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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