlocks have human readable information: it is not guaranteed that Unlocks will have human readable strings, and your application will have to handle that) [...]
read / write
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
saleStatus int
A flag indicating whether the requesting character can buy the item, and if not the reasons why the character can't buy it.
read / write
unlockStatuses List<DestinyUnlockStatus>
If any complex unlock states are checked in determining purchasability, these will be returned here along with the status of the unlock check. [...]
read / write
vendorItemIndex int
The index into the DestinyVendorDefinition.itemList property. Note that this means Vendor data is Content Version dependent: make sure you have the latest content before you use Vendor data, or these indexes may mismatch. [...]
read / write


noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
toString() String
A string representation of this object. [...]


operator ==(Object other) bool
The equality operator. [...]