Steamworks Documentation
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Getting Started for Developers

Be consistent with auto-aim on joysticks [/b] If you have any auto-aim or aim-assist applied to XInput analog sticks, consider applying that to Steam Input devices as well, at least for traditional controller models configured through Steam Input. You can call [apitype]ISteamInput::GetInputTypeForHandle[/apitype] to determine an individual controller's model type or implement separate mouse-style and joystick-style camera actions. …

Additionally: [olist] [*] [b]Set a recommended controller configuration for all controller types[/b] This way Steam doesn't have to prompt the user to select a configuration on startup. By the way, you don't need to provide a configuration for both the Xbox 360 and the Xbox One controllers -- if you only supply one, it will work for the other model. [*] [b]Opt-in Controller Type you don't have native support for to Steam Input[/b] If you don't have built-in support for these controller types, you should use the partner site to opt them in to using Steam Input. …

ISteamRemotePlay Interface

[/td][/tr] [tr][td][b]m_eType[/b][/td][td][apitype]ISteamRemotePlay::ERemotePlayInputType[/apitype][/td][td]The type of input in this event.[/td][/tr] [tr][td][b]m_MouseMotion[/b][/td][td][apitype]ISteamRemotePlay::RemotePlayInputMouseMotion_t[/apitype][/td][td]Mouse motion event data, valid when m_eType is k_ERemotePlayInputMouseMotion.…

[/td][/tr] [tr=k_ESteamDeviceFormFactorTV][td][b]k_ESteamDeviceFormFactorTV[/b][/td][td]4[/td][td]The device is a TV.[/td][/tr] [/table] [subsection=ERemotePlayInputType]ERemotePlayInputType[/subsection] The type of input in [apitype]ISteamRemotePlay::RemotePlayInput_t[/apitype] [table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ERemotePlayInputUnknown][td][b]k_ERemotePlayInputUnknown[/b][/td][td]0[/td][td]Unknown input.…

ISteamHTMLSurface Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface that is navigating.…

[/td][/tr] [tr][td][b]pchTarget[/b][/td][td]const char *[/td][td]The html link target type (i.e _blank, _self, _parent, _top ).[/td][/tr] [tr][td][b]pchPostData[/b][/td][td]const char *[/td][td]Any posted data for the request.…

Hosting Third-Party Sales Events

Head to the [doclink=store/promo/creatorpages]Creator Page documentation[/doclink] for more information on those types of events. Here's a small sample of some the creative event ideas we've seen third-parties bring to Steam: [*][b]Gaming Showcase / Award Shows[/b] - for example [url=https://store.steampowered.com/sale/thegameawards2023]The Game Awards[/url], [url=https://store.steampowered.com/sale/gamescom-2024]gamescom[/url] or [url=https://store.steampowered.com/sale/paxaus]PAX[/url]. …

If you're proposing a Publisher, Franchise, or Developer sale, those need to be hosted by the Creator Home associated with your group. If you're proposing any other type of event, you'll need to [url=https://steamcommunity.com/actions/GroupCreate]create a new Community Group[/url] to host the event. …

Supported Currencies

[list] [*] [code-inline]1[/code-inline] - USD / United States Dollar [*] [code-inline]2[/code-inline] - GBP / United Kingdom Pound [*] [code-inline]3[/code-inline] - EUR / European Union Euro [*] [code-inline]4[/code-inline] - CHF / Swiss Francs [*] [code-inline]5[/code-inline] - RUB / Russian Rouble [*] [code-inline]6[/code-inline] - PLN / Polish Złoty [*] [code-inline]7[/code-inline] - BRL / Brazilian Reals [*] [code-inline]8[/code-inline] - JPY / Japanese Yen [*] [code-inline]9[/code-inline] - NOK / Norwegian Krone [*] [code-inline]10[/code-inline] - IDR / Indonesian Rupiah [*] [code-inline]11[/code-inline] - MYR / Malaysian Ringgit [*] [code-inline]12[/code-inline] - PHP / Philippine Peso [*] [code-inline]13[/code-inline] - SGD / Singapore Dollar [*] [code-inline]14[/code-inline] - THB / Thai Baht [*] [code-inline]15[/code-inline] - VND / Vietnamese Dong [*] [code-inline]16[/code-inline] - KRW / South Korean Won [*][strike][code-inline]17[/code-inline] - TRY / Turkish Lira[/strike] [*] [code-inline]18[/code-inline] - UAH / Ukrainian Hryvnia [*] [code-inline]19[/code-inline] - MXN / Mexican Peso [*] [code-inline]20[/code-inline] - CAD / Canadian Dollars [*] [code-inline]21[/code-inline] - AUD / Australian Dollars [*] [code-inline]22[/code-inline] - NZD / New Zealand Dollar [*] [code-inline]23[/code-inline] - CNY / Chinese Renminbi (yuan) [*] [code-inline]24[/code-inline] - INR / Indian Rupee [*] [code-inline]25[/code-inline] - CLP / Chilean Peso [*] [code-inline]26[/code-inline] - PEN / Peruvian Sol [*] [code-inline]27[/code-inline] - COP / Colombian Peso [*] [code-inline]28[/code-inline] - ZAR / South African Rand [*] [code-inline]29[/code-inline] - HKD / Hong Kong Dollar [*] [code-inline]30[/code-inline] - TWD / New Taiwan Dollar [*] [code-inline]31[/code-inline] - SAR / Saudi Riyal [*] [code-inline]32[/code-inline] - AED / United Arab Emirates Dirham [*] [strike][code-inline]33[/code-inline] - SEK / Swedish Krona[/strike] [*] [strike][code-inline]34[/code-inline] - ARS / Argentine Peso[/strike] [*] [code-inline]35[/code-inline] - ILS / Israeli New Shekel [*] [strike][code-inline]36[/code-inline] - BYN / Belarusian Ruble[/strike] [*] [code-inline]37[/code-inline] - KZT / Kazakhstani Tenge [*] [code-inline]38[/code-inline] - KWD / Kuwaiti Dinar [*] [code-inline]39[/code-inline] - QAR / Qatari Riyal [*] [code-inline]40[/code-inline] - CRC / Costa Rican Colón [*] [code-inline]41[/code-inline] - UYU / Uruguayan Peso [*] [strike][code-inline]42[/code-inline] - BGN / Bulgarian Lev[/strike] [*] [strike][code-inline]43[/code-inline] - HRK / Croatian Kuna[/strike] [*] [strike][code-inline]44[/code-inline] - CZK / Czech Koruna[/strike] [*] [strike][code-inline]45[/code-inline] - DKK / Danish Krone[/strike] [*] [strike][code-inline]46[/code-inline] - HUF / Hungarian Forint[/strike] [*] [strike][code-inline]47[/code-inline] - RON / Romanian Leu[/strike] [/list] …

Transferring Applications

If you decide to release another game in the future using that new app credit, then the 21-day wait applies to when that new game is able to release. But that new purchase doesn't affect the release date of games created earlier that are transferred to the newly created Steamworks partner account.…

ISteamController Interface (Deprecated)

ref=5199-TOKV-4426]Supported Controller Database[/url]. [b]Returns:[/b] [apitype]ISteamController::ESteamInputType[/apitype] [b]Example:[/b] [code=cpp] ESteamInputType inputType = SteamController()->GetInputTypeForHandle(controller1Handle); switch(inputType) { case k_ESteamInputType_Unknown: printf("unknown\n!…

You can use GetControllerForGamepadIndex to get this handle[/td][/tr] [tr][td][b]eDestinationInputType[/b][/td][td][apitype]ESteamInputType[/apitype][/td][td]The controller type you want to translate to. Steam will pick the closest type from your SDK version if k_ESteamInputType_Unknown is used[/td][/tr] [tr][td][b]eSourceOrigin[/b][/td][td]EControllerActionOrigin[/td][td]This is the button you want to translate[/td][/tr] [/table] [b]Returns:[/b] EControllerActionOrigin Get the equivalent origin for a given controller type or the closest controller type that existed in the SDK you built into your game if eDestinationInputType is k_ESteamInputType_Unknown. …

ISteamUGC Interface

[/td][/tr] [tr][td][b]pszPreviewFile[/b][/td][td]const char *[/td][td]Absolute path to the local image.[/td][/tr] [tr][td][b]type[/b][/td][td][apitype]ISteamUGC::EItemPreviewType[/apitype][/td][td]The type of this preview.[/td][/tr] [/table] Adds an additional preview file for the item. …

[/td][/tr] [tr][td][b]eFileType[/b][/td][td][apitype]ISteamRemoteStorage::EWorkshopFileType[/apitype][/td][td]The type of UGC to create.[/td][/tr] [/table] Creates a new workshop item with no content attached yet. …

ISteamInput Interface

[b]Example:[/b] [code=cpp]const char *localGlyphPath = SteamInput()->GetGlyphSVGForActionOrigin( origins[0], ESteamInputGlyphStyle_Knockout );[/code] [subsection=GetInputTypeForHandle]GetInputTypeForHandle[/subsection] [code=cpp]ESteamInputType GetInputTypeForHandle( InputHandle_t inputHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller whose input type (device model) you want to query[/td][/tr] [/table] Returns the input type (device model) for the specified controller. …

[b]NOTE:[/b] Unlike [apitype]ISteamInput::EInputActionOrigin[/apitype], which updates with Steam and may return unrecognized values, [apitype]ISteamInput::ESteamInputType[/apitype] will remain static and only return valid values from your SDK version. [b]Returns:[/b] [apitype]ISteamInput::ESteamInputType[/apitype] [b]Example:[/b] [code=cpp] ESteamInputType inputType = SteamInput()->GetInputTypeForHandle(controller1Handle); switch(inputType) { case k_ESteamInputType_Unknown: printf("unknown!…

Steam Frame Input

To enable the interaction profile you must request to use the extension: [code]XR_VALVE_frame_controller_interaction[/code] Then you can suggest bindings for the interaction profile path: [code]/interaction_profiles/valve/frame_controller_valve[/code] You can use the following paths: [code] "/user/hand/right/input/a/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/a/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/right/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT "/user/hand/left/input/dpad_up/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_up/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/left/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT [/code] [subsection=openvr]OpenVR Bindings[/subsection] You can bind to the Steam Frame Controllers like you would any other OpenVR controller type. …

[subsection]OpenVR[/subsection] OpenVR has two functions in IVRInput [b]GetEyeTrackingDataRelativeToNow[/b] and [b]GetEyeTrackingDataForNextFrame[/b]. To use those you will need to create a new action of type [code-inline]"eyetracking"[/code-inline] to pass into the functions. …

ISteamScreenshots Interface

[subsection=AddVRScreenshotToLibrary]AddVRScreenshotToLibrary[/subsection] [code=cpp]ScreenshotHandle AddVRScreenshotToLibrary( EVRScreenshotType eType, const char *pchFilename, const char *pchVRFilename );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eType[/b][/td][td][apitype]ISteamScreenshots::EVRScreenshotType[/apitype][/td][td]The type of VR screenshot that this is.…

[b]Associated Functions:[/b] [api]ISteamScreenshots::TriggerScreenshot[/api] [section=enums]Enums[/section] These are enums which are defined for use with ISteamScreenshots. [subsection=EVRScreenshotType]EVRScreenshotType[/subsection] Describes the type of VR screenshots. [table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EVRScreenshotType_None][td][b]k_EVRScreenshotType_None[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EVRScreenshotType_Mono][td][b]k_EVRScreenshotType_Mono[/b][/td][td]1[/td][td][/td][/tr] [tr=k_EVRScreenshotType_Stereo][td][b]k_EVRScreenshotType_Stereo[/b][/td][td]2[/td][td][/td][/tr] [tr=k_EVRScreenshotType_MonoCubemap][td][b]k_EVRScreenshotType_MonoCubemap[/b][/td][td]3[/td][td][/td][/tr] [tr=k_EVRScreenshotType_MonoPanorama][td][b]k_EVRScreenshotType_MonoPanorama[/b][/td][td]4[/td][td][/td][/tr] [tr=k_EVRScreenshotType_StereoPanorama][td][b]k_EVRScreenshotType_StereoPanorama[/b][/td][td]5[/td][td][/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamScreenshots. …

IUserReviewsService

[/td][/tr] [tr][td][b]purchase_type[/b][/td][td]int32[/td][td][/td][td][webapi]IUserReviewsService#EUserReviewsPurchaseType[/webapi]. Defaults to k_EUserReviewsPurchaseType_Steam.…

[/td][/tr] [tr=k_EUserReviewsReviewType_Positive][td][b]k_EUserReviewsReviewType_Positive[/b][/td][td]1[/td][td]Only positive reviews.[/td][/tr] [tr=k_EUserReviewsReviewType_Negative][td][b]k_EUserReviewsReviewType_Negative[/b][/td][td]2[/td][td]Only negative reviews.…

ISteamCommunity Interface

[section=ReportAbuse]ReportAbuse[/section] [code=http]POST https://partner.steam-api.com/ISteamCommunity/ReportAbuse/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.[/td][/tr] [tr][td][b]steamidActor[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user doing the reporting[/td][/tr] [tr][td][b]steamidTarget[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of the entity being accused of abuse[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID to check for ownership[/td][/tr] [tr][td][b]abuseType[/b][/td][td]uint32[/td][td]✔[/td][td]Abuse type code (see EAbuseReportType enum)[/td][/tr] [tr][td][b]contentType[/b][/td][td]uint32[/td][td]✔[/td][td]Content type code (see ECommunityContentType enum)[/td][/tr] [tr][td][b]description[/b][/td][td]string[/td][td]✔[/td][td]Narrative from user[/td][/tr] [tr][td][b]gid[/b][/td][td]uint64[/td][td][/td][td]GID of related record (depends on content type)[/td][/tr] [/table] Allows publishers to report users who are behaving badly on their community hub. …

ISiteLicenseService Interface

[/td][/tr] [/table] [code-inline]game_names[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID number of entry; referenced in site info below[/td][/tr] [tr][td][b]name[/b][/td][td]string[/td][td]Game name[/td][/tr] [/table] [code-inline]sites[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td]64-bit SiteID of the site[/td][/tr] [tr][td][b]site_name[/b][/td][td]string[/td][td]Site name you have assigned to the site[/td][/tr] [tr][td][b]games[/b][/td][td]see below[/td][td]list of all game titles played[/td][/tr] [/table] [code-inline]games[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID of game in the [code-inline]game_names[/code-inline] section of the response[/td][/tr] [tr][td][b]license_type[/b][/td][td]string[/td][td]Playtime is divided up for each game by the type of license used. …

[/td][/tr] [tr][td][b]playtime_seconds[/b][/td][td]uint32[/td][td]total playtime for this game and license type, in seconds, for the requested period.[/td][/tr] [/table] …

ISteamRemoteStorage Interface

[/td][/tr] [tr=k_EWorkshopFileTypeVideo][td][b]k_EWorkshopFileTypeVideo[/b][/td][td]4[/td][td]External video.[/td][/tr] [tr=k_EWorkshopFileTypeScreenshot][td][b]k_EWorkshopFileTypeScreenshot[/b][/td][td]5[/td][td]Screenshot.…

[/td][/tr] [tr=k_EWorkshopFileTypeConcept][td][b]k_EWorkshopFileTypeConcept[/b][/td][td]8[/td][td]Unused, used to be for Greenlight concepts.[/td][/tr] [tr=k_EWorkshopFileTypeWebGuide][td][b]k_EWorkshopFileTypeWebGuide[/b][/td][td]9[/td][td]Steam web guide.…

ISteamPublishedItemSearch Interface

[section=RankedByTrend]RankedByTrend[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemSearch/RankedByTrend/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint64[/td][td]✔[/td][td]appID relevant to all subsequent tags[/td][/tr] [tr][td][b]tagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of Tags Specified[/td][/tr] [tr][td][b]usertagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of User specific tags requested[/td][/tr] [tr][td][b]hasappadminaccess[/b][/td][td]bool[/td][td][/td][td]Whether the user making the request is an admin for the app and can see private files[/td][/tr] [tr][td][b]fileType[/b][/td][td]uint32[/td][td][/td][td]EPublishedFileInfoMatchingFileType, defaults to k_PFI_MatchingFileType_Items[/td][/tr] [tr][td][b]tag[0][/b][/td][td]string[/td][td][/td][td]Tag to filter result set[/td][/tr] [tr][td][b]usertag[0][/b][/td][td]string[/td][td][/td][td]A user specific tag[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Steam Inventory Item Tags

Generator Legendary applies the tag [code-inline]quality:legendary[/code-inline] and creates sword or shield items, while Generator Common applies the tag [code-inline]quality:common[/code-inline] and also creates sword or shield items. [code] itemdefid: 10 type: item name: Sword itemdefid: 11 type: item name: Shield itemdefid: 100 type: generator name: Generator A bundle: 101x1;102x9 tags: color:red itemdef: 101 type: generator name: Generator Legendary bundle: 10;11 tags: quality:legendary itemdef: 102 type: generator name: Generator Common bundle: 10;11 tags: quality:common [/code] Another way to assign tags would be to use the [code-inline]tag_generator[/code-inline] item definition type. …

In the end you could end up with "Legendary Red Shield with Flames" or a "Common Red Sword with Lasers." [code] itemdefid: 10 type: item name: Sword itemdefid: 11 type: item name: Shield itemdefid: 100 type: generator name: Generator A bundle: 10;11 tags: color:red tag_generators: 101;102 itemdefid: 101 type: tag_generator name: Tag Generator Quality tag_generator_name: quality tag_generator_values: legendary:1;common:9 itemdefid: 102 type: tag_generator name: Tag Generator FX tag_generator_name: fx tag_generator_values: flames;sparks;lasers [/code] The format for the [code-inline]tag_generators[/code-inline] field is a list of all item definition ids of the tag generators you want applied, separated by the ";" character. …

ISteamParties Interface

[subsection=SteamPartyBeaconLocation_t]SteamPartyBeaconLocation_t[/subsection] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eType[/b][/td][td][apitype]ISteamParties::ESteamPartyBeaconLocationType[/apitype][/td][td]The location type.…

[/td][/tr] [tr=k_ESteamPartyBeaconLocationType_ChatGroup][td][b]k_ESteamPartyBeaconLocationType_ChatGroup[/b][/td][td]1[/td][td]A Steam Chat Room Group.[/td][/tr] [tr=k_ESteamPartyBeaconLocationType_Max][td][b]k_ESteamPartyBeaconLocationType_Max[/b][/td][td][/td][td]Value is always one greater than the largest valid location type value.…

ISteamApps Interface

[/td][/tr] [tr][td][b]type_filter[/b][/td][td]string[/td][td][/td][td]Optional comma separated list of types to filter on[/td][/tr] [/table] Get a list of appIDs associated with a WebAPI key. Type_filter can used to specify certain app types to be returned. Possible values are "game,application,tool,demo,dlc,music". …

ISteamMatchmaking Interface

[subsection=CreateLobby]CreateLobby[/subsection] [code=cpp]SteamAPICall_t CreateLobby( ELobbyType eLobbyType, int cMaxMembers );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eLobbyType[/b][/td][td][apitype]ISteamMatchmaking::ELobbyType[/apitype][/td][td]The type and visibility of this lobby. …

[/td][/tr] [tr][td][b]eLobbyType[/b][/td][td][apitype]ISteamMatchmaking::ELobbyType[/apitype][/td][td]The new lobby type to that will be set.[/td][/tr] [/table] Updates what type of lobby this is. …

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