Get Catalog Vendors All
GET/inventory/v1/catalog/vendor
Get all Vendors.
Request
Header Parameters
If you provide the ETag that matches the current ETag for this content, will return a 304 response - indicating that the content has not changed.
Responses
- 200
- 304
- 403
- 404
- 422
Successful Response
Response Headers
ETag
string
Used to identify this version of the content. Provide with a get request to avoid downloading the same data multiple times.
- application/json
- Schema
- Example (from schema)
Schema
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- Item
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- CacheInfo
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- MOD1
- InventoryBucket
- MOD1
- MOD1
- CacheInfo
- LootPrice
Array [
Array [
Array [
- MOD1
- MOD1
]
]
]
- CacheInfo
- CacheInfo
vendors
object
property name*
Vendor
A collection of Loot and how to fulfill them.
custom_data
object
Custom data associated with the resource
vendor_uuid
object
The Vendor UUID
anyOf
string
Possible values: [recipe, randomly_sampled]
Default value: recipe
Determines how the Vendor fulfills the loot
Default value: 0
Default value: 0
loot
object
The Loot the Vendor will fulfill mapped by Loot ID.
property name*
Loot
Loot determines how an Item fulfilled. When Loot is fulfilled, the Item is granted to the player or the Sub Vendor is fulfilled but not both.
custom_data
object
Custom data associated with the resource
loot_uuid
object
The Loot UUID
anyOf
string
The Loot ID
The Vendor ID
vendor_uuid
object
The Vendor UUID
anyOf
string
item_id
object
The Item ID. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
integer
item_uuid
object
The Item UUID. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
string
item
object
In-line Item definition. Optional Item that will be granted to the player if Sub Vendor ID is not specified.
anyOf
An Item. Item come in a couple of different flavors; determined by the type field.
Unit items are stored in a player's inventory.
Recipe items are not stored in a player's inventory and are used to fulfill SubVendor Loot.
RecipeWithPriceReduction items are not stored in a player's inventory and are used to fulfill SubVendor Loot but at a reduced cost if the Player owns some of the Loot.
Entitlement items are stored in a player's inventory and are fulfilled to the player each time an Inventory Session is created and when the Entitlement is fulfilled to the Player.
custom_data
object
Custom data associated with the resource
item_uuid
object
The Item UUID
anyOf
string
Possible values: [unit, recipe, recipe_with_price_reduction, entitlement, dynamic_bundle]
Default value: unit
The type of item.
Default value: 0
Default value: 0
Default value: 0
Default value: 0
entitled_loot_uuid
object
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot that will be fulfilled.
anyOf
string
Default value: 0
This is only valid for an entitlement Item. When this item is granted and Inventory Session creation, this is the Loot ID that will be fulfilled.
level_xp_table_uuid
object
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
anyOf
string
Default value: 0
The XP Table that is used to determine the Player's level for this XP. The level increase occurs when the quantity of this Item increases above the minimum XP of an XP Level. This is only valid for an unit Item.
level_vendor_uuid
object
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
anyOf
string
Default value: 0
The Vendor that is used filfill level up rewards for this item. The level of the Player is used as the index into the Vendor's Loot table. This is only valid for an unit Item.
coupon_discount_currency_item_uuid
object
The item of the currency used by this coupon. This is only valid for an unit Item.
anyOf
string
Default value: 0
The item of the currency used by this coupon. This is only valid for an unit Item.
Possible values: <= 1
Default value: 0
The percentage of the discount. This is only valid for an unit Item.
If true, the coupon will be consumed when used; reducing the Player's Inventory quantity by 1. This is only valid for an unit Item.
Default value: 0
inventory_bucket_use_rule_set_id
object
The Inventory Bucket Use Rule Set ID that determines how this item can be used across buckets.
anyOf
string
Default value: 0
Maximum ownership (permanent+rental) allowed for this item. 0 means no limit
Default value: ``
List of Loot IDs this item can discount
Default value: ``
List of Loot this item can discount
cache_info
object
Cache information for this item.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
sub_vendor_id
object
The Sub Vendor ID. Optional Vendor ID that will be used to fulfill the Loot instead of granting the Item.
anyOf
integer
sub_vendor_uuid
object
The Sub Vendor UUID. Optional Vendor ID that will be used to fulfill the Loot instead of granting the Item.
anyOf
string
Default value: 0
The quantity of the Item or Sub Vendor to fulfill. This will be multiplied by the quantity of fulfilled Loot and the parent Loot if quantity_type is relative.
Possible values: [invalid, own, rent, rent_timeframe_locked, own_transient, inherit_entitlement_inventory]
Default value: invalid
The Inventory Selector Type. Determine how the Inventory is selected and quantity is modified.
Possible values: [invalid, add, subtract, set, check_greater_than_or_equal, check_less_than, check_greater_than_or_equal_and_subtract]
Default value: invalid
The Inventory Operation. Determine how the Loot quantity is modified based on the context it is fulfilled in. This also determines the order Loot will be fulfilled in when sort_order is the same.
Determines if the Loot is active. Inactive Loot will not be fulfilled.
Default value: 0
The sort order of the Loot. Lower sort order will be fulfilled first. Inventory Operation is used as a tie breaker when sort_order is the same.
Default value: 0
The drop weight of the Loot. Higher drop weight will be more likely to be fulfilled.
When dropped in a randomly sampled vendor, will this create a new order or fill inline?. The primary use case for this is when you want the same loot to be dropped multiple times in a randomly sampled vendor.
Default value: true
When dropped in a randomly sampled vendor, will the sub vendor allow dropping part of the the bundle? False means it will only drop if the entire sub vendor can be given to the player
required_item_id
object
Item required to be owned/rented to drop this Loot in a randomly sampled vendor
anyOf
integer
required_item_uuid
object
Item required to be owned/rented to drop this Loot in a randomly sampled vendor
anyOf
string
Default value: 0
Amount of the required_item_id to be owned/rented to drop this Loot in a randomly sampled vendor
Default value: 0
Amount of owned/rented of this Loot's item that will prevent this Loot from dropping in a randomly sampled vendor
Default value: 0
effective_from
object
deprecated
anyOf
string
Possible values: [relative, absolute]
Default value: relative
Determines how the quantity is modified in the context it is fulfilled in.
quantity_mult_inventory_item_id
object
When fulfilling Loot if this is set the quantity will be multiplied by the quantity of this Item in the Player's Inventory.
anyOf
integer
quantity_mult_inventory_item_uuid
object
When fulfilling Loot if this is set the quantity will be multiplied by the quantity of this Item in the Player's Inventory.
anyOf
string
Determines if the Loot can be claimed by the client. This is dangerous without the correct loot confiuration as a client could claim Loot multiple times.
time_frame_id
object
The Time Frame ID. Optional Time Frame ID that will be used the expiration of Loot when it is fulfilled.
anyOf
integer
use_inventory_bucket
object
Inventory Bucket to use for this Loot.
anyOf
Grouping of Inventory Items. Inventory items are grouped into different buckets as each Platform that is supported has different requirements on how Inventory can be used on their Platform and other Platforms.
string
Possible values: [free, sweat, none, anon, amazon, steam, psn, xbox_live, google, twitch, nintendo_switch, apple, nintendo, epic, google_play, nintendo_ppid]
Possible values: [none, from_current_xp_to_target_additional_level_min_xp, from_current_level_min_xp_to_target_additional_level_min_xp, from_zero_to_target_exact_level_min_xp]
Default value: none
Allows treating quantity as additional levels to grant to the Player.
current_price_point_guid
object
The current price point guid. Optional Price Point ID that will be used to determine the price of the Loot when it is fulfilled.
anyOf
string
Possible values: non-empty
pre_sale_price_point_guid
object
The pre sale price point guid. Optional Price Point ID that will be used to show the previous price of the Loot.
anyOf
string
Possible values: non-empty
cache_info
object
Cache info for the Loot.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
Default value: 0
Hard cap on quantity of an item this Loot can give. Disabled with 0
price
object
Current price that this loot can be purchased with
anyOf
Price with current and original (pre-sale) price breakpoints
breakpoints
object[]
Breakpoints that the loot is available for purchase with
Default value: 1
Amount of units that must be purchased to use this price
prices
object[]
List of all possible prices that this breakpoint can be purchased with.
currencies
object[]
All required currencies to use this price for purchase. All currencies in this list are spent together.
The Item used as the currency for the purchase.
price_legacy_item_id
object
The Item used as the currency for the purchase.
anyOf
integer
The current amount of the item needed to use this price currency
original_price
object
The amount of the item needed before the sale began
anyOf
integer
Does the number of units being purchased need to be an exact match to the quantity on a Price Breakpoint?
Can the number of units being purchased be higher than the highest quantity on the Price Breakpoints?
cache_info
object
Cache info for the Vendor.
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
cache_info
object
anyOf
Cache information for the resource it is attached to. The etag value can be used with the If-None-Match and If-Match headers
Possible values: non-empty
{
"vendors": {},
"cache_info": {}
}
Content still has the same etag and has not changed
Forbidden
- application/json
- Schema
- Example (from schema)
Schema
Default value: true
{
"auth_success": true,
"error_code": "string",
"desc": "string"
}
Not Found
- application/json
- Schema
- Example (from schema)
Schema
Default value: true
{
"auth_success": true,
"error_code": "string",
"desc": "string"
}
Validation Error
- application/json
- Schema
- Example (from schema)
Schema
Array [
Array [
- MOD1
- MOD2
]
]
detail
object[]
loc
object[]
required
anyOf
string
integer
{
"detail": [
{
"loc": [
"string",
0
],
"msg": "string",
"type": "string"
}
]
}