Game Constants

When looking up specific seasons, queues, maps & modes it is important to use the correct ids.


Season ids are used in match history lớn indicate which season a match was played. A full menu of season ids can be found in the tệp tin below.

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< "id": 0, "season": "PRESEASON 3" , ...>

Queue Ids

Queue ids show up in several places throughout the API and are used to lớn indicate which kind of match was played. A full các mục of queue ids can be found in the tệp tin below.


< "queueId": 0, "map": "Custom games", "description": null, "notes": null , ...>


Map ids are used in match history lớn indicate which maps a match was played. A full các mục of bản đồ ids can be found in the tệp tin below.


< "mapId": 1, "mapName": "Summoner"s Rift", "notes": "Original Summer variant" , ...>

trò chơi Modes

A full danh mục of game modes can be found in the file below.


< "gameMode": "CLASSIC", "description": "Classic Summoner"s Rift & Twisted Treeline games" , ...>

Game Types

A full các mục of game types can be found in the file below.


< "gameType": "CUSTOM_GAME", "description": "Custom games" , ...>

Ranked Info

Queue Types

The leagues endpoints return a field called queueType that will indicate what map/mode that player played. Depending on the queueType the highestTierAchieved field will return the highest ending tier for the previous season from a group of ranked queues.

Here is a danh sách of all of the queueType and highestTierAchieved for each.

Summoner"s Rift

Unranked RANKED_SOLO_5x5 RANKED_TEAM_5x5Ranked Solo/Duo RANKED_SOLO_5x5Ranked Team 5x5 RANKED_TEAM_5x5Other MapsIf a match is not played on Summoner"s Rift, the highestTierAchieved field will return the highest ending tier for the previous season from any ranked queue.

Icons và Emblems

The emblems và position assets for all ranks after Ranked Remastered update can be found below.


The old tier inhỏ assets from before the Ranked Remasted update can be found below.


Data Dragon

Data Dragon is our way of centralizing League of Legends game data & assets, including champions, items, runes, summoner spells, & protệp tin icons. All of which can be used by third-buổi tiệc ngọt daichiensk.coms. You can download a compressed tarball (.tgz) for each patch which will contain all assets for that patch. Please be aware that updating Data Dragon after each League of Legends patch is a manual process, so it is not always updated immediately after a patch.


Patch 10.10 was uploaded as a zip archive (.zip) instead of the typical compressed tarball (.tgz)


You can find all valid Data Dragon versions in the versions file. Typically there"s only a single build of Data Dragon for a given patch, however occasionally there will be additional builds. This typically occurs when there"s an error in the original build. As such, you should always use the most recent Data Dragon version for a given patch for the best results.


Data Dragon versions aren"t always equivalent khổng lồ the League of Legends client version in a region. You can find the version each region is using via the realms files.

https://drồãng cầu.json

Data và Assets

Data Dragon provides two kinds of static data; data files and game assets. The data files provide raw static data on various components of the game such as summoner spells, champions, & items. The assets are images of the components described in the data files.

Data Files

The data file urls include both a version và language code. The examples in the documentation below use version 11.7.1 & the en_US language code. If you want khổng lồ view assets released in other versions or languages you can replace the version or language code in the url.


Data Dragon provides localized versions of each of the data files in languages supported by the client. Below is a menu of the languages supported by Data Dragon, which you can also retrieved from the Data Dragon languages file.

cs_CZCzech (Czech Republic)
el_GRGreek (Greece)
pl_PLPolish (Poland)
ro_RORomanian (Romania)
hu_HUHungarian (Hungary)
en_GBEnglish (United Kingdom)
de_DEGerman (Germany)
es_ESSpanish (Spain)
it_ITItalian (Italy)
fr_FRFrench (France)
ja_JPJapanese (Japan)
ko_KRKorean (Korea)
es_MXSpanish (Mexico)
es_ARSpanish (Argentina)
pt_BRPortuguese (Brazil)
en_USEnglish (United States)
en_AUEnglish (Australia)
ru_RURussian (Russia)
tr_TRTurkish (Turkey)
ms_MYMalay (Malaysia)
en_PHEnglish (Republic of the Philippines)
en_SGEnglish (Singapore)
th_THTnhị (Thailand)
vn_VNVietnamese (Viet Nam)
id_IDIndonesian (Indonesia)
zh_MYChinese (Malaysia)
zh_CNChinese (China)
zh_TWChinese (Taiwan)


There are two kinds of data files for champions. The champion.json data tệp tin returns a danh sách of champions with a brief summary. The individual champion JSON files contain additional data for each champion.ồ

Interpreting Spell Text

Lore, tips, stats, spells, and even recommended items are all part of the data available for every champion. Champion spell tooltips often have placeholders for variables which are signified by double curly brackets. Below are some tips about interpreting these placeholders:

eN placeholdersPlaceholders are replaced by the corresponding thành tựu in the array given in the effectBurn field (e.g., eN is a placeholder for spell<"effectBurn"><"1">).

/* Amumu"s Bandage Toss */"tooltip": "Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing e1 (+ a1 ) magic damage and stunning for e2 second.","effectBurn": < null, "80/130/180/230/280", "1", "1350", ...> aN or fN placeholdersThese placeholders are slightly more complicated. Their values can be found in the vars field. First, find the object in the vars array whose key matches the variable (e.g., for a1 , find the object in the vars array whose key field has the value a1). The value for this variable is the coeff field in that same object.

The number at the kết thúc of the filename corresponds to lớn the skin number. You can find the skin number for each skin in the file for each individual champion in Data Dragon. Each champion contains a skins field and the skin number is indicated by the num field.

/* Aatrox (id: 266) */"skins": < "id": 266000, "name": "default", "num": 0 , "id": 266001, "name": "Justioto Aatrox", "num": 1 , "id": 266002, "name": "Mephụ vương Aatrox", "num": 2 >

Champion Loading Screen Assets number at the end of the filename follows the same convention described in the Champion Splash Art.

Champion Square Assets

Champion Passive sầu Assets

You can find the filename for each champion"s passive sầu in the individual champion Data Dragon tệp tin. The JSON contains a passive sầu field with image data. The filename is indicated by the full field.

/* Anivia (id: 34) */"passive": "name": "Rebirth", "description": "Upon dying, Anivia will revert inlớn an egg. If the egg can survive sầu for six seconds, she is gloriously reborn.", "sanitizedDescription": "Upon dying, Anivia will revert into an egg. If the egg can survive sầu for six seconds, she is gloriously reborn.", "image": "full": "Anivia_P..png", "sprite": "passive0.png", "group": "passive", "x": 240, "y": 0, "w": 48, "h": 48 }

Champion Ability Assets

You can find the filename for each champion"s abilities in the individual champion Data Dragon file. The spells field contains an array of objects which includes image data. The filename is indicated by the full field.

/* Anivia (id: 34) */"spells": < "name": "Flash Frost", "key": "FlashFrost", "description": "Anivia brings her wings together và summons a sphere of ice that flies towards her opponents, chilling and damaging anyone in its path. When the sphere explodes it does moderate damage in a radius, stunning anyone in the area.", "sanitizedDescription": "Anivia brings her wings together và summons a sphere of ice that flies towards her opponents, chilling và damaging anyone in its path. When the sphere explodes it does moderate damage in a radius, stunning anyone in the area.", "image": "full": "FlashFrost.png", "sprite": "spell0.png", "group": "spell", "x": 192, "y": 144, "w": 48, "h": 48 , ...>


Data Dragon also provides the same cấp độ of detail for every sản phẩm in the game. Within Data Dragon you can find info such as the item"s mô tả tìm kiếm, purchase value, sell value, items it builds from, items it builds inlớn, và stats granted from the thành công.

http://drồành phầm.json

There is a field called effect which holds an array of variables used extra scripts. As an example, on Doran"s shield you see the following data in the effect field, which corresponds lớn the 8 damage that is blocked from champion attacks.

"effect": "Effect1Amount": "8"

Stat Naming Conventions

A list of possible stats that you gain from items, runes, or masteries can also be found in Data Dragon. You can find a list of stats gained by the tác phẩm, rune, or mastery by searching for the stats field. Below are some tips when it comes to lớn understanding what a stat means & how they are calculated:

Mod stands for modifier.An "r" at the beginning of the stat means those stats can be found on runes.Displaying flat vs. percentage vs. per 5 etc. is unfortunately case by case. For a given stat, though, it will always be the same. (e.g., PercentAttackSpeedMod you always multiply by 100 and display it as a percentage)Stats are called flat if you add them together, & percent if you multiply them together.Tenacity from an thành quả does NOT staông xã but tenacity from a rune DOES staông chồng.

Item Assets number appended khổng lồ the chiến thắng filename corresponds to lớn the nhà cửa id. You can find a danh mục of the items ids in the nhà cửa data file.


Summoner Spellsồ

Protệp tin Icons


Minimaps number appended to the bản đồ filename corresponds khổng lồ the map id. You can find a menu of the bản đồ ids in the Map Names section of trò chơi Constants.



Scoreboard Icons (version 5.5.1)ồồồ

Riot Games API

Tournament API

League of Legends leverages custom game lobbies to support daichiensk.coms that want to lớn build Tournaments for players. Custom games can utilize Tournament Codes that help you quickly & easily get players inkhổng lồ private custom game lobbies with premix game settings (maps, piông xã type, etc). At the completion of each Tournament Code enabled game the results will be forwarded automatically (HTTPhường POST) to lớn a URL specified by the tournament


When getting started with the Tournaments API it is important to understand what you can vày with it:

Register tournament providers and tournaments in a specific region/shard & its callback URL.Generate tournament codes for a given tournament.Receive sầu game results in the khung of an automatic callbachồng (HTTP.. POST) from League of Legends servers whenever a game created using tournament code has been completed.Use match identifier (matchID) received in the callbaông chồng to pull full stats data for the given match.Pull kết thúc of game data based on given tournament code in case the callback is never received.Query pre-game lobby player activity events for a given tournament code.

Tournament API Notes

Tournament providers are strongly associated with API keys, regenerating an API key will require a new provider.Though tournament codes can be re-used khổng lồ generate additional lobbies. For best results with callbacks và Match-v4 lookups, we recommkết thúc only creating a single match with a tournament code.Lobby events should only be used khổng lồ audit Tournament matches as needed. In rare cases lobby events may get dropped. Using lobby events lớn programmatically progress a tournament or lớn forfeit participants is not advised.Tournaments will expire if there are no active codes associated with the tournament. Tournament codes are eligible for expiration three months after they"re generated. Because tournaments và their codes can expire, creating them as cthua khổng lồ the event as possible ensures no disruptions. For the best results we suggest the following:Create a tournament no more than a week before the start of the first match.Upon creation of the tournament, generate a code to lớn ensure the tournament has an active tournament code associated with it (thereby making ineligible for cleanup).Tournament codes should be generated as needed, not all at once at the start of the sự kiện.

Tournaments API Structure

The Tournaments API introduces a simple parent-child data structure to lớn ensure data model consistency:


Tournaments API Methods

Access to lớn the Tournaments API provides several new methods that can be viewed on the API Reference page. We suggest exploring every method lớn get more information on actual usage including the format and description of parameters you can supply.

Full overview of all methods and their functionality is provided in the diagram below:


Best Practices

To preserve sầu the chất lượng of the tournaments service, your Tournaments API Key may be revoked if you vì not adhere khổng lồ the following best practices:

Respect the rate limit for your Tournament API Key and implement ngắn gọn xúc tích that considers the headers returned from a 429 Rate Limit Exceeded response.Implement xúc tích và ngắn gọn to lớn detect unsuccessful API calls và back off accordingly. Please notify us if you believe sầu your application is working correctly & you are receiving errors, but don"t continue khổng lồ slam the tournaments service with repeatedly unsuccessful calls.Generate tournaments và tournament codes only as needed in production and development. Please don"t create 1,000 tournament codes for a 10 game tournament. As a reminder, you can always create additional tournament codes as your tournament grows.Tournaments và tournament codes should be generated within a reasonable time in relation to the event. Don"t pre-create tournaments và tournament codes at the start of the year and use them as the year progresses, but rather generate the tournament và codes as the sự kiện is announced và participants sign up.

Use Case Example

Presume there is a tournament trang web created for League of Legends players that does the following:

Announces tournament & rulesRegisters players/teamsGenerates/renders tournament bracketsSeeds registered teams across the bracketsSends invites for matched teams lớn play their gamesCollects over of game results from team captainsProvides new matches for teams that advanceOfficiates for situations when something goes wrong (no show, etc)

The Tournaments API is designed to help automate the last four mentioned functions of tournament websites.

It is recommended khổng lồ register a tournament provider (specifying region/shard và URL for results) well in advance & vì chưng a full loop testing khổng lồ ensure everything is setup properly for your web service.


To generate actual tournament codes follow the steps below:

Use /lol/tournament/v4/providers API endpoint to lớn register as a provider in specific region while also setting a URL to be used for receiving game results notifications (HTTPhường POST). Returns providerID.Use providerID to register a tournament for given Tournament Provider. Receive sầu tournamentID in return.Use tournamentID khổng lồ generate one or more tournament codes for a given tournament using specific game settings (maps, spectator rules, piông chồng type etc).A tournament code should only be used khổng lồ create a single match. If you reuse a tournament code the VPS callbaông chồng will not return stats for each match.The method khổng lồ generate tournament codes will return up lớn 1,000 tournament codes at a time. If needed, additional calls to lớn this method can be made lớn create additional tournament codes.Stale or unused tournament codes may be purged after a period of inactivity.

Tournament organizers can generate all the tournament codes they need in advance or generate them as necessary per each phase as shown below:


When a game created using tournament code has completed, the League of Legends servers will automatically make a callback to lớn the tournament provider"s registered URL via HTTPhường. POST. Below are a couple notes about how the hệ thống callback works.

The provider registration & callback mechanism are relatively inflexible. For best results, use one of the valid generic top màn chơi domains (gTLDs) listed below and use http over https for your callbachồng url while using the metaData field lớn validate callbacks.

Port RestrictionsThe server callbaông xã supports http (port 80) và https (port 443) however Certificate Authorities (CA) approved after Jan 29, 2012 aren"t supported. The callbaông chồng VPS won"t perkhung a callbaông xã if it is unable to validate an SSL cert issued by an unknown CA (and therefore doesn"t trust).

Xem thêm: Câu Đố " Con Trai Có Gì Quí Nhất, Con Trai Có Cái Gì Quý Nhất

Domain RestrictionsOnly valid gTLDs approved by ICANN before March 2011 are considered valid. This excludes newer gTLDs such as (.mail, .xxx, .xyz, etc.)

Valid gTLDs (approved before March 2011)aero, asia, biz, mèo, com, coop, info, jobs, dế yêu, museum, name, net, org, pro, tel, travel, gov, edu, mil, int

Valid Country Code TLDsac, ad, ae, af, ag, ai, al, am, an, ao, aq, ar, as, at, au, aw, ax, az, bố, bb, bd, be, bf, bg, Bảo Hành, bi, bj, bm, bn, bo, br, bs, bt, bv, bw, by, bz, ca, cc, cd, cf, cg, ch, ci, ông chồng, cl, centimet, cn, teo, cr, cu, cv, cx, cy, cz, de, dj, dk, dm, vì chưng, dz, ec, ee, eg, er, es, et, eu, fi, fj, fk, fm, fo, fr, ga, gb, gd, ge, gf, gg, gh, gi, gl, gm, gn, gp, gq, gr, gs, gt, gu, gw, gy, hk, hm, hn, hr, ht, hu, id, ie, il, lặng, in, io, iq, ir, is, it, je, jm, jo, jp, ke, kg, kh, ki, km, kn, kp, kr, kw, ky, kz, la, lb, lc, li, lk, lr, ls, lt, lu, lv, ly, ma, mc, md, me, mg, mh, mk, ml, mm, mn, mo, mp, mq, mr, ms, mt, mu, mv, mw, mx, my, mz, mãng cầu, nc, ne, nf, ng, ni, nl, no, np, nr, nu, nz, om, pa, pe, pf, pg, ph, hành động, pl, pm, pn, truyền thông quảng cáo, ps, pt, pw, py, qa, re, ro, rs, ru, rw, sa, sb, sc, sd, se, sg, sh, mê man, sj, sk, sl, sm, sn, so, sr, st, su, sv, sy, sz, tc, td, tf, tg, th, tj, tk, tl, tm, tn, to, tp, tr, tt, tv, tw, tz, ua, ug, uk, um, us, uy, uz, va, vc, ve, vg, vi, vn, vu, wf, ws, ye, yt, yu, za, zm, zw

The callbachồng from the League of Legends server relies on a successful response from the provider"s registered URL. If a 200 response is not detected, there is a retry mechanism that will make additional attempts. In the rare occasion that a callbachồng is not received within 5 minutes, you can assume the callbachồng failed.If you need lớn change your provider callbachồng URL, you can register a new provider but rethành viên tournaments generated with the old provider will continue khổng lồ make callbacks lớn the old provider callbachồng URL.

When a game created using Tournament Code has completed, the League of Legends servers will automatically make a callbaông chồng khổng lồ the tournament provider"s registered URL via HTTP. POST. Below are a couple notes about how the hệ thống callbaông xã works.

If you"re having trouble debugging your xúc tích, use the following cURL to mimic the behavior of the callbaông chồng.

curl -X POST -H "Content-Type: application/json" -d ""Below is a sample JSON response returned by the League of Legends servers when a callbaông xã is made.

"startTime": 1234567890000, "winningTeam": < "summonerName": "Summoner Name" , "summonerName": "Summoner Name" , "summonerName": "Summoner Name" , "summonerName": "Summoner Name" , "summonerName": "Summoner Name" >, "losingTeam": < "summonerName": "Summoner Name" , "summonerName": "Summoner Name" , "summonerName": "Summoner Name" , "summonerName": "Summoner Name" , "summonerName": "Summoner Name" >, "shortCode": "NA1234a-1a23b456-a1b2-1abc-ab12-1234567890ab", "metaData": ""title":"Game 42 - Finals"", "gameId": 1234567890, "gameName": "a123bc45-ab1c-1a23-ab12-12345a67b89c", "gameType": "Practice", "gameMap": 11, "gameMode": "CLASSIC", "region": "NA1"


In addition to lớn game stats related methods, the lobby-events/by-code/tournamentCode method that can help query pre-game lobby events. This is useful for building tournament administration system và be able lớn detect whether a game for a given tournament code started normally. This Gọi can be made both after the match for the full timeline, & anytime during the lobby phase for a timeline of events up khổng lồ that moment. Below is an example of the JSON returned for lobby events:

"eventList": < "timestamp": "1234567890000", "eventType": "PracticeGameCreatedEvent", //Lobby Created "summonerId": "12345678" , "timestamp": "1234567890000", "eventType": "PlayerJoinedGameEvent", //Player Joins Lobby "summonerId": "12345678" , "timestamp": "1234567890000", "eventType": "PlayerSwitchedTeamEvent", //Player Switches Teams "summonerId": "12345678" , "timestamp": "1234567890000", "eventType": "PlayerQuitGameEvent", //Player Leaves Lobby "summonerId": "12345678" , "timestamp": "1234567890000", "eventType": "ChampSelectStartedEvent" //Champ Select Begins , "timestamp": "1234567890000", "eventType": "GameAllocationStartedEvent" //Loading Screen Begins , "timestamp": "1234567890000", "eventType": "GameAllocatedToLsmEvent" //Game Begins >League Client API

What is the League Client API?

In an article on the Riot Games Engineering Blog, there"s an image that is useful for defining what we"re classifying as "League Client APIs".

Specifically, we"re referring lớn a phối of protocols that the Chromium Embedded Framework (CEF) uses to communicate with a C++ Library that in turn communicates with the League of Legends platsize. As you"ll notice, the communications between the C++ library and the CEF all occur locally on your desktop. This is the League Client API. This service is not officially supported for use with third buổi tiệc nhỏ applications.

NOTE: We provide no guarantees of full documentation, service uptime, or change communication for unsupported services. This team does not own any components of the underlying services, & will not offer additional support related to lớn them.


What"s next

Whether you"re combining the Riot Games API and League Client API, or doing something by only using the League Client endpoints, we need to know about it. Either create a new application or leave a note on your existing application in the Portal. We need khổng lồ know which endpoints you"re using and how you"re using them in order to lớn expand on current or future feature sets. If you have any questions please join the Discord for help.

trò chơi Client API

The trò chơi Client APIs are served over HTTPS by League of Legends game client and are only available locally for native sầu applications.

Root Certificate / SSL Errors

The League of Legends client và the game client use a self-signed certificate for HTTPS requests. To use the trò chơi Client API, you can ignore these errors or use the root certificate to lớn validate the game client"s SSL certificate. If you"re testing locally, you can use the following insecure CURL that will ignore the SSL certificate errors.

curl --insecure


You can request the Swagger v2 and OpenAPI v3 specs for the trò chơi Client API with the following urls:

Live Client Data API

The Live Client Data API provides a method for gathering data during an active sầu game. It includes general information about the game as well player data.

Get All trò chơi Data

The Live Client Data API has a number of endpoints that return a subset of the data returned by the /allgamedata endpoint. This endpoint is great for testing the Live sầu Client Data API, but unless you actually need all the data from this endpoint, we suggest one of the endpoints listed below that return a submix of the response.

GET all available data.

You can find a sample response here.


Active sầu PlayerGET ​ all data about the active player.

"abilities": ..., "championStats": "abilityHaste": 0.00000000000000, "abilityPower": 0.00000000000000, "armor": 0.00000000000000, "armorPenetrationFlat": 0.0, "armorPenetrationPercent": 0.0, "attackDamage": 0.00000000000000, "attackRange": 0.0, "attackSpeed": 0.00000000000000, "bonusArmorPenetrationPercent": 0.0, "bonusMagicPenetrationPercent": 0.0, "cooldownReduction": 0.00, "critChance": 0.0, "critDamage": 0.0, "currentHealth": 0.0, "healthRegenRate": 0.00000000000000, "lifeSteal": 0.0, "magicLethality": 0.0, "magicPenetrationFlat": 0.0, "magicPenetrationPercent": 0.0, "magicResist": 0.00000000000000, "maxHealth": 0.00000000000000, "moveSpeed": 0.00000000000000, "physicalLethality": 0.0, "resourceMax": 0.00000000000000, "resourceRegenRate": 0.00000000000000, "resourceType": "MANA", "resourceValue": 0.00000000000000, "spellVamp": 0.0, "tenacity": 0.0 "currentGold": 0.0, "fullRunes": ..., "level": 1, "summonerName": "Riot Tuxedo"GET ​ the player name.

"Riot Tuxedo"GET ​ Abilities for the active player.

"E": "abilityLevel": 0, "displayName": "Molten Shield", "id": "AnnieE", "rawDescription": "GeneratedTip_Spell_AnnieE_Description", "rawDisplayName": "GeneratedTip_Spell_AnnieE_DisplayName" , "Passive": "displayName": "Pyromania", "id": "AnniePassive", "rawDescription": "GeneratedTip_Passive_AnniePassive_Description", "rawDisplayName": "GeneratedTip_Passive_AnniePassive_DisplayName" , "Q": "abilityLevel": 0, "displayName": "Disintegrate", "id": "AnnieQ", "rawDescription": "GeneratedTip_Spell_AnnieQ_Description", "rawDisplayName": "GeneratedTip_Spell_AnnieQ_DisplayName" , "R": "abilityLevel": 0, "displayName": "Summon: Tibbers", "id": "AnnieR", "rawDescription": "GeneratedTip_Spell_AnnieR_Description", "rawDisplayName": "GeneratedTip_Spell_AnnieR_DisplayName" , "W": "abilityLevel": 0, "displayName": "Incinerate", "id": "AnnieW", "rawDescription": "GeneratedTip_Spell_AnnieW_Description", "rawDisplayName": "GeneratedTip_Spell_AnnieW_DisplayName" GET ​ the full các mục of runes for the active player.

"keystone": "displayName": "Electrocute", "id": 8112, "rawDescription": "perk_tooltip_Electrocute", "rawDisplayName": "perk_displayname_Electrocute" , "primaryRuneTree": "displayName": "Domination", "id": 8100, "rawDescription": "perkstyle_tooltip_7200", "rawDisplayName": "perkstyle_displayname_7200" , "secondaryRuneTree": "displayName": "Sorcery", "id": 8200, "rawDescription": "perkstyle_tooltip_7202", "rawDisplayName": "perkstyle_displayname_7202" , "generalRunes": < "displayName": "Electrocute", "id": 8112, "rawDescription": "perk_tooltip_Electrocute", "rawDisplayName": "perk_displayname_Electrocute" , ... >, "statRunes": < "id": 5007, "rawDescription": "perk_tooltip_StatModCooldownReductionScaling" , "id": 5008, "rawDescription": "perk_tooltip_StatModAdaptive" , "id": 5003, "rawDescription": "perk_tooltip_StatModMagicResist" >All PlayersGET ​ the các mục of heroes in the game & their stats.

< "championName": "Annie", "isBot": false, "isDead": false, "items": <...>, "level": 1, "position": "MIDDLE", "rawChampionName": "game_character_displayname_Annie", "respawnTimer": 0.0, "runes": ..., "scores": ..., "skinID": 0, "summonerName": "Riot Tuxedo", "summonerSpells": ..., "team": "ORDER" , ...>GET ​ sầu the menu of the current scores for the player.

"assists": 0, "creepScore": 0, "deaths": 0, "kills": 0, "wardScore": 0.0GET ​ the menu of the summoner spells for the player.

"summonerSpellOne": "displayName": "Flash", "rawDescription": "GeneratedTip_SummonerSpell_SummonerFlash_Description", "rawDisplayName": "GeneratedTip_SummonerSpell_SummonerFlash_DisplayName" , "summonerSpellTwo": "displayName": "Ignite", "rawDescription": "GeneratedTip_SummonerSpell_SummonerDot_Description", "rawDisplayName": "GeneratedTip_SummonerSpell_SummonerDot_DisplayName" GET ​ the basic runes of any player.

"keystone": "displayName": "Electrocute", "id": 8112, "rawDescription": "perk_tooltip_Electrocute", "rawDisplayName": "perk_displayname_Electrocute" , "primaryRuneTree": "displayName": "Domination", "id": 8100, "rawDescription": "perkstyle_tooltip_7200", "rawDisplayName": "perkstyle_displayname_7200" , "secondaryRuneTree": "displayName": "Sorcery", "id": 8200, "rawDescription": "perkstyle_tooltip_7202", "rawDisplayName": "perkstyle_displayname_7202" GET ​ sầu the các mục of items for the player.

< "canUse": true, "consumable": false, "count": 1, "displayName": "Warding Totem (Trinket)", "itemID": 3340, "price": 0, "rawDescription": "game_item_description_3340", "rawDisplayName": "game_item_displayname_3340", "slot": 6 , ...>EventsGET ​ a danh sách of events that have occurred in the game.

GameGET ​ data about the game.

"gameMode": "CLASSIC", "gameTime": 0.000000000, "mapName": "Map11", "mapNumber": 11, "mapTerrain": "Default"

Replay API

What is the Replay API?

The Replay API allows daichiensk.coms khổng lồ adjust the in-game camera during replays. We released League Director as an open source example of how a tool can leverage the Replay API.

Getting Started

By mặc định the Replay API is disabled. To get started using the Replay API you will first need to lớn enable the Replay API in the game client config. To vày so you will need to lớn locate where your game is installed & add the following lines lớn the game.cfg file:

Example tệp tin location:C:Riot GamesLeague of LegendsConfiggame.cfg

EnableReplayApi=1Once you have sầu enabled the Replay API, the game client will generate the Swagger v2 and OpenAPI v3 specs for the Replay API which will indicate that the Replay API is usable.


GET about the game client process.

GET the current trả lời playbachồng state such as pause and current time.

POST modifying the playbaông chồng state such as play / pause & the game time to lớn seek to lớn. All values are optional.

GET the current render properties.

POST modifying the current render properties. All values are optional.

GET the current status of video clip recording. Poll this resource for progress on the output.

POST to lớn begin a recording specifying the codec & output filepath. Subsequent GET requests to lớn this resource will update the status.

GET the sequence currently being applied.

POST to lớn apply a sequence of keyframes that the replay should play. Post an empty object to remove the sequence.

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