Sides and slots
Values many systems share: which side something is on, and how a unit’s spell, item and effect slots are numbered.
Sides
A side is 100 or 200, for the two sides that play, or 300 for what belongs to neither, such as a monster of no side. Where a field takes 0, it names no side; its note says what that means. A few fields carry a side in another form, and their notes say which.
Roster lists the players of each side, and a player’s place in that list is
their seat (see Objects and identifiers).
Spell slots
A champion has two books of spells. Its own book holds these slots:
| Slot | Holds |
|---|---|
| 0 to 3 | the champion’s spells; 3 is its ultimate |
| 4 on | the spell of the item in the inventory slot four below, for each such slot |
| after those | spells a server places for the match’s own purposes |
Its summoner book holds the two summoner spells, in slots 0 and 1.
A message that names a spell slot either carries a flag, set for the summoner
book and clear for the champion’s own, or names the champion’s own book only.
A cast’s description (SpellCast) carries no flag: the spell’s own data says
whether it is a summoner spell.
In 1.0.0.25–1.0.0.126
A cast’s slot also takes 64 to 70, for a basic attack.
In 1.0.0.126
Of those, 64 is the champion’s basic attack, 65 to 67 its other basic attacks, 68 its critical attack, 69 a miss and 70 a dodge.
A server MUST NOT name a champion book slot beyond the book’s last slot.
In 1.0.0.58–1.0.0.96
A champion’s own book ends at slot 48. A client reports an
Autocastnaming a slot above 48 as an error, and keeps it all the same. A server MUST NOT name a champion book slot above 48.
In 1.0.0.126
A champion’s own book ends at slot 51. A client applies an
Autocastor aSpellInSlotnaming a slot above 51 while reporting it as an error. A server MUST NOT name a champion book slot above 51.
Inventory slots
A champion’s inventory holds the six items a player sees and uses in slots 0 to 5, and further slots after them up to its last.
An item is cast from the spell slot four above its inventory slot, and moving an item moves its spell with it. A server MUST NOT name an inventory slot beyond the inventory’s last slot.
In 1.0.0.25–1.0.0.96
A champion’s inventory ends at slot 36, and a player sees and uses only slots 0 to 5. A client takes a
RemoveItemAnswernaming a slot above 36 all the same, reporting it as an error and writing past the end of the inventory. A server MUST NOT name an inventory slot above 36.
In 1.0.0.96–1.0.0.129
A client asks to swap only slots 0 to 5 (
SwapItems).
In 1.0.0.126–1.0.0.129
A champion’s inventory ends at slot 37. A client ignores a
RemoveItemAnswer,InventorySlot,ItemAdded,ItemUsedorItemChargesnaming a slot above 37. A server MUST NOT name an inventory slot above 37.
Effect slots
Adding an effect to a slot replaces whatever held it, and removing one empties the slot whatever its name.
In 1.0.0.25–1.0.0.96
Each unit has 32 slots for the effects it carries, 0 to 31. A client uses a slot above 31 all the same, past the end of the unit’s slots. A server MUST NOT name an effect slot above 31.
In 1.0.0.126–1.0.0.129
Each unit has 64 slots for the effects it carries, 0 to 63. A slot outside that range does nothing.