tft display champion stats in game supplier
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Before you can get started with RSO, you will need a production key. If you do not have one, please create one at developer.riotgames.com. We will contact you using the email linked to your developer account to kick off the RSO integration process.
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To execute a request to the League of Legends (LoL) API, you must select the correct host to execute your request to. LoL API uses routing values in the domain to ensure your request is properly routed. Platform IDs and regions as routing values, such as na1 and americas. Routing values are determined by the topology of the underlying services. Services are frequently clustered by platform resulting in platform IDs being used as routing values. Services may also be clustered by region, which is when regional routing values are used. The best way to tell if an endpoint uses a platform or a region as a routing value is to execute a sample request through the Reference page.
Data Dragon is our way of centralizing League of Legends game data and assets, including champions, items, runes, summoner spells, and profile icons. All of which can be used by third-party developers. You can download a compressed tarball (.tgz) for each patch that contains all assets for that patch. Updating Data Dragon after each League of Legends patch is a manual process, so it is not always updated immediately after a patch.
You can find all valid Data Dragon versions in the versions file. Typically there is only a single build of Data Dragon for a given patch, however, there may be additional builds. This typically occurs when there is 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 are not always equivalent to the League of Legends client version in a region. You can find the version each region is using in the realms files.
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, and items. The assets are images of the components described in the data files.
The data file URLs include both a version and language code. The examples in the documentation below use version 13.1.1 and the en_US language code. If you want to view assets released in other versions or languages, 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 list of the languages supported by Data Dragon, which you can also retrieve from the Data Dragon languages file.
There are two kinds of data files for champions. The champion.json data file returns a list of champions with a brief summary. The individual champion JSON files contain additional data for each champion.
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 that are signified by double curly brackets. Here are some tips about interpreting these placeholders:
Placeholders are replaced by the corresponding item in the array given in the effectBurn field. For example, {{ eN }} is a placeholder for spell["effectBurn"]["1"].
"tooltip": "Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing {{ e1 }}
These 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. For example, 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.
"tooltip": "Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing {{ e1 }}
Under a champions spells there are two fields effect and effectBurn. effect contains an array of an ability"s values per level where, in contrast, effectBurn contains a string of all the values at every level. (e.g., "effect": [30,60,90,120,150] vs "effectBurn": "30/60/90/120/150"). You might notice how the effect and effectBurn arrays have a null value in the 0 index. This is because those values are taken from designer-facing files where arrays are 1-based. JSON is 0-based so a null is inserted to make it easier to verify the JSON files are correct.
In most cases a spell costs mana or energy, you will find those related costs under the cost and costBurn fields. When a spell costs health, the cost will be found in the effect and effectBurn fields. You can determine how to calculate the cost of a spell by looking at the resource field, which should point you to the variable being used to display the cost of a spell.
The number at the end of the filename corresponds to 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.
You can find the filename for each champion"s passive in the individual champion Data Dragon file. The JSON contains a passive field with image data. The filename is indicated by the full field.
You can find the file name 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.
"description": "Anivia brings her wings together and 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 and 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.",
Data Dragon also provides the same level of detail for every item in the game. Within Data Dragon, you can find info such as the item"s description, purchase value, sell value, items it builds from, items it builds into, and stats granted from the item.
The effect field holds an array of variables used extra scripts. For example, on Doran"s shield you see the following data in the effect field, which corresponds to the 8 damage that is blocked from champion attacks.
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 item, rune, or mastery by searching for the stats field. Below are some tips when it comes to understanding what a stat means and how they are calculated:
Displaying flat vs. percentage vs. per 5 etc. is case-by-case. it will always be the same for a given stat. For example, PercentAttackSpeedMod will always be multiplied by 100 and displayed it as a percentage.
League of Legends leverages custom game lobbies to support developers that want to build Tournaments for players. Custom games can use Tournament Code that help you quickly and easily get players into private custom game lobbies with preset game settings, such as map and pick type. At the completion of each Tournament Code enabled game, the results will be forwarded automatically (HTTP POST) to a URL specified by the tournament developer.
Receive game results in the form of an automatic callback (HTTP POST) from League of Legends servers whenever a game created using tournament code has been completed.
Implement logic to detect unsuccessful API calls and back off accordingly. Please notify us if you believe your application is working correctly and you are receiving errors, but do not continue to slam the tournaments service with repeatedly unsuccessful calls.
Generate tournaments and 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 and tournament codes should be generated within a reasonable time in relation to the event. Do not pre-create tournaments and tournament codes at the start of the year and use them as the year progresses, but rather generate the tournament and codes as the event is announced and participants sign up.
Though tournament codes can be re-used to generate additional lobbies. For best results with callbacks and Match-v4 lookups, create a single match with a tournament code.
Lobby events should only be used to audit Tournament matches as needed. In rare cases lobby events may get dropped. Using lobby events to programmatically progress a tournament or to 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 are generated. As tournaments and their codes can expire, creating them as close to the event as possible ensures no disruptions. For the best results:Create a tournament no more than a week before the start of the first match.
Upon creation of the tournament, generate a code to ensure the tournament has an active tournament code associated with it (thereby making ineligible for cleanup).
It is recommended to register a tournament provider (specifying region/shard and URL for results) well in advance and do a full loop testing to ensure everything is setup properly for your web service.
Access to the Tournaments API provides several new methods that can be viewed on the API Reference page. You should explore every method to get more information on actual usage including the format and description of parameters you can supply.
Use /lol/tournament/v4/providers API endpoint to register as a provider in specific region while also setting a URL to be used for receiving game results notifications (HTTP POST). Returns providerID.
Use tournamentID to generate one or more tournament codes for a given tournament using specific game settings, such as map, spectator rules, or pick type.A tournament code should only be used to create a single match. If you reuse a tournament code, the server callback will not return stats for each match.
When a game created using tournament code has completed, the League of Legends servers will automatically make a callback to the tournament provider"s registered URL through HTTP POST. Below are a couple notes about how the server callback works.
The provider registration and callback mechanism are relatively inflexible. For best results, use one of the valid generic top level domains (gTLDs) listed below and use HTTP over HTTPS for your callback URL while using the metaData field to validate callbacks.
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The callback 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 callback is not received within 5 minutes, you can assume the callback failed.
If you need to change your provider callback URL, register a new provider but remember tournaments generated with the old provider will continue to make callbacks to the old provider callback URL.
When a game created using Tournament Code has completed, the League of Legends servers will automatically make a callback to the tournament provider"s registered URL via HTTP POST. Below are a couple notes about how the server callback works.
In addition to 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 and be able to detect whether a game for a given tournament code started normally. This call can be made both after the match for the full timeline and anytime during the lobby phase for a timeline of events up to that moment. Below is an example of the JSON returned for lobby events:
Specifically, we"re referring to a set of protocols that the Chromium Embedded Framework (CEF) uses to communicate with a C++ Library that in turn communicates with the League of Legends platform. 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 party 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, and will not offer additional support related to them.
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. Eithercreate a new application or leave a note on your existing application in the Developer Portal. We need to know which endpoints you"re using and how you"re using them in order to expand on current or future feature sets. If you have any questions please join the Developer Discord for help.
The League of Legends client and the game client use a self-signed certificate for HTTPS requests. To use the Game Client API, you can ignore these errors or use the root certificate to validate the game client"s SSL certificate. If you are testing locally, you can use the following insecure CURL that will ignore the SSL certificate errors.
The Live Client Data API provides a method for gathering data during an active game. It includes general information about the game as well player 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 Client Data API, but unless you actually need all the data from this endpoint, use one of the endpoints listed below that return a subset of the response.
The Replay API allows developers to adjust the in-game camera during replays. League Director is an open source example of how a tool can leverage the Replay API.
By default the Replay API is disabled. To start using the Replay API, enable the Replay API in the game client config by locating where your game is installed and adding the following lines to the game.cfg file:
Once you have enabled the Replay API, the game client will generate the Swagger v2 and OpenAPI v3 specs for the Replay API, which indicates the Replay API is usable.
Queue IDs show up in several places throughout the API and are used to indicate which kind of match was played. A full list of queue ids can be found in queues.json.
Note: In early 2022, URF (previously queueId 900) was divided into separate queues— ARURF (queueId 900) and Pick URF (queueId 1900). All Pick URF games from before this distinction will still be in queueId 900.
The League endpoints return a field called queueType that indicates what map/mode a player played. Depending on the queueType, the highestTierAchieved field returns the highest ending tier for the previous season from a group of ranked queues.
If 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.
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