/** * If this item can exist in an inventory, this block will be non-null. In practice, every item that currently exists has one of these blocks. But note that it is not necessarily guaranteed. */ export interface DestinyDefinitionsDestinyInventoryItemDefinitionInventory { /** * If this string is populated, you can\'t have more than one stack with this label in a given inventory. Note that this is different from the equipping block\'s unique label, which is used for equipping uniqueness. */ stackUniqueLabel?: string; /** * The maximum quantity of this item that can exist in a stack. */ maxStackSize?: number; /** * The hash identifier for the DestinyInventoryBucketDefinition to which this item belongs. I should have named this \"bucketHash\", but too many things refer to it now. Sigh. */ bucketTypeHash?: number; /** * If the item is picked up by the lost loot queue, this is the hash identifier for the DestinyInventoryBucketDefinition into which it will be placed. Again, I should have named this recoveryBucketHash instead. */ recoveryBucketTypeHash?: number; /** * The hash identifier for the Tier Type of the item, use to look up its DestinyItemTierTypeDefinition if you need to show localized data for the item\'s tier. */ tierTypeHash?: number; /** * If TRUE, this item is instanced. Otherwise, it is a generic item that merely has a quantity in a stack (like Glimmer). */ isInstanceItem?: boolean; /** * The localized name of the tier type, which is a useful shortcut so you don\'t have to look up the definition every time. However, it\'s mostly a holdover from days before we had a DestinyItemTierTypeDefinition to refer to. */ tierTypeName?: string; /** * The enumeration matching the tier type of the item to known values, again for convenience sake. */ tierType?: number; /** * The tooltip message to show, if any, when the item expires. */ expirationTooltip?: string; /** * If the item expires while playing in an activity, we show a different message. */ expiredInActivityMessage?: string; /** * If the item expires in orbit, we show a... more different message. (\"Consummate V\'s, consummate!\") */ expiredInOrbitMessage?: string; suppressExpirationWhenObjectivesComplete?: boolean; /** * A reference to the associated crafting \'recipe\' item definition, if this item can be crafted. */ recipeItemHash?: number; }