Notes:League of Legends
This page contains notes for the game League of Legends.
Correct Languages column.
There are two main server types.
Live Servers contain the following servers:
|Server Name||Server Abbreviation||Languages|
|Europe Nordic & East||EUNE||Czech, English, Greek, Hungarian, Polish, Romanian|
|Europe West||EUW||English, German, Spanish, French, Italian|
|Latin America North||LAN||Spanish|
|Latin America South||LAS||Spanish|
|South East Asia||SEA, SG/MY, PH, ID, TH, VN, TW||English (all), Thai (TH), Bahasa Malaysia (MY), Bahasa Indonesia (ID), Vietnamese (VN)|
|Republic of Korea||KR||Korean/Hangul|
|People's Republic of China||CN||Mandarin Chinese, Simplified Mandarin Chinese|
PBE Server is only one server, located in the US, which anyone can connect to if you have a PBE account. This also means the language can be any language, but it is a majority of English.
- Getting a PBE account requires honor level 3 in-game now. It used to be a lottery.
|Server Name||Server Abbreviation||Languages|
|Public Beta Environment||PBE||English|
There are two different forms of patches for two different servers. There are client patches and data patches. (Note: these are not their formal names, but it helps for designating where content may be in the data).
- Client patches are ordered by Season, followed by minor patch in the format X.XX.
- These also follow a 1.0.0.XXX format for older builds starting from the first public build. This number matches the League of Legends executable.
- There are usually 24 minor patches per Season. At the time of writing this (January 3rd 2018), we are in Pre-season or 7.24, with Season 8 or 8.1 about to begin in the next patch.
- Client patches with a X.XXb format denote a balance patch and are normally considered micropatches or mid-season patches.
- Live patches are the current public patch found on all Live servers such as NA, EUW, OCE, LAN, etc. These are always one patch behind PBE.
- Public Beta Environment (PBE) patches are found only for the PBE server. This patch is always 1 patch ahead of Live.
- Data patches are laid out in a format that goes up in value per patch. Each has a folder following an X.X.X.X format, with each value going from 0 to 255.
- Patches begin at 0.0.0.0 with the exception of PBE not having this particular patch.
- Live and PBE patches are on vastly different patch versions. At the time of writing this (January 3rd 2018), Live is on 0.0.1.139 and PBE is on 0.0.5.181.
Language or Localized Patches
For certain regions they will have different data available. They will also get a folder in the game data for the language that applies.
To set the language manually (Current client only), open the file LeagueClientSettings.yaml, commonly found in C:\Riot Games\League of Legends\Config. Under globals: locale change xx_YY to the following:
|English (US)||en_US||For United States|
|English (GB)||en_GB||For Great Britain|
|English (AU)||en_AU||For Australia|
|Korean||ko_KR||Uses a Korean client only. Cannot be used normally.|
|Chinese||Unknown||Uses a Chinese client only. Cannot be used normally.|
The Legacy Client or Air Client as it is called in data, uses Adobe Air to deploy data patches to the players and host store data as well. This client is no longer functional, but it contains many assets that are not found elsewhere.
- The Air Client follows the data patch format, matching whatever patch the game is also on.
- The Air Client uses SWF files for most of its functionality.
- PBE Air Client has data that is unique to the PBE such as canceled skin content.
Riot introduced multiple different archive formats to hold the game assets. Over time they changed for a number of reasons.
Early patches used a standard Zip format for their assets. These were HeroPak_client.zip, Map1.zip, Map2.zip and so on. Extracting these is easy.
Later on they moved to a format called Riot Archive Format Data (or RAF.dat). Each RAF.dat has a corresponding .RAF file used to decrypt the content. All of them are named Archive_1.raf.dat or Archive_1.raf.
Recently there is a new format called WAD.client which are signed archives using various forms of compression. At the time of writing this some champions are moved fully to this format.
Game Folder Structure and Data
In order to go through the data it is important to know how it's laid out. The following sections will help you find whatever you are looking for.
In the League of Legends folder there will be a folder (usually located in C:\Riot Games\League of Legends) called RADS. In this folder you will find a folder called projects. Go into this folder and you'll find a number of folders.
|Folder name||Contents of folder|
|league_client||Data for the client|
|league_client_xx_yy||Localized data for the client|
|lol_air_client||Legacy Client data|
|lol_air_client_config_xx||Localized Legacy Client data (per-server, not language)|
|lol_game_client||Data for the game|
|lol_game_client_xx_yy||Localized data for the game|
|lol_launcher||Legacy Client Launcher|
|lol_patcher||Legacy Client Patcher|
|mac_lol_x_x_x||MacOS version of folders (uncommon)|
For extracting the base data you may use a tool called Wooxy by Chewy. For extracting WAD.client assets, use a tool called Obsidian found on github by Crauzer. For extracting audio from .wpk files, use a tool called Ravioli found on scampers.org
Once all the assets are fully extracted there will be certain areas for certain data. Follow the table to locate them accordingly.
Note: Riot has frequently overwritten assets as patches move forward. If you are looking for a dated asset, send me a message or add a note so I can look for it.
|Type of File||Location|
|Legacy Client assets (shop images, splash screens)||lol_air_client\X.X.X.X\assets|
|Client assets (WAD, shop images, new splash screens, game creation menu entries)||league_client\Plugins\rcp-be-lol-game-data|
|Voice Overs (VO for short)||lol_game_client_xx_yy\DATA\Sounds\Wwise\VO\xx_YY\Characters|
|Champion assets (WAD)||lol_game_client\DATA\Final\Champions|
|For anything else||Add to this table|
Skins are to be read as follows.
- Base or Default skin.
- SkinXX where XX is the skin number as they no longer go by names. You are welcome to name it as long as you also mention its skin number to avoid any confusion (See: Championship Riven which has 2 different releases, Skin04, Skin07).
- Chromas are recolors of skins, but add to the number. When looking at data, ensure that you are looking at the unique skin, not the chroma for it.
Loadscreens and Splash Screens
For the client, Loadscreens and Splash Screens use JPG or PNG. These are intended for the client, not the game.
For the game, Loadscreens are present, but Splash screens are not. These are also in DDS format.
Not all data is the same. Double and triple check the data to be sure. If you upload a Loadscreen, convert it to PNG. This preserves the quality more as they are higher quality than the client loadscreen.
Icons and Other Assets
Most of the important game data is located in lol_game_client in their respective folders. All of these are in DDS format. Spells and Items are separate and sometimes get changed.<br_/> Spell icons and Skin mugshots are also located in champion folders and WAD files under the HUD folder. Sometimes these are not the latest assets but sometimes they are.
There's a number of formats that are present. Here is a list of the common formats and what you can use to view them:
|File Type||File Extension||Description||Tools to view|
|Skin||Skn||Riot's skin format. Requires a skeleton to function.||Wooxy|
|Skeleton||Skl||Skeleton file for model||Maya with Riot File Translator plugin|
|Animation||Anm||Animation file||Lol2Dae + Maya with Riot File Translator plugin|
|Model||Sco||Models but used sometimes with particles. Does NOT require skeleton to function.||Maya with Riot File Translator plugin, lol2obj + UV Mapper Pro|
|Model||Scb||Same as Sco but is a binary instead.||Wooxy, Maya with Riot File Translator|