Skip to content

Instantly share code, notes, and snippets.

@RiotTuxedo
Last active February 9, 2022 20:50
Show Gist options
  • Star 3 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save RiotTuxedo/758ee4d88693b768a880ece93cd78663 to your computer and use it in GitHub Desktop.
Save RiotTuxedo/758ee4d88693b768a880ece93cd78663 to your computer and use it in GitHub Desktop.
match-v5
Match Detail Changes
match
- gameStartTimestamp in addition to gameCreation
team
- champion kill counts
participant
- baronKills (int)
- bountyLevel (int)
- champExperience (int)
- championName (string)
- championTransform (int) - 0 None, 1 Slayer, 2 Assassin
- consumablesPurchased (int)
- firstBloodAssist (bool) - fixed
- gameEndedInEarlySurrender (bool)
- gameEndedInSurrender (bool)
- individualPosition (string) - see description below
- itemsPurchased (int)
- neutralMinionsKilledTeamJungle (removed)
- neutralMinionsKilledEnemyJungle (removed)
- nexusKills (int)
- objectivesStolen (int)
- objectivesStolenAssists (int)
- perks (obj) - reworked
- riotIdName (string)
- riotIdTagline (string)
- spell1Casts (int)
- spell1Id (int)
- spell2Casts (int)
- spell2Id (int)
- spell3Casts (int)
- spell4Casts (int)
- summoner1Casts (int)
- summoner2Casts (int)
- teamEarlySurrendered (bool)
- teamPosition (string) - see description below
- timePlayed (int)
- totalHealsOnTeammates (int)
- totalDamageShieldedOnTeammates (int)
- totalTimeCCDealt (int)
- totalTimeSpentDead (int)
individualPosition vs teamPosition
---
Both individualPosition and teamPosition are computed by the game server and are different versions of the most likely position played by a player.
The individualPosition is the best guess for which position the player actually played in isolation of anything else
The teamPosition is the best guess for which position the player actually played if we add the constraint that each team must have one top player, one jungle, one middle, etc.
Generally the recommendation is to use the teamPosition field for things relating to which position the player actually played.
---
Match Timeline
participant frames (new fields)
- championStats (obj)
- damageStats (obj)
- goldPerSecond (int)
- timeEnemySpentControlled (int)
events
- CHAMPION_KILL (new fields)
- bounty (int)
- killStreakLength (int)
- victimDamageDealt (obj)
- victimDamageReceived (obj)
- ELITE_MONSTER_KILL (new fields)
- killerTeamId (int)
- CHAMPION_SPECIAL_KILL (new)
{
"killType": "KILL_FIRST_BLOOD",
"killerId": 1,
"position": {
"x": 0,
"y": 0
},
"timestamp": 0,
"type": "CHAMPION_SPECIAL_KILL"
}
- TURRET_PLATE_DESTROYED (new)
{
"killerId": 0,
"laneType": "MID_LANE",
"position": {
"x": 8955,
"y": 8510
},
"teamId": 100,
"timestamp": 0,
"type": "TURRET_PLATE_DESTROYED"
}
- LEVEL_UP (new)
{
"level": 2,
"participantId": 1,
"timestamp": 0,
"type": "LEVEL_UP"
}
- PAUSE_START (new)
{
"realTimestamp": 0000000000000,
"timestamp": 0,
"type": "PAUSE_END"
}
- PAUSE_END (new)
- GAME_END (new)
{
"gameId": 0000000000,
"realTimestamp": 0000000000000,
"timestamp": 0,
"type": "GAME_END",
"winningTeam": 100
}
- CHAMPION_TRANSFORM (new) Kayne
{
"participantId": 1,
"timestamp": 0,
"transformType": "ASSASSIN",
"type": "CHAMPION_TRANSFORM"
}
- DRAGON_SOUL_GIVEN (new)
{
"name": "Infernal",
"teamId": 100,
"timestamp": 0,
"type": "DRAGON_SOUL_GIVEN"
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment