Difference between revisions of "WebAPI/GetMatchHistoryBySequenceNum"

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m (nope that's not everything; forgot to paste some of the return data from GetMatchDetails (it's practically the same return data))
(No difference)

Revision as of 17:01, 5 February 2013

URL

GET http://api.steampowered.com/IDOTA2Match_<ID>/GetMatchHistoryBySequenceNum/v1

Method-specific parameters

start_at_match_seq_num (Optional) (uint64)
The match sequence number to start returning results from.
matches_requested (Optional) (uint32)
The amount of matches to return.

Result data

result
status
1 - Success
8 - 'matches_requested' must be greater than 0.
statusDetail
A message explaining the status, should status not be 1.
matches
A list of matches.
players
The list of players within the match.
account_id
32-bit account ID.
player_slot
See #Player Slot below.
hero_id
The hero's unique ID. A list of hero IDs can be found via the GetHeroes method.
item_0
ID of the top-left inventory item.
item_1
ID of the top-center inventory item.
item_2
ID of the top-right inventory item.
item_3
ID of the bottom-left inventory item.
item_4
ID of the bottom-center inventory item.
item_5
ID of the bottom-right inventory item.
kills
The amount of kills attributed to this player.
deaths
The amount of times this player died during the match.
assists
The amount of assists attributed to this player.
leaver_status
What the values here represent are not yet known.
gold
The amount of gold the player had remaining at the end of the match.
last_hits
The amount of last-hits the player got during the match.
denies
The amount of denies the player got during the match.
gold_per_min
The player's overall gold/minute.
xp_per_min
The player's overall experience/minute.
gold_spent
The amount of gold the player spent during the match.
hero_damage
The amount of damage the player dealt to heroes.
tower_damage
The amount of damage the player dealt to towers.
hero_healing
The amount of health the player had healed on heroes.
level
The player's level at match end.
season
The season the game was played in.
radiant_win
Dictates the winner of the match, true for radiant; false for dire.
duration
The length of the match, in seconds since the match began.
start_time
Unix timestamp of when the match began.
match_id
The matches unique ID.
match_seq_num
A 'sequence number', representing the order in which matches were recorded.
tower_status_radiant
See #Tower Status below.
tower_status_dire
See #Tower Status below.
barracks_status_radiant
See #Barracks Status below.
barracks_status_dire
See #Barracks Status below.
cluster
The server cluster the match was played upon. Used for downloading replays of matches.
first_blood_time
The time in seconds since the match began when first-blood occured.
lobby_type
-1 - Invalid
0 - Public matchmaking
1 - Practise
2 - Tournament
3 - Tutorial
4 - Co-op with bots.
5 - Team match
human_players
The amount of human players within the match.
leagueid
The league that this match was a part of. A list of league IDs can be found via the GetLeagueListing method.
positive_votes
The number of thumbs-up the game has received by users.
negative_votes
The number of thumbs-down the game has received by users.
game_mode
0 - All Pick
1 - Single Draft
2 - All Random
3 - Random Draft
4 - Captain's Draft
5 - Captain's Mode
6 - Death Mode
7 - Diretide
8 - Reverse Captain's Mode
9 - The Greeviling
10 - Tutorial
11 - Mid Only
12 - Least Played
13 - New Player Pool

Player Slot

A player's slot is returned via an 8-bit unsigned integer. The first bit represent the player's team, false if Radiant and true if dire. The final three bits represent the player's position in that team, from 0-4.

   ┌─────────────── Team (false if Radiant, true if Dire).
   │ ┌─┬─┬─┬─────── Not used.
   │ │ │ │ │ ┌─┬─┬─ The position of a player within their team (0-4).
   │ │ │ │ │ │ │ │
   0 0 0 0 0 0 0 0

Tower Status

A particular teams tower status is given as a 16-bit unsigned integer. The rightmost 11 bits represent individual towers belonging to that team; see below for a visual representation.

   ┌─┬─┬─┬─┬─────────────────────── Not used.
   │ │ │ │ │ ┌───────────────────── Ancient Top
   │ │ │ │ │ │ ┌─────────────────── Ancient Bottom
   │ │ │ │ │ │ │ ┌───────────────── Top Tier 3
   │ │ │ │ │ │ │ │ ┌─────────────── Top Tier 2
   │ │ │ │ │ │ │ │ │ ┌───────────── Top Tier 1
   │ │ │ │ │ │ │ │ │ │ ┌─────────── Middle Tier 3
   │ │ │ │ │ │ │ │ │ │ │ ┌───────── Middle Tier 2
   │ │ │ │ │ │ │ │ │ │ │ │ ┌─────── Middle Tier 1
   │ │ │ │ │ │ │ │ │ │ │ │ │ ┌───── Bottom Tier 3
   │ │ │ │ │ │ │ │ │ │ │ │ │ │ ┌─── Bottom Tier 2
   │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ ┌─ Bottom Tier 1
   │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │
   0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Barracks Status

A particular teams tower status is given as an 8-bit unsigned integer. The rightmost 6 bits represent the barracks belonging to that team; see below for a visual representation.

   ┌─┬───────────── Not used.
   │ │ ┌─────────── Top Ranged
   │ │ │ ┌───────── Top Melee
   │ │ │ │ ┌─────── Middle Ranged
   │ │ │ │ │ ┌───── Middle Melee
   │ │ │ │ │ │ ┌─── Bottom Ranged
   │ │ │ │ │ │ │ ┌─ Bottom Melee
   │ │ │ │ │ │ │ │
   0 0 0 0 0 0 0 0

Player Slot

A player's slot is returned via an 8-bit unsigned integer. The first bit represent the player's team, false if Radiant and true if dire. The final three bits represent the player's position in that team, from 0-4.

   ┌─────────────── Team (false if Radiant, true if Dire).
   │ ┌─┬─┬─┬─────── Not used.
   │ │ │ │ │ ┌─┬─┬─ The position of a player within their team (0-4).
   │ │ │ │ │ │ │ │
   0 0 0 0 0 0 0 0