interfaces library

Classes

ActivityGraphNodeHighlightType
AwaAuthorizationResult
AwaInitializeResponse
AwaPermissionRequested
AwaResponseReason
AwaType
AwaUserResponse
AwaUserSelection
BucketCategory
BucketScope
ComponentPrivacySetting
DamageType
DestinyActivity
Represents the "Live" data that we can obtain about a Character's status with a specific Activity. This will tell you whether the character can participate in the activity, as well as some other basic mutable information. [...]
DestinyActivityChallengeDefinition
Represents a reference to a Challenge, which for now is just an Objective.
DestinyActivityDefinition
The static data about Activities in Destiny 2. [...]
DestinyActivityDifficultyTier
DestinyActivityGraphArtElementDefinition
These Art Elements are meant to represent one-off visual effects overlaid on the map. Currently, we do not have a pipeline to import the assets for these overlays, so this info exists as a placeholder for when such a pipeline exists ( if it ever will)
DestinyActivityGraphConnectionDefinition
Nodes on a graph can be visually connected: this appears to be the information about which nodes to link. It appears to lack more detailed information, such as the path for that linking.
DestinyActivityGraphDefinition
Represents a Map View in the director: be them overview views, destination views, or other. [...]
DestinyActivityGraphDisplayObjectiveDefinition
When a Graph needs to show active Objectives, this defines those objectives as well as an identifier.
DestinyActivityGraphDisplayProgressionDefinition
When a Graph needs to show active Progressions, this defines those objectives as well as an identifier.
DestinyActivityGraphListEntryDefinition
Destinations and Activities may have default Activity Graphs that should be shown when you bring up the Director and are playing in either. [...]
DestinyActivityGraphNodeActivityDefinition
The actual activity to be redirected to when you click on the node. Note that a node can have many Activities attached to it: but only one will be active at any given time. The list of Node Activities will be traversed, and the first one found to be active will be displayed. This way, a node can layer multiple variants of an activity on top of each other. For instance, one node can control the weekly Crucible Playlist. There are multiple possible playlists, but only one is active for the week.
DestinyActivityGraphNodeDefinition
This is the position and other data related to nodes in the activity graph that you can click to launch activities. An Activity Graph node will only have one active Activity at a time, which will determine the activity to be launched (and, unless overrideDisplay information is provided, will also determine the tooltip and other UI related to the node)
DestinyActivityGraphNodeFeaturingStateDefinition
Nodes can have different visual states. This object represents a single visual state ("highlight type") that a node can be in, and the unlock expression condition to determine whether it should be set.
DestinyActivityGraphNodeStateEntry
Represents a single state that a graph node might end up in. Depending on what's going on in the game, graph nodes could be shown in different ways or even excluded from view entirely.
DestinyActivityGuidedBlockDefinition
Guided Game information for this activity.
DestinyActivityHistoryResults
DestinyActivityInsertionPointDefinition
A point of entry into an activity, gated by an unlock flag and with some more-or- less useless (for our purposes) phase information. I'm including it in case we end up being able to bolt more useful information onto it in the future. [...]
DestinyActivityLoadoutRequirement
DestinyActivityLoadoutRequirementSet
DestinyActivityMatchmakingBlockDefinition
Information about matchmaking and party size for the activity.
DestinyActivityModeCategory
DestinyActivityModeDefinition
This definition represents an "Activity Mode" as it exists in the Historical Stats endpoints. An individual Activity Mode represents a collection of activities that are played in a certain way. For example, Nightfall Strikes are part of a "Nightfall" activity mode, and any activities played as the PVP mode " Clash" are part of the "Clash activity mode. [...]
DestinyActivityModeType
DestinyActivityModifierDefinition
Modifiers - in Destiny 1, these were referred to as "Skulls" - are changes that can be applied to an Activity.
DestinyActivityModifierReferenceDefinition
A reference to an Activity Modifier from another entity, such as an Activity ( for now, just Activities). [...]
DestinyActivityNavPointType
DestinyActivityPlaylistItemDefinition
If the activity is a playlist, this is the definition for a specific entry in the playlist: a single possible combination of Activity and Activity Mode that can be chosen.
DestinyActivityRewardDefinition
Activities can refer to one or more sets of tooltip-friendly reward data. These are the definitions for those tooltip friendly rewards.
DestinyActivityTypeDefinition
The definition for an Activity Type. [...]
DestinyActivityUnlockStringDefinition
Represents a status string that could be conditionally displayed about an activity. Note that externally, you can only see the strings themselves. Internally we combine this information with server state to determine which strings should be shown.
DestinyAggregateActivityResults
DestinyAggregateActivityStats
DestinyAmmunitionType
DestinyAnimationReference
DestinyArtDyeReference
DestinyBaseItemComponentSetOfuint32
DestinyBubbleDefinition
Basic identifying data about the bubble. Combine with DestinyDestinationBubbleSettingDefinition - see DestinyDestinationDefinition. bubbleSettings for more information.
DestinyChallengeStatus
Represents the status and other related information for a challenge that is - or was - available to a player. [...]
DestinyCharacterActivitiesComponent
This component holds activity data for a character. It will tell you about the character's current activity status, as well as activities that are available to the user.
DestinyCharacterComponent
This component contains base properties of the character. You'll probably want to always request this component, but hey you do you.
DestinyCharacterCustomization
Raw data about the customization options chosen for a character's face and appearance. [...]
DestinyCharacterPeerView
A minimal view of a character's equipped items, for the purpose of rendering a summary screen or showing the character in 3D.
DestinyCharacterProgressionComponent
This component returns anything that could be considered "Progression" on a user: data where the user is gaining levels, reputation, completions, rewards, etc...
DestinyCharacterRecordsComponent
DestinyCharacterRenderComponent
Only really useful if you're attempting to render the character's current appearance in 3D, this returns a bare minimum of information, pre-aggregated, that you'll need to perform that rendering. Note that you need to combine this with other 3D assets and data from our servers. [...]
DestinyCharacterResponse
The response contract for GetDestinyCharacter, with components that can be returned for character and item-level data.
DestinyChecklistDefinition
By public demand, Checklists are loose sets of "things to do/things you have done" in Destiny that we were actually able to track. They include easter eggs you find in the world, unique chests you unlock, and other such data where the first time you do it is significant enough to be tracked, and you have the potential to "get them all". [...]
DestinyChecklistEntryDefinition
The properties of an individual checklist item. Note that almost everything is optional: it is highly variable what kind of data we'll actually be able to return: at times we may have no other relationships to entities at all. [...]
DestinyClanAggregateStat
DestinyClass
DestinyClassDefinition
Defines a Character Class in Destiny 2. These are types of characters you can play, like Titan, Warlock, and Hunter.
DestinyCollectibleAcquisitionBlock
DestinyCollectibleComponent
DestinyCollectibleDefinition
Defines a
DestinyCollectibleNodeDetailResponse
Returns the detailed information about a Collectible Presentation Node and any Collectibles that are direct descendants.
DestinyCollectiblesComponent
DestinyCollectibleState
DestinyCollectibleStateBlock
DestinyColor
Represents a color whose RGBA values are all represented as values between 0 and [...]
DestinyComponentType
DestinyCurrenciesComponent
This component provides a quick lookup of every item the requested character has and how much of that item they have. [...]
DestinyDamageTypeDefinition
All damage types that are possible in the game are defined here, along with localized info and icons as needed.
DestinyDefinition
Provides common properties for destiny definitions.
DestinyDerivedItemCategoryDefinition
A shortcut for the fact that some items have a "Preview Vendor" - See DestinyInventoryItemDefinition.preview.previewVendorHash - that is intended to be used to show what items you can get as a result of acquiring or using this item. [...]
DestinyDerivedItemDefinition
This is a reference to, and summary data for, a specific item that you can get as a result of Using or Acquiring some other Item (For example, this could be summary information for an Emote that you can get by opening an an Eververse Box) See DestinyDerivedItemCategoryDefinition for more information.
DestinyDestinationBubbleSettingDefinition
Human readable data about the bubble. Combine with DestinyBubbleDefinition - see DestinyDestinationDefinition.bubbleSettings for more information. [...]
DestinyDestinationDefinition
On to one of the more confusing subjects of the API. What is a Destination, and what is the relationship between it, Activities, Locations, and Places? [...]
DestinyDisplayCategoryDefinition
Display Categories are different from "categories" in that these are specifically for visual grouping and display of categories in Vendor UI. The " categories" structure is for validation of the contained items, and can be categorized entirely separately from "Display Categories", there need be and often will be no meaningful relationship between the two.
DestinyDisplayPropertiesDefinition
Many Destiny*Definition contracts - the "first order" entities of Destiny that have their own tables in the Manifest Database - also have displayable information. This is the base class for that display information.
DestinyEntitySearchResult
The results of a search for Destiny content. This will be improved on over time, I've been doing some experimenting to see what might be useful.
DestinyEntitySearchResultItem
An individual Destiny Entity returned from the entity search.
DestinyEnvironmentLocationMapping
DestinyEquipItemResult
The results of an Equipping operation performed through the Destiny API.
DestinyEquipItemResults
The results of a bulk Equipping operation performed through the Destiny API.
DestinyEquipmentSlotDefinition
Characters can not only have Inventory buckets (containers of items that are generally matched by their type or functionality), they can also have Equipment Slots. [...]
DestinyEquippingBlockDefinition
Items that can be equipped define this block. It contains information we need to understand how and when the item can be equipped.
DestinyErrorProfile
If a Destiny Profile can't be returned, but we're pretty certain it's a valid Destiny account, this will contain as much info as we can get about the profile for your use. [...]
DestinyFactionDefinition
These definitions represent Factions in the game. Factions have ended up unilaterally being related to Vendors that represent them, but that need not necessarily be the case. [...]
DestinyFactionProgression
Mostly for historical purposes, we segregate Faction progressions from other progressions. This is just a DestinyProgression with a shortcut for finding the DestinyFactionDefinition of the faction related to the progression.
DestinyFactionVendorDefinition
These definitions represent faction vendors at different points in the game. [...]
DestinyGameVersions
DestinyGatingScope
DestinyGearArtArrangementReference
DestinyGender
DestinyGenderDefinition
Gender is a social construct, and as such we have definitions for Genders. Right now there happens to only be two, but we'll see what the future holds.
DestinyGraphNodeState
DestinyHistoricalStatsAccountResult
DestinyHistoricalStatsActivity
Summary information about the activity that was played.
DestinyHistoricalStatsByPeriod
DestinyHistoricalStatsDefinition
DestinyHistoricalStatsPerCharacter
DestinyHistoricalStatsPeriodGroup
DestinyHistoricalStatsValue
DestinyHistoricalStatsValuePair
DestinyHistoricalStatsWithMerged
DestinyHistoricalWeaponStats
DestinyHistoricalWeaponStatsData
DestinyInsertPlugActionDefinition
Data related to what happens while a plug is being inserted, mostly for UI purposes.
DestinyInsertPlugsActionRequest
DestinyInsertPlugsRequestEntry
Represents all of the data related to a single plug to be inserted. [...]
DestinyInventoryBucketDefinition
An Inventory (be it Character or Profile level) is comprised of many Buckets. An example of a bucket is "Primary Weapons", where all of the primary weapons on a character are gathered together into a single visual element in the UI: a subset of the inventory that has a limited number of slots, and in this case also has an associated Equipment Slot for equipping an item in the bucket. [...]
DestinyInventoryComponent
A list of minimal information for items in an inventory: be it a character's inventory, or a Profile's inventory. (Note that the Vault is a collection of inventory buckets in the Profile's inventory) [...]
DestinyInventoryItemDefinition
So much of what you see in Destiny is actually an Item used in a new and creative way. This is the definition for Items in Destiny, which started off as just entities that could exist in your Inventory but ended up being the backing data for so much more: quests, reward previews, slots, and subclasses. [...]
DestinyInventoryItemStatDefinition
Defines a specific stat value on an item, and the minimum/maximum range that we could compute for the item based on our heuristics for how the item might be generated. [...]
DestinyItemActionBlockDefinition
If an item can have an action performed on it (like "Dismantle"), it will be defined here if you care.
DestinyItemActionRequest
DestinyItemActionRequiredItemDefinition
The definition of an item and quantity required in a character's inventory in order to perform an action.
DestinyItemCategoryDefinition
In an attempt to categorize items by type, usage, and other interesting properties, we created DestinyItemCategoryDefinition: information about types that is assembled using a set of heuristics that examine the properties of an item such as what inventory bucket it's in, its item type name, and whether it has or is missing certain blocks of data. [...]
DestinyItemChangeResponse
DestinyItemComponent
The base item component, filled with properties that are generally useful to know in any item request or that don't feel worthwhile to put in their own component.
DestinyItemComponentSetOfint32
DestinyItemComponentSetOfint64
DestinyItemComponentSetOfuint32
DestinyItemCreationEntryLevelDefinition
An overly complicated wrapper for the item level at which the item should spawn.
DestinyItemGearsetBlockDefinition
If an item has a related gearset, this is the list of items in that set, and an unlock expression that evaluates to a number representing the progress toward gearset completion (a very rare use for unlock expressions!)
DestinyItemInstanceComponent
If an item is "instanced", this will contain information about the item's instance that doesn't fit easily into other components. One might say this is the "essential" instance data for the item. [...]
DestinyItemIntrinsicSocketEntryDefinition
Represents a socket that has a plug associated with it intrinsically. This is useful for situations where the weapon needs to have a visual plug/Mod on it, but that plug/Mod should never change.
DestinyItemInventoryBlockDefinition
If the item can exist in an inventory - the overwhelming majority of them can and do - then this is the basic properties regarding the item's relationship with the inventory.
DestinyItemInvestmentStatDefinition
Represents a "raw" investment stat, before calculated stats are calculated and before any DestinyStatGroupDefinition is applied to transform the stat into something closer to what you see in-game. [...]
DestinyItemObjectiveBlockDefinition
An item can have objectives on it. In practice, these are the exclusive purview of "Quest Step" items: DestinyInventoryItemDefinitions that represent a specific step in a Quest. [...]
DestinyItemObjectivesComponent
Items can have objectives and progression. When you request this block, you will obtain information about any Objectives and progression tied to this item.
DestinyItemPeerView
Bare minimum summary information for an item, for the sake of 3D rendering the item.
DestinyItemPerkEntryDefinition
An intrinsic perk on an item, and the requirements for it to be activated.
DestinyItemPerksComponent
Instanced items can have perks: benefits that the item bestows. [...]
DestinyItemPlug
DestinyItemPlugComponent
Plugs are non-instanced items that can provide Stat and Perk benefits when socketed into an instanced item. Items have Sockets, and Plugs are inserted into Sockets. [...]
DestinyItemPlugDefinition
If an item is a Plug, its DestinyInventoryItemDefinition.plug property will be populated with an instance of one of these bad boys. [...]
DestinyItemPreviewBlockDefinition
Items like Sacks or Boxes can have items that it shows in-game when you view details that represent the items you can obtain if you use or acquire the item. [...]
DestinyItemQualityBlockDefinition
An item's "Quality" determines its calculated stats. The Level at which the item spawns is combined with its "qualityLevel" along with some additional calculations to determine the value of those stats. [...]
DestinyItemQuantity
Used in a number of Destiny contracts to return data about an item stack and its quantity. Can optionally return an itemInstanceId if the item is instanced - in which case, the quantity returned will be 1. If it's not... uh, let me know okay? Thanks.
DestinyItemRenderComponent
Many items can be rendered in 3D. When you request this block, you will obtain the custom data needed to render this specific instance of the item.
DestinyItemResponse
The response object for retrieving an individual instanced item. None of these components are relevant for an item that doesn't have an "itemInstanceId": for those, get your information from the DestinyInventoryDefinition.
DestinyItemSackBlockDefinition
Some items are "sacks" - they can be "opened" to produce other items. This is information related to its sack status, mostly UI strings. Engrams are an example of items that are considered to be "Sacks".
DestinyItemSetActionRequest
DestinyItemSetBlockDefinition
Primarily for Quests, this is the definition of properties related to the item if it is a quest and its various quest steps.
DestinyItemSetBlockEntryDefinition
Defines a particular entry in an ItemSet (AKA a particular Quest Step in a Quest)
DestinyItemSocketBlockDefinition
If defined, the item has at least one socket.
DestinyItemSocketCategoryDefinition
Sockets are grouped into categories in the UI. These define which category and which sockets are under that category.
DestinyItemSocketEntryDefinition
The definition information for a specific socket on an item. This will determine how the socket behaves in-game.
DestinyItemSocketEntryPlugItemDefinition
The definition of a known, reusable plug that can be applied to a socket.
DestinyItemSocketEntryPlugItemRandomizedDefinition
DestinyItemSocketsComponent
Instanced items can have sockets, which are slots on the item where plugs can be inserted. [...]
DestinyItemSocketState
The status of a given item's socket. (which plug is inserted, if any: whether it is enabled, what "reusable" plugs can be inserted, etc...) [...]
DestinyItemSortType
DestinyItemSourceBlockDefinition
Data about an item's "sources": ways that the item can be obtained.
DestinyItemSourceDefinition
Properties of a DestinyInventoryItemDefinition that store all of the information we were able to discern about how the item spawns, and where you can find the item. [...]
DestinyItemStatBlockDefinition
Information about the item's calculated stats, with as much data as we can find for the stats without having an actual instance of the item. [...]
DestinyItemStateRequest
DestinyItemStatsComponent
If you want the stats on an item's instanced data, get this component. [...]
DestinyItemSubType
DestinyItemSummaryBlockDefinition
This appears to be information used when rendering rewards. We don't currently use it on BNet.
DestinyItemTalentGridBlockDefinition
This defines information that can only come from a talent grid on an item. Items mostly have negligible talent grid data these days, but instanced items still retain grids as a source for some of this common information. [...]
DestinyItemTalentGridComponent
Well, we're here in Destiny 2, and Talent Grids are unfortunately still around. [...]
DestinyItemTierTypeDefinition
Defines the tier type of an item. Mostly this provides human readable properties for types like Common, Rare, etc... [...]
DestinyItemTierTypeInfusionBlock
DestinyItemTransferRequest
DestinyItemTranslationBlockDefinition
This Block defines the rendering data associated with the item, if any.
DestinyItemType
DestinyItemValueBlockDefinition
This defines an item's "Value". Unfortunately, this appears to be used in different ways depending on the way that the item itself is used. [...]
DestinyKioskItem
DestinyKiosksComponent
A Kiosk is a Vendor (DestinyVendorDefinition) that sells items based on whether you have already acquired that item before. [...]
DestinyLeaderboard
DestinyLeaderboardEntry
DestinyLinkedGraphDefinition
This describes links between the current graph and others, as well as when that link is relevant.
DestinyLinkedGraphEntryDefinition
DestinyLinkedProfilesResponse
I know what you seek. You seek linked accounts. Found them, you have. [...]
DestinyLocationDefinition
A "Location" is a sort of shortcut for referring to a specific combination of Activity, Destination, Place, and even Bubble or NavPoint within a space. [...]
DestinyLocationReleaseDefinition
A specific "spot" referred to by a location. Only one of these can be active at a time for a given Location.
DestinyLoreDefinition
These are definitions for in-game "Lore," meant to be narrative enhancements of the game experience. [...]
DestinyManifest
DestinyManifest is the external-facing contract for just the properties needed by those calling the Destiny Platform.
DestinyMaterialRequirement
Many actions relating to items require you to expend materials: - Activating a talent node - Inserting a plug into a socket The items will refer to material requirements by a materialRequirementsHash in these cases, and this is the definition for those requirements in terms of the item required, how much of it is required and other interesting info. This is one of the rare/strange times where a single contract class is used both in definitions and in live data response contracts. I'm not sure yet whether I regret that.
DestinyMaterialRequirementSetDefinition
Represent a set of material requirements: Items that either need to be owned or need to be consumed in order to perform an action. [...]
DestinyMilestone
Represents a runtime instance of a user's milestone status. Live Milestone data should be combined with DestinyMilestoneDefinition data to show the user a picture of what is available for them to do in the game, and their status in regards to said "things to do." Consider it a big, wonky to-do list, or Advisors 3.0 for those who remember the Destiny 1 API.
DestinyMilestoneActivity
Sometimes, we know the specific activity that the Milestone wants you to play. This entity provides additional information about that Activity and all of its variants. (sometimes there's only one variant, but I think you get the point)
DestinyMilestoneActivityCompletionStatus
Represents this player's personal completion status for the Activity under a Milestone, if the activity has trackable completion and progress information. ( most activities won't, or the concept won't apply. For instance, it makes sense to talk about a tier of a raid as being Completed or having progress, but it doesn't make sense to talk about a Crucible Playlist in those terms.
DestinyMilestoneActivityDefinition
Milestones can have associated activities which provide additional information about the context, challenges, modifiers, state etc... related to this Milestone. [...]
DestinyMilestoneActivityPhase
Represents whatever information we can return about an explicit phase in an activity. In the future, I hope we'll have more than just "guh, you done gone and did something," but for the forseeable future that's all we've got. I'm making it more than just a list of booleans out of that overly-optimistic hope.
DestinyMilestoneActivityVariant
Represents custom data that we know about an individual variant of an activity.
DestinyMilestoneActivityVariantDefinition
Represents a variant on an activity for a Milestone: a specific difficulty tier, or a specific activity variant for example. [...]
DestinyMilestoneChallengeActivity
DestinyMilestoneChallengeActivityDefinition
DestinyMilestoneChallengeActivityGraphNodeEntry
DestinyMilestoneChallengeDefinition
DestinyMilestoneContent
Represents localized, extended content related to Milestones. This is intentionally returned by a separate endpoint and not with Character-level Milestone data because we do not put localized data into standard Destiny responses, both for brevity of response and for caching purposes. If you really need this data, hit the Milestone Content endpoint.
DestinyMilestoneContentItemCategory
Part of our dynamic, localized Milestone content is arbitrary categories of items. These are built in our content management system, and thus aren't the same as programmatically generated rewards.
DestinyMilestoneDefinition
Milestones are an in-game concept where they're attempting to tell you what you can do next in-game. [...]
DestinyMilestoneQuest
If a Milestone has one or more Quests, this will contain the live information for the character's status with one of those quests.
DestinyMilestoneQuestDefinition
Any data we need to figure out whether this Quest Item is the currently active one for the conceptual Milestone. Even just typing this description, I already regret it.
DestinyMilestoneQuestRewardItem
A subclass of DestinyItemQuantity, that provides not just the item and its quantity but also information that BNet can - at some point - use internally to provide more robust runtime information about the item's qualities. [...]
DestinyMilestoneQuestRewardsDefinition
If rewards are given in a quest - as opposed to overall in the entire Milestone - there's way less to track. We're going to simplify this contract as a result. However, this also gives us the opportunity to potentially put more than just item information into the reward data if we're able to mine it out in the future. Remember this if you come back and ask "why are quest reward items nested inside of their own class?"
DestinyMilestoneRewardCategory
Represents a category of "summary" rewards that can be earned for the Milestone regardless of specific quest rewards that can be earned.
DestinyMilestoneRewardCategoryDefinition
The definition of a category of rewards, that contains many individual rewards.
DestinyMilestoneRewardEntry
The character-specific data for a milestone's reward entry. See DestinyMilestoneDefinition for more information about Reward Entries.
DestinyMilestoneRewardEntryDefinition
The definition of a specific reward, which may be contained in a category of rewards and that has optional information about how it is obtained.
DestinyMilestoneType
DestinyMilestoneValueDefinition
The definition for information related to a key/value pair that is relevant for a particular Milestone or component within the Milestone. [...]
DestinyMilestoneVendor
If a Milestone has one or more Vendors that are relevant to it, this will contain information about that vendor that you can choose to show.
DestinyMilestoneVendorDefinition
If the Milestone or a component has vendors whose inventories could/should be displayed that are relevant to it, this will return the vendor in question. [...]
DestinyNodeActivationRequirement
Talent nodes have requirements that must be met before they can be activated. [...]
DestinyNodeSocketReplaceResponse
This is a bit of an odd duck. Apparently, if talent nodes steps have this data, the game will go through on step activation and alter the first Socket it finds on the item that has a type matching the given socket type, inserting the indicated plug item.
DestinyNodeStepDefinition
This defines the properties of a "Talent Node Step". When you see a talent node in game, the actual visible properties that you see (its icon, description, the perks and stats it provides) are not provided by the Node itself, but rather by the currently active Step on the node. [...]
DestinyObjectiveDefinition
Defines an "Objective". [...]
DestinyObjectiveDisplayProperties
DestinyObjectiveGrantStyle
DestinyObjectivePerkEntryDefinition
Defines the conditions under which an intrinsic perk is applied while participating in an Objective. [...]
DestinyObjectiveProgress
Returns data about a character's status with a given Objective. Combine with DestinyObjectiveDefinition static data for display purposes.
DestinyObjectiveStatEntryDefinition
Defines the conditions under which stat modifications will be applied to a Character while participating in an objective.
DestinyParentItemOverride
DestinyPerkReference
The list of perks to display in an item tooltip - and whether or not they have been activated. [...]
DestinyPlaceDefinition
Okay, so Activities (DestinyActivityDefinition) take place in Destinations ( DestinyDestinationDefinition). Destinations are part of larger locations known as Places (you're reading its documentation right now). [...]
DestinyPlayer
DestinyPlugRuleDefinition
Dictates a rule around whether the plug is enabled or insertable. [...]
DestinyPlugSetDefinition
Sometimes, we have large sets of reusable plugs that are defined identically and thus can (and in some cases, are so large that they must) be shared across the places where they are used. These are the definitions for those reusable sets of plugs. [...]
DestinyPlugSetsComponent
Sockets may refer to a "Plug Set": a set of reusable plugs that may be shared across multiple sockets (or even, in theory, multiple sockets over multiple items). [...]
DestinyPlugWhitelistEntryDefinition
Defines a plug "Category" that is allowed to be plugged into a socket of this type. [...]
DestinyPositionDefinition
DestinyPostGameCarnageReportData
DestinyPostGameCarnageReportEntry
DestinyPostGameCarnageReportExtendedData
DestinyPostGameCarnageReportTeamEntry
DestinyPostmasterTransferRequest
DestinyPresentationChildBlock
DestinyPresentationDisplayStyle
DestinyPresentationNodeChildEntry
DestinyPresentationNodeChildrenBlock
As/if presentation nodes begin to host more entities as children, these lists will be added to. One list property exists per type of entity that can be treated as a child of this presentation node, and each holds the identifier of the entity and any associated information needed to display the UI for that entity (if anything)
DestinyPresentationNodeCollectibleChildEntry
DestinyPresentationNodeComponent
DestinyPresentationNodeDefinition
A PresentationNode is an entity that represents a logical grouping of other entities visually/organizationally. [...]
DestinyPresentationNodeRecordChildEntry
DestinyPresentationNodeRequirementsBlock
Presentation nodes can be restricted by various requirements. This defines the rules of those requirements, and the message(s) to be shown if these requirements aren't met.
DestinyPresentationNodesComponent
DestinyPresentationNodeState
DestinyPresentationNodeType
DestinyPresentationScreenStyle
DestinyProfileCollectiblesComponent
DestinyProfileComponent
The most essential summary information about a Profile (in Destiny 1, we called these "Accounts").
DestinyProfileProgressionComponent
The set of progression-related information that applies at a Profile-wide level for your Destiny experience. This differs from the Jimi Hendrix Experience because there's less guitars on fire. Yet. #spoileralert? [...]
DestinyProfileRecordsComponent
DestinyProfileResponse
The response for GetDestinyProfile, with components for character and item-level data.
DestinyProgression
Information about a current character's status with a Progression. A progression is a value that can increase with activity and has levels. Think Character Level and Reputation Levels. Combine this "live" data with the related DestinyProgressionDefinition for a full picture of the Progression.
DestinyProgressionDefinition
A "Progression" in Destiny is best explained by an example. [...]
DestinyProgressionDisplayPropertiesDefinition
DestinyProgressionLevelRequirementDefinition
These are pre-constructed collections of data that can be used to determine the Level Requirement for an item given a Progression to be tested (such as the Character's level). [...]
DestinyProgressionMappingDefinition
Aggregations of multiple progressions. [...]
DestinyProgressionRewardDefinition
Inventory Items can reward progression when actions are performed on them. A common example of this in Destiny 1 was Bounties, which would reward Experience on your Character and the like when you completed the bounty. [...]
DestinyProgressionScope
DestinyProgressionStepDefinition
This defines a single Step in a progression (which roughly equates to a level. See DestinyProgressionDefinition for caveats).
DestinyProgressionStepDisplayEffect
DestinyPublicActivityStatus
Represents the public-facing status of an activity: any data about what is currently active in the Activity, regardless of an individual character's progress in it.
DestinyPublicMilestone
Information about milestones, presented in a character state-agnostic manner. Combine this data with DestinyMilestoneDefinition to get a full picture of the milestone, which is basically a checklist of things to do in the game. Think of this as GetPublicAdvisors 3.0, for those who used the Destiny 1 API.
DestinyPublicMilestoneActivity
A milestone may have one or more conceptual Activities associated with it, and each of those conceptual activities could have a variety of variants, modes, tiers, what-have-you. Our attempts to determine what qualifies as a conceptual activity are, unfortunately, janky. So if you see missing modes or modes that don't seem appropriate to you, let us know and I'll buy you a beer if we ever meet up in person.
DestinyPublicMilestoneActivityVariant
Represents a variant of an activity that's relevant to a milestone.
DestinyPublicMilestoneChallenge
A Milestone can have many Challenges. Challenges are just extra Objectives that provide a fun way to mix-up play and provide extra rewards.
DestinyPublicMilestoneChallengeActivity
DestinyPublicMilestoneQuest
DestinyPublicMilestoneVendor
DestinyQuestStatus
Data regarding the progress of a Quest for a specific character. Quests are composed of multiple steps, each with potentially multiple objectives: this QuestStatus will return Objective data for the currently active step in this quest.
DestinyRace
DestinyRaceDefinition
In Destiny, "Races" are really more like "Species". Sort of. I mean, are the Awoken a separate species from humans? I'm not sure. But either way, they're defined here. You'll see Exo, Awoken, and Human as examples of these Species. Players will choose one for their character.
DestinyRecordCompletionBlock
DestinyRecordComponent
DestinyRecordDefinition
DestinyRecordState
DestinyRecordTitleBlock
DestinyRecordToastStyle
DestinyRecordValueStyle
DestinyReportOffensePgcrRequest
If you want to report a player causing trouble in a game, this request will let you report that player and the specific PGCR in which the trouble was caused, along with why. [...]
DestinyReportReasonCategoryDefinition
If you're going to report someone for a Terms of Service violation, you need to choose a category and reason for the report. This definition holds both the categories and the reasons within those categories, for simplicity and my own laziness' sake. [...]
DestinyReportReasonDefinition
A specific reason for being banned. Only accessible under the related category ( DestinyReportReasonCategoryDefinition) under which it is shown. Note that this means that report reasons' reasonHash are not globally unique: and indeed, entries like "Other" are defined under most categories for example.
DestinyRewardSourceCategory
DestinyRewardSourceDefinition
Represents a heuristically-determined "item source" according to Bungie.net. These item sources are non-canonical: we apply a combination of special configuration and often-fragile heuristics to attempt to discern whether an item should be part of a given "source," but we have known cases of false positives and negatives due to our imperfect heuristics. [...]
DestinySandboxPerkDefinition
Perks are modifiers to a character or item that can be applied situationally. [...]
DestinyScope
DestinySocketArrayType
DestinySocketCategoryDefinition
Sockets on an item are organized into Categories visually. [...]
DestinySocketCategoryStyle
DestinySocketTypeDefinition
All Sockets have a "Type": a set of common properties that determine when the socket allows Plugs to be inserted, what Categories of Plugs can be inserted, and whether the socket is even visible at all given the current game/character/ account state. [...]
DestinySocketTypeScalarMaterialRequirementEntry
DestinySocketVisibility
DestinyStat
Represents a stat on an item or Character (NOT a Historical Stat, but a physical attribute stat like Attack, Defense etc...)
DestinyStatAggregationType
DestinyStatCategory
DestinyStatDefinition
This represents a stat that's applied to a character or an item (such as a weapon, piece of armor, or a vehicle). [...]
DestinyStatDisplayDefinition
Describes the way that an Item Stat (see DestinyStatDefinition) is transformed using the DestinyStatGroupDefinition related to that item. See both of the aforementioned definitions for more information about the stages of stat transformation. [...]
DestinyStatGroupDefinition
When an inventory item (DestinyInventoryItemDefinition) has Stats (such as Attack Power), the item will refer to a Stat Group. This definition enumerates the properties used to transform the item's "Investment" stats into "Display" stats. [...]
DestinyStatOverrideDefinition
Stat Groups (DestinyStatGroupDefinition) has the ability to override the localized text associated with stats that are to be shown on the items with which they are associated. [...]
DestinyStatsCategoryType
DestinyStatsGroupType
DestinyTalentExclusiveGroup
As of Destiny 2, nodes can exist as part of "Exclusive Groups". These differ from exclusive sets in that, within the group, many nodes can be activated. But the act of activating any node in the group will cause "opposing" nodes (nodes in groups that are not allowed to be activated at the same time as this group) to deactivate.
DestinyTalentGridDefinition
The time has unfortunately come to talk about Talent Grids. [...]
DestinyTalentNode
I see you've come to find out more about Talent Nodes. I'm so sorry. Talent Nodes are the conceptual, visual nodes that appear on Talent Grids. Talent Grids, in Destiny 1, were found on almost every instanced item: they had Nodes that could be activated to change the properties of the item. In Destiny 2, Talent Grids only exist for Builds/Subclasses, and while the basic concept is the same ( Nodes can be activated once you've gained sufficient Experience on the Item, and provide effects), there are some new concepts from Destiny 1. Examine DestinyTalentGridDefinition and its subordinates for more information. This is the "Live" information for the current status of a Talent Node on a specific item. Talent Nodes have many Steps, but only one can be active at any one time: and it is the Step that determines both the visual and the game state-changing properties that the Node provides. Examine this and DestinyTalentNodeStepDefinition carefully. IMPORTANT NOTE Talent Nodes are, unfortunately, Content Version DEPENDENT. Though they refer to hashes for Nodes and Steps, those hashes are not guaranteed to be immutable across content versions. This is a source of great exasperation for me, but as a result anyone using Talent Grid data must ensure that the content version of their static content matches that of the server responses before showing or making decisions based on talent grid data.
DestinyTalentNodeCategory
An artificial construct provided by Bungie.Net, where we attempt to group talent nodes by functionality. [...]
DestinyTalentNodeDefinition
Talent Grids on items have Nodes. These nodes have positions in the talent grid' s UI, and contain "Steps" (DestinyTalentNodeStepDefinition), one of whom will be the "Current" step. [...]
DestinyTalentNodeExclusiveSetDefinition
The list of indexes into the Talent Grid's "nodes" property for nodes in this exclusive set. (See DestinyTalentNodeDefinition.nodeIndex)
DestinyTalentNodeStatBlock
This property has some history. A talent grid can provide stats on both the item it's related to and the character equipping the item. This returns data about those stat bonuses.
DestinyTalentNodeState
DestinyTalentNodeStepDamageTypes
DestinyTalentNodeStepGroups
These properties are an attempt to categorize talent node steps by certain common properties. See the related enumerations for the type of properties being categorized.
DestinyTalentNodeStepGuardianAttributes
DestinyTalentNodeStepImpactEffects
DestinyTalentNodeStepLightAbilities
DestinyTalentNodeStepWeaponPerformances
DestinyUnlockDefinition
Unlock Flags are small bits (literally, a bit, as in a boolean value) that the game server uses for an extremely wide range of state checks, progress storage, and other interesting tidbits of information.
DestinyUnlockExpressionDefinition
Where the sausage gets made. Unlock Expressions are the foundation of the game's gating mechanics and investment-related restrictions. They can test Unlock Flags and Unlock Values for certain states, using a sufficient amount of logical operators such that unlock expressions are effectively Turing complete. [...]
DestinyUnlockStatus
Indicates the status of an "Unlock Flag" on a Character or Profile. [...]
DestinyUnlockValueDefinition
An Unlock Value is an internal integer value, stored on the server and used in a variety of ways, most frequently for the gating/requirement checks that the game performs across all of its main features. They can also be used as the storage data for mapped Progressions, Objectives, and other features that require storage of variable numeric values.
DestinyUnlockValueUIStyle
DestinyVendorAcceptedItemDefinition
If you ever wondered how the Vault works, here it is. [...]
DestinyVendorActionDefinition
If a vendor can ever end up performing actions, these are the properties that will be related to those actions. I'm not going to bother documenting this yet, as it is unused and unclear if it will ever be used... but in case it is ever populated and someone finds it useful, it is defined here.
DestinyVendorCategoriesComponent
A vendor can have many categories of items that they sell. This component will return the category information for available items, as well as the index into those items in the user's sale item list. [...]
DestinyVendorCategory
Information about the category and items currently sold in that category.
DestinyVendorCategoryEntryDefinition
This is the definition for a single Vendor Category, into which Sale Items are grouped.
DestinyVendorCategoryOverlayDefinition
The details of an overlay prompt to show to a user. They are all fairly self- explanatory localized strings that can be shown.
DestinyVendorComponent
This component contains essential/summary information about the vendor.
DestinyVendorDefinition
These are the definitions for Vendors. [...]
DestinyVendorDisplayPropertiesDefinition
DestinyVendorGroup
Represents a specific group of vendors that can be rendered in the recommended order. [...]
DestinyVendorGroupComponent
This component returns references to all of the Vendors in the response, grouped by categorizations that Bungie has deemed to be interesting, in the order in which both the groups and the vendors within that group should be rendered.
DestinyVendorGroupDefinition
BNet attempts to group vendors into similar collections. These groups aren't technically game canonical, but they are helpful for filtering vendors or showing them organized into a clean view on a webpage or app. [...]
DestinyVendorGroupReference
DestinyVendorInteractionDefinition
A Vendor Interaction is a dialog shown by the vendor other than sale items or transfer screens. The vendor is showing you something, and asking you to reply to it by choosing an option or reward.
DestinyVendorInteractionReplyDefinition
When the interaction is replied to, Reward sites will fire and items potentially selected based on whether the given unlock expression is TRUE. [...]
DestinyVendorInteractionRewardSelection
DestinyVendorInteractionSackEntryDefinition
Compare this sackType to the sack identifier in the DestinyInventoryItemDefinition.vendorSackType property of items. If they match, show this sack with this interaction.
DestinyVendorInventoryFlyoutBucketDefinition
Information about a single inventory bucket in a vendor flyout UI and how it is shown.
DestinyVendorInventoryFlyoutDefinition
The definition for an "inventory flyout": a UI screen where we show you part of an otherwise hidden vendor inventory: like the Vault inventory buckets.
DestinyVendorItemDefinition
This represents an item being sold by the vendor.
DestinyVendorItemQuantity
In addition to item quantity information for vendor prices, this also has any optional information that may exist about how the item's quantity can be modified. (unfortunately not information that is able to be read outside of the BNet servers, but it's there)
DestinyVendorItemRefundPolicy
DestinyVendorItemSocketOverride
The information for how the vendor purchase should override a given socket with custom plug data.
DestinyVendorItemState
DestinyVendorLocationDefinition
These definitions represent vendors' locations and relevant display information at different times in the game.
DestinyVendorReceipt
If a character purchased an item that is refundable, a Vendor Receipt will be created on the user's Destiny Profile. These expire after a configurable period of time, but until then can be used to get refunds on items. BNet does not provide the ability to refund a purchase yet, but you know.
DestinyVendorReceiptsComponent
For now, this isn't used for much: it's a record of the recent refundable purchases that the user has made. In the future, it could be used for providing refunds/buyback via the API. Wouldn't that be fun?
DestinyVendorReplyType
DestinyVendorRequirementDisplayEntryDefinition
The localized properties of the requirementsDisplay, allowing information about the requirement or item being featured to be seen.
DestinyVendorResponse
A response containing all of the components for a vendor.
DestinyVendorSaleItemActionBlockDefinition
Not terribly useful, some basic cooldown interaction info.
DestinyVendorSaleItemComponent
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. [...]
DestinyVendorSaleItemSetComponent
The collection of all items currently being sold by a specific Vendor and visible to the given character for which the request was made.
DestinyVendorServiceDefinition
When a vendor provides services, this is the localized name of those services.
DestinyVendorsResponse
A response containing all of the components for all requested vendors.
DictionaryComponentResponse<T>
DyeReference
EquipFailureReason
EquippingItemBlockAttributes
GearAssetDataBaseDefinition
ItemBindStatus
ItemLocation
ItemPerkVisibility
ItemState
PeriodType
PlugAvailabilityMode
PlugUiStyles
SchemaRecordStateBlock
SearchResultOfDestinyEntitySearchResultItem
SingleComponentResponse<T>
SocketPlugSources
SocketTypeActionType
SpecialItemType
TierType
TransferStatuses
UnitType
VendorDisplayCategorySortOrder
VendorInteractionType
VendorItemStatus