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InGame Purchase

Call the purchase related methods below to check In-app purchase dashboard on our console.

Purchase Currency

  • Call the methods below when a user pays cash for in-game currency such as gem or diamond.
InAppPurhcase method is called only when a user pays in cash (i.e. real money).
When paid in cash, purchasable_slug for InAppPurchase method and from_slug from GetCurrency method must share the same input value as shown below.
Input the type of purchased item such as event, package, currency, or consumable at from_category_slug.
To record that purchased game currency is paid in cash, input entity.InAppPurchase at from_entity for GetCurrency method.
InAppPurchase
purchasable_slug* { 120 diamonds }
purchase_quantity* 1
purchase_unit_price* 3300
purchase_total_price* 3300
purchase_currency_code* currencyCode.KRW
is_ad_remove { FALSE }


GetCurrency
player_uuid* { player_uuid }
character_uuid { character_uuid }
currency_slug* { diamonds }
currency_quantity* 120
currency_total_quantity 9999
from_entity entity.InAppPurchase
from_category_slug { currency }
from_slug { 120 diamonds }


  • Call the methods below when a user pays Hard Currency (currency that can only be acquired through cash payment) to acquire Soft Currency (currency that can be acquired through game play).
Since the purchase of soft currency by hard currency takes place in an in-app store, input entity.ShopPurchase at where_to_entity from UseCurrency method and from_entity from GetCurrency method.
Since user pays hard currency for a certain item that yield soft currency in return, where_to_slug for UseCurrency method and from_slug for GetCurrency method must share the same label for the item, while where_to_category_slug for UseCurrency and from_category_slug for GetCurrency must share the same label for the item category.
UseCurrency
player_uuid* { player_uuid }
character_uuid* { character_uuid }
currency_slug* { diamonds }
currency_quantity* 50
currency_total_quantity 9999
where_to_entity entity.ShopPurchase
where_to_category_slug { gold }
where_to_slug { 1000 gold }


GetCurrency
player_uuid* { player_uuid }
character_uuid* { character_uuid }
currency_slug* { gold }
currency_quantity* 1000
currency_total_quantity 9999
from_entity entity.ShopPurchase
from_category_slug { gold }
from_slug { 1000 gold }


Purchase Random Box

Call the methods below when a user pays cash to purchase Random Box item.

When recording item or currency that can be acquired from a Random Box, purchasable_slug for InAppPurchase method and from_slug for GetRandomBox and GetEquipment method must share the same input value.
  • Call the methods below when a specific item is acquired immediately after purchasing a Random Box.
InAppPurchase
purchasable_slug* { common firearm random box }
purchase_quantity* 1
purchase_unit_price* 3300
purchase_total_price 3300
purchase_currency_code* currencyCode.KRW
is_ad_remove FALSE


GetRandomBox
player_uuid* { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_
item_slug { common firearm random box }
item_quantity* 1
from_entity entity.InAppPurchase
from_category_slug { firearm store }
from_slug { common firearm random box }


OpenRandomBox
player_uuid* { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_
item_slug* { common firearm randombox }
item_quantity* 1


GetEquipment
player_uuid* { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_
item_slug* { A firearm }
item_quantity* 1
from_entity* entity.OpenRandomBox
from_category_slug { common }
from_slug { common firearm random box }


  • Call the methods below when a certain random box, acquired from purchase, can be opened any time at user's disposal.
Call OpenRandomBox and GetRandomBox methods when a user opens a certain random box in the future to acquire a certain Object.
InAppPurchase
purchasable_slug* { Alegoria Box }
purchase_quantity* 1
purchase_unit_price* 3300
purchase_total_price 3300
purchase_currency_code* currencyCode.KRW
is_ad_remove FALSE


GetRandomBox
player_uuid* { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_
item_slug { Alegoria Box }
item_quantity* 1
from_entity entity.InAppPurchase
from_category_slug { Diadium (name for the store) }
from_slug { Alegoria Box X 1 }


Purchase Package Item

Call InAppPurchase method along with Get{ Object type } method when a user pays cash to purchase a package item with multiple items included.

TentuPlay algorithm provides 10 different types for in-game Object, such as Character, Currency, and Equipment.
For each type of Object, you can call the method in Get{ Object type } format such as GetEquipment or GetCosmetic.
If you would like more in-depth explanation about Object, please refer to Entities .
InAppPurchase
player_uuid* { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_
purchasable_slug* { monster summoning package 1 }
purchase_quantity* 1
purchase_unit_price* 29000
purchase_total_price* 29000
purchase_currency_code* currencyCode.KRW
is_ad_remove FALSE


GetCurrency
player_uuid* { player_uuid } { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_ TentuPlayKeyword._DUMMY_CHARACTER_ID_
currency_slug* { gem } { cosmo }
currency_quantity* 3300 50
currency_total_price* 99999 9999
from_entity entity.InAppPurchase entity.InAppPurchase
from_category_slug { monster summon } { monster summon }
from_slug { monster summoning package 1} { monster summoning package 1}


GetToken
player_uuid* { player_uuid }
character_uuid* TentuPlayKeyword._DUMMY_CHARACTER_ID_
item_slug* { premium ticket }
item_quantity* 2
from_entity entity.InAppPurchase
from_category_slug { monster summon }
from_slug { monster summoning package 1 }


Purchase Ad-Removal

Call InAppPurchase method when a user pays cash to purchase ad-removal item.

In case of purchasing ad-removal item, input TRUE at is_ad_remove for InAppPurchase method.
InAppPurchase
player_uuid* { player_uuid }
character_uuid*
purchasable_slug* { ad_removal item }
purchase_quantity 1
purchase_unit_price 16000
purchase_total_price 16000
purchase_currency_code currencyCode.KRW
is_ad_remove TRUE