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In-Depth APK Teardown of 0.149.0 (Let's get ready to Rocket!)

APK 0.149.1 Update:

The only thing added in 0.149.1 is some information about player cache:
playerCacheRefreshFrequencySeconds lastPlayerCacheRefreshTime 

UPDATE 3: Thank you for the platinum! That is amazing! Finally finished the rest of the teardown. Updates are labeled as NEW 2 and UPDATED 2. Enjoy!

UPDATE 2: Thank you for the gold! I'll get the last bit of the teardown up tonight when I'm back from work!

UPDATE 1: Thank you so much for the silvers! :D Was able to get some more up before work. I labeled everything as 'NEW' or 'UPDATE' to make it easy to quickly see changes. Will work on the rest when I can!

Well this was a massive update, and I think we have everything we need now to see Team GO Rocket go live. A lot of the gaps that were left from 0.147.x feel filled in, and a ton of assets were added so based on my super non-expert opinion, I think this feature is ready for prime time.

Because I've been working on this for 8 hours now (this APK is by far the largest I've done!), I'm going to take a break and go to bed. It's not quite finished (I have about 600 more lines of code to format and organize into this post) but I wanted to get something up tonight.

I'll update this post tomorrow with the rest, but for now, let's go!

Major Changes

  • Egg Fix?
  • New Badges
  • New Filters
  • New Apprisal System (UPDATED 2)
  • New Shadow Mons added
  • Shadow FX with different eyes and fire (UPDATED 2)
  • Purified mons added to Pokedex (NEW)
  • Purified moves take the first charge move slot (NEW 2)
  • Purify cutscene (NEW)
  • Invasions
    • How they are sequenced (UPDATED 2)
    • Dialogue menus for NPCs (UPDATED 2)
    • Battle mini-game (UPDATED 2)
    • Encounter and rewards
    • Winning screen (UPDATED 2)
    • Tutorial
  • Journal Updates
  • Pokestop appearances (UPDATED 2)
  • Gym motivation updates (UPDATED 2)
  • Raid Timer updates
  • Some form of Intro
  • Exclusive Quests? (NEW 2)
  • TM Re-Roll Message Might Be Removed (NEW)
  • Basic Offline Mode
  • Day/Night Override

Egg Fix?

.get_InValidMapMode .get_InValidInteractiveMapModeOpenEggHatchState 
Perhaps this is a fix for the egg glitch?

New Badges

.badge_rocket_grunts_defeated_title .badge_pokemon_purified_title .set_HeroBadge .set_RangerBadge IsIncidentBadge .BADGESINCIDENT_ 
New badges added for Invasions. Also a new type of badge 'Incident'. A badge type is like event, dynamic, elemental, etc.

New Filters

filter_key_shadow filter_key_purified filter_key_gender_male filter_key_gender_female filter_key_gender_nonegenderless 
New search filters added.

New Appraisal System (UPDATED 2)

appraise_v2_date uncached_locappraise_v2 caughtappraise_v2 dateless_uncached_locappraise_v2 dateless_caughtappraise_v2 mystery_originappraise_v2 
Looks like the items for the first page your leader will say now.

AppraisalWidgetFactory ToggleFavoriteInAppraise .setClickArrowStepBarAnimSetBarColor .m__2 StarfullStarnormal StarsBackground hundoStarsBackground starsBackground starsattack Textattack Bardefense Textdefense BarhpBarmax Statperfect Thresholdbutton SwipeRightbutton SwipeLeftfavorite Starfavorite StarBGfav StarSpritefav .__0 .__2 .__2 .c__Iterator1 .c__AnonStorey3 .c__Iterator2 .__0 .__0 .__0 .__0 .__0 .__0 .__0 .__0 .__0 AppraisalWidgetBQ AppraisalWidget 
Looks like the new visual appraisal system. Cool to see they actually called it 'hundo' in the code.


.{0}appraise_overall_ .{1}appraise_stat_highest_ .{0}general_staminaappraise_stat_highest_tie_ .{0}general_attackgeneral_defenseappraise_stat_ 
These were all removed, I think they were all references to the old appraisal system.

Shadow and Purified Pokemon Updates (UPDATED 2)

Cannot purify a Pokemon that is not in the Pokemon bag. Cannot purify a Pokemon that is not in shadow form. Sending purify request for Pokemon pokemon_purified_messagePurify pokemon_info_purification_failed 
Messages for shadow mons.

DROWZEE_SHADOW DROWZEE_PURIFIED HYPNO_NORMAL HYPNO_SHADOW HYPNO_PURIFIED GRIMER_SHADOW GRIMER_PURIFIED MUK_SHADOW MUK_PURIFIED CUBONE_NORMAL CUBONE_SHADOW CUBONE_PURIFIED MAROWAK_SHADOW MAROWAK_PURIFIED HOUNDOUR_NORMAL HOUNDOUR_SHADOW HOUNDOUR_PURIFIED HOUNDOOM_NORMAL HOUNDOOM_SHADOW HOUNDOOM_PURIFIED POLIWAG_NORMAL POLIWAG_SHADOW POLIWAG_PURIFIED POLIWHIRL_NORMAL POLIWHIRL_SHADOW POLIWHIRL_PURIFIED POLIWRATH_NORMAL POLIWRATH_SHADOW POLIWRATH_PURIFIED POLITOED_NORMAL POLITOED_SHADOW POLITOED_PURIFIED SCYTHER_NORMAL SCYTHER_SHADOW SCYTHER_PURIFIED SCIZOR_NORMAL SCIZOR_SHADOW SCIZOR_PURIFIED MAGIKARP_NORMAL MAGIKARP_SHADOW MAGIKARP_PURIFIED GYARADOS_NORMAL GYARADOS_SHADOW GYARADOS_PURIFIED VENONAT_NORMAL VENONAT_SHADOW VENONAT_PURIFIED VENOMOTH_NORMAL VENOMOTH_SHADOW VENOMOTH_PURIFIED ODDISH_NORMAL ODDISH_SHADOW ODDISH_PURIFIED GLOOM_NORMAL GLOOM_SHADOW GLOOM_PURIFIED VILEPLUME_NORMAL VILEPLUME_SHADOW VILEPLUME_PURIFIED BELLOSSOM_NORMAL BELLOSSOM_SHADOW BELLOSSOM_PURIFIED HITMONCHAN_NORMAL HITMONCHAN_SHADOW HITMONCHAN_PURIFIED GROWLITHE_NORMAL GROWLITHE_SHADOW GROWLITHE_PURIFIED ARCANINE_NORMAL ARCANINE_SHADOW ARCANINE_PURIFIED PSYDUCK_NORMAL PSYDUCK_SHADOW PSYDUCK_PURIFIED GOLDUCK_NORMAL GOLDUCK_SHADOW GOLDUCK_PURIFIED RALTS_NORMAL RALTS_SHADOW RALTS_PURIFIED KIRLIA_NORMAL KIRLIA_SHADOW KIRLIA_PURIFIED GARDEVOIR_NORMAL GARDEVOIR_SHADOW GARDEVOIR_PURIFIED GALLADE_NORMAL GALLADE_SHADOW GALLADE_PURIFIED ABRA_NORMAL ABRA_SHADOW ABRA_PURIFIED KADABRA_NORMAL KADABRA_SHADOW KADABRA_PURIFIED ALAKAZAM_NORMAL ALAKAZAM_SHADOW ALAKAZAM_PURIFIED LARVITAR_NORMAL LARVITAR_SHADOW LARVITAR_PURIFIED PUPITAR_NORMAL PUPITAR_SHADOW PUPITAR_PURIFIED TYRANITAR_NORMAL TYRANITAR_SHADOW TYRANITAR_PURIFIED LAPRAS_NORMAL LAPRAS_SHADOW LAPRAS_PURIFIED PIKACHU_NORMAL CACNEA_NORMAL CACNEA_SHADOW CACNEA_PURIFIED CACTURNE_NORMAL CACTURNE_SHADOW CACTURNE_PURIFIED WEEDLE_NORMAL WEEDLE_SHADOW WEEDLE_PURIFIED KAKUNA_NORMAL KAKUNA_SHADOW KAKUNA_PURIFIED BEEDRILL_NORMAL BEEDRILL_SHADOW BEEDRILL_PURIFIED SEEDOT_NORMAL SEEDOT_SHADOW SEEDOT_PURIFIED NUZLEAF_NORMAL NUZLEAF_SHADOW NUZLEAF_PURIFIED SHIFTRY_NORMAL SHIFTRY_SHADOW SHIFTRY_PURIFIED MAGMAR_NORMAL MAGMAR_SHADOW MAGMAR_PURIFIED MAGMORTAR_NORMAL MAGMORTAR_SHADOW MAGMORTAR_PURIFIED ELECTABUZZ_NORMAL ELECTABUZZ_SHADOW ELECTABUZZ_PURIFIED ELECTIVIRE_NORMAL ELECTIVIRE_SHADOW ELECTIVIRE_PURIFIED MAREEP_NORMAL MAREEP_SHADOW MAREEP_PURIFIED FLAAFFY_NORMAL FLAAFFY_SHADOW FLAAFFY_PURIFIED AMPHAROS_NORMAL AMPHAROS_SHADOW AMPHAROS_PURIFIED MAGNEMITE_NORMAL MAGNEMITE_SHADOW MAGNEMITE_PURIFIED MAGNETON_NORMAL MAGNETON_SHADOW MAGNETON_PURIFIED MAGNEZONE_NORMAL MAGNEZONE_SHADOW MAGNEZONE_PURIFIED BELLSPROUT_NORMAL BELLSPROUT_SHADOW BELLSPROUT_PURIFIED WEEPINBELL_NORMAL WEEPINBELL_SHADOW WEEPINBELL_PURIFIED VICTREEBEL_NORMAL VICTREEBEL_SHADOW VICTREEBEL_PURIFIED SANDSHREW_SHADOW SANDSHREW_PURIFIED SANDSLASH_SHADOW SANDSLASH_PURIFIED PORYGON_NORMAL PORYGON_SHADOW PORYGON_PURIFIED PORYGON2_NORMAL PORYGON2_SHADOW PORYGON2_PURIFIED PORYGON_Z_NORMAL PORYGON_Z_SHADOW PORYGON_Z_PURIFIED WOBBUFFET_SHADOW WOBBUFFET_PURIFIED TURTWIG_NORMAL TURTWIG_SHADOW TURTWIG_PURIFIED GROTLE_NORMAL GROTLE_SHADOW GROTLE_PURIFIED TORTERRA_NORMAL TORTERRA_SHADOW TORTERRA_PURIFIED EKANS_NORMAL EKANS_SHADOW EKANS_PURIFIED ARBOK_NORMAL ARBOK_SHADOW ARBOK_PURIFIED KOFFING_NORMAL KOFFING_SHADOW KOFFING_PURIFIED WEEZING_NORMAL WEEZING_SHADOW WEEZING_PURIFIED MEOWTH_SHADOW MEOWTH_PURIFIED PERSIAN_SHADOW PERSIAN_PURIFIED HITMONLEE_NORMAL HITMONLEE_SHADOW HITMONLEE_PURIFIED ARTICUNO_NORMAL ARTICUNO_SHADOW ARTICUNO_PURIFIED MISDREAVUS_NORMAL MISDREAVUS_SHADOW MISDREAVUS_PURIFIED MISMAGIUS_NORMAL MISMAGIUS_SHADOW MISMAGIUS_PURIFIED VULPIX_SHADOW VULPIX_PURIFIED NINETALES_SHADOW NINETALES_PURIFIED EXEGGCUTE_NORMALE XEGGCUTE_SHADOW EXEGGCUTE_PURIFIED EXEGGUTOR_SHADOW EXEGGUTOR_PURIFIED CARVANHA_NORMAL CARVANHA_SHADOW CARVANHA_PURIFIED SHARPEDO_NORMAL SHARPEDO_SHADOW SHARPEDO_PURIFIED OMANYTE_NORMAL OMANYTE_SHADOW OMANYTE_PURIFIED OMASTAR_NORMAL OMASTAR_SHADOW OMASTAR_PURIFIED TRAPINCH_NORMAL TRAPINCH_SHADOW TRAPINCH_PURIFIED VIBRAVA_NORMAL VIBRAVA_SHADOW VIBRAVA_PURIFIED FLYGON_NORMAL FLYGON_SHADOW FLYGON_PURIFIED BAGON_NORMAL BAGON_SHADOW BAGON_PURIFIED SHELGON_NORMAL SHELGON_SHADOW SHELGON_PURIFIED SALAMENCE_NORMAL SALAMENCE_SHADOW SALAMENCE_PURIFIED BELDUM_NORMAL BELDUM_SHADOW BELDUM_PURIFIED METANG_NORMAL METANG_SHADOW METANG_PURIFIED METAGROSS_NORMAL METAGROSS_SHADOW METAGROSS_PURIFIED ZAPDOS_NORMAL ZAPDOS_SHADOW ZAPDOS_PURIFIED NIDORAN_NORMAL NIDORAN_SHADOW NIDORAN_PURIFIED NIDORINA_NORMAL NIDORINA_SHADOW NIDORINA_PURIFIED NIDOQUEEN_NORMAL NIDOQUEEN_SHADOW NIDOQUEEN_PURIFIED NIDORINO_NORMAL NIDORINO_SHADOW NIDORINO_PURIFIED NIDOKING_NORMAL NIDOKING_SHADOW NIDOKING_PURIFIED STUNKY_NORMAL STUNKY_SHADOW STUNKY_PURIFIED SKUNTANK_NORMAL SKUNTANK_SHADOW SKUNTANK_PURIFIED SNEASEL_NORMAL SNEASEL_SHADOW SNEASEL_PURIFIED WEAVILE_NORMAL WEAVILE_SHADOW WEAVILE_PURIFIED GLIGAR_NORMAL GLIGAR_SHADOW GLIGAR_PURIFIED GLISCOR_NORMAL GLISCOR_SHADOW GLISCOR_PURIFIED MACHOP_NORMAL MACHOP_SHADOW MACHOP_PURIFIED MACHOKE_NORMAL MACHOKE_SHADOW MACHOKE_PURIFIED MACHAMP_NORMAL MACHAMP_SHADOW MACHAMP_PURIFIED CHIMCHAR_NORMAL CHIMCHAR_SHADOW CHIMCHAR_PURIFIED MONFERNO_NORMAL MONFERNO_SHADOW MONFERNO_PURIFIED INFERNAPE_NORMAL INFERNAPE_SHADOW INFERNAPE_PURIFIED SHUCKLE_NORMAL SHUCKLE_SHADOW SHUCKLE_PURIFIED ABSOL_NORMAL ABSOL_SHADOW ABSOL_PURIFIED MAWILE_NORMAL MAWILE_SHADOW MAWILE_PURIFIED MOLTRES_NORMAL MOLTRES_SHADOW MOLTRES_PURIFIED 
All the new form types in the APK.

.get_IsNoEvolvePokemon 
Added to check form type.

Purified Added to Pokedex (NEW)

GetPurifiedCount reportToTelemetry CacheByRegion TryAddToCachepokedex Cachekanto Cachejohto Cachehoenn Cachesinnoh 
Looks like a counter to be displayed in the pokedex for purified mons.

Purified Move (NEW 2)

.get_Move2IsPurifiedExclusive .set_Move2IsPurifiedExclusive 
Looks like the first charge move will be the one to be purified, not an additional move.

Shadow FX (UPDATED 2)

.get_SupportedAlignment isShadow ShadowPokemonFX SetShadowTexture_prop .get_IsShadow .set_IsShadow BackgroundUpdateShadowTexture ShadowFxUpdate SHADOW_BG_SOLID_ORDER_OFFSET CreateAlignment ParticleRemove AlignmentParticle PokemonScaledRadius PokemonScaledGroundHeight PokemonScaledHeight pokemonAlignmentVFXalignment SetscurrentAlignmentParticle STENCILRADIUS_HEIGHT_RATIO SupportedAlignmentPokemon .setEventsAlignmentTypeSetEvents PokemonAlignmentVFX shadowPokemonPs purifiedPokemonPs shadowParticle MainScaleCurveshadow ParticleMainSpeedCurve shadowParticleFront ScaleCurveshadow ParticleFrontRadius Curvepurified ParticleMainSize CurvepurifiedParticleSize CurvepurifiedParticleRadius CurveIPokemon PokemonCostumeSetter .get_ActiveAlignment .set_ActiveAlignment .get_AlignmentTextures 
I think this is how shadow effects are applied to the mon and animated?

alignmentTextures useFireShader shadowPokemonEyeColor normalPokemonEyeColor POKEMON_UBER_SHADER POKEMON_IRIS_SHADER STENCIL_COMP_ID STENCIL_OP_ID STENCIL_COMP STENCIL_OPEYE_COLOR USE_TEX_OPACITY FIRE_STENCIL_OFFSET 
Shadow pokemon will have different eyes and maybe be on fire?

.get_UseBaseTexture .get_DefaultAlignmentTexture .c__AnonStorey0 PokemonTextureAlignment VariantPokemonAlignmentTexture .get_ShinyAlignmentTexture useBaseTexturedefault AlignmentTexture shinyAlignment TextureUseBaseTexture DefaultAlignmentTexture ShinyAlignmentTexture RendererSharedMaterial 
Perhaps shadow pokemon can be shiny as well?

Purify Cutscene (NEW)

purifyPokemonPlayPurifyCutscene PurifyAnimationComplete SwitchToPurified AlignmentShowPurifiedText PlayPurifyLightSfx PlayPurifyGlowSfx purifyMusic purifyTextCanvasGrouppurifyMessageTextpurifyLightFallingpurifyGlow EVOLVEPURIFYNEW_SPECIESEGG_HATCHINVISIBLE ShowPurifyAnimation PokemonInfoPurify 
Looks like we'll get a fun little cutscene for purifying pokemon!

Invasion Sequence (UPDATED 2)

.{1}heroIdleproudslyangrytauntintimidate .{grunt_dynamic_pre_battle} . . .{grunt_dynamic_post_battle} . .{0}player_nameplayer_levelbattles_woncombats_wonraids_wonleader_name . . . HERO_IDLE HASHTAUNT HASHINTIMIDATE HASHDEFEND HASHavatarToPokeballMoveavatarName 
Some generic actions/motions and display of the grunt and player.

.get_MinimumIncidentPlayerLevel .get_PlayerIsMinLevelForIncidents .get_PlayerAvatarData GetPlayerTeamOrRandomIfNeutral 
Checks if the player is high enough level.

.{1}Log Invasion Battle Finished .{4}Log Invasion Battle Started .{2}Log Invasion Encounter Finished .{3}Log Invasion Encounter Started .{2}Log Invasion Npc Tapped .{1}Log Pokemon Purified 
Backend logging messages for the process of going through an Invasion.

.m__0 .m__1 .m__2 .m__3 .m__4 .m__5 .m__6 .m__7 .m__8 .m__9 .m__A .m__B .get_InvasionVictory .set_InvasionVictory .get_PlayerTappedNpc .set_PlayerTappedNpc 
Some more steps for going through the Invasion.

.set_PauseServer IncidentUpdates incidentIdTriggerVictory .get_IsIncidentActive .get_CurrentIncidentId .get_ActiveMode .get_IsIncidentActiveAndInRange .get_NPCCharacterDiskManager IsVisited DisplayAsUnvisited IsEvent CheckIn IsIncomplete EventCheckIn PauseServer IncidentUpdates IsIncident ActiveCurrent IncidentId ActiveMode IsIncidentActiveAndInRange NPCCharacterMapPokestop .set_NPCCharacter .set_CurrentIncidentId INCIDENT_GLITCH_ANIM_FRAMES_PER_SECOND incidentGlitchAnimSpeed pauseAnimation PokestopRocketOpen IDNORMAL INVADED_NEAR INVADED_FAR .get_ShouldTransitionToInvasion pathOnExitFromStateinvasion PokestopIncidentBackgroundGUI 
How an Invasion interacts with the Pokestop.

.setCameraAndPokestop .get_PokestopStillValid BuildCameraInAnimation BuildCameraOutAnimation CameraSwoopComplete SetUpBackgroundUI CleanUpBackgroundUI FinishIncidentRoutine showStolenItemText ShowEncounterOnboarding RemoveEncounterOnboarding CallbackEncounterCompleted 
Some animations for tapping on the pokestop I believe.

POI_NAME_TAG PLAYER_NAME_TAG PLAYER_LEVEL_TAGP LAYER_BATTLES_WON_TAG PLAYER_NPC_COMBATS_WON_TAG PLAYER_RAIDS_WON_TAG PLAYER_LEADER_NAME_TAG GRUNT_INTRO_FORMAT GRUNT_DEFEAT_FORMAT GRUNT_VICTORY_FORMAT GRUNT_STOLE_ITEMS_FORMAT LEADER_TUTORIAL_FORMAT 
Some tags and for the different states.

.get_IncidentLookup .set_IncidentLookup BeginIncidentInvasion StateIncident CompletedWaitForIncidentRPC 
Some additional backend additions.

incidentServicePredabeggHatchStatePrefab 
I think to prevent eggs from hatching during incidents?

RAID_LEVEL_ALPHA_DIVISORYellowGoRocketIGymAs 
Not really sure what this is. It showed up in the gym and raid code but it says Rocket it in so I'm including it.

Invasion Dialogue (UPDATED 2)

IncidentInvasionDialogGui .get_Transitioning StopTyping nextAvatar ShowNextAvatarAndLineAdvanceConvo StartDialog LineType TextCoroutine ClickedToContinue FinishAndExit RUN_DIALOG_PROTO NORMALRUN_DIALOG_PROTO WITH_STEAL_TEXTRUN STANDALONE_STEAL_TEXTRUN GRUNT_VICTORYRUN GRUNT_DEFEAT 
Some building blocks for how the dialogue will be presented.

__0IncidentInvasionDialogState ConfigDialogMode PokestopNameIncidentID HashIncidentInvasion DialogStateIncident InvasionDialogStateShimIncident InvasionDialogStateConvoCompleteddialog LineSetCharacterAndExpressionconvo StepsAddDialogStepsteam LeaderCreateTranslation ReplacementDictionaryisMaleshow StolenItemsTextCreateStringID ReplacementDictionary MakeGruntVictoryDialog MakeGruntDefeatDialog MakeGruntStoleItems DialoginsertItems StolenTextParseDialogProto DIALOG_LINE_SEPERATORS COMMAND_LINE_SEPARATORS RANDOM_PRERANDOM_POST StartConversation StartStolenItemConversation c__AnonStorey2I IncidentInvasionString Servicestring TypeGetLeaderStringtutorialId InterpretTutorial LinegruntQuoteId InterpretGruntQuote GetDynamicStringrandomInt .m__0 .m__1 .getClearConversationWidget .getnewMonOnPage UpdateSetSpeaker TypeInText ConvoTap CheckPageChangeUpdate PageChange Updatetarget PageIndex FuturePageChange IncidentInvasionDialogState IncidentCombatResolveState ConversationWidget 
Some functions for starting and stopping the conversation. Text lines are displayed at random by the looks of it.

Invasion Battle Minigame (UPDATED 2)

.get_CombatEnableParticleMiniGame INVASION_UPDATE_FREQUENCY_MSminigamePromptDurationSeconds combatManagerService incidentService ShowMinigamePrompts .get_ShowMinigamePrompts ParticleTapInputChallengePrefab COMBAT_CHARGE PREPARE_KEYCOMBAT DEFENSE_WARNING KEYCOMBAT_CHARGE INSTRUCTION_KEY ParticleTapInputChallenge ParticleTapCounter ParticleMiniGame TimingInputChallenge 
I think these are related to the PVP style mechanics of invasion battles, but I think their charge moves have their own mini-game.

GRUNT_FEMALE GRUNT_MALE gruntFemaleSprite gruntMaleSprite 
This suggests to me that Invasions will be PVP style matches if the grunts were added as NPCs specifically to the PVP code.

.get_ChargeAttackExcellentThresholdcombat ChargeAttackNiceThreshold ChargeAttackGreatThreshold ChargeAttackExcellentThreshold .get_NiceLevelThreshold .set_NiceLevelThreshold .get_GreatLevelThreshold .set_GreatLevelThreshold .get_ExcellentLevelThreshold .get_HitCount .set_HitCount .get_HitPositionArray .set_HitPositionArray .k__BackingField .k__BackingField .getParticleSysteminsideBuffertappedParticleInfoParticleTapInputChallenge .get_MaxScore .get_MinigameDurationInSec moveTypeSetUpMiniGame UpdateParticleEmissionsRateburst CalculateBurst ParticlesUpdate ScoreSettings UpdateMinigame TypeSettings ParticleHitEmitTapEffectnormalized HitScore CalculateDisplay ScoreCalculate FinalScoretapped Systemtapped SystemRenderertype GamespostMinigame TimeInSeconParticleHitEvent onTouchStartminigame ScoreDefault Settingscurrent MiniGamemini GameCameraemission Rateburst Particles Countparticle SystemRunningminigame ScoreSettingsminigame TypeSettings MaxScore MinigameDurationInSec ParticleTypeGame .get_ParticleMaterial .get_ChargeScoreBase .set_ChargeScoreBase .get_ChargeScoreNice .set_ChargeScoreNice .get_ChargeScoreGreat .set_ChargeScoreGreat .get_ChargeScoreExcellent .set_ChargeScoreExcellentchargeScoreBase .k__BackingFieldchargeScoreNice .k__BackingFieldchargeScoreGreat .k__BackingFieldchargeScoreExcellent .k__BackingField TriggerEventTypeInsideOutsideParticleSystem .get_velocityOverLifetime .get_trigger .get_count .get_cycleCount .get_repeatIntervalm Countm_Repeat Intervalcycle CountrepeatInterval MinMaxCurve .get_constant .set_startSpeed .get_burstCount GetBurstCount .set_shapeType .set_skinnedMeshRenderer ShapeTypeSetRadiusSetSkinnedMeshRenderer TriggerModulecolliderSetCollider .set_remainingLifetime 
Seems you need to tap particles and achieve a Nice, Great, or Excellent score to do more damage / get higher rewards.

.get_IsMale .set_IsMale 
This was found with the mini-game code for some reason.

.m__0 .m__1combatResult .m__2 .c__AnonStorey0 .c__AnonStorey1 .c__AnonStorey2 .c__AnonStorey3npc .c__AnonStorey4 .c__AnonStorey5 .c__AnonStorey6 .c__AnonStorey7npcCombatResult .c__AnonStorey8 .c__AnonStorey9 .c__AnonStoreyAtrainerCombatPlayerCombatPokemon] 
The various kinds of invasion battles you can get into I think - interesting they seem divided between solo, NPC, and PVP.

Invasion Encounter

.get_IsIncidentEncounter incidentEncounter throwsRemaining SetupIncidentEncounter 
Checks if the encounter is from an Incident/Invasion. Throws remaining I believe is how many bonus balls you get, probably premier balls?

Invasion Winning (UPDATED 2)

.get_ItemRewards .get_HeroBadge .get_RangerBadge .get_PokemonReamining .set_ItemRewards .set_HeroBadge .set_RangerBadge .set_PokemonReamining 
Probably similar to how PVP rewards are shown.

.c__Iterator1I NPCPlayerMapVfxLookup GetEntryVfx exitVfxContext GetExitVfx ExitVfxContext NPCPlayerMap VfxLookupinternal DataNPCVfx DataNpcEntryVfx NormalExitVfx VictoryExitVfxI PokestopIncidentBackground GUIController PokestopIncidentBackground GUIControllerpokestopName TextpokestopName IncidentCombatResolve GuiControllershow FinalDialogFunc CompleteInitialization UpdateBallDisplayvictory RewardsCombat RematchButton PressedStartEncounter ButtonClicked DoneButtonClicked showReward KeyshowAvatar KeyshowBadge KeyshowRematch KeyshowSummary KeyheroBadgeSummary FrameheroBadgeSummary IconheroBadgeContainer rangerBadgeSummary FramerangerBadgeSummary IconrangerBadgeContainer invasionEncounterProtocombat ResolveInfoIncident BallBonusRowIWaitingForIncident InvasionRPCStateWaitingForIncident InvasionRPCStateShimWaitingForIncident InvasionRPCStateIItem forceBackgroundColor useTeamBackground WaitingForIncidentInvasionRPCState IncidentCombatResolveGuiController IncidentCombatResolveInformation IncidentInvasionState 
Looks like a raid report style output to me, with a little bit of PVP mixed in like re-match?

Invasion Tutorial

.{1}blanchecandelasparkinvasion_introduction_onboarding__ .{0}_speakerinvasion_encounter_onboarding__ .{0}_speakerinvasion_shadow_onboarding__ {0}_speakergrunt_generic_greetinggrunt _generic_challengegrunt _generic_defeatgrunt _generic_victorygrunt _crafted_pre_battlegrunt _crafted_post_battlegrunt_steal#type _tutorialcombat_grunt_quote candela_inspire blanche_inspire spark_inspire .{grunt_dynamic_quote} .{grunt_dynamic_tutorial} m__5 ShowShadowOnboarding 
Looks like a small tutorial to introduce you how to battle.

Journal Updates

journal_shadow_caughtpgp_log_pokemon_caughtjournal_shadow_fled invasion_combat_journal_winjournal_shadow_purified 
Journal will show your invasion battles and your caught shadows mons.

Pokestops (UPDATED 2)

POIDecoration _ProjectionText poiDecoratorService RemovePOIDecorations .get_OverheadMapAnchor .setOnRemovalPOIDecoration .get_HasOverheadDecoration .set_HasOverheadDecoration .get_HasPlayerDecoration .set_HasPlayerDecoration .get_OverheadLocalPosition .set_OverheadLocalPosition .get_PlayerLocalPosition .set_PlayerLocalPosition .get_OverheadMapAnchorID .get_PlayerMapAnchorID .get_POIRoot TeamRocketTopper POIDecorationAnchor POIDecorationBase 
There was lots of other code about anchoring, filtering, and materials for the decorations as well, but that's a lot of reading if I include that. I think this is the decorations for how a pokestop will look when Rocket takes over.

cooldownColors fromColorstoColors PrimaryColor1 PrimaryColor2 SecondaryColor PoiCooldownWithCurveTimer 
Could just be the regular pokestop cooldown, or the cool down after the invasion?

hasAwardedItems 
Added to spinning code.

lastBubblePoppedCallbackForceExit 
More bubble updates.

Gym Motivation (UPDATED 2)

GymMotivationPlayerMap PoiDecorationmotivation SetMotivation motivationUIDecoration shouldBeActiveUpdateMotivationUI GymMotivationPlayerMap 
Maybe just new styling around gym motivation displays?

Raid Timer

MstimePercentCreateRaidTimerDecoration RaidTimerOverheadMapPOIDecoration .setraidNearbyDecorationraidNearbyDecorationOff .setWithoutCoinraidNearbyDecorationOff .c__Iterator1INearbyRaidGymDecoration RaidTimerSetupData GymColor .__1 .__1 .__1 .__1 .__1 .__1 RaidTimerOverheadMap 
I think the raid timers have received a facelift perhaps? New assists were found with it too.

Intro

introScaleDuration introRippleTime introGroundPulse TimeintroSpawnSoundTime 
Some form of intro for something, maybe invasions?

PVP (UPDATED)

combat_charge_instruction exit_confirmationcombat COMBAT_LEAGUE_DEFAULT_MASTER 
These were all together. Not really sure how they relate, but they are new.

combatManagerServicePrefab 
A new combat manager service was added.

defaultZoomLevel3 
Changed the default zoom level.

ShowNameplate HideNameplate .get_VersusPosePositionOff 
An option to hide your name and turn off your poses. I think the PVP style is being re-used for Invasions and these are their way to modify their existing PVP engine.

OpponentPokemonDelayOpponentPokemonUiChange playerDefenseChanceLimit opponentDefenseChanceLimit SetupDefenseMinigameChanceLimit remaingOpponentShieldIconsremaing PlayerShieldIconshasMove3current PlayerCombatPokemoncurrent opponentUIChangeDelay 
This might be related to Invasion battles, but it was with PVP code.

TimedisabledShieldIconColorenabled PlayerPokemonNametext PlayerPokemonCPtext OpponentPokemonName textOpponentPokemonCP 
These look like the new PVP designs to me.

trainerName 
Added to the league section.

ggHatchadd_ EndEggHatchremove_ EndEggHatchStart EggHatchState 
Added to PVP, I guess an extra check to make sure you don't hatch eggs during a battle?

Exclusive Quests (NEW 2)

.get_MapPokemonQuestIndicatorPrefab .get_AvailableQuestEncounters .get_ExclusiveQuestCompletionInProgress .set_ExclusiveQuestCompletionInProgress 
Only a few references to this, but a new reference to Exclusive Quests were added

Quests (UPDATED 2)

GREETINGS GREETINGS_TRIGGER 
This text was added to the claiming quests Willow screen. I guess he'll be friendlier to us now.

.m__5 .m__6 
A specific dialog for quest rewards?

questEncounter GetPokemonEncounter ForQuestIsQuestCompletion InProgressinProgress SetQuestCompletion InProgressRerset TimeStamplastSeen StoryQuestRetrieve LastSeenStoryQuest TimeStampUpdate QuestDetailsCoroutine 
Some generic quest status updates.

isEncounterlastStampCollected 
Checks if the last stamp came from an encounter.

AROnlyEncounters 
I think the existing AR only encounters are specific for Mew, Jirachi, etc. This might be for general quests?

npc_professor RequestProfessorModel TryProfessorCall 
Was added to quests. I guess to specify the professor, or maybe we can get quests from other NPCs in the future.

Faces (NEW)

angryFace JointYPosition Overridesmile FaceJointYPositionprevious Lodpokemon CurrentAlignment initialJointsY PospokemonMaterialSetter originalFace 
I think these were added to the quests? Maybe for Willow's faces?

Encounter (NEW)

resetAllTriggersFirst 
This was with the shiny checks and all triggers. It resets all triggers first before loading the encounter. I guess to clean out bad states?

Level Up Reward Handle (NEW)

.m__A .m__B 
I guess on leveling up, the game now makes sure you have enough space in your inventory for your rewards?

TM Reroll Warning Removed (NEW)

.get_CannotBeRerolledWithTm .set_CannotBeRerolledWithTm 
This was added around the time that people reported the warning screens for re-rolling legacy moves. Be wary that this warning might be removed by accident!

Route Maker Changes (NEW 2)

ITEM_TYPE_ROUTE_MAKER ITEM_CATEGORY_ROUTE_MAKER 
This was added in the last APK but now it's removed.

ROUTES_CREATION .get_RouteSubmissionId .set_RouteSubmissionId .get_VisitOrder .set_VisitOrderRouteSubmissionId pois_VisitOrder SubmitNewRouteOutProto STATUS_UNSPECIFIEDMISSING_IMAGE INVALID_POI INVALID_ROUTE_LENGTH SubmitPoiImageProto SubmitPoiImageOutProto SubmitPoiTextMetadataUpdateProto SubmitPoiTextMetadataUpdateOutProto SubmitPoiLocationUpdateProto SubmitPoiLocationUpdateOutProto SubmitPoiTakedownRequestProto 
Although this was added? Seems that routes are related to pokestop submissions maybe?

Pokestop Submissions (NEW 2)

.get_PoiSubmissionTelemetry .set_PoiSubmissionTelemetry .get_PoiSubmissionPhotoUploadErrorTelemetry .set_PoiSubmissionPhotoUploadErrorTelemetry .get_PlayerMetadataTelemetry .set_PlayerMetadataTelemetry PoiSubmissionTelemetryFieldNumber PoiSubmissionPhotoUpload .get_InvalidReason .set_InvalidReason .get_SubmissionType .set_SubmissionType .get_SubmissionId .set_SubmissionId .get_ImageContextsSubmissionId MISSING_IMAGE_CONTEXTS DUPLICATE_IMAGE_CONTEXTS UpgradeReflection UpgradePokemonProto 
Related to the above, a few more things added with Pokestop Submissions.

Loading Screen

loadingSpinner 
This was removed.

Offline Mode

.get_OfflineMode .get_GetPlayerInventoryInOnlineMode offlineMode .getPlayerInventoryInOnlineMode autoRunhasInstalled hasResolved OfflineModeGetPlayerInventory InOnlineModeIARClassicPhotoCameraController 
Looks like there is a small offline mode added in this version for inventory management.

Day/Night Override (UPDATED 2)

dayPeriodSetOverride dayPeriodOverride 
It appears they can override the day/night cycles now.

SetOverride dayPeriod 
That said, this was removed and might be related.

Data Collection (NEW 2)

isEggIncubating ReportPlayer IsEggIncubating hasEggsReport PlayerHasEggs buddyName BuddystarPieceCount ReportPlayerStarPieceCount luckyEggCount LuckyEggCount incenseOrdinaryCount IncenseOrdinaryCount incenseCoolCount IncenseCoolCount incenseSpicyCount IncenseSpicyCount incenseFloralCount IncenseFloralCount lureOrdinaryCount LureOrdinaryCount lureMossyCount LureMossyCount lureGlacialCount LureGlacialCount lureMagneticCount LureMagneticCount usingStarPiece UsingStarPiece usingLuckyEgg UsingLuckyEgg usingOrdinaryIncense UsingOrdinaryIncense usingSpicyIncense UsingSpicyIncense usingCoolIncense UsingCoolIncense usingFloralIncense UsingFloralIncense usingLureOrdinary UsingLureOrdinary usingLureMossy UsingLureMossy usingLureMagnetic UsingLureMagnetic usingLureGlacial UsingLureGlacialoptedIn AdventureSyncOptIn KantoDexCount JohtoDexCount HoennDexCount SinnohDexCount friendCount FriendCountcatchStreak 
All this added with a bunch of report player references after each one. Not sure if this is for stats or bans?

Filtered Notifications (NEW 2)

ShowFilteredNotifications 
I guess they are filtering some notifications for some reason?

ARCore Re-Factoring (UPDATED 2)

IArPlusSafetyPromptGuiController IArPlusSafetyPromptGuiControllerFactory .get_IsEligibleForArMode .get_IsArPromptShowing forceShow ShowNativeInstallOrUpdate PromptsShowAppropriate EnableAr PromptForDeviceIsEligible ForArModeIsArPrompt ShowingArPromptService .get_ShouldShowV2Onboard ArStandardPrompt .get_ShouldShowV2Onboard ArPlusPrompt .get_HaveSeenArPrompt .set_IsArPromptShowing 
Not really sure what to make of all this, but several references to ARCore were both added and removed.

.get_EncounterAr .set_EncounterAr .get_NativeAr .set_NativeAr .get_ArCoreInstallPromptShown .set_ArCoreInstallPromptShown .get_ArCoreUpdatePromptShown .set_ArCoreUpdatePromptShown .get_ArdkInstallUpdateAttempted .set_ArdkInstallUpdateAttempted .get_ArPlusSafetyPromptShown .set_ArPlusSafetyPromptShown .get_IOSUpdatePromptShown .set_IOSUpdatePromptShown .get_NativeArAvailable .get_NativeArCapable .get_NativeArEnabled .get_IsArPlusDesired .set_IsArPlusDesired .get_ShouldShowArPrompt .get_IsArPromptShowing add_OnToggleAr remove_OnToggleAr ArDesiredforce .get_IsHardwareSupported 
Removed.

Lure Bundles Updates (NEW 2)

lure_item_troy_disk_glacial.bundle lure_item_troy_disk_magnetic.bundle lure_item_troy_disk_mossy.bundle 
All these bundle files were updated.

Partner ID

.set_PartnerId .get_PoiPosition 
I think is related to sponsored pokestops.

Total Added Photobomb Is Back (NEW)

.get_TotalAddedPhotoBombCount TotalAddedPhotoBombCount 
This was added, then removed, then added again across three updates. Probably branch merging removed it.

Carrier Information

.getCarrierInfoerr_ GetCarrierName .get_Carrier .set_Carrier StoreFieldNumber 
It appears they are storing which cell phone provider you are on?

Brazev2? (NEW 2)

.get_UseBrazev2 
Whatever this is, it's added.

Mock Code (NEW 2)

POKEMON_IDSmockMapPokemon __0MockEncounter ThrowGradedMockEncounter MockPokeball MockSetupHandle GymDataMockRunner BuildMockGymData SliderChangedmock GymDatamock MockIncidentService MockMapViewHandler MockDeviceManager MockFriendsRpcService MockRpcHandler MockPlayerProfileGuiService MockPlayerSupportService MockPushNotificationSettingsService MockPgpDeviceService MockCombatDirector MockAwarenessDeviceService 
Several mock battles and testing code was added and removed, probably a feature branch merge? Several assets were added.

Titan and Device Information (UPDATED 2)

player telemetry .: device model .{0}, device OS .{1}, player location .{2}Titan .{0} Image type .{1} camera step Id .{2}Titan .get_DeviceOs .set_DeviceOs .get_PlayerLocationLat .set_PlayerLocationLat .get_PlayerLocationLng .set_PlayerLocationLng TITAN StandardDeviceServicearPromptService NLogTitanChannelTELEMETRY 
Titan appears in a few places in this update. Based on this, it could be related to capturing device information? Or Titan is being captured with the rest of the device information and Titan itself is a new library.

.get_LatitudeE6 .set_LatitudeE6 .get_LongitudeE6 .set_LongitudeE6 
Might be in addition to the player location above.

Links and Notes: (NEW)

APK Mirror
Size difference: -1,324 KB
submitted by martycochrane to TheSilphRoad

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