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33 lines
1.6 KiB
Protocol Buffer
Vendored
33 lines
1.6 KiB
Protocol Buffer
Vendored
syntax = "proto3";
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package POGOProtos.Networking.Envelopes;
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import "POGOProtos/Data/Player/Currency.proto";
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import "POGOProtos/Inventory/Item/ItemData.proto";
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message Unknown6Response {
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int32 response_type = 1; // Still don't know what 6 is, but 5 lists items available via IAPs.
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Unknown2 unknown2 = 2; // Response data
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message Unknown2 {
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uint64 unknown1 = 1; // Maybe status? It's always 1 (success), so it's probably that.
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repeated StoreItem items = 2; // Items to show in the shop
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repeated .POGOProtos.Data.Player.Currency player_currencies = 3; // currencies that player has at the moment
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string unknown4 = 4; // Some base64 encoded stuff...
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message StoreItem {
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string item_id = 1; // Internal ID (probably for Google Play/App Store) example: "pgorelease.incenseordinary.1"
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bool is_iap = 2; // If true, this item is bought with real currency (USD, etc.) through the Play/App Store instead of Pokecoins
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.POGOProtos.Data.Player.Currency currency_to_buy = 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)
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.POGOProtos.Data.Player.Currency yields_currency = 4; // When bought, this IAP will yield this much currency
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.POGOProtos.Inventory.Item.ItemData yields_item = 5; // The item and count of such item that this IAP will yield
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repeated Tag tags = 6; // Stuff like SORT:12, CATEGORY:ITEMS
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int32 unknown7 = 7; // Possibly something to toggle visibility in the store/purchasibility?
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message Tag {
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string key = 1;
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string value = 2;
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}
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}
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}
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}
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