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POGOProtos.Networking.Responses.GetAvailableSkusAndBalancesResponse.proto Maven / Gradle / Ivy

syntax = "proto3";
package POGOProtos.Networking.Responses;

import "POGOProtos/Data/Store/CurrencyQuantity.proto";

message GetAvailableSkusAndBalancesResponse {
	Status status = 1;
	repeated AvailableSku available_sku = 2;                                 // Items to show in the shop
	repeated .POGOProtos.Data.Store.CurrencyQuantity player_currencies = 3;  // currencies that player has at the moment
	string player_token = 4;

	message AvailableSku {
		string id = 1;                                                 // Internal ID (probably for Google Play/App Store) example: "pgorelease.incenseordinary.1"
		bool is_third_party_vendor_item = 2;                           // If true, this item is bought with real currency (USD, etc.) through the Play/App Store instead of Pokecoins
		.POGOProtos.Data.Store.CurrencyQuantity price = 3;             // This defines how much the item costs (with the exception of items that cost real money like Pokecoins, that's defined in the respective store)
		.POGOProtos.Data.Store.CurrencyQuantity currency_granted = 4;  // When bought, this IAP will yield this much currency
		repeated GameItemContent game_item_content = 5;                // The item and count of such item that this IAP will yield
		repeated SkuPresentation presentation_data = 6;                // Stuff like SORT:12, CATEGORY:ITEMS
		bool can_be_purchased = 7;                                     // Possibly something to toggle visibility in the store/purchasibility?
	}

	message GameItemContent {
		string type = 1;
		int32 quantity = 2;
	}

	message SkuPresentation {
		string key = 1;
		string value = 2;
	}

	enum Status {
		UNSET = 0;
		SUCCESS = 1;
		FAILURE = 2;
	}
}




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