Difference between revisions of "WebAPI/GetMatchHistoryBySequenceNum"
m (Think this is everything) |
m (nope that's not everything; forgot to paste some of the return data from GetMatchDetails (it's practically the same return data)) |
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:::;level: The player's level at match end. | :::;level: The player's level at match end. | ||
− | ::;match_id: The matches unique ID. | + | :;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 [[WebAPI/GetLeagueListing|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 == | == Player Slot == |
Revision as of 16:48, 5 February 2013
Contents
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