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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:

SlotHolds
0 to 3the champion’s spells; 3 is its ultimate
4 onthe spell of the item in the inventory slot four below, for each such slot
after thosespells 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.

A cast’s slot also takes 64 to 72 for a basic attack and 73 to 81 for a critical one.

A cast’s slot also takes 255, for a cast from no slot.

A server MUST NOT name a champion book slot beyond the book’s last slot.

In 4.1–4.6

A champion’s own book ends at slot 60. A client ignores an Autocast or a SpellToggled naming a slot above 60, and applies a SpellInSlot or a SpellCostChanged naming one while reporting it as an error. A server MUST NOT name a champion book slot above 60.

In 4.7–4.20

A champion’s own book runs on to slot 62: slot 61 is using an object on the field (see UseObject), and slot 62 the champion’s passive. A server MUST NOT name a champion book slot above 62.

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.

Slot 6 holds the trinket, slot 7 the item recalling uses, and slots from 8 on items held for the match’s own purposes, which nothing a player sees shows. A client asks to swap only slots 0 to 6 (SwapItems).

In 4.1–4.6

A champion’s inventory ends at slot 38. A client ignores a RemoveItemAnswer, InventorySlot, ItemAdded, ItemUsed or ItemCharges naming a slot above 38. A server MUST NOT name an inventory slot above 38.

In 4.7–4.20

A champion’s inventory ends at slot 39. A server MUST NOT name an inventory slot above 39.

Effect slots

Adding an effect to a slot replaces whatever held it, and removing one empties the slot whatever its name.

Each unit has 64 slots for the effects it carries, 0 to 63. A slot outside that range does nothing.