import { DestinyDefinitionsDestinyProgressionRewardDefinition } from './destinyDefinitionsDestinyProgressionRewardDefinition'; import { DestinyDefinitionsDestinyItemActionRequiredItemDefinition } from './destinyDefinitionsDestinyItemActionRequiredItemDefinition'; /** * If the item can be \"used\", this block will be non-null, and will have data related to the action performed when using the item. (Guess what? 99% of the time, this action is \"dismantle\". Shocker) */ export interface DestinyDefinitionsDestinyInventoryItemDefinitionAction { /** * Localized text for the verb of the action being performed. */ verbName?: string; /** * Localized text describing the action being performed. */ verbDescription?: string; /** * The content has this property, however it\'s not entirely clear how it is used. */ isPositive?: boolean; /** * If the action has an overlay screen associated with it, this is the name of that screen. Unfortunately, we cannot return the screen\'s data itself. */ overlayScreenName?: string; /** * The icon associated with the overlay screen for the action, if any. */ overlayIcon?: string; /** * The number of seconds to delay before allowing this action to be performed again. */ requiredCooldownSeconds?: number; /** * If the action requires other items to exist or be destroyed, this is the list of those items and requirements. */ requiredItems?: Array; /** * If performing this action earns you Progression, this is the list of progressions and values granted for those progressions by performing this action. */ progressionRewards?: Array; /** * The internal identifier for the action. */ actionTypeLabel?: string; /** * Theoretically, an item could have a localized string for a hint about the location in which the action should be performed. In practice, no items yet have this property. */ requiredLocation?: string; /** * The identifier hash for the Cooldown associated with this action. We have not pulled this data yet for you to have more data to use for cooldowns. */ requiredCooldownHash?: number; /** * If true, the item is deleted when the action completes. */ deleteOnAction?: boolean; /** * If true, the entire stack is deleted when the action completes. */ consumeEntireStack?: boolean; /** * If true, this action will be performed as soon as you earn this item. Some rewards work this way, providing you a single item to pick up from a reward-granting vendor in-game and then immediately consuming itself to provide you multiple items. */ useOnAcquire?: boolean; }