Zh/Dota 2 Workshop Tools/Scripting/API: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Using L template for links)
 
(84 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{otherlang2
{{lang|title=API|Dota 2 Workshop Tools/Scripting/API}}
|title = API
{{Note | This page is automatically generated.  Any changes may be overwritten}}
|en = Dota_2_Workshop_Tools/Scripting/API
}}{{Note | This page is automatically generated.  Any changes may be overwritten}}


    
    


==='''Accessing the DOTA 2 Scripting API from Lua===
==='''从Lua 获取 DOTA 2 scripts 接口 ===


Lua 是一种动态类型语言[http://en.wikipedia.org/wiki/Dynamically_typed dynamically typed],意味着在编写代码时你不需要显式地声明变量的类型。Lua 会在运行时自动推断变量的类型。然而,DOTA 2的引擎主要是用 C++ 编写的,C++ 是一种静态类型语言[http://en.wikipedia.org/wiki/Type_system#Static_type-checking statically typed],要求程序员在编译时明确变量的类型。


当你使用 Lua 脚本与 DOTA 2 的 C++ API 交互时,由于这两种语言在类型处理上的差异,你需要特别注意你传递给 API 的数据类型。如果你尝试向 API 函数传递错误的数据类型,你将在 Vconsole(游戏内的控制台)中收到一个错误消息,告诉你传递了什么以及它期望的是什么类型。


While Lua is [http://en.wikipedia.org/wiki/Dynamically_typed dynamically typed], the DOTA 2 engine is written primarily in C++, which is [http://en.wikipedia.org/wiki/Type_system#Static_type-checking statically typed]. Thus, you'll need to be conscious of your data types when calling the API. (If you try to pass the wrong type to an API function, you'll get an error message in Vconsole telling you what you passed and what it was expecting.)
例如,如果某个 API 函数期望接收一个整数作为参数,但你错误地传递了一个字符串,那么游戏引擎将无法正确处理这个参数,并且会在 Vconsole 中给出一个错误提示,告诉你期望一个整数但却收到了一个字符串。
 
因此,当你使用 Lua 调用 DOTA 2 C++ API 时,确保你了解每个函数期望的参数类型,并相应地传递正确的数据类型是非常重要的。这有助于避免运行时错误,并确保你的代码能够按预期工作。


__TOC__
__TOC__
Line 16: Line 18:
=== Global ===
=== Global ===


''Global functions.  These can be called without any class''
''全局函数,可以被任何类使用。''


{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
Line 27: Line 29:


|-
|-
| [[Dota 2 Workshop Tools/Scripting/API/Global.AddFOWViewer | AddFOWViewer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.AddFOWViewer|AddFOWViewer}}
| <code>void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) </code>
| <code>void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) </code>
| Add temporary vision for a given team ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)
| 为指定队伍增加临时视野 ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)
|-
|-
| [[Dota 2 Workshop Tools/Scripting/API/Global.AngleDiff | AngleDiff]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.AngleDiff|AngleDiff}}
 
| <code>float AngleDiff(float ang1, float ang2)</code>
| <code>float AngleDiff(float ang1, float ang2) </code>
 
| 返回两个偏航角度之差
| 返回两个偏航角度之差
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.AppendToLogFile|AppendToLogFile}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.AppendToLogFile | AppendToLogFile]]
| <code>void AppendToLogFile(string a, string b)</code>
 
| <code>void AppendToLogFile(string a, string b) </code>
 
| 在服务器日志文件上增加一个string
| 在服务器日志文件上增加一个string
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ApplyDamage|ApplyDamage}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.ApplyDamage | ApplyDamage]]
| <code>float ApplyDamage(handle DamageTable)</code>
 
| <code>float ApplyDamage(handle DamageTable) </code>
 
| 对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability
| 对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.AxisAngleToQuaternion|AxisAngleToQuaternion}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.AxisAngleToQuaternion | AxisAngleToQuaternion]]
| <code>Quaternion AxisAngleToQuaternion(Vector a, float b)(vector,float) </code>
 
| 构造一个四元数,表现出围绕给定的vector 轴线的旋转角
| <code>Quaternion AxisAngleToQuaternion(Vector a, float b) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CalcClosestPointOnEntityOBB|CalcClosestPointOnEntityOBB}}
| (vector,float) 构造一个四元数,表现出围绕给定的vector 轴线的旋转角
| <code>Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)</code>
|-
| 计算实体的OBB上最接近的两个点。
 
|-
| [[Dota 2 Workshop Tools/Scripting/API/Global.CancelEntityIOEvents | CancelEntityIOEvents]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CalcDistanceBetweenEntityOBB|CalcDistanceBetweenEntityOBB}}
 
| <code>float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2)</code>
| <code>void CancelEntityIOEvents(ehandle a) </code>
| 计算两个实体的OBB间距离。如果返回值为负,代表输入值有错误。 返回值为0则代表OBB互相重叠。
 
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CancelEntityIOEvents|CancelEntityIOEvents}}
| <code>void CancelEntityIOEvents(ehandle a)</code>
| 为特定的实体创建所有输入/输出事件
| 为特定的实体创建所有输入/输出事件
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ClearTeamCustomHealthbarColor|ClearTeamCustomHealthbarColor}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateEffect | CreateEffect]]
| <code>void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) </code>
 
| 清除自定义血条颜色。
| <code>bool CreateEffect(handle a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateEffect|CreateEffect}}
| <code>bool CreateEffect(handle a)</code>
| 传递table - 输入:实体,效果
| 传递table - 输入:实体,效果
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateHeroForPlayer|CreateHeroForPlayer}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateHeroForPlayer | CreateHeroForPlayer]]
| <code>handle CreateHeroForPlayer(string unitName, handle player)</code>
 
| <code>handle CreateHeroForPlayer(string unitName, handle player) </code>
 
| 用DOTA英雄的dota_npc_units.txt中的名字创建它并把它设为给定玩家的控制英雄
| 用DOTA英雄的dota_npc_units.txt中的名字创建它并把它设为给定玩家的控制英雄
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateHTTPRequest|CreateHTTPRequest}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateItem | CreateItem]]
| <code>handle CreateHTTPRequest(string string_1, string string_2) </code>
 
| 生成一个HTTP请求。
| <code>handle CreateItem(string item_name, handle owner, handle owner) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateItem|CreateItem}}
| <code>handle CreateItem(string item_name, handle owner, handle owner)</code>
| 用类名称item_name创建一个owner可以使用的物品
| 用类名称item_name创建一个owner可以使用的物品
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionForLaunch|CreateItemOnPositionForLaunch}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionSync | CreateItemOnPositionSync]]
| <code>handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2)</code>
 
| 在给定地点生成一个实际物品。 目标地点可以是空中(但这不会清空这个位置)
| <code>handle CreateItemOnPositionSync(Vector a, handle b) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionSync|CreateItemOnPositionSync}}
| <code>handle CreateItemOnPositionSync(Vector a, handle b)</code>
| 在给定位置创建一个可见的物品
| 在给定位置创建一个可见的物品
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateModifierThinker|CreateModifierThinker}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateTrigger | CreateTrigger]]
| <code>handle CreateModifierThinker(handle handle_1, handle handle_2, string string_3, handle handle_4, Vector Vector_5, int int_6, bool bool_7)</code>
 
| 生成一个不和任何NPC相关联的Modifier。 ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker )
| <code>handle CreateTrigger(Vector a, Vector b, Vector c) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateTempTree|CreateTempTree}}
| <code>void CreateTempTree(Vector Vector_1, float float_2)</code>
| 生成一颗临时存在的树。 (vLocation, flDuration).
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateTrigger|CreateTrigger}}
| <code>handle CreateTrigger(Vector a, Vector b, Vector c)</code>
| CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器
| CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateTriggerRadiusApproximate|CreateTriggerRadiusApproximate}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateTriggerRadiusApproximate | CreateTriggerRadiusApproximate]]
| <code>handle CreateTriggerRadiusApproximate(Vector a, float b)</code>
 
| <code>handle CreateTriggerRadiusApproximate(Vector a, float b) </code>
 
| CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : 创建并返回一个比给定radius大的AABB触发器
| CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : 创建并返回一个比给定radius大的AABB触发器
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByName|CreateUnitByName }}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByName | CreateUnitByName]]
| <code>handle CreateUnitByName(string a, Vector b, bool c, handle d, handle e, int f)</code>
 
| <code>handle CreateUnitByName(string a, Vector b, bool c, handle d, handle e, int f) </code>
 
| 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber )
| 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber )
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByNameAsync|CreateUnitByNameAsync}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByNameAsync | CreateUnitByNameAsync]]
| <code>int CreateUnitByNameAsync(string a, Vector b, bool c, handle d, handle e, int f, handle g)</code>
 
| <code>int CreateUnitByNameAsync(string a, Vector b, bool c, handle d, handle e, int f, handle g) </code>
 
| 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback )
| 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback )
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitFromTable|CreateUnitFromTable}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitFromTable | CreateUnitFromTable]]
| <code>hscript CreateUnitFromTable(table unitProperties)</code>
 
| <code>hscript CreateUnitFromTable(table unitProperties) </code>
 
| Creates a new data-driven entity with the given table
| Creates a new data-driven entity with the given table
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.cvar_getf|cvar_getf}}
 
| <code>float cvar_getf(string a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/Global.cvar_getf | cvar_getf]]
 
| <code>float cvar_getf(string a) </code>
 
| 获取给定cvar的值,返回float.
| 获取给定cvar的值,返回float.
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.cvar_setf|cvar_setf }}
| [[Dota 2 Workshop Tools/Scripting/API/Global.cvar_setf | cvar_setf]]
| <code>bool cvar_setf(string a, float b)</code>
 
| <code>bool cvar_setf(string a, float b) </code>
 
| 设置给定cvar的值, 传递float.
| 设置给定cvar的值, 传递float.
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugBreak|DebugBreak}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugBreak | DebugBreak]]
| <code>void DebugBreak()</code>
 
| <code>void DebugBreak() </code>
 
| 在debugger(调试模式)中停止运行
| 在debugger(调试模式)中停止运行
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBox|DebugDrawBox}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBox | DebugDrawBox]]
| <code>void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration)</code>
 
| <code>void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration) </code>
 
| 显示一个debug overlay窗口(origin, mins, maxs, r, g, b, a, duration )
| 显示一个debug overlay窗口(origin, mins, maxs, r, g, b, a, duration )
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBoxDirection|DebugDrawBoxDirection}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBoxDirection | DebugDrawBoxDirection]]
| <code>void DebugDrawBoxDirection(Vector a, Vector b, Vector c, Vector d, Vector e, float f, float g)</code>
 
| <code>void DebugDrawBoxDirection(Vector a, Vector b, Vector c, Vector d, Vector e, float f, float g) </code>
 
| 显示一个debug forward窗口(cent, min, max, forward, vRgb, a, duration)
| 显示一个debug forward窗口(cent, min, max, forward, vRgb, a, duration)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawCircle|DebugDrawCircle}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawCircle | DebugDrawCircle]]
| <code>void DebugDrawCircle(Vector a, Vector b, float c, float d, bool e, float f)</code>
 
| <code>void DebugDrawCircle(Vector a, Vector b, float c, float d, bool e, float f) </code>
 
| 显示一个debug圆(center, vRgb, a, rad, ztest, duration)
| 显示一个debug圆(center, vRgb, a, rad, ztest, duration)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawClear|DebugDrawClear}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawClear | DebugDrawClear]]
| <code>void DebugDrawClear()</code>
 
| <code>void DebugDrawClear() </code>
 
| 尝试清理所有debug overlay信息
| 尝试清理所有debug overlay信息
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine|DebugDrawLine}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine | DebugDrawLine]]
| <code>void DebugDrawLine(Vector a, Vector b, int c, int d, int e, bool f, float g)</code>
 
| <code>void DebugDrawLine(Vector a, Vector b, int c, int d, int e, bool f, float g) </code>
 
| 显示一个debug overlay线段origin, target, r, g, b, ztest, duration)
| 显示一个debug overlay线段origin, target, r, g, b, ztest, duration)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine_vCol|DebugDrawLine_vCol}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine_vCol | DebugDrawLine_vCol]]
| <code>void DebugDrawLine_vCol(Vector a, Vector b, Vector c, bool d, float e)</code>
 
| <code>void DebugDrawLine_vCol(Vector a, Vector b, Vector c, bool d, float e) </code>
 
| 使用vec颜色显示一个debug线段(start, end, vRgb, a, ztest, duration)
| 使用vec颜色显示一个debug线段(start, end, vRgb, a, ztest, duration)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawScreenTextLine|DebugDrawScreenTextLine}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawScreenTextLine | DebugDrawScreenTextLine]]
| <code>void DebugDrawScreenTextLine(float a, float b, int c, string d, int e, int f, int g, int h, float i)</code>
 
| <code>void DebugDrawScreenTextLine(float a, float b, int c, string d, int e, int f, int g, int h, float i) </code>
 
| 显示给定行间距(lineoffset)的文字(x, y, lineOffset, text, r, g, b, a, duration)
| 显示给定行间距(lineoffset)的文字(x, y, lineOffset, text, r, g, b, a, duration)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawSphere|DebugDrawSphere}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawSphere | DebugDrawSphere]]
| <code>void DebugDrawSphere(Vector a, Vector b, float c, float d, bool e, float f)</code>
 
| <code>void DebugDrawSphere(Vector a, Vector b, float c, float d, bool e, float f) </code>
 
| 显示一个debug球(center, vRgb, a, rad, ztest, duration)
| 显示一个debug球(center, vRgb, a, rad, ztest, duration)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawText|DebugDrawText}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawText | DebugDrawText]]
| <code>void DebugDrawText(Vector a, string b, bool c, float d)</code>
 
| 显示3d文字(origin, text, bViewCheck, duration)
| <code>void DebugDrawText(Vector a, string b, bool c, float d) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugScreenTextPretty|DebugScreenTextPretty}}
| 显示3d文字(origin, text, bViewCheck, duration)
| <code>void DebugScreenTextPretty(float a, float b, int c, string d, int e, int f, int g, int h, float i, string j, int k, bool l)</code>
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugScreenTextPretty | DebugScreenTextPretty]]
 
| <code>void DebugScreenTextPretty(float a, float b, int c, string d, int e, int f, int g, int h, float i, string j, int k, bool l) </code>
 
| 显示漂亮的debug文字(x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)
| 显示漂亮的debug文字(x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoCleaveAttack|DoCleaveAttack}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoEntFire | DoEntFire]]
| <code>int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6)</code>
 
| (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName)
| <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoEntFire|DoEntFire}}
| EntFire: 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller )
| <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f)EntFire: </code>
|-
| 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller )
 
|-  
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoEntFireByInstanceHandle | DoEntFireByInstanceHandle]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoEntFireByInstanceHandle|DoEntFireByInstanceHandle}}
 
| <code>void DoEntFireByInstanceHandle(handle a, string b, string c, float d, handle e, handle f)</code>
| <code>void DoEntFireByInstanceHandle(handle a, string b, string c, float d, handle e, handle f) </code>
 
| EntFireByHandle:构造一个实体的输入/输出事件
| EntFireByHandle:构造一个实体的输入/输出事件
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoIncludeScript|DoIncludeScript}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoIncludeScript | DoIncludeScript]]
| <code>bool DoIncludeScript(string a, handle b)</code>
 
| <code>bool DoIncludeScript(string a, handle b) </code>
 
| 运行一个内部脚本
| 运行一个内部脚本
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoScriptAssert|DoScriptAssert}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoScriptAssert | DoScriptAssert]]
| <code>void DoScriptAssert(bool a, string b)</code>
 
| <code>void DoScriptAssert(bool a, string b) </code>
 
| ScriptAssert:断言传入数据是数值,输出信息并显示断言对话框(参考编程中的Assert功能,主要用于调试,译者注)
| ScriptAssert:断言传入数据是数值,输出信息并显示断言对话框(参考编程中的Assert功能,主要用于调试,译者注)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoUniqueString|DoUniqueString}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoUniqueString | DoUniqueString]]
| <code>string DoUniqueString(string a)</code>
 
| <code>string DoUniqueString(string a) </code>
 
| UniqueString:使用任意的根字符串构造一个保证在VM脚本运行周期内唯一的字符串。当给表增加数据但不确定已用关键字时有用
| UniqueString:使用任意的根字符串构造一个保证在VM脚本运行周期内唯一的字符串。当给表增加数据但不确定已用关键字时有用
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSound|EmitAnnouncerSound}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.EmitGlobalSound | EmitGlobalSound]]
| <code>void EmitAnnouncerSound(string string_1)</code>
 
| 对所有玩家播放播音员的声音。
| <code>void EmitGlobalSound(string a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForPlayer|EmitAnnouncerSoundForPlayer}}
| <code>void EmitAnnouncerSoundForPlayer(string string_1, int int_2)</code>
| 对一位玩家播放播音员的音效。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForTeam|EmitAnnouncerSoundForTeam}}
| <code>void EmitAnnouncerSoundForTeam(string string_1, int int_2)</code>
| 对一方队伍成员播放播音员的音效。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForTeamOnLocation|EmitAnnouncerSoundForTeamOnLocation}}
| <code>void EmitAnnouncerSoundForTeamOnLocation(string string_1, int int_2, Vector Vector_3)</code>
| 对在某个特定地点队伍成员播放播音员的音效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitGlobalSound|EmitGlobalSound}}
| <code>void EmitGlobalSound(string a)</code>
| 为所有玩家播放给定名称的音效
| 为所有玩家播放给定名称的音效
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOn|EmitSoundOn}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOn | EmitSoundOn]]
| <code>void EmitSoundOn(string a, handle b)</code>
 
| <code>void EmitSoundOn(string a, handle b) </code>
 
| 在一个实体上播放给定名称的音效
| 在一个实体上播放给定名称的音效
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnClient|EmitSoundOnClient}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnClient | EmitSoundOnClient]]
| <code>void EmitSoundOnClient(string a, handle b)</code>
 
| <code>void EmitSoundOnClient(string a, handle b) </code>
 
| 为指定玩家播放给定名称的音效
| 为指定玩家播放给定名称的音效
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnLocationForAllies|EmitSoundOnLocationForAllies}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.EntIndexToHScript | EntIndexToHScript]]
| <code>void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3)</code>
 
| 从处在某个地点的某个单位处播放音效,仅对这个单位的友军有效。(vLocation, soundName, hCaster)
| <code>handle EntIndexToHScript(int a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnLocationWithCaster|EmitSoundOnLocationWithCaster}}
| <code>void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3)</code>
| 从处在某个地点的某个单位处播放音效。 (vLocation, soundName, hCaster).
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.EntIndexToHScript|EntIndexToHScript}}
| <code>handle EntIndexToHScript(int a)</code>
| 把一个实体的整数索引转化为表达该实体脚本实例的HScript
| 把一个实体的整数索引转化为表达该实体脚本实例的HScript
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ExecuteOrderFromTable|ExecuteOrderFromTable}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.ExecuteOrderFromTable | ExecuteOrderFromTable]]
| <code>void ExecuteOrderFromTable(handle a)</code>
 
| <code>void ExecuteOrderFromTable(handle a) </code>
 
| 从一个Script表发布命令
| 从一个Script表发布命令
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ExponentialDecay|ExponentialDecay}}
| <code>float ExponentialDecay(float a, float b, float c)平</code>
| 滑的曲线,接近0时减少较慢
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FileToString|FileToString}}
| <code>string FileToString(string a)</code>
| 从文件读取字符串给脚本,目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件从C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems读取,函数的用途与StringToFile相反
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FindClearSpaceForUnit|FindClearSpaceForUnit}}
| <code>void FindClearSpaceForUnit(handle a, Vector b, bool c)</code>
| 在未被占用的地方创建单位
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInRadius|FindUnitsInRadius}}
| <code>table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache)</code>
| 在给定范围内用给定flags搜索单位( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInLine|FindUnitsInLine}}
| <code>table FindUnitsInLine(int teamNumber, Vector vStartPos, Vector vEndPos, handle cacheUnit, float width, int teamFilter, int typeFilter, int flagFilter) </code>
| 在给定的一条线上用给定flags搜索单位 ( iTeamNumber, vStartPos, vEndPos, hCacheUnit, flWidth, iTeamFilter, iTypeFilter, iFlagFilter)
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputNameOnly|FireEntityIOInputNameOnly}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.ExponentialDecay | ExponentialDecay]]
| <code>void FireEntityIOInputNameOnly(ehandle a, string b)</code>
 
| <code>float ExponentialDecay(float a, float b, float c) </code>
 
| 平滑的曲线,接近0时减少较慢
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.FileToString | FileToString]]
 
| <code>string FileToString(string a) </code>
 
| 从文件读取字符串给脚本,目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件从C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems读取,函数的用途与StringToFile相反
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.FindClearSpaceForUnit | FindClearSpaceForUnit]]
 
| <code>void FindClearSpaceForUnit(handle a, Vector b, bool c) </code>
 
| 在未被占用的地方创建单位
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInRadius | FindUnitsInRadius]]
 
| <code>table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache) </code>
 
| 在给定范围内用给定flags搜索单位( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache )
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputNameOnly | FireEntityIOInputNameOnly]]
 
| <code>void FireEntityIOInputNameOnly(ehandle a, string b) </code>
 
| 触发实体的动作输入w/no数据
| 触发实体的动作输入w/no数据
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputString|FireEntityIOInputString}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputString | FireEntityIOInputString]]
| <code>void FireEntityIOInputString(ehandle a, string b, string c)</code>
 
| <code>void FireEntityIOInputString(ehandle a, string b, string c) </code>
 
| 用给定字符串(由你分配内存)触发实体的动作输入
| 用给定字符串(由你分配内存)触发实体的动作输入
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputVec|FireEntityIOInputVec}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputVec | FireEntityIOInputVec]]
| <code>void FireEntityIOInputVec(ehandle a, string b, Vector c)</code>
 
| <code>void FireEntityIOInputVec(ehandle a, string b, Vector c) </code>
 
| 用给定的Vector( hEntity, szActionName, vector )触发实体的动作输入
| 用给定的Vector( hEntity, szActionName, vector )触发实体的动作输入
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FireGameEvent|FireGameEvent}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireGameEvent | FireGameEvent]]
| <code>void FireGameEvent(string eventName, handle parameterTable)</code>
 
| 触发一个预定义事件,可以在custom_events.txt或dota的资源/.res中找到
| <code>void FireGameEvent(string eventName, handle parameterTable) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FireGameEventLocal|FireGameEventLocal}}
| 触发一个预定义事件,可以在custom_events.txt或dota的资源/*.res中找到
| <code>void FireGameEventLocal(string a, handle b)</code>
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireGameEventLocal | FireGameEventLocal]]
 
| <code>void FireGameEventLocal(string a, handle b) </code>
 
| 触发一个游戏事件但不广播给客户端
| 触发一个游戏事件但不广播给客户端
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.FrameTime|FrameTime}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.FrameTime | FrameTime]]
| <code>float FrameTime()</code>
 
| <code>float FrameTime() </code>
 
| 获取上一帧在服务器上花费的时间
| 获取上一帧在服务器上花费的时间
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetEntityIndexForTreeId|GetEntityIndexForTreeId}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrameCount | GetFrameCount]]
| <code><unknown> GetEntityIndexForTreeId(unsigned unsigned_1)</code>
 
| 对于指定为DOTA_UNIT_ORDER_CAST_TARGET_TREE下的entindex_target类型的树,这个方法用来获取其实体索引。
| <code>int GetFrameCount() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetFrameCount|GetFrameCount}}
| <code>int GetFrameCount()</code>
| 返回引擎当然的帧数
| 返回引擎当然的帧数
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyBoostAmount|GetFrostyBoostAmount}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyBoostAmount | GetFrostyBoostAmount]]
| <code>float GetFrostyBoostAmount(int a, int b)</code>
 
| No Description Set
| <code>float GetFrostyBoostAmount(int a, int b) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyPointsForRound|GetFrostyPointsForRound}}
| <code>int GetFrostyPointsForRound(int a, int b, int c)</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyBoostAmount|GetGoldFrostyBoostAmount}}
 
| <code>float GetGoldFrostyBoostAmount(int a, int b)</code>
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyPointsForRound | GetFrostyPointsForRound]]
 
| <code>int GetFrostyPointsForRound(int a, int b, int c) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyPointsForRound|GetGoldFrostyPointsForRound}}
 
| <code>int GetGoldFrostyPointsForRound(int a, int b, int c)</code>
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyBoostAmount | GetGoldFrostyBoostAmount]]
 
| <code>float GetGoldFrostyBoostAmount(int a, int b) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetGroundHeight|GetGroundHeight}}
 
| <code>float GetGroundHeight(Vector Vector_1, handle handle_2)</code>
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyPointsForRound | GetGoldFrostyPointsForRound]]
|  
 
|-  
| <code>int GetGoldFrostyPointsForRound(int a, int b, int c) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetGroundPosition|GetGroundPosition}}
 
| <code>Vector GetGroundPosition(Vector a, handle b)</code>
| No Description Set
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetGroundPosition | GetGroundPosition]]
 
| <code>Vector GetGroundPosition(Vector a, handle b) </code>
 
| 返回移动到地面的供给位置。第二个参数是一个NPC,用于测量碰撞体积
| 返回移动到地面的供给位置。第二个参数是一个NPC,用于测量碰撞体积
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetItemCost|GetItemCost}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetListenServerHost | GetListenServerHost]]
| <code>int GetItemCost(string string_1)</code>
 
| 通过名称获取一个物品的价格。
| <code>handle GetListenServerHost() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetListenServerHost|GetListenServerHost}}
| <code>handle GetListenServerHost()</code>
| 在广播服务器获取本地玩家
| 在广播服务器获取本地玩家
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetMapName|GetMapName}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetMapName | GetMapName]]
| <code>string GetMapName()</code>
 
| <code>string GetMapName() </code>
 
| 获取地图的名字
| 获取地图的名字
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetMaxOutputDelay|GetMaxOutputDelay}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetMaxOutputDelay | GetMaxOutputDelay]]
| <code>float GetMaxOutputDelay(ehandle a, string b)</code>
 
| <code>float GetMaxOutputDelay(ehandle a, string b) </code>
 
| 获取输出事件的最大延迟
| 获取输出事件的最大延迟
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetPhysAngularVelocity|GetPhysAngularVelocity}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetPhysAngularVelocity | GetPhysAngularVelocity]]
| <code>Vector GetPhysAngularVelocity(handle a)</code>
 
| <code>Vector GetPhysAngularVelocity(handle a) </code>
 
| 获取VPHYS或普通物体的角速度
| 获取VPHYS或普通物体的角速度
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetPhysVelocity|GetPhysVelocity}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetPhysVelocity | GetPhysVelocity]]
| <code>Vector GetPhysVelocity(handle a)</code>
 
| <code>Vector GetPhysVelocity(handle a) </code>
 
| 获取VPHYS或普通物体的速度
| 获取VPHYS或普通物体的速度
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetSystemDate|GetSystemDate}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetSystemDate | GetSystemDate]]
| <code>string GetSystemDate()</code>
 
| <code>string GetSystemDate() </code>
 
| 获取真实世界的日期
| 获取真实世界的日期
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetSystemTime|GetSystemTime}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetSystemTime | GetSystemTime]]
| <code>string GetSystemTime()</code>
 
| <code>string GetSystemTime() </code>
 
| 获取真实世界的时间
| 获取真实世界的时间
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTeamHeroKills|GetTeamHeroKills}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetTeamName | GetTeamName]]
| <code>int GetTeamHeroKills(int int_1)</code>
 
| ( int teamID )
| <code>string GetTeamName(int teamNumber) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTeamName|GetTeamName}}
| Returns the team name
| <code>string GetTeamName(int teamNumber)</code>
 
| Returns the team name
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTreeIdForEntityIndex|GetTreeIdForEntityIndex}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxX | GetWorldMaxX]]
| <code>int GetTreeIdForEntityIndex(int int_1)</code>
 
| 获取已给定实体索引的树的ID
| <code>float GetWorldMaxX() </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxX|GetWorldMaxX}}
| <code>float GetWorldMaxX()</code>
| 获取地图X坐标最大值
| 获取地图X坐标最大值
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxY|GetWorldMaxY}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxY | GetWorldMaxY]]
| <code>float GetWorldMaxY()</code>
 
| <code>float GetWorldMaxY() </code>
 
| 获取地图Y坐标最大值
| 获取地图Y坐标最大值
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinX|GetWorldMinX}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinX | GetWorldMinX]]
| <code>float GetWorldMinX()</code>
 
| <code>float GetWorldMinX() </code>
 
| 获取地图X坐标最小值
| 获取地图X坐标最小值
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinY|GetWorldMinY}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinY | GetWorldMinY]]
| <code>float GetWorldMinY()</code>
 
| <code>float GetWorldMinY() </code>
 
| 获取地图Y坐标最小值
| 获取地图Y坐标最小值
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.InitLogFile|InitLogFile}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.InitLogFile | InitLogFile]]
| <code>void InitLogFile(string a, string b)</code>
 
| <code>void InitLogFile(string a, string b) </code>
 
| 如果给定文件不存在,用给定内容创建它;如果存在则不做任何动作
| 如果给定文件不存在,用给定内容创建它;如果存在则不做任何动作
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsClient|IsClient}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.IsDedicatedServer | IsDedicatedServer]]
| <code>bool IsClient()</code>
 
| Returns true if this is lua running from the client.dll.
| <code>bool IsDedicatedServer() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsDedicatedServer|IsDedicatedServer}}
| <code>bool IsDedicatedServer()</code>
| 如果服务器开放返回true
| 如果服务器开放返回true
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsMarkedForDeletion|IsMarkedForDeletion}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.IsMarkedForDeletion | IsMarkedForDeletion]]
| <code>bool IsMarkedForDeletion(handle a)</code>
 
| <code>bool IsMarkedForDeletion(handle a) </code>
 
| 如果实体有效并被标记为删除返回true
| 如果实体有效并被标记为删除返回true
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsServer|IsServer}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.IsValidEntity | IsValidEntity]]
| <code>bool IsServer() </code>
 
| 当Lua代码是从Server.dll中被运行的时候,返回True。
| <code>bool IsValidEntity(handle a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsValidEntity|IsValidEntity}}
| <code>bool IsValidEntity(handle a)</code>
| 检查给定hScript是否为有效实体
| 检查给定hScript是否为有效实体
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsInToolsMode|IsInToolsMode}}
| <code>bool IsInToolsMode() </code>
| 当此Lua脚本在Dota2创意工坊工具模式下运行时返回true。
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.LimitPathingSearchDepth|LimitPathingSearchDepth}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.ListenToGameEvent | ListenToGameEvent]]
| <code>void LimitPathingSearchDepth(float float_1)</code>
 
| 设置寻路系统的搜索范围(应该是对于深度)
| <code>int ListenToGameEvent(string EventName, handle functionNameToCall, handle context) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.LinkLuaModifier|LinkLuaModifier}}
| <code>void LinkLuaModifier(string modifier_name, string file_path, int motion_controller_type)</code>
| 将一个Lua定义的Modifier和与其相关的类联系起来。如果这个Modifier的定义在Vscript根目录下,那么第二个argument (file_path) 可能会被忽略。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ListenToGameEvent|ListenToGameEvent }}
| <code>int ListenToGameEvent(string EventName, handle functionNameToCall, handle context)</code>
| 从脚本给游戏事件注册一个listner,Tip:另外,为listenstandard engine events,你也可以创建自己的事件,把它们放置在/scripts/custom_events.txt.
| 从脚本给游戏事件注册一个listner,Tip:另外,为listenstandard engine events,你也可以创建自己的事件,把它们放置在/scripts/custom_events.txt.
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValues|LoadKeyValues}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValues | LoadKeyValues]]
| <code>table LoadKeyValues(string a)</code>
 
| <code>table LoadKeyValues(string a) </code>
 
| 用给定的关键字文件创建table
| 用给定的关键字文件创建table
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValuesFromString|LoadKeyValuesFromString}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValuesFromString | LoadKeyValuesFromString]]
| <code>table LoadKeyValuesFromString(string a)</code>
 
| <code>table LoadKeyValuesFromString(string a) </code>
 
| 用给定的关键字string创建table
| 用给定的关键字string创建table
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.MakeStringToken|MakeStringToken}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.MakeStringToken | MakeStringToken]]
| <code>int MakeStringToken(string a)</code>
 
| 检查给定的hScript是否是有效实体(?)
| <code>int MakeStringToken(string a) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.MinimapEvent|MinimapEvent}}
| 检查给定的hScript是否是有效实体(?)
| <code>void MinimapEvent(int int_1, handle handle_2, int int_3, int int_4, int int_5, int int_6)</code>
|-
| 设置一个小地图事件。 (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration).
 
|-
| [[Dota 2 Workshop Tools/Scripting/API/Global.Msg | Msg]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.Msg|Msg}}
 
| <code>void Msg(string a)</code>
| <code>void Msg(string a) </code>
 
| 输出信息
| 输出信息
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PauseGame|PauseGame}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PauseGame | PauseGame]]
| <code>void PauseGame(bool a)</code>
 
| <code>void PauseGame(bool a) </code>
 
| 暂停/开始游戏
| 暂停/开始游戏
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PlayerInstanceFromIndex|PlayerInstanceFromIndex}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PlayerInstanceFromIndex | PlayerInstanceFromIndex]]
| <code>handle PlayerInstanceFromIndex(int a)</code>
 
| <code>handle PlayerInstanceFromIndex(int a) </code>
 
| 通过索引获取玩家的脚本实例
| 通过索引获取玩家的脚本实例
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityFromTable|PrecacheEntityFromTable}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityFromTable | PrecacheEntityFromTable]]
| <code>void PrecacheEntityFromTable(string a, handle b, handle c)</code>
 
| <code>void PrecacheEntityFromTable(string a, handle b, handle c) </code>
 
| 用关键字从table中预缓存一个实体
| 用关键字从table中预缓存一个实体
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityListFromTable|PrecacheEntityListFromTable}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityListFromTable | PrecacheEntityListFromTable]]
| <code>void PrecacheEntityListFromTable(handle a, handle b)</code>
 
| <code>void PrecacheEntityListFromTable(handle a, handle b) </code>
 
| 预缓存一个实体关键字列表
| 预缓存一个实体关键字列表
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameAsync|PrecacheItemByNameAsync}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameAsync | PrecacheItemByNameAsync]]
| <code>void PrecacheItemByNameAsync(string a, handle b)</code>
 
| <code>void PrecacheItemByNameAsync(string a, handle b) </code>
 
| 用DOTA物品的dota_npc_items.txt名称异步预缓存它,结束时提供回调
| 用DOTA物品的dota_npc_items.txt名称异步预缓存它,结束时提供回调
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameSync|PrecacheItemByNameSync}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameSync | PrecacheItemByNameSync]]
| <code>void PrecacheItemByNameSync(string a, handle b)</code>
 
| <code>void PrecacheItemByNameSync(string a, handle b) </code>
 
| 用DOTA物品的dota_npc_items.txt名称预缓存它
| 用DOTA物品的dota_npc_items.txt名称预缓存它
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheModel|PrecacheModel}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheModel | PrecacheModel]]
| <code>void PrecacheModel(string a, handle b)( modelName, context ) - </code>
 
| 手动预缓存一个单一模型
| <code>void PrecacheModel(string a, handle b) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheResource|PrecacheResource}}
| ( modelName, context ) - 手动预缓存一个单一模型
| <code>void PrecacheResource(string precacheMode, string resource, handle context)</code>
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheResource | PrecacheResource]]
 
| <code>void PrecacheResource(string precacheMode, string resource, handle context) </code>
 
| 手动预缓存一个单一资源
| 手动预缓存一个单一资源
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameAsync|PrecacheUnitByNameAsync}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameAsync | PrecacheUnitByNameAsync]]
| <code>void PrecacheUnitByNameAsync(string a, handle b)</code>
 
| <code>void PrecacheUnitByNameAsync(string a, handle b) </code>
 
| 用DOTA单位的dota_npc_units.txt名称异步预缓存它,结束时提供回调
| 用DOTA单位的dota_npc_units.txt名称异步预缓存它,结束时提供回调
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameSync|PrecacheUnitByNameSync}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameSync | PrecacheUnitByNameSync]]
| <code>void PrecacheUnitByNameSync(string a, handle b)</code>
 
| <code>void PrecacheUnitByNameSync(string a, handle b) </code>
 
| 用DOTA单位的dota_npc_units.txt名称预缓存它
| 用DOTA单位的dota_npc_units.txt名称预缓存它
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrintLinkedConsoleMessage|PrintLinkedConsoleMessage}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrintLinkedConsoleMessage | PrintLinkedConsoleMessage]]
| <code>void PrintLinkedConsoleMessage(string a, string b)</code>
 
| Print a console message with a linked console command
| <code>void PrintLinkedConsoleMessage(string a, string b) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RandomFloat|RandomFloat}}
| Print a console message with a linked console command
| <code>float RandomFloat(float a, float b)</code>
|-
| 获取范围内随机float
 
|-  
| [[Dota 2 Workshop Tools/Scripting/API/Global.RandomFloat | RandomFloat]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RandomInt|RandomInt}}
 
| <code>int RandomInt(int a, int b)</code>
| <code>float RandomFloat(float a, float b) </code>
 
| 获取范围内随机float
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.RandomInt | RandomInt]]
 
| <code>int RandomInt(int a, int b) </code>
 
| 获取范围内随机int
| 获取范围内随机int
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RandomVector|RandomVector}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RandomVector | RandomVector]]
| <code>Vector RandomVector(float maxLength)</code>
 
| <code>Vector RandomVector(float maxLength) </code>
 
| 获取随机二维矢量
| 获取随机二维矢量
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RegisterSpawnGroupFilterProxy|RegisterSpawnGroupFilterProxy}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RegisterSpawnGroupFilterProxy | RegisterSpawnGroupFilterProxy]]
| <code>void RegisterSpawnGroupFilterProxy(string a)</code>
 
| <code>void RegisterSpawnGroupFilterProxy(string a) </code>
 
| 为一个脚本基础的生成单位过滤器创建一个C代理
| 为一个脚本基础的生成单位过滤器创建一个C代理
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ReloadMOTD|ReloadMOTD}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.ReloadMOTD | ReloadMOTD]]
| <code>void ReloadMOTD()</code>
 
| <code>void ReloadMOTD() </code>
 
| 重载MotD文件
| 重载MotD文件
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RemoveSpawnGroupFilterProxy|RemoveSpawnGroupFilterProxy}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RemoveSpawnGroupFilterProxy | RemoveSpawnGroupFilterProxy]]
| <code>void RemoveSpawnGroupFilterProxy(string a)</code>
 
| <code>void RemoveSpawnGroupFilterProxy(string a) </code>
 
| 为一个脚本基础的生成单位过滤器删除一个C代理
| 为一个脚本基础的生成单位过滤器删除一个C代理
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ResolveNPCPositions|ResolveNPCPositions}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RollPercentage | RollPercentage]]
| <code>void ResolveNPCPositions(Vector Vector_1, float float_2)</code>
 
| Check and fix units that have been assigned a position inside collision radius of other NPCs. 检查并固定一个被分配到其他NPC的碰撞半径内的某位置的单位。
| <code>bool RollPercentage(int a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RollPercentage|RollPercentage}}
| <code>bool RollPercentage(int a)</code>
| 随机生成1-100内的数,小于等于给定数则返回true
| 随机生成1-100内的数,小于等于给定数则返回true
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RotateOrientation|RotateOrientation}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotateOrientation | RotateOrientation]]
| <code>QAngle RotateOrientation(QAngle a, QAngle b)</code>
 
| <code>QAngle RotateOrientation(QAngle a, QAngle b) </code>
 
| 旋转一个QAngle,用另一个QAngle
| 旋转一个QAngle,用另一个QAngle
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RotateQuaternionByAxisAngle|RotateQuaternionByAxisAngle}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotatePosition | RotatePosition]]
| <code>Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c)</code>
 
| <code>Vector RotatePosition(Vector a, QAngle b, Vector c) </code>
 
| 围绕点旋转一个Vector
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotateQuaternionByAxisAngle | RotateQuaternionByAxisAngle]]
 
| <code>Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c) </code>
 
| 围绕给定vector轴线旋转一个四元数
| 围绕给定vector轴线旋转一个四元数
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.RotationDelta|RotationDelta}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotationDelta | RotationDelta]]
| <code>QAngle RotationDelta(QAngle a, QAngle b)</code>
 
| <code>QAngle RotationDelta(QAngle a, QAngle b) </code>
 
| 两个QAngle间的delta值
| 两个QAngle间的delta值
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.rr_AddDecisionRule|rr_AddDecisionRule}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_AddDecisionRule | rr_AddDecisionRule]]
| <code>bool rr_AddDecisionRule(handle a)</code>
 
| 给决定数据库增加一个规则
| <code>bool rr_AddDecisionRule(handle a) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.rr_CommitAIResponse|rr_CommitAIResponse}}
| 给决定数据库增加一个规则
| <code>bool rr_CommitAIResponse(handle a, handle b)</code>
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_CommitAIResponse | rr_CommitAIResponse]]
 
| <code>bool rr_CommitAIResponse(handle a, handle b) </code>
 
| 把QueryBestResponse的结果交付给定的实体播放,用参数调用(entity, airesponse)
| 把QueryBestResponse的结果交付给定的实体播放,用参数调用(entity, airesponse)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.rr_GetResponseTargets|rr_GetResponseTargets}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_GetResponseTargets | rr_GetResponseTargets]]
| <code>handle rr_GetResponseTargets()</code>
 
| <code>handle rr_GetResponseTargets() </code>
 
| 获取所有提供的表达者目标的table,格式为{ name : handle, name: handle }.
| 获取所有提供的表达者目标的table,格式为{ name : handle, name: handle }.
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.rr_QueryBestResponse|rr_QueryBestResponse}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_QueryBestResponse | rr_QueryBestResponse]]
| <code>bool rr_QueryBestResponse(handle a, handle b, handle c)</code>
 
| <code>bool rr_QueryBestResponse(handle a, handle b, handle c) </code>
 
| 参数: ( hEnt, hQuery, hResult ) // 静态 : 对实体的回复系统测试 'query'并返回最佳回复(无回复返回nil)
| 参数: ( hEnt, hQuery, hResult ) // 静态 : 对实体的回复系统测试 'query'并返回最佳回复(无回复返回nil)
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.Say|Say}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.Say | Say]]
| <code>void Say(handle entity, string message, bool teamOnly)</code>
 
| <code>void Say(handle entity, string message, bool teamOnly) </code>
 
| 让实体说string,是否仅限队友可见
| 让实体说string,是否仅限队友可见
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ScreenShake|ScreenShake}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.ScreenShake | ScreenShake]]
| <code>void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g)</code>
 
| <code>void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g) </code>
 
| 用下列参数开始镜头摇晃:vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
| 用下列参数开始镜头摇晃:vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendFrostivusTimeElapsedToGC|SendFrostivusTimeElapsedToGC}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendFrostivusTimeElapsedToGC | SendFrostivusTimeElapsedToGC]]
| <code>void SendFrostivusTimeElapsedToGC()</code>
 
| <code>void SendFrostivusTimeElapsedToGC() </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendFrostyPointsMessageToGC|SendFrostyPointsMessageToGC}}
 
| <code>void SendFrostyPointsMessageToGC(handle a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendFrostyPointsMessageToGC | SendFrostyPointsMessageToGC]]
 
| <code>void SendFrostyPointsMessageToGC(handle a) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendOverheadEventMessage|SendOverheadEventMessage}}
 
| <code>void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5)</code>
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendToConsole | SendToConsole]]
| ( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer和sourcePlayer 允许为nil。 - iMessageType是OVERHEAD_ALERT_分类中的一个。
 
|-
| <code>void SendToConsole(string a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendToConsole|SendToConsole}}
 
| <code>void SendToConsole(string a)</code>
| 给控制台发送string作为客户端命令
| 给控制台发送string作为客户端命令
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendToServerConsole|SendToServerConsole}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendToServerConsole | SendToServerConsole]]
| <code>void SendToServerConsole(string a)</code>
 
| <code>void SendToServerConsole(string a) </code>
 
| 给控制台发送string作为服务器命令
| 给控制台发送string作为服务器命令
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatAll|SetOpvarFloatAll}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatAll | SetOpvarFloatAll]]
| <code>void SetOpvarFloatAll(string a, string b, string c, float d)</code>
 
| <code>void SetOpvarFloatAll(string a, string b, string c, float d) </code>
 
| 为所有玩家设置opvar值
| 为所有玩家设置opvar值
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatPlayer|SetOpvarFloatPlayer}}
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatPlayer | SetOpvarFloatPlayer]]
| <code>void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e)</code>
 
| <code>void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e) </code>
 
| 为单一玩家设置opvar值( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )
| 为单一玩家设置opvar值( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )
|-
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetQuestName|SetQuestName}}
| <code>void SetQuestName(string a)</code>
| 设置当前任务名
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetQuestPhase|SetQuestPhase}}
| <code>void SetQuestPhase(int a)</code>
| 设置当前任务阶段
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetRenderingEnabled|SetRenderingEnabled}}
| <code>void SetRenderingEnabled(ehandle a, bool b)</code>
| 为ehandle设置rendering(渲染)开/关
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetTeamCustomHealthbarColor|SetTeamCustomHealthbarColor}}
| <code>void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4)</code>
| ( teamNumber, r, g, b )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ShowCustomHeaderMessage|ShowCustomHeaderMessage}}
| <code>void ShowCustomHeaderMessage(string message, int player, int value, float time)</code>
| Displays a header message from player
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopup|ShowGenericPopup}}
| <code>void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType)</code>
| 对所有玩家显示通用的弹出窗口
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopupToPlayer|ShowGenericPopupToPlayer}}
| <code>void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f)</code>
| 对给定玩家显示通用的弹出窗口
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.ShowMessage|ShowMessage}}
| <code>oid ShowMessage(string a)</code>
| 在所有客户端显示hud信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityFromTableSynchronous|SpawnEntityFromTableSynchronous}}
| <code>handle SpawnEntityFromTableSynchronous(string a, handle b)</code>
| 从table同步生成一个实体
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityGroupFromTable|SpawnEntityGroupFromTable}}
| <code>bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback)</code>
| 从一系列生成表中分级生成一个实体组
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableAsynchronous|SpawnEntityListFromTableAsynchronous}}
| <code>int SpawnEntityListFromTableAsynchronous(handle a, handle b)</code>
| 从一个生成表列表异步生成一个实体组,生成完成后会触发一次回调
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableSynchronous|SpawnEntityListFromTableSynchronous}}
| <code>handle SpawnEntityListFromTableSynchronous(handle a)</code>
| 从一个生成表列表同步生成一个实体组.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SplineQuaternions|SplineQuaternions}}
| <code>Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c)</code>
| (quaternion,quaternion,float)非常基础的v0到v1差值,t属于[0,1]为参数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.SplineVectors|SplineVectors}}
| <code>Vector SplineVectors(Vector a, Vector b, float c)</code>
| (vector,vector,float)非常基础的v0到v1差值,t属于[0,1]为参数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEvent|StartSoundEvent}}
| <code>void StartSoundEvent(string a, handle b)</code>
| 开始音效事件
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPosition|StartSoundEventFromPosition}}
| <code>void StartSoundEventFromPosition(string string_1, Vector Vector_2)</code>
| 在某个位置开始音效事件。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPositionReliable|StartSoundEventFromPositionReliable}}
| <code>void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) </code>
| 通过可靠的传递,在某个位置开始音效事件。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPositionUnreliable|StartSoundEventFromPositionUnreliable}}
| <code>void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2)</code>
| 通过随意的传递,在某个位置开始音效事件。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventReliable|StartSoundEventReliable}}
| <code>void StartSoundEventReliable(string string_1, handle handle_2)</code>
| 通过可靠的传递,开始音效事件。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventUnreliable|StartSoundEventUnreliable}}
| <code>void StartSoundEventUnreliable(string string_1, handle handle_2)</code>
| 通过随意的传递,开始音效事件。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopEffect|StopEffect}}
| <code>void StopEffect(handle a, string b)</code>
| (hEntity, szEffectName)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToAllGameEvents|StopListeningToAllGameEvents}}
| <code>void StopListeningToAllGameEvents(handle a)</code>
| 停止listen在给定内容内的所有游戏事件
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToGameEvent|StopListeningToGameEvent}}
| <code>bool StopListeningToGameEvent(int a)</code>
| 停止listen特定的游戏事件
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopSoundEvent|StopSoundEvent}}
| <code>void StopSoundEvent(string a, handle b)</code>
| 停止音效事件
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopSoundOn|StopSoundOn}}
| <code>void StopSoundOn(string soundName, handle playingEntity)</code>
| 停止实体上的命名音效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.StringToFile|StringToFile}}
| <code>bool StringToFile(string a, string b) </code>
| 目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件名不能为空,也不能包含忽略字符,否则函数无效并返回false,一次只能保存一个字符串,每次调用文件都被覆盖,文件以一个NUL字符结尾,文件被保存在C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems,函数用途与FileToString相反
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.Time|Time}}
| <code>float Time()</code>
| 获取当前服务器时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.TraceCollideable|TraceCollideable}}
| <code>bool TraceCollideable(handle a)</code>
| 传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.TraceHull|TraceHull}}
| <code>bool TraceHull(handle a)</code>
| 传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.TraceLine|TraceLine}}
| <code>bool TraceLine(handle a)</code>
| 传递table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UnitFilter|UnitFilter}}
| <code>int UnitFilter(handle handle_1, int int_2, int int_3, int int_4, int int_5)</code>
| 当一个单位通过一系列过滤器时进行检查。 (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroup|UnloadSpawnGroup}}
| <code>void UnloadSpawnGroup(string a)</code>
| 通过名称去除生成组
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroupByHandle|UnloadSpawnGroupByHandle}}
| <code>void UnloadSpawnGroupByHandle(int a)</code>
| 通过handle去除生成组
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UpdateEventPoints|UpdateEventPoints}}
| <code>void UpdateEventPoints(handle a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageText|UTIL_MessageText}}
| <code>void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a)</code>
| 对特定的玩家显示信息。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageText_WithContext|UTIL_MessageText_WithContext}}
| <code>void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context)</code>
| Sends a message to a specific player in the message box with a context table
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageTextAll|UTIL_MessageTextAll}}
| <code>void UTIL_MessageTextAll(string message, int r, int g, int b, int a)</code>
| 在文本框内对所有玩家显示信息。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageTextAll_WithContext|UTIL_MessageTextAll_WithContext}}
| <code>void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context)</code>
| Sends a message to everyone in the message box with a context table
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_Remove|UTIL_Remove}}
| <code>void UTIL_Remove(handle a)</code>
| 删除给定实体
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_RemoveImmediate|UTIL_RemoveImmediate}}
| <code>void UTIL_RemoveImmediate(handle a)</code>
| 立即删除给定实体
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageText|UTIL_ResetMessageText}}
| <code>void UTIL_ResetMessageText(int playerId)</code>
| 对某个玩家重新设置信息文本。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageTextAll|UTIL_ResetMessageTextAll}}
| <code>void UTIL_ResetMessageTextAll()</code>
| 对所有玩家重新设置信息文本。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.VectorToAngles|VectorToAngles}}
| <code>QAngle VectorToAngles(Vector a)</code>
| 为Vector获取Qangle(没有滚动)


| [[Dota 2 Workshop Tools/Scripting/API/Global.SetQuestName | SetQuestName]]
| <code>void SetQuestName(string a) </code>
| 设置当前任务名
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SetQuestPhase | SetQuestPhase]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Global.Warning|Warning}}


| <code>void SetQuestPhase(int a) </code>
| <code>void Warning(string a) </code>


| 设置当前任务阶段
| 输出警告
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/Global.SetRenderingEnabled | SetRenderingEnabled]]
=== CBaseEntity ===


| <code>void SetRenderingEnabled(ehandle a, bool b) </code>
''The base class for stuff''


| 为ehandle设置rendering(渲染)开/关
{| class="standard-table" style="width: 100%;"
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowCustomHeaderMessage | ShowCustomHeaderMessage]]
! 函数名


| <code>void ShowCustomHeaderMessage(string message, int player, int value, float time) </code>
! 函数原型


| Displays a header message from player
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopup | ShowGenericPopup]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyAbsVelocityImpulse|ApplyAbsVelocityImpulse}}


| <code>void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType) </code>
| <code>void ApplyAbsVelocityImpulse(Vector a) </code>


| 对所有玩家显示通用的弹出窗口
| 添加一个速度冲击
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopupToPlayer | ShowGenericPopupToPlayer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyLocalAngularVelocityImpulse|ApplyLocalAngularVelocityImpulse}}


| <code>void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f) </code>
| <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code>


| 对给定玩家显示通用的弹出窗口
| 添加一个角速度的冲击
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowMessage | ShowMessage]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSound|EmitSound}}


| <code>void ShowMessage(string a) </code>
| <code>void EmitSound(string soundName) </code>
 


| 在所有客户端显示hud信息
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityFromTableSynchronous | SpawnEntityFromTableSynchronous]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSoundParams|EmitSoundParams}}


| <code>handle SpawnEntityFromTableSynchronous(string a, handle b) </code>
| <code>void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) </code>


| 从table同步生成一个实体
| 播放/修改这个实体的声音.当音调,音量或播放时间大于零时改变声音
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityGroupFromTable | SpawnEntityGroupFromTable]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyeAngles|EyeAngles}}


| <code>bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback) </code>
| <code>QAngle EyeAngles() </code>


| 从一系列生成表中分级生成一个实体组
| 获得这个实体的视角qangles
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableAsynchronous | SpawnEntityListFromTableAsynchronous]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyePosition|EyePosition}}


| <code>int SpawnEntityListFromTableAsynchronous(handle a, handle b) </code>
| <code>Vector EyePosition() </code>


| 从一个生成表列表异步生成一个实体组,生成完成后会触发一次回调
| 获得指向视角位置的矢量,位置为绝对坐标
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableSynchronous | SpawnEntityListFromTableSynchronous]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.FirstMoveChild|FirstMoveChild}}


| <code>handle SpawnEntityListFromTableSynchronous(handle a) </code>
| <code>handle FirstMoveChild() </code>
 
| No Description Set


| 从一个生成表列表同步生成一个实体组.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SplineQuaternions | SplineQuaternions]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GatherCriteria|GatherCriteria}}


| <code>Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c) </code>
| <code>void GatherCriteria(handle a) </code>


| (quaternion,quaternion,float)非常基础的v0到v1差值,t属于[0,1]为参数
| 返回一个表包含用在这个实体的判定的标准.这个表等同于传入脚本方法的调用.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.SplineVectors | SplineVectors]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAbsOrigin|GetAbsOrigin}}


| <code>Vector SplineVectors(Vector a, Vector b, float c) </code>
| <code>Vector GetAbsOrigin() </code>
 
| No Description Set


| (vector,vector,float)非常基础的v0到v1差值,t属于[0,1]为参数
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEvent | StartSoundEvent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngles|GetAngles}}
 
| <code>QAngle GetAngles() </code>


| <code>void StartSoundEvent(string a, handle b) </code>
| No Description Set


| 开始音效事件
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StopEffect | StopEffect]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAnglesAsVector|GetAnglesAsVector}}


| <code>void StopEffect(handle a, string b) </code>
| <code>Vector GetAnglesAsVector() </code>


| (hEntity, szEffectName)
| 获得实体的颠簸,偏航,摇晃的矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToAllGameEvents | StopListeningToAllGameEvents]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngularVelocity|GetAngularVelocity}}


| <code>void StopListeningToAllGameEvents(handle a) </code>
| <code>Vector GetAngularVelocity() </code>


| 停止listen在给定内容内的所有游戏事件
| 获得当前角速度,返回颠簸,偏航,摇晃的矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToGameEvent | StopListeningToGameEvent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBaseVelocity|GetBaseVelocity}}


| <code>bool StopListeningToGameEvent(int a) </code>
| <code>Vector GetBaseVelocity() </code>


| 停止listen特定的游戏事件
| 获得基础速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StopSoundEvent | StopSoundEvent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMaxs|GetBoundingMaxs}}


| <code>void StopSoundEvent(string a, handle b) </code>
| <code>Vector GetBoundingMaxs() </code>


| 停止音效事件
| 获得一个包含最大范围,以物体为中心的矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StopSoundOn | StopSoundOn]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMins|GetBoundingMins}}


| <code>void StopSoundOn(string soundName, handle playingEntity) </code>
| <code>Vector GetBoundingMins() </code>


| 停止实体上的命名音效
| 获得一个包含最小范围,以物体为中心的矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.StringToFile | StringToFile]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBounds|GetBounds}}


| <code>bool StringToFile(string a, string b) </code>
| <code>table GetBounds() </code>


| * 目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件名不能为空,也不能包含忽略字符,否则函数无效并返回false,一次只能保存一个字符串,每次调用文件都被覆盖,文件以一个NUL字符结尾,文件被保存在C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems,函数用途与FileToString相反
| 获得一个以物体为中心,包含“Mins”和“Maxs”矢量的表
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.Time | Time]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetCenter|GetCenter}}


| <code>float Time() </code>
| <code>Vector GetCenter() </code>


| 获取当前服务器时间
| 获得指向物体中心的矢量,以绝对坐标的形式
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.TraceCollideable | TraceCollideable]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetChildren|GetChildren}}


| <code>bool TraceCollideable(handle a) </code>
| <code>handle GetChildren() </code>


| 传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal
| 获得继承这个实体的实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.TraceHull | TraceHull]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetContext|GetContext}}


| <code>bool TraceHull(handle a) </code>
| <code>table GetContext(string a) </code>


| 传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid
| GetContext( name ):检查一个对象的状态然后返回对象是否可用.可能返回string,float,或nil(如果对象没有找到)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.TraceLine | TraceLine]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetForwardVector|GetForwardVector}}


| <code>bool TraceLine(handle a) </code>
| <code>Vector GetForwardVector() </code>


| Pass table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid
| 获得这个实体的前进矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroup | UnloadSpawnGroup]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetHealth|GetHealth}}
 
| <code>int GetHealth() </code>


| <code>void UnloadSpawnGroup(string a) </code>
| No Description Set


| 通过名称去除生成组
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroupByHandle | UnloadSpawnGroupByHandle]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalAngularVelocity|GetLocalAngularVelocity}}


| <code>void UnloadSpawnGroupByHandle(int a) </code>
| <code>QAngle GetLocalAngularVelocity() </code>


| 通过handle去除生成组
| 可能为当前角速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UpdateEventPoints | UpdateEventPoints]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalVelocity|GetLocalVelocity}}


| <code>void UpdateEventPoints(handle a) </code>
| <code>Vector GetLocalVelocity() </code>
 
| No Description Set


| 获得实体相对速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageText | UTIL_MessageText]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMaxHealth|GetMaxHealth}}


| <code>void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a) </code>
| <code>int GetMaxHealth() </code>


| Displays a message for a specific player
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageText_WithContext | UTIL_MessageText_WithContext]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetModelName|GetModelName}}


| <code>void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context) </code>
| <code>string GetModelName() </code>
 
| Sends a message to a specific player in the message box with a context table


| 获得模型的名字
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageTextAll | UTIL_MessageTextAll]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMoveParent|GetMoveParent}}


| <code>void UTIL_MessageTextAll(string message, int r, int g, int b, int a) </code>
| <code>handle GetMoveParent() </code>
 
| Sends a message to everyone in the message box


| 如果在有继承对象,恢复实体所继承的对象
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageTextAll_WithContext | UTIL_MessageTextAll_WithContext]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOrigin|GetOrigin}}


| <code>void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context) </code>
| <code>Vector GetOrigin() </code>


| Sends a message to everyone in the message box with a context table
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_Remove | UTIL_Remove]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwner|GetOwner}}


| <code>void UTIL_Remove(handle a) </code>
| <code>handle GetOwner() </code>


| 删除给定实体
| 获得实体的所有者
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_RemoveImmediate | UTIL_RemoveImmediate]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwnerEntity|GetOwnerEntity}}


| <code>void UTIL_RemoveImmediate(handle a) </code>
| <code>handle GetOwnerEntity() </code>


| 立即删除给定实体
| 获得拥有者的实体,如果有的话
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageText | UTIL_ResetMessageText]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRightVector|GetRightVector}}


| <code>void UTIL_ResetMessageText(int playerId) </code>
| <code>Vector GetRightVector() </code>
 
| Resets the message text for the player


| 获得实体的右方矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageTextAll | UTIL_ResetMessageTextAll]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRootMoveParent|GetRootMoveParent}}


| <code>void UTIL_ResetMessageTextAll() </code>
| <code>handle GetRootMoveParent() </code>
 
| Resets the message text for all players


| 如果在继承关系里,在继承关系中寻找所继承的根源对象
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.VectorToAngles | VectorToAngles]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetSoundDuration|GetSoundDuration}}


| <code>QAngle VectorToAngles(Vector a) </code>
| <code>float GetSoundDuration(string soundName, string actormodelname) </code>


| 为Vector获取Qangle(没有滚动)
| 返回声音的播放时间.传入声音名字和可选的应用模型名字.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/Global.Warning | Warning]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetTeam|GetTeam}}


| <code>void Warning(string a) </code>
| <code>int GetTeam() </code>


| 输出警告
| No Description Set
|}
 
|-


=== CBaseEntity ===
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetUpVector|GetUpVector}}


''The base class for stuff''
| <code>Vector GetUpVector() </code>


{| class="standard-table" style="width: 100%;"
| 获得实体的上方矢量
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetVelocity|GetVelocity}}


! 函数原型
| <code>Vector GetVelocity() </code>


! 解释
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyAbsVelocityImpulse | ApplyAbsVelocityImpulse]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsAlive|IsAlive}}
 
| <code>bool IsAlive() </code>


| <code>void ApplyAbsVelocityImpulse(Vector a) </code>
| No Description Set.


| 添加一个速度冲击
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyLocalAngularVelocityImpulse | ApplyLocalAngularVelocityImpulse]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsPlayer|IsPlayer}}


| <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code>
| <code>bool IsPlayer() </code>
 
| 是否为玩家的实体
|-


| 添加一个角速度的冲击
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsNull|IsNull}}
| <code>bool IsNull() </code>
| 检查实体是否被C++删除了。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSound | EmitSound]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Kill|Kill}}


| <code>void EmitSound(string soundName) </code>
| <code>void Kill() </code>


|
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSoundParams | EmitSoundParams]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.NextMovePeer|NextMovePeer}}


| <code>void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) </code>
| <code>handle NextMovePeer() </code>
 
| No Description Set


| 播放/修改这个实体的声音.当音调,音量或播放时间大于零时改变声音
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyeAngles | EyeAngles]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.OverrideFriction|OverrideFriction}}


| <code>QAngle EyeAngles() </code>
| <code>void OverrideFriction(float a, float b) </code>


| 获得这个实体的视角qangles
| 暂时重设阻力的持续时间和值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyePosition | EyePosition]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.PrecacheScriptSound|PrecacheScriptSound}}


| <code>Vector EyePosition() </code>
| <code>void PrecacheScriptSound(string a) </code>


| 获得指向视角位置的矢量,位置为绝对坐标
| 预载声音文件
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.FirstMoveChild | FirstMoveChild]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAbsOrigin|SetAbsOrigin}}


| <code>handle FirstMoveChild() </code>
| <code>void SetAbsOrigin(Vector origin) </code>
 
| No Description Set


| 设置绝对来源
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GatherCriteria | GatherCriteria]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngles|SetAngles}}


| <code>void GatherCriteria(handle a) </code>
| <code>void SetAngles(float pitch, float yaw, float roll) </code>


| 返回一个表包含用在这个实体的判定的标准.这个表等同于传入脚本方法的调用.
| 设置实体的颠簸,偏航,摇晃
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAbsOrigin | GetAbsOrigin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngularVelocity|SetAngularVelocity}}


| <code>Vector GetAbsOrigin() </code>
| <code>void SetAngularVelocity(float pitch, float yaw, float roll) </code>
 
| No Description Set


| 设置当前角速度,使用实数颠簸,偏航,摇晃速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngles | GetAngles]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContext|SetContext}}


| <code>QAngle GetAngles() </code>
| <code>void SetContext(string a, string b, float c) </code>
 
| No Description Set


| SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个字符串.持续一段时间.(0代表永久)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAnglesAsVector | GetAnglesAsVector]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextNum|SetContextNum}}


| <code>Vector GetAnglesAsVector() </code>
| <code>void SetContextNum(string a, float b, float c) </code>


| 获得实体的颠簸,偏航,摇晃的矢量
| SetContext( 名字 , , 持续时间 ):存储任何在实体对话内容里的配对值.值是一个数字(int或者float).持续一段时间.(0代表永久)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngularVelocity | GetAngularVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextThink|SetContextThink}}


| <code>Vector GetAngularVelocity() </code>
| <code>void SetContextThink(string a, handle b, float c) </code>


| 获得当前角速度,返回颠簸,偏航,摇晃的矢量
| 在这个实体上设置一个计时器( a:标示字符,b:执行函数 c:延迟执行的时间 )
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBaseVelocity | GetBaseVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetForwardVector|SetForwardVector}}


| <code>Vector GetBaseVelocity() </code>
| <code>void SetForwardVector(Vector forwardVec) </code>


| 获得基础速度
| 设置实体的方向为前进矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMaxs | GetBoundingMaxs]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetFriction|SetFriction}}


| <code>Vector GetBoundingMaxs() </code>
| <code>void SetFriction(float a) </code>


| 获得一个包含最大范围,以物体为中心的矢量
| 设置玩家阻力,无视物体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMins | GetBoundingMins]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetGravity|SetGravity}}


| <code>Vector GetBoundingMins() </code>
| <code>void SetGravity(float a) </code>


| 获得一个包含最小范围,以物体为中心的矢量
| 设置玩家引力,无视物体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBounds | GetBounds]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetHealth|SetHealth}}


| <code>table GetBounds() </code>
| <code>void SetHealth(int hp) </code>
 
| No Description Set


| 获得一个以物体为中心,包含“Mins”和“Maxs”矢量的表
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetCenter | GetCenter]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetMaxHealth|SetMaxHealth}}
 
| <code>void SetMaxHealth(int maxHP) </code>


| <code>Vector GetCenter() </code>
| No Description Set


| 获得指向物体中心的矢量,以绝对坐标的形式
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetChildren | GetChildren]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetModel|SetModel}}
 
| <code>void SetModel(string modelName) </code>


| <code>handle GetChildren() </code>
| No Description Set


| 获得继承这个实体的实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetContext | GetContext]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOrigin|SetOrigin}}
 
| <code>void SetOrigin(Vector origin) </code>


| <code>table GetContext(string a) </code>
| No Description Set


| GetContext( name ):检查一个对象的状态然后返回对象是否可用.可能返回string,float,或nil(如果对象没有找到)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetForwardVector | GetForwardVector]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOwner|SetOwner}}


| <code>Vector GetForwardVector() </code>
| <code>void SetOwner(handle owningEntity) </code>


| 获得这个实体的前进矢量
| 设定实体的所有者
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetHealth | GetHealth]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetParent|SetParent}}


| <code>int GetHealth() </code>
| <code>void SetParent(handle a, string b) </code>
 
| No Description Set


| 设定这个实体的所继承的父实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalAngularVelocity | GetLocalAngularVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetRenderColor|SetRenderColor}}


| <code>QAngle GetLocalAngularVelocity() </code>
| <code>void SetRenderColor(int a, int b, int c) </code>


| 可能为当前角速度
| SetRenderColor( r, g, b ):设定实体的渲染颜色
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalVelocity | GetLocalVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetSize|SetSize}}
 
| <code>void SetSize(Vector a, Vector b) </code>


| <code>Vector GetLocalVelocity() </code>
| No Description Set


| 获得实体相对速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMaxHealth | GetMaxHealth]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetTeam|SetTeam}}


| <code>int GetMaxHealth() </code>
| <code>void SetTeam(int team) </code>


| No Description Set
| No Description Set
Line 1,250: Line 1,204:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetModelName | GetModelName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetVelocity|SetVelocity}}


| <code>string GetModelName() </code>
| <code>void SetVelocity(Vector a) </code>
 
| No Description Set


| 获得模型的名字
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMoveParent | GetMoveParent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.StopSound|StopSound}}


| <code>handle GetMoveParent() </code>
| <code>void StopSound(string soundName) </code>


| 如果在有继承对象,恢复实体所继承的对象
| 停止播放这个实体的特定的声音
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOrigin | GetOrigin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Trigger|Trigger}}


| <code>Vector GetOrigin() </code>
| <code>void Trigger() </code>


| No Description Set
| 触发这个实体的触发器
|}


|-
=== CEntities ===


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwner | GetOwner]]
''No Description Set''


| <code>handle GetOwner() </code>


| 获得实体的所有者
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwnerEntity | GetOwnerEntity]]
''Global accessor variable:'' <code>Entities</code>


| <code>handle GetOwnerEntity() </code>
{| class="standard-table" style="width: 100%;"


| 获得拥有者的实体,如果有的话
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRightVector | GetRightVector]]
! 函数原型


| <code>Vector GetRightVector() </code>
! 解释


| 获得实体的右方矢量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRootMoveParent | GetRootMoveParent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.CreateByClassname|CreateByClassname}}


| <code>handle GetRootMoveParent() </code>
| <code>handle CreateByClassname(string className) </code>


| 如果在继承关系里,在继承关系中寻找所继承的根源对象
| 用类名来创建一个实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetSoundDuration | GetSoundDuration]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassname|FindAllByClassname}}


| <code>float GetSoundDuration(string soundName, string actormodelname) </code>
| <code>table FindAllByClassname(string a) </code>


| 返回声音的播放时间.传入声音名字和可选的应用模型名字.
| 通过类名来寻找所有实体.返回被找到实体的数组或表.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetTeam | GetTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassnameWithin|FindAllByClassnameWithin}}


| <code>int GetTeam() </code>
| <code>table FindAllByClassnameWithin(string a, Vector b, float c) </code>
 
| No Description Set


| 在一个半径范围内通过类名寻找实体.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetUpVector | GetUpVector]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByModel|FindAllByModel}}


| <code>Vector GetUpVector() </code>
| <code>table FindAllByModel(string modelName) </code>


| 获得实体的上方矢量
| 通过模型名字来找到对象.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetVelocity | GetVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByName|FindAllByName}}


| <code>Vector GetVelocity() </code>
| <code>table FindAllByName(string name) </code>
 
| No Description Set


| 通过名字来寻找所有实体.返回被找到实体的数组或表.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsAlive | IsAlive]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByNameWithin|FindAllByNameWithin}}


| <code>bool IsAlive() </code>
| <code>table FindAllByNameWithin(string name, Vector origin, float maxRadius) </code>
 
| No Description Set.


| 在半径范围内通过名字来寻找实体.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsPlayer | IsPlayer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByTarget|FindAllByTarget}}


| <code>bool IsPlayer() </code>
| <code>table FindAllByTarget(string targetName) </code>


| 是否为玩家的实体
| 通过目标名字来寻找实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Kill | Kill]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllInSphere|FindAllInSphere}}


| <code>void Kill() </code>
| <code>table FindAllInSphere(Vector origin, float maxRadius) </code>
 
| No Description Set


| 在(球形)范围内寻找实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.NextMovePeer | NextMovePeer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassname|FindByClassname}}


| <code>handle NextMovePeer() </code>
| <code>handle FindByClassname(handle startFrom, string className) </code>
 
| No Description Set


| 通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.OverrideFriction | OverrideFriction]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameNearest|FindByClassnameNearest}}


| <code>void OverrideFriction(float a, float b) </code>
| <code>handle FindByClassnameNearest(string className, Vector origin, float maxRadius) </code>


| 暂时重设阻力的持续时间和值
| 在最近一个点通过类名寻找实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.PrecacheScriptSound | PrecacheScriptSound]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameWithin|FindByClassnameWithin}}


| <code>void PrecacheScriptSound(string a) </code>
| <code>handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) </code>


| 预载声音文件
| 在半径范围内通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAbsOrigin | SetAbsOrigin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModel|FindByModel}}


| <code>void SetAbsOrigin(Vector origin) </code>
| <code>handle FindByModel(handle startFrom, string modelName) </code>


| 设置绝对来源
| 通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngles | SetAngles]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModelWithin|FindByModelWithin}}


| <code>void SetAngles(float pitch, float yaw, float roll) </code>
| <code>handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) </code>


| 设置实体的颠簸,偏航,摇晃
| 在半径范围内通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngularVelocity | SetAngularVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByName|FindByName}}


| <code>void SetAngularVelocity(float pitch, float yaw, float roll) </code>
| <code>handle FindByName(handle lastEnt, string searchString) </code>


| 设置当前角速度,使用实数颠簸,偏航,摇晃速度
| 通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContext | SetContext]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameNearest|FindByNameNearest}}


| <code>void SetContext(string a, string b, float c) </code>
| <code>handle FindByNameNearest(string name, Vector origin, float maxRadius) </code>


| SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个字符串.持续一段时间.(0代表永久)
| 通过名字寻找最近原点的实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextNum | SetContextNum]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameWithin|FindByNameWithin}}


| <code>void SetContextNum(string a, float b, float c) </code>
| <code>handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) </code>


| SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个数字(int或者float).持续一段时间.(0代表永久)
| 在半径范围内通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextThink | SetContextThink]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByTarget|FindByTarget}}


| <code>void SetContextThink(string a, handle b, float c) </code>
| <code>handle FindByTarget(handle startFrom, string targetName) </code>


| 在这个实体上设置一个计时器( a:标示字符,b:执行函数 c:延迟执行的时间 )
| 通过目标名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetForwardVector | SetForwardVector]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindInSphere|FindInSphere}}


| <code>void SetForwardVector(Vector forwardVec) </code>
| <code>handle FindInSphere(handle startFrom, Vector origin, float maxRadius) </code>


| 设置实体的方向为前进矢量
| 在半径范围内寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetFriction | SetFriction]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.First|First}}


| <code>void SetFriction(float a) </code>
| <code>handle First() </code>


| 设置玩家阻力,无视物体
| 在实体数组或表中开始一个迭代程序
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetGravity | SetGravity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.Next|Next}}


| <code>void SetGravity(float a) </code>
| <code>handle Next(handle startFrom) </code>


| 设置玩家引力,无视物体
| 从指定列表中的实体开始迭代
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetHealth | SetHealth]]


| <code>void SetHealth(int hp) </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetMaxHealth | SetMaxHealth]]
=== CEntityInstance ===


| <code>void SetMaxHealth(int maxHP) </code>
:::::extends [[#CBaseEntity| CBaseEntity]]


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetModel | SetModel]]
! 函数名


| <code>void SetModel(string modelName) </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOrigin | SetOrigin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.ConnectOutput|ConnectOutput}}


| <code>void SetOrigin(Vector origin) </code>
| <code>void ConnectOutput(string a, string b) </code>
 
| No Description Set


| 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOwner | SetOwner]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.Destroy|Destroy}}


| <code>void SetOwner(handle owningEntity) </code>
| <code>void Destroy() </code>
 
| No Description Set


| 设定实体的所有者
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetParent | SetParent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectOutput|DisconnectOutput}}


| <code>void SetParent(handle a, string b) </code>
| <code>void DisconnectOutput(string a, string b) </code>


| 设定这个实体的所继承的父实体
| 从这个实体的I/O事件移除已连接的脚本方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetRenderColor | SetRenderColor]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectRedirectedOutput|DisconnectRedirectedOutput}}


| <code>void SetRenderColor(int a, int b, int c) </code>
| <code>void DisconnectRedirectedOutput(string a, string b, handle c) </code>


| SetRenderColor( r, g, b ):设定实体的渲染颜色
| 从传入实体的I/O事件移除已连接的脚本方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetSize | SetSize]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.entindex|entindex}}


| <code>void SetSize(Vector a, Vector b) </code>
| <code>int entindex() </code>


| No Description Set
| No Description Set
Line 1,499: Line 1,441:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetTeam | SetTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.FireOutput|FireOutput}}


| <code>void SetTeam(int team) </code>
| <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code>
 
| No Description Set


| 触发实体的输出
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetVelocity | SetVelocity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetClassname|GetClassname}}


| <code>void SetVelocity(Vector a) </code>
| <code>string GetClassname() </code>


| No Description Set
| No Description Set
Line 1,515: Line 1,456:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.StopSound | StopSound]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetDebugName|GetDebugName}}


| <code>void StopSound(string soundName) </code>
| <code>string GetDebugName() </code>


| 停止播放这个实体的特定的声音
| 如果没有定义的话获得实体名字的帮助
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Trigger | Trigger]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityHandle|GetEntityHandle}}


| <code>void Trigger() </code>
| <code>ehandle GetEntityHandle() </code>
 
| 获得这个实体的EHANDLE
|-


| 触发这个实体的触发器
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityIndex|GetEntityIndex}}
|}


=== CEntities ===
| <code>int GetEntityIndex() </code>


''No Description Set''
| No Description Set


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetIntAttr|GetIntAttr}}


''Global accessor variable:'' <code>Entities</code>
| <code>int GetIntAttr(string a) </code>


{| class="standard-table" style="width: 100%;"
| 获得整型属性
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetName|GetName}}


! 函数原型
| <code>string GetName() </code>


! 解释
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.CreateByClassname | CreateByClassname]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePrivateScriptScope|GetOrCreatePrivateScriptScope}}


| <code>handle CreateByClassname(string className) </code>
| <code>handle GetOrCreatePrivateScriptScope() </code>


| 用类名来创建一个实体
| 恢复实体相关的每个实例私有的脚本数据,必要时会创建
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassname | FindAllByClassname]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePublicScriptScope|GetOrCreatePublicScriptScope}}


| <code>table FindAllByClassname(string a) </code>
| <code>handle GetOrCreatePublicScriptScope() </code>


| 通过类名来寻找所有实体.返回被找到实体的数组或表.
| 恢复实体相关的公用脚本数据,必要时会创建
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassnameWithin | FindAllByClassnameWithin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPrivateScriptScope|GetPrivateScriptScope}}


| <code>table FindAllByClassnameWithin(string a, Vector b, float c) </code>
| <code>handle GetPrivateScriptScope() </code>


| 在一个半径范围内通过类名寻找实体.
| 恢复实体相关的每个实例私有的脚本数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByModel | FindAllByModel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPublicScriptScope|GetPublicScriptScope}}


| <code>table FindAllByModel(string modelName) </code>
| <code>handle GetPublicScriptScope() </code>


| 通过模型名字来找到对象.
| 恢复实体相关的公用脚本数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByName | FindAllByName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RedirectOutput|RedirectOutput}}


| <code>table FindAllByName(string name) </code>
| <code>void RedirectOutput(string a, string b, handle c) </code>


| 通过名字来寻找所有实体.返回被找到实体的数组或表.
| 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByNameWithin | FindAllByNameWithin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RemoveSelf|RemoveSelf}}


| <code>table FindAllByNameWithin(string name, Vector origin, float maxRadius) </code>
| <code>void RemoveSelf() </code>


| 在半径范围内通过名字来寻找实体.
| 删除这个实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByTarget | FindAllByTarget]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.SetIntAttr|SetIntAttr}}


| <code>table FindAllByTarget(string targetName) </code>
| <code>void SetIntAttr(string a, int b) </code>


| 通过目标名字来寻找实体
| 设置整型属性
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllInSphere | FindAllInSphere]]


| <code>table FindAllInSphere(Vector origin, float maxRadius) </code>


| 在(球形)范围内寻找实体
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassname | FindByClassname]]


| <code>handle FindByClassname(handle startFrom, string className) </code>
=== CDOTABaseAbility ===


| 通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
:::::extends [[#CBaseEntity| CBaseEntity]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameNearest | FindByClassnameNearest]]
''No Description Set''


| <code>handle FindByClassnameNearest(string className, Vector origin, float maxRadius) </code>
{| class="standard-table" style="width: 100%;"


| 在最近一个点通过类名寻找实体
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameWithin | FindByClassnameWithin]]
! 函数原型


| <code>handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) </code>
! 解释


| 在半径范围内通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModel | FindByModel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CastAbility|CastAbility}}


| <code>handle FindByModel(handle startFrom, string modelName) </code>
| <code>void CastAbility() </code>
 
| No Description Set


| 通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModelWithin | FindByModelWithin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ContinueCasting|ContinueCasting}}
 
| <code>bool ContinueCasting() </code>


| <code>handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) </code>
| No Description Set


| 在半径范围内通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByName | FindByName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CreateVisibilityNode|CreateVisibilityNode}}


| <code>handle FindByName(handle lastEnt, string searchString) </code>
| <code>void CreateVisibilityNode(Vector a, float b, float c) </code>
 
| No Description Set


| 通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameNearest | FindByNameNearest]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.DecrementModifierRefCount|DecrementModifierRefCount}}
 
| <code>void DecrementModifierRefCount() </code>


| <code>handle FindByNameNearest(string name, Vector origin, float maxRadius) </code>
| No Description Set


| 通过名字寻找最近原点的实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameWithin | FindByNameWithin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndChannel|EndChannel}}


| <code>handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) </code>
| <code>void EndChannel(bool a) </code>


| 在半径范围内通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
| 参数: bool bInterrupted
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByTarget | FindByTarget]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndCooldown|EndCooldown}}


| <code>handle FindByTarget(handle startFrom, string targetName) </code>
| <code>void EndCooldown() </code>


| 通过目标名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
| 刷新这个技能
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindInSphere | FindInSphere]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamage|GetAbilityDamage}}


| <code>handle FindInSphere(handle startFrom, Vector origin, float maxRadius) </code>
| <code>int GetAbilityDamage() </code>
 
| No Description Set


| 在半径范围内寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.First | First]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamageType|GetAbilityDamageType}}


| <code>handle First() </code>
| <code>int GetAbilityDamageType() </code>
 
| No Description Set


| 在实体数组或表中开始一个迭代程序
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntities.Next | Next]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityIndex|GetAbilityIndex}}


| <code>handle Next(handle startFrom) </code>
| <code>int GetAbilityIndex() </code>


| 从指定列表中的实体开始迭代
| No Description Set
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityName|GetAbilityName}}


| <code>string GetAbilityName() </code>


| No Description Set


=== CEntityInstance ===
|-


:::::extends [[#CBaseEntity| CBaseEntity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityKeyValues|GetAbilityKeyValues}}
| <code>table GetAbilityKeyValues() </code>
| No Description Set
|-


''No Description Set''
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetFlags|GetAbilityTargetFlags}}


{| class="standard-table" style="width: 100%;"
| <code>int GetAbilityTargetFlags() </code>


! 函数名
| No Description Set


! 函数原型
|-


! 解释
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetTeam|GetAbilityTargetTeam}}


|-
| <code>int GetAbilityTargetTeam() </code>


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.ConnectOutput | ConnectOutput]]
| No Description Set
 
| <code>void ConnectOutput(string a, string b) </code>


| 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.Destroy | Destroy]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetType|GetAbilityTargetType}}


| <code>void Destroy() </code>
| <code>int GetAbilityTargetType() </code>


| No Description Set
| No Description Set
Line 1,722: Line 1,669:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectOutput | DisconnectOutput]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityType|GetAbilityType}}
 
| <code>int GetAbilityType() </code>


| <code>void DisconnectOutput(string a, string b) </code>
| No Description Set


| 从这个实体的I/O事件移除已连接的脚本方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectRedirectedOutput | DisconnectRedirectedOutput]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAnimationIgnoresModelScale|GetAnimationIgnoresModelScale}}


| <code>void DisconnectRedirectedOutput(string a, string b, handle c) </code>
| <code>bool GetAnimationIgnoresModelScale() </code>
 
| No Description Set


| 从传入实体的I/O事件移除已连接的脚本方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.entindex | entindex]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}}


| <code>int entindex() </code>
| <code>string GetAssociatedPrimaryAbilities() </code>


| No Description Set
| No Description Set
Line 1,744: Line 1,693:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.FireOutput | FireOutput]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}}


| <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code>
| <code>string GetAssociatedSecondaryAbilities() </code>
 
| No Description Set


| 触发实体的输出
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetClassname | GetClassname]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAutoCastState|GetAutoCastState}}


| <code>string GetClassname() </code>
| <code>bool GetAutoCastState() </code>


| No Description Set
| No Description Set
Line 1,759: Line 1,709:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetDebugName | GetDebugName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBackswingTime|GetBackswingTime}}


| <code>string GetDebugName() </code>
| <code>float GetBackswingTime() </code>
 
| No Description Set


| 如果没有定义的话获得实体名字的帮助
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityHandle | GetEntityHandle]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBehavior|GetBehavior}}


| <code>ehandle GetEntityHandle() </code>
| <code>int GetBehavior() </code>
 
| No Description Set


| 获得这个实体的EHANDLE
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityIndex | GetEntityIndex]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCaster|GetCaster}}


| <code>int GetEntityIndex() </code>
| <code>handle GetCaster() </code>


| No Description Set
| No Description Set
Line 1,781: Line 1,733:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetIntAttr | GetIntAttr]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastPoint|GetCastPoint}}
 
| <code>float GetCastPoint() </code>


| <code>int GetIntAttr(string a) </code>
| Returns the cast point of this ability.


| 获得整型属性
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetName | GetName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastRange|GetCastRange}}


| <code>string GetName() </code>
| <code>int GetCastRange(Vector vLocation, handle hTarget) </code>


| No Description Set
| Returns the cast range of this ability.


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePrivateScriptScope | GetOrCreatePrivateScriptScope]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}}
 
| <code>int GetChannelledManaCostPerSecond(int a) </code>


| <code>handle GetOrCreatePrivateScriptScope() </code>
| Returns the channeled mana cost per second of this ability if it's a channeling ability.


| 恢复实体相关的每个实例私有的脚本数据,必要时会创建
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePublicScriptScope | GetOrCreatePublicScriptScope]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelStartTime|GetChannelStartTime}}


| <code>handle GetOrCreatePublicScriptScope() </code>
| <code>float GetChannelStartTime() </code>
 
| No Description Set


| 恢复实体相关的公用脚本数据,必要时会创建
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPrivateScriptScope | GetPrivateScriptScope]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelTime|GetChannelTime}}
 
| <code>float GetChannelTime() </code>


| <code>handle GetPrivateScriptScope() </code>
| No Description Set


| 恢复实体相关的每个实例私有的脚本数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPublicScriptScope | GetPublicScriptScope]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCloneSource|GetCloneSource}}


| <code>handle GetPublicScriptScope() </code>
| <code>handle GetCloneSource() </code>
 
| No Description Set


| 恢复实体相关的公用脚本数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RedirectOutput | RedirectOutput]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetConceptRecipientType|GetConceptRecipientType}}
 
| <code>int GetConceptRecipientType() </code>


| <code>void RedirectOutput(string a, string b, handle c) </code>
| No Description Set


| 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RemoveSelf | RemoveSelf]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldown|GetCooldown}}


| <code>void RemoveSelf() </code>
| <code>float GetCooldown(int a) </code>


| 删除这个实体
| 获得技能在给出的等级设定上的冷却时间,而不是目前的剩余的冷却时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.SetIntAttr | SetIntAttr]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTime|GetCooldownTime}}


| <code>void SetIntAttr(string a, int b) </code>
| <code>float GetCooldownTime() </code>


| 设置整型属性
| No Description Set
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTimeRemaining|GetCooldownTimeRemaining}}


| <code>float GetCooldownTimeRemaining() </code>


| No Description Set


=== CDOTABaseAbility ===
|-


:::::extends [[#CBaseEntity| CBaseEntity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorPosition|GetCursorPosition}}


''No Description Set''
| <code>Vector GetCursorPosition() </code>


{| class="standard-table" style="width: 100%;"
| Returns the target point vector from the last cast of this point-targeting ability .


! 函数名
|-


! 函数原型
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTarget|GetCursorTarget}}


! 解释
| <code>handle GetCursorTarget() </code>


|-
| Returns the target unit from the last cast of this unit-targeting ability.
 
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CastAbility | CastAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTargetingNothing|GetCursorTargetingNothing}}


| <code>void CastAbility() </code>
| <code>bool GetCursorTargetingNothing() </code>


| No Description Set
| No Description Set
Line 1,873: Line 1,836:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ContinueCasting | ContinueCasting]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetDuration|GetDuration}}


| <code>bool ContinueCasting() </code>
| <code>float GetDuration() </code>


| No Description Set
| No Description Set
Line 1,881: Line 1,844:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CreateVisibilityNode | CreateVisibilityNode]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCost|GetGoldCost}}


| <code>void CreateVisibilityNode(Vector a, float b, float c) </code>
| <code>int GetGoldCost(int a) </code>


| No Description Set
| No Description Set
Line 1,889: Line 1,852:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.DecrementModifierRefCount | DecrementModifierRefCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCostForUpgrade|GetGoldCostForUpgrade}}


| <code>void DecrementModifierRefCount() </code>
| <code>int GetGoldCostForUpgrade(int a) </code>


| No Description Set
| No Description Set
Line 1,897: Line 1,860:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndChannel | EndChannel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetHeroLevelRequiredToUpgrade|GetHeroLevelRequiredToUpgrade}}


| <code>void EndChannel(bool a) </code>
| <code>int GetHeroLevelRequiredToUpgrade() </code>


| 参数: bool bInterrupted
| No Description Set
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndCooldown | EndCooldown]]
| <code>void EndCooldown() </code>
| 刷新这个技能
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamage | GetAbilityDamage]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetIntrinsicModifierName|GetIntrinsicModifierName}}


| <code>int GetAbilityDamage() </code>
| <code>string GetIntrinsicModifierName() </code>


| No Description Set
| No Description Set
Line 1,919: Line 1,876:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamageType | GetAbilityDamageType]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevel|GetLevel}}


| <code>int GetAbilityDamageType() </code>
| <code>int GetLevel() </code>
 
| No Description Set


| 获得技能目前的等级
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityIndex | GetAbilityIndex]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevelSpecialValueFor|GetLevelSpecialValueFor}}


| <code>int GetAbilityIndex() </code>
| <code>table GetLevelSpecialValueFor(string a, int b) </code>


| No Description Set
| No Description Set
Line 1,935: Line 1,891:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityName | GetAbilityName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetManaCost|GetManaCost}}


| <code>string GetAbilityName() </code>
| <code>int GetManaCost(int a) </code>


| No Description Set
| No Description Set
Line 1,943: Line 1,899:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetFlags | GetAbilityTargetFlags]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetMaxLevel|GetMaxLevel}}


| <code>int GetAbilityTargetFlags() </code>
| <code>int GetMaxLevel() </code>


| No Description Set
| No Description Set
Line 1,951: Line 1,907:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetTeam | GetAbilityTargetTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValue|GetModifierValue}}


| <code>int GetAbilityTargetTeam() </code>
| <code>float GetModifierValue() </code>


| No Description Set
| No Description Set
Line 1,959: Line 1,915:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetType | GetAbilityTargetType]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValueBonus|GetModifierValueBonus}}


| <code>int GetAbilityTargetType() </code>
| <code>float GetModifierValueBonus() </code>


| No Description Set
| No Description Set
Line 1,967: Line 1,923:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityType | GetAbilityType]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetPlaybackRateOverride|GetPlaybackRateOverride}}


| <code>int GetAbilityType() </code>
| <code>float GetPlaybackRateOverride() </code>


| No Description Set
| No Description Set
Line 1,975: Line 1,931:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAnimationIgnoresModelScale | GetAnimationIgnoresModelScale]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSharedCooldownName|GetSharedCooldownName}}


| <code>bool GetAnimationIgnoresModelScale() </code>
| <code>string GetSharedCooldownName() </code>


| No Description Set
| No Description Set
Line 1,983: Line 1,939:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedPrimaryAbilities | GetAssociatedPrimaryAbilities]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSpecialValueFor|GetSpecialValueFor}}


| <code>string GetAssociatedPrimaryAbilities() </code>
| <code>table GetSpecialValueFor(string a) </code>


| No Description Set
| No Description Set
Line 1,991: Line 1,947:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedSecondaryAbilities | GetAssociatedSecondaryAbilities]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetStolenActivityModifier|GetStolenActivityModifier}}


| <code>string GetAssociatedSecondaryAbilities() </code>
| <code>string GetStolenActivityModifier() </code>


| No Description Set
| No Description Set
Line 1,999: Line 1,955:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAutoCastState | GetAutoCastState]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetToggleState|GetToggleState}}


| <code>bool GetAutoCastState() </code>
| <code>bool GetToggleState() </code>


| No Description Set
| No Description Set
Line 2,007: Line 1,963:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBackswingTime | GetBackswingTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.HeroXPChange|HeroXPChange}}


| <code>float GetBackswingTime() </code>
| <code>bool HeroXPChange(float a) </code>


| No Description Set
| No Description Set
Line 2,015: Line 1,971:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBehavior | GetBehavior]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IncrementModifierRefCount|IncrementModifierRefCount}}


| <code>int GetBehavior() </code>
| <code>void IncrementModifierRefCount() </code>


| No Description Set
| No Description Set
Line 2,023: Line 1,979:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCaster | GetCaster]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsActivated|IsActivated}}


| <code>handle GetCaster() </code>
| <code>bool IsActivated() </code>


| No Description Set
| No Description Set
Line 2,031: Line 1,987:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastPoint | GetCastPoint]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsAttributeBonus|IsAttributeBonus}}


| <code>float GetCastPoint() </code>
| <code>bool IsAttributeBonus() </code>


| Returns the cast point of this ability.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastRange | GetCastRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsChanneling|IsChanneling}}


| <code>int GetCastRange() </code>
| <code>bool IsChanneling() </code>
 
| Returns the cast range of this ability.


| 返回目前技能是否在施法状态
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelledManaCostPerSecond | GetChannelledManaCostPerSecond]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCooldownReady|IsCooldownReady}}


| <code>int GetChannelledManaCostPerSecond(int a) </code>
| <code>bool IsCooldownReady() </code>


| Returns the channeled mana cost per second of this ability if it's a channeling ability.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelStartTime | GetChannelStartTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCosmetic|IsCosmetic}}


| <code>float GetChannelStartTime() </code>
| <code>bool IsCosmetic(handle hEntity) </code>


| No Description Set
| No Description Set
Line 2,063: Line 2,018:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelTime | GetChannelTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsFullyCastable|IsFullyCastable}}


| <code>float GetChannelTime() </code>
| <code>bool IsFullyCastable() </code>
 
| No Description Set


| 返回技能能否被释放
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCloneSource | GetCloneSource]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHidden|IsHidden}}


| <code>handle GetCloneSource() </code>
| <code>bool IsHidden() </code>


| No Description Set
| No Description Set
Line 2,079: Line 2,033:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetConceptRecipientType | GetConceptRecipientType]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHiddenWhenStolen|IsHiddenWhenStolen}}


| <code>int GetConceptRecipientType() </code>
| <code>bool IsHiddenWhenStolen() </code>


| No Description Set
| No Description Set
Line 2,087: Line 2,041:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldown | GetCooldown]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsInAbilityPhase|IsInAbilityPhase}}


| <code>float GetCooldown(int a) </code>
| <code>bool IsInAbilityPhase() </code>


| 获得技能在给出的等级设定上的冷却时间,而不是目前的剩余的冷却时间
| 返回技能目前是否在被释放
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTime | GetCooldownTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsItem|IsItem}}


| <code>float GetCooldownTime() </code>
| <code>bool IsItem() </code>


| No Description Set
| Returns whether this is an ability attached to an item.


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTimeRemaining | GetCooldownTimeRemaining]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnough|IsOwnersGoldEnough}}


| <code>float GetCooldownTimeRemaining() </code>
| <code>bool IsOwnersGoldEnough(int a) </code>


| No Description Set
| No Description Set
Line 2,110: Line 2,064:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorPosition | GetCursorPosition]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade|IsOwnersGoldEnoughForUpgrade}}


| <code>Vector GetCursorPosition() </code>
| <code>bool IsOwnersGoldEnoughForUpgrade() </code>


| Returns the target point vector from the last cast of this point-targeting ability .
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTarget | GetCursorTarget]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersManaEnough|IsOwnersManaEnough}}


| <code>handle GetCursorTarget() </code>
| <code>bool IsOwnersManaEnough() </code>


| Returns the target unit from the last cast of this unit-targeting ability.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTargetingNothing | GetCursorTargetingNothing]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsPassive|IsPassive}}


| <code>bool GetCursorTargetingNothing() </code>
| <code>bool IsPassive() </code>


| No Description Set
| Returns whether this is a passive ability.


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetDuration | GetDuration]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsSharedWithTeammates|IsSharedWithTeammates}}


| <code>float GetDuration() </code>
| <code>bool IsSharedWithTeammates() </code>


| No Description Set
| No Description Set
Line 2,142: Line 2,096:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCost | GetGoldCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStealable|IsStealable}}


| <code>int GetGoldCost(int a) </code>
| <code>bool IsStealable() </code>


| No Description Set
| Returns whether this ability can be stealed (by Rubick's ultimate).


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCostForUpgrade | GetGoldCostForUpgrade]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStolen|IsStolen}}


| <code>int GetGoldCostForUpgrade(int a) </code>
| <code>bool IsStolen() </code>


| No Description Set
| Returns whether this ability has been stolen.


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetHeroLevelRequiredToUpgrade | GetHeroLevelRequiredToUpgrade]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsToggle|IsToggle}}


| <code>int GetHeroLevelRequiredToUpgrade() </code>
| <code>bool IsToggle() </code>


| No Description Set
| No Description Set
Line 2,166: Line 2,120:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetIntrinsicModifierName | GetIntrinsicModifierName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsTrained|IsTrained}}


| <code>string GetIntrinsicModifierName() </code>
| <code>bool IsTrained() </code>


| No Description Set
| No Description Set
Line 2,174: Line 2,128:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevel | GetLevel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.MarkAbilityButtonDirty|MarkAbilityButtonDirty}}


| <code>int GetLevel() </code>
| <code>void MarkAbilityButtonDirty() </code>


| 获得技能目前的等级
| 标记这个技能图标表示需要刷新
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevelSpecialValueFor | GetLevelSpecialValueFor]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.NumModifiersUsingAbility|NumModifiersUsingAbility}}


| <code>table GetLevelSpecialValueFor(string a, int b) </code>
| <code>int NumModifiersUsingAbility() </code>


| No Description Set
| No Description Set
Line 2,189: Line 2,143:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetManaCost | GetManaCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}}


| <code>int GetManaCost(int a) </code>
| <code>void OnAbilityPhaseInterrupted() </code>


| No Description Set
| No Description Set
Line 2,197: Line 2,151:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetMaxLevel | GetMaxLevel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseStart|OnAbilityPhaseStart}}


| <code>int GetMaxLevel() </code>
| <code>bool OnAbilityPhaseStart() </code>


| No Description Set
| No Description Set
Line 2,205: Line 2,159:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValue | GetModifierValue]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPinged|OnAbilityPinged}}


| <code>float GetModifierValue() </code>
| <code>void OnAbilityPinged() </code>


| No Description Set
| No Description Set
Line 2,213: Line 2,167:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValueBonus | GetModifierValueBonus]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelFinish|OnChannelFinish}}


| <code>float GetModifierValueBonus() </code>
| <code>void OnChannelFinish(bool a) </code>


| No Description Set
| No Description Set
Line 2,221: Line 2,175:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetPlaybackRateOverride | GetPlaybackRateOverride]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelThink|OnChannelThink}}


| <code>float GetPlaybackRateOverride() </code>
| <code>void OnChannelThink(float a) </code>


| No Description Set
| No Description Set
Line 2,229: Line 2,183:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSharedCooldownName | GetSharedCooldownName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}}


| <code>string GetSharedCooldownName() </code>
| <code>void OnHeroCalculateStatBonus() </code>


| No Description Set
| No Description Set
Line 2,237: Line 2,191:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSpecialValueFor | GetSpecialValueFor]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroLevelUp|OnHeroLevelUp}}


| <code>table GetSpecialValueFor(string a) </code>
| <code>void OnHeroLevelUp() </code>


| No Description Set
| No Description Set
Line 2,245: Line 2,199:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetStolenActivityModifier | GetStolenActivityModifier]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnInventoryContentsChanged|OnInventoryContentsChanged}}


| <code>string GetStolenActivityModifier() </code>
| <code>void OnInventoryContentsChanged() </code>


| No Description Set
| No Description Set
Line 2,253: Line 2,207:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetToggleState | GetToggleState]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerDied|OnOwnerDied}}


| <code>bool GetToggleState() </code>
| <code>void OnOwnerDied() </code>


| No Description Set
| No Description Set
Line 2,261: Line 2,215:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.HeroXPChange | HeroXPChange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerSpawned|OnOwnerSpawned}}


| <code>bool HeroXPChange(float a) </code>
| <code>void OnOwnerSpawned() </code>


| No Description Set
| No Description Set
Line 2,269: Line 2,223:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IncrementModifierRefCount | IncrementModifierRefCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnSpellStart|OnSpellStart}}


| <code>void IncrementModifierRefCount() </code>
| <code>void OnSpellStart() </code>


| No Description Set
| No Description Set
Line 2,277: Line 2,231:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsActivated | IsActivated]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnToggle|OnToggle}}


| <code>bool IsActivated() </code>
| <code>void OnToggle() </code>


| No Description Set
| No Description Set
Line 2,285: Line 2,239:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsAttributeBonus | IsAttributeBonus]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnUpgrade|OnUpgrade}}


| <code>bool IsAttributeBonus() </code>
| <code>void OnUpgrade() </code>


| No Description Set
| No Description Set
Line 2,293: Line 2,247:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsChanneling | IsChanneling]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCost|PayGoldCost}}
 
| <code>void PayGoldCost() </code>


| <code>bool IsChanneling() </code>
| No Description Set


| 返回目前技能是否在施法状态
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCooldownReady | IsCooldownReady]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCostForUpgrade|PayGoldCostForUpgrade}}


| <code>bool IsCooldownReady() </code>
| <code>void PayGoldCostForUpgrade() </code>


| No Description Set
| No Description Set
Line 2,308: Line 2,263:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCosmetic | IsCosmetic]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayManaCost|PayManaCost}}


| <code>bool IsCosmetic() </code>
| <code>void PayManaCost() </code>


| No Description Set
| No Description Set
Line 2,316: Line 2,271:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsFullyCastable | IsFullyCastable]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PlaysDefaultAnimWhenStolen|PlaysDefaultAnimWhenStolen}}


| <code>bool IsFullyCastable() </code>
| <code>bool PlaysDefaultAnimWhenStolen() </code>
 
| No Description Set


| 返回技能能否被释放
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHidden | IsHidden]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ProcsMagicStick|ProcsMagicStick}}


| <code>bool IsHidden() </code>
| <code>bool ProcsMagicStick() </code>


| No Description Set
| Returns whether this ability procs magic stick.


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHiddenWhenStolen | IsHiddenWhenStolen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefCountsModifiers|RefCountsModifiers}}


| <code>bool IsHiddenWhenStolen() </code>
| <code>bool RefCountsModifiers() </code>


| No Description Set
| No Description Set
Line 2,339: Line 2,295:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsInAbilityPhase | IsInAbilityPhase]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefundManaCost|RefundManaCost}}
 
| <code>void RefundManaCost() </code>


| <code>bool IsInAbilityPhase() </code>
| No Description Set


| 返回技能目前是否在被释放
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsItem | IsItem]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ResetToggleOnRespawn|ResetToggleOnRespawn}}


| <code>bool IsItem() </code>
| <code>bool ResetToggleOnRespawn() </code>


| Returns whether this is an ability attached to an item.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnough | IsOwnersGoldEnough]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetAbilityIndex|SetAbilityIndex}}


| <code>bool IsOwnersGoldEnough(int a) </code>
| <code>void SetAbilityIndex(int a) </code>


| No Description Set
| No Description Set
Line 2,362: Line 2,319:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade | IsOwnersGoldEnoughForUpgrade]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetActivated|SetActivated}}


| <code>bool IsOwnersGoldEnoughForUpgrade() </code>
| <code>void SetActivated(bool a) </code>


| No Description Set
| No Description Set
Line 2,370: Line 2,327:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersManaEnough | IsOwnersManaEnough]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetChanneling|SetChanneling}}


| <code>bool IsOwnersManaEnough() </code>
| <code>void SetChanneling(bool a) </code>


| No Description Set
| No Description Set
Line 2,378: Line 2,335:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsPassive | IsPassive]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetHidden|SetHidden}}


| <code>bool IsPassive() </code>
| <code>void SetHidden(bool a) </code>


| Returns whether this is a passive ability.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsSharedWithTeammates | IsSharedWithTeammates]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetInAbilityPhase|SetInAbilityPhase}}


| <code>bool IsSharedWithTeammates() </code>
| <code>void SetInAbilityPhase(bool a) </code>


| No Description Set
| No Description Set
Line 2,394: Line 2,351:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStealable | IsStealable]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetLevel|SetLevel}}


| <code>bool IsStealable() </code>
| <code>void SetLevel(int a) </code>
 
| Returns whether this ability can be stealed (by Rubick's ultimate).


| 设置这个技能的等级
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStolen | IsStolen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetOverrideCastPoint|SetOverrideCastPoint}}


| <code>bool IsStolen() </code>
| <code>void SetOverrideCastPoint(float a) </code>


| Returns whether this ability has been stolen.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsToggle | IsToggle]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetRefCountsModifiers|SetRefCountsModifiers}}


| <code>bool IsToggle() </code>
| <code>void SetRefCountsModifiers(bool a) </code>


| No Description Set
| No Description Set
Line 2,418: Line 2,374:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsTrained | IsTrained]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetStolen|SetStolen}}


| <code>bool IsTrained() </code>
| <code>void SetStolen(bool a) </code>


| No Description Set
| No Description Set
Line 2,426: Line 2,382:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.MarkAbilityButtonDirty | MarkAbilityButtonDirty]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ShouldUseResources|ShouldUseResources}}
 
| <code>bool ShouldUseResources() </code>


| <code>void MarkAbilityButtonDirty() </code>
| No Description Set


| 标记这个技能图标表示需要刷新
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.NumModifiersUsingAbility | NumModifiersUsingAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakAbilityConcept|SpeakAbilityConcept}}


| <code>int NumModifiersUsingAbility() </code>
| <code>void SpeakAbilityConcept(int a) </code>


| No Description Set
| No Description Set
Line 2,441: Line 2,398:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseInterrupted | OnAbilityPhaseInterrupted]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakTrigger|SpeakTrigger}}


| <code>void OnAbilityPhaseInterrupted() </code>
| <code>bool SpeakTrigger() </code>


| No Description Set
| No Description Set
Line 2,449: Line 2,406:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseStart | OnAbilityPhaseStart]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.StartCooldown|StartCooldown}}


| <code>bool OnAbilityPhaseStart() </code>
| <code>void StartCooldown(float a) </code>
 
| No Description Set


| 参数:fl冷却时间?
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPinged | OnAbilityPinged]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAbility|ToggleAbility}}


| <code>void OnAbilityPinged() </code>
| <code>void ToggleAbility() </code>


| No Description Set
| No Description Set
Line 2,465: Line 2,421:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelFinish | OnChannelFinish]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAutoCast|ToggleAutoCast}}


| <code>void OnChannelFinish(bool a) </code>
| <code>void ToggleAutoCast() </code>


| No Description Set
| No Description Set
Line 2,473: Line 2,429:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelThink | OnChannelThink]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UpgradeAbility|UpgradeAbility}}


| <code>void OnChannelThink(float a) </code>
| <code>void UpgradeAbility() </code>


| No Description Set
| No Description Set
Line 2,481: Line 2,437:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroCalculateStatBonus | OnHeroCalculateStatBonus]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UseResources|UseResources}}


| <code>void OnHeroCalculateStatBonus() </code>
| <code>void UseResources(bool a, bool b, bool c) </code>


| No Description Set
| No Description Set


|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroLevelUp | OnHeroLevelUp]]


| <code>void OnHeroLevelUp() </code>


| No Description Set
=== CDOTA_Ability_Animation_Attack ===


|-
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnInventoryContentsChanged | OnInventoryContentsChanged]]
''No Description Set''


| <code>void OnInventoryContentsChanged() </code>
{| class="standard-table" style="width: 100%;"


| No Description Set
! 函数名


|-
! 函数原型


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerDied | OnOwnerDied]]
! 解释
 
| <code>void OnOwnerDied() </code>
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerSpawned | OnOwnerSpawned]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_Attack.SetPlaybackRate|SetPlaybackRate}}


| <code>void OnOwnerSpawned() </code>
| <code>void SetPlaybackRate(float a) </code>


| No Description Set
| 重写播放速率
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnSpellStart | OnSpellStart]]


| <code>void OnSpellStart() </code>


| No Description Set


|-
=== CDOTA_Ability_Animation_TailSpin ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnToggle | OnToggle]]
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


| <code>void OnToggle() </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnUpgrade | OnUpgrade]]
! 函数原型


| <code>void OnUpgrade() </code>
! 解释
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCost | PayGoldCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_TailSpin.SetPlaybackRate|SetPlaybackRate}}


| <code>void PayGoldCost() </code>
| <code>void SetPlaybackRate(float a) </code>


| No Description Set
| Override playbackrate


|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCostForUpgrade | PayGoldCostForUpgrade]]


| <code>void PayGoldCostForUpgrade() </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayManaCost | PayManaCost]]
=== CDOTA_Ability_Nian_Leap ===


| <code>void PayManaCost() </code>
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PlaysDefaultAnimWhenStolen | PlaysDefaultAnimWhenStolen]]
! 函数名


| <code>bool PlaysDefaultAnimWhenStolen() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ProcsMagicStick | ProcsMagicStick]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Leap.SetPlaybackRate|SetPlaybackRate}}


| <code>bool ProcsMagicStick() </code>
| <code>void SetPlaybackRate(float a) </code>


| Returns whether this ability procs magic stick.
| Override playbackrate


|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefCountsModifiers | RefCountsModifiers]]


| <code>bool RefCountsModifiers() </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefundManaCost | RefundManaCost]]
=== CDOTA_Ability_Nian_Dive ===


| <code>void RefundManaCost() </code>
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ResetToggleOnRespawn | ResetToggleOnRespawn]]
! 函数名


| <code>bool ResetToggleOnRespawn() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetAbilityIndex | SetAbilityIndex]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Dive.SetPlaybackRate|SetPlaybackRate}}


| <code>void SetAbilityIndex(int a) </code>
| <code>void SetPlaybackRate(float a) </code>


| No Description Set
| Override playbackrate


|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetActivated | SetActivated]]


| <code>void SetActivated(bool a) </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetChanneling | SetChanneling]]
=== CDOTA_Ability_Nian_Roar ===


| <code>void SetChanneling(bool a) </code>
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetHidden | SetHidden]]
! 函数名


| <code>void SetHidden(bool a) </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetInAbilityPhase | SetInAbilityPhase]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Roar.GetCastCount|GetCastCount}}


| <code>void SetInAbilityPhase(bool a) </code>
| <code>int GetCastCount() </code>


| No Description Set
| 年兽使用了咆哮的次数
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetLevel | SetLevel]]


| <code>void SetLevel(int a) </code>


| 设置这个技能的等级
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetOverrideCastPoint | SetOverrideCastPoint]]
=== CDOTA_Item ===


| <code>void SetOverrideCastPoint(float a) </code>
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetRefCountsModifiers | SetRefCountsModifiers]]
! 函数名


| <code>void SetRefCountsModifiers(bool a) </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetStolen | SetStolen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetContainer|GetContainer}}
 
| <code>handle GetContainer()</code>
| <code>void SetStolen(bool a) </code>
| 获得物品所有者
 
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCost|GetCost}}
| <code>int GetCost()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCurrentCharges|GetCurrentCharges}}
| <code>int GetCurrentCharges()</code>
| 获得物品的目前充能
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetInitialCharges|GetInitialCharges}}
| <code>int GetInitialCharges()</code>
| 获得物品的初始充能
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaser|GetPurchaser}}
| <code>handle GetPurchaser()</code>
| 获得物品的购买者
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaseTime|GetPurchaseTime}}
| <code>float GetPurchaseTime()</code>
| 获得物品的购买时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetShareability|GetShareability}}
| <code>int GetShareability()</code>
| No Description Set
| No Description Set
 
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsAlertableItem|IsAlertableItem}}
| <code>bool IsAlertableItem() </code>
|
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent|IsPermanent}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ShouldUseResources | ShouldUseResources]]
| <code>bool IsPermanent()</code>
 
| 判断物品是否非消耗品
| <code>bool ShouldUseResources() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsCastOnPickup|IsCastOnPickup}}
| <code>bool IsCastOnPickup()</code>
| 判断物品是否可以被捡起。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsCombinable|IsCombinable}}
| <code>bool IsCombinable()</code>
| 判断物品是否可以合成。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsDisassemblable|IsDisassemblable}}
| <code>bool IsDisassemblable()</code>
| 判断物品是否可以被拆分。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsDroppable|IsDroppable}}
| <code>bool IsDroppable() </code>
| 判断物品是否可以被丢弃。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsItem|IsItem}}
| <code>bool IsItem()</code>
| 判断是否是物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsKillable|IsKillable}}
| <code>bool IsKillable()</code>
| 判断是否可以被击杀。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsMuted|IsMuted}}
| <code>bool IsMuted()</code>
| 判断是否可以被禁用(?)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent|IsPermanent}}
| <code>bool IsPermanent()</code>
| 判断物品是否是永久性的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPurchasable|IsPurchasable}}
| <code>bool IsPurchasable()</code>
| 判断物品是否可以被购买。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsRecipe|IsRecipe}}
| <code>bool IsRecipe()</code>
| 判断物品是否是卷轴。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsRecipeGenerated|IsRecipeGenerated}}
| <code>bool IsRecipeGenerated()</code>
| 判断物品是否是由卷轴合成的。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsSellable|IsSellable}}
| <code>bool IsSellable()</code>
| 判断物品是否可以被出售。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsStackable|IsStackable}}
| <code>bool IsStackable()</code>
| 判断物品是否可以叠加。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLoot|LaunchLoot}}
| <code>void LaunchLoot(bool useOnContact, float height, float flDuration, Vector destination)</code>
| 当物品掉落在地面时,将物品发射出去,使其落在某个地点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLootInitialHeight|LaunchLootInitialHeight}}
| <code>void LaunchLootInitialHeight(bool bAutoUse, float flInitialHeight, float flLaunchHeight, float flDuration, Vector vEndPoint)</code>
| 设置发射物品时的初始高度。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.RequiresCharges|RequiresCharges}}
| <code>bool RequiresCharges() </code>
| 判断物品是否需要充能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetCurrentCharges|SetCurrentCharges}}
| <code>void SetCurrentCharges(int a)</code>
| 设置物品的充能数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaser|SetPurchaser}}
| <code>void SetPurchaser(handle a)</code>
| 设置物品的购买者
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaseTime|SetPurchaseTime}}
| <code>void SetPurchaseTime(float a)</code>
| 设置物品的购买时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetStacksWithOtherOwners|SetStacksWithOtherOwners}}
| <code>void SetStacksWithOtherOwners(bool a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.StacksWithOtherOwners|StacksWithOtherOwners}}
| <code>bool StacksWithOtherOwners()</code>
| No Description Set
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.Think|Think}}
| <code>void Think()</code>
| 判断此物品
|}


|-
=== CDOTA_Item_Physical ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakAbilityConcept | SpeakAbilityConcept]]
:::::extends [[#CBaseAnimating| CBaseAnimating]]


| <code>void SpeakAbilityConcept(int a) </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakTrigger | SpeakTrigger]]
! 函数原型


| <code>bool SpeakTrigger() </code>
! 解释
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.StartCooldown | StartCooldown]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetContainedItem|GetContainedItem}}


| <code>void StartCooldown(float a) </code>
| <code>handle GetContainedItem() </code>


| 参数:fl冷却时间?
| 返回禁用的物品?
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAbility | ToggleAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetCreationTime|GetCreationTime}}


| <code>void ToggleAbility() </code>
| <code>float GetCreationTime() </code>
 
| No Description Set


| 返回物品第一次出现在地图上的时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAutoCast | ToggleAutoCast]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.SetContainedItem|SetContainedItem}}


| <code>void ToggleAutoCast() </code>
| <code>void SetContainedItem(handle a) </code>


| No Description Set
| 设置禁用的物品?
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UpgradeAbility | UpgradeAbility]]


| <code>void UpgradeAbility() </code>


| No Description Set


|-
=== CDOTA_Item_DataDriven ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UseResources | UseResources]]
:::::extends [[#CDOTA_Item| CDOTA_Item]]


| <code>void UseResources(bool a, bool b, bool c) </code>
''''


| No Description Set
{| class="standard-table" style="width: 100%;"


|}
! 函数名


! 函数原型


! 解释


=== CDOTA_Ability_Animation_Attack ===
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_DataDriven.ApplyDataDrivenModifier|ApplyDataDrivenModifier}}
 
| <code>void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) </code>
 
| 应用一个数据驱动的Mordifier。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_DataDriven.ApplyDataDrivenThinker|ApplyDataDrivenThinker}}
| <code>handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) </code>
| 应用一个数据驱动的计时器到指定地点。
|}
 
=== CDOTA_Unit_Nian ===


:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]
:::::extends [[#CDOTA_BaseNPC_Creature| CDOTA_BaseNPC_Creature]]


''No Description Set''
''No Description Set''
Line 2,761: Line 2,810:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_Attack.SetPlaybackRate | SetPlaybackRate]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetHorn|GetHorn}}
 
| <code>handle GetHorn() </code>
 
| 获取年兽角
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetTail|GetTail}}


| <code>void SetPlaybackRate(float a) </code>
| <code>handle GetTail() </code>
 
| 获取年兽尾巴
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsHornAlive|IsHornAlive}}
 
| <code>bool IsHornAlive() </code>
 
| 年兽的角巴是否损坏?
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsTailAlive|IsTailAlive}}
 
| <code>bool IsTailAlive() </code>


| 重写播放速率
| 年兽的尾巴是否损坏?
|}
|}


Line 2,772: Line 2,842:




=== CDOTA_Ability_Animation_TailSpin ===
=== CBasePlayer ===
 
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


''No Description Set''
''No Description Set''
Line 2,788: Line 2,856:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_TailSpin.SetPlaybackRate | SetPlaybackRate]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.GetHMDAvatar|GetHMDAvatar}}
 
| <code>handle GetHMDAvatar()</code>
| <code>void SetPlaybackRate(float a) </code>
| Returns the HMD Avatar entity for this player if it exists.
 
|-
| Override playbackrate
| {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsNoclipping|IsNoclipping}}
 
| <code>bool IsNoclipping()</code>
| 玩家处于穿墙模式(noclip mode)下返回true
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsSteamControllerButtonPressed|IsSteamControllerButtonPressed}}
| <code>bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton)</code>
| 当Steam控制按钮被按下时,返回True。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsUsePressed|IsUsePressed}}
| <code>bool IsUsePressed()</code>
| 当使用按钮被按下时,返回True。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsVRControllerButtonPressed|IsVRControllerButtonPressed}}
| <code>bool IsVRControllerButtonPressed(int nButton)</code>
| 当VR控制按钮被按下时,返回True。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.Quit|Quit}}
| <code>void Quit()</code>
| 从脚本中退出游戏。
|}
|}


=== CDOTAPlayer ===


 
:::::extends [[#CBaseAnimating| CBaseAnimating]]
 
 
=== CDOTA_Ability_Nian_Leap ===
 
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]


''No Description Set''
''No Description Set''
Line 2,816: Line 2,897:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Leap.SetPlaybackRate | SetPlaybackRate]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetAssignedHero|GetAssignedHero}}


| <code>void SetPlaybackRate(float a) </code>
| <code>handle GetAssignedHero() </code>


| Override playbackrate
| 获取该玩家的英雄
|-


|}
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetControlledRPGUnit|GetControlledRPGUnit}}


| <code>handle GetControlledRPGUnit() </code>


| 获取该玩家控制的RPG单位
|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetPlayerID|GetPlayerID}}


| <code>int GetPlayerID() </code>


=== CDOTA_Ability_Nian_Dive ===
| 获取该玩家的官方玩家ID(PlayerID)玩家不在队伍中时返回-1
|-


:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.MakeRandomHeroSelection|MakeRandomHeroSelection}}


''No Description Set''
| <code>void MakeRandomHeroSelection() </code>


{| class="standard-table" style="width: 100%;"
| 随机该玩家的英雄
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetKillCamUnit|SetKillCamUnit}}


! 函数原型
| <code>void SetKillCamUnit(handle a) </code>
 
! 解释


| 设置英雄的击杀镜头单位(kill cam unit)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Dive.SetPlaybackRate | SetPlaybackRate]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetMusicStatus|SetMusicStatus}}


| <code>void SetPlaybackRate(float a) </code>
| <code>void SetMusicStatus(int nMusicStatus, float flIntensity) </code>
 
| Override playbackrate


|  设置玩家的音乐状态,注意这只有在dota_music_battle_enable为off时才会有效
|}
|}


Line 2,856: Line 2,943:




=== CDOTA_Ability_Nian_Roar ===
=== CDOTA_PlayerResource ===


:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]
:::::extends [[#CBaseEntity| CBaseEntity]]


''No Description Set''
''No Description Set''
''Global accessor variable:'' <code>PlayerResource</code>


{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
Line 2,872: Line 2,963:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Roar.GetCastCount | GetCastCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddAegisPickup|AddAegisPickup}}


| <code>int GetCastCount() </code>
| <code>void AddAegisPickup(int a) </code>


| 年兽使用了咆哮的次数
| No Description Set
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddClaimedFarm|AddClaimedFarm}}


| <code>void AddClaimedFarm(int a, float b) </code>


| No Description Set


=== CDOTA_Item ===
|-


:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddGoldSpentOnSupport|AddGoldSpentOnSupport}}


''No Description Set''
| <code>void AddGoldSpentOnSupport(int a, int b) </code>


{| class="standard-table" style="width: 100%;"
| No Description Set
 
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddRunePickup|AddRunePickup}}


! 函数原型
| <code>void AddRunePickup(int a) </code>


! 解释
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetContainer | GetContainer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AreUnitsSharedWithPlayerID|AreUnitsSharedWithPlayerID}}
 
| <code>bool AreUnitsSharedWithPlayerID(int a, int b) </code>


| <code>handle GetContainer() </code>
| No Description Set


| 获得物品所有者
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCost | GetCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearKillsMatrix|ClearKillsMatrix}}


| <code>int GetCost() </code>
| <code>void ClearKillsMatrix(int a) </code>


| No Description Set
| No Description Set
Line 2,914: Line 3,011:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCurrentCharges | GetCurrentCharges]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitMultikill|ClearLastHitMultikill}}
 
| <code>void ClearLastHitMultikill(int a) </code>


| <code>int GetCurrentCharges() </code>
| No Description Set


| 获得物品的目前充能
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetInitialCharges | GetInitialCharges]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitStreak|ClearLastHitStreak}}


| <code>int GetInitialCharges() </code>
| <code>void ClearLastHitStreak(int a) </code>
 
| No Description Set


| 获得物品的初始充能
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaser | GetPurchaser]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearRawPlayerDamageMatrix|ClearRawPlayerDamageMatrix}}
 
| <code>void ClearRawPlayerDamageMatrix(int a) </code>


| <code>handle GetPurchaser() </code>
| No Description Set


| 获得物品的购买者
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaseTime | GetPurchaseTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearStreak|ClearStreak}}


| <code>float GetPurchaseTime() </code>
| <code>void ClearStreak(int a) </code>
 
| No Description Set


| 获得物品的购买时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetShareability | GetShareability]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAegisPickups|GetAegisPickups}}


| <code>int GetShareability() </code>
| <code>int GetAegisPickups(int a) </code>


| No Description Set
| No Description Set
Line 2,950: Line 3,051:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent | IsPermanent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAssists|GetAssists}}


| <code>bool IsPermanent() </code>
| <code>int GetAssists(int a) </code>
 
| No Description Set


| 判断物品是否非消耗品
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLoot | LaunchLoot]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannel|GetBroadcasterChannel}}


| <code>void LaunchLoot(bool useOnContact, float height, float speed, Vector destination) </code>
| <code>unsigned GetBroadcasterChannel(int a) </code>


| For items lying on the ground. Fires the item up into the air so that it lands at the specified position.
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetCurrentCharges | SetCurrentCharges]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannelSlot|GetBroadcasterChannelSlot}}
 
| <code>unsigned GetBroadcasterChannelSlot(int a) </code>


| <code>void SetCurrentCharges(int a) </code>
| No Description Set


| 设置物品的充能数
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaser | SetPurchaser]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedDenies|GetClaimedDenies}}


| <code>void SetPurchaser(handle a) </code>
| <code>int GetClaimedDenies(int a) </code>


| 设置物品的购买者
| No Description Set
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaseTime | SetPurchaseTime]]
 
| <code>void SetPurchaseTime(float a) </code>


| 设置物品的购买时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetStacksWithOtherOwners | SetStacksWithOtherOwners]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedFarm|GetClaimedFarm}}


| <code>void SetStacksWithOtherOwners(bool a) </code>
| <code>float GetClaimedFarm(int a) </code>


| No Description Set
| No Description Set
Line 2,994: Line 3,091:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.StacksWithOtherOwners | StacksWithOtherOwners]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedMisses|GetClaimedMisses}}


| <code>bool StacksWithOtherOwners() </code>
| <code>int GetClaimedMisses(int a) </code>


| No Description Set
| No Description Set
Line 3,002: Line 3,099:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.Think | Think]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetConnectionState|GetConnectionState}}


| <code>void Think() </code>
| <code>int GetConnectionState(int iPlayerID) </code>


| 判断此物品
| 返回一个指示玩家连接状态的数字。 0 - 无连接. 1 - 机器人连入. 2 - 玩家连入. 3 机器人/玩家断线.
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCreepDamageTaken|GetCreepDamageTaken}}


| <code>int GetCreepDamageTaken(int a) </code>
| No Description Set


|-


=== CDOTA_Item_Physical ===
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCooldown|GetCustomBuybackCooldown}}


:::::extends [[#CBaseAnimating| CBaseAnimating]]
| <code>float GetCustomBuybackCooldown(int a) </code>


''No Description Set''
| No Description Set


{| class="standard-table" style="width: 100%;"
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCost|GetCustomBuybackCost}}


! 函数原型
| <code>int GetCustomBuybackCost(int a) </code>


! 解释
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetContainedItem | GetContainedItem]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomTeamAssignment|GetCustomTeamAssignment}}


| <code>handle GetContainedItem() </code>
| <code>int GetCustomTeamAssignment(int playerIndex) </code>


| 返回禁用的物品?
| 返回玩家要加入的队伍编号
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetCreationTime | GetCreationTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDamageDoneToHero|GetDamageDoneToHero}}


| <code>float GetCreationTime() </code>
| <code>int GetDamageDoneToHero(int a, int b) </code>
 
| No Description Set


| 返回物品第一次出现在地图上的时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.SetContainedItem | SetContainedItem]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDeaths|GetDeaths}}


| <code>void SetContainedItem(handle a) </code>
| <code>int GetDeaths(int a) </code>


| 设置禁用的物品?
| No Description Set
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDenies|GetDenies}}


| <code>int GetDenies(int a) </code>


| No Description Set


=== CDOTA_Item_DataDriven ===
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPointsForPlayerID|GetEventPointsForPlayerID}}


:::::extends [[#CDOTA_Item| CDOTA_Item]]
| <code>int GetEventPointsForPlayerID(int a) </code>


''''
| No Description Set


{| class="standard-table" style="width: 100%;"
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPremiumPointsGranted|GetEventPremiumPointsGranted}}


! 函数原型
| <code>int GetEventPremiumPointsGranted(int a) </code>


! 解释
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_DataDriven.ApplyDataDrivenModifier | ApplyDataDrivenModifier]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventRankGranted|GetEventRankGranted}}


| <code>void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) </code>
| <code>int GetEventRankGranted(int a) </code>


|  
| No Description Set


|}
|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGold|GetGold}}


| <code>int GetGold(int playerID) </code>


| 返回指定玩家现有金钱量
|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldBagsCollected|GetGoldBagsCollected}}


=== CDOTA_Unit_Nian ===
| <code>int GetGoldBagsCollected(int a) </code>


:::::extends [[#CDOTA_BaseNPC_Creature| CDOTA_BaseNPC_Creature]]
| No Description Set


''No Description Set''
|-


{| class="standard-table" style="width: 100%;"
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldLostToDeath|GetGoldLostToDeath}}


! 函数名
| <code>int GetGoldLostToDeath(int a) </code>


! 函数原型
| No Description Set


! 解释
|-


|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldPerMin|GetGoldPerMin}}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetHorn | GetHorn]]
| <code>float GetGoldPerMin(int a) </code>


| <code>handle GetHorn() </code>
| No Description Set


| 获取年兽角
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetTail | GetTail]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnBuybacks|GetGoldSpentOnBuybacks}}
 
| <code>int GetGoldSpentOnBuybacks(int a) </code>


| <code>handle GetTail() </code>
| No Description Set


| 获取年兽尾巴
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsHornAlive | IsHornAlive]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnConsumables|GetGoldSpentOnConsumables}}
 
| <code>int GetGoldSpentOnConsumables(int a) </code>


| <code>bool IsHornAlive() </code>
| No Description Set


| 年兽的角巴是否损坏?
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsTailAlive | IsTailAlive]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnItems|GetGoldSpentOnItems}}


| <code>bool IsTailAlive() </code>
| <code>int GetGoldSpentOnItems(int a) </code>


| 年兽的尾巴是否损坏?
| No Description Set
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnSupport|GetGoldSpentOnSupport}}


| <code>int GetGoldSpentOnSupport(int a) </code>


| No Description Set


=== CBasePlayer ===
|-


''No Description Set''
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHealing|GetHealing}}


{| class="standard-table" style="width: 100%;"
| <code>float GetHealing(int a) </code>


! 函数名
| No Description Set


! 函数原型
|-


! 解释
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHeroDamageTaken|GetHeroDamageTaken}}
 
| <code>int GetHeroDamageTaken(int a) </code>
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsNoclipping | IsNoclipping]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKills|GetKills}}


| <code>bool IsNoclipping() </code>
| <code>int GetKills(int playerID) </code>


| 玩家处于穿墙模式(noclip mode)下返回true
| 返回指定玩家击杀次数
|}
|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKillsDoneToHero|GetKillsDoneToHero}}


| <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code>


| 返回攻击者(第一个参数)杀死指定受害者(第二个参数)的次数
|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitMultikill|GetLastHitMultikill}}


=== CDOTAPlayer ===
| <code>int GetLastHitMultikill(int a) </code>


:::::extends [[#CBaseAnimating| CBaseAnimating]]
| No Description Set


''No Description Set''
|-


{| class="standard-table" style="width: 100%;"
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHits|GetLastHits}}


! 函数名
| <code>int GetLastHits(int playerID) </code>


! 函数原型
| No Description Set
 
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetAssignedHero | GetAssignedHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitStreak|GetLastHitStreak}}


| <code>handle GetAssignedHero() </code>
| <code>int GetLastHitStreak(int a) </code>
 
| No Description Set


| 获取该玩家的英雄
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetControlledRPGUnit | GetControlledRPGUnit]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLevel|GetLevel}}


| <code>handle GetControlledRPGUnit() </code>
| <code>int GetLevel(int playerID) </code>
 
| No Description Set


| 获取该玩家控制的RPG单位
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetPlayerID | GetPlayerID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetMisses|GetMisses}}
 
| <code>int GetMisses(int a) </code>


| <code>int GetPlayerID() </code>
| No Description Set


| 获取该玩家的官方玩家ID(PlayerID)玩家不在队伍中时返回-1
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.MakeRandomHeroSelection | MakeRandomHeroSelection]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNearbyCreepDeaths|GetNearbyCreepDeaths}}
 
| <code>int GetNearbyCreepDeaths(int a) </code>


| <code>void MakeRandomHeroSelection() </code>
| No Description Set


| 随机该玩家的英雄
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetKillCamUnit | SetKillCamUnit]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthCourierForTeam|GetNthCourierForTeam}}
 
| <code>handle GetNthCourierForTeam(int a, int b) </code>


| <code>void SetKillCamUnit(handle a) </code>
| No Description Set


| 设置英雄的击杀镜头单位(kill cam unit)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetMusicStatus | SetMusicStatus]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthPlayerIDOnTeam|GetNthPlayerIDOnTeam}}


| <code>void SetMusicStatus(int nMusicStatus, float flIntensity) </code>
| <code>int GetNthPlayerIDOnTeam(int a, int b) </code>


| 设置玩家的音乐状态,注意这只有在dota_music_battle_enable为off时才会有效
| No Description Set
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumConsumablesPurchased|GetNumConsumablesPurchased}}


| <code>int GetNumConsumablesPurchased(int a) </code>


| No Description Set


=== CDOTA_PlayerResource ===
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumCouriersForTeam|GetNumCouriersForTeam}}


:::::extends [[#CBaseEntity| CBaseEntity]]
| <code>int GetNumCouriersForTeam(int a) </code>


''No Description Set''
| No Description Set


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumItemsPurchased|GetNumItemsPurchased}}


''Global accessor variable:'' <code>PlayerResource</code>
| <code>int GetNumItemsPurchased(int a) </code>


{| class="standard-table" style="width: 100%;"
| No Description Set


! 函数名
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetOriginalLobbyTeam|GetOriginalLobbyTeam}}


! 函数原型
| <code>int GetOriginalLobbyTeam(int iPlayerID) </code>


! 解释
| 获取玩家在房间中所属的初始队伍。 当没有房间信息时,返回DOTA_TEAM_NOTEAM。


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddAegisPickup | AddAegisPickup]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayer|GetPlayer}}


| <code>void AddAegisPickup(int a) </code>
| <code>handle GetPlayer(int playerID) </code>


| No Description Set
| No Description Set
Line 3,245: Line 3,382:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddClaimedFarm | AddClaimedFarm]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerCount|GetPlayerCount}}


| <code>void AddClaimedFarm(int a, float b) </code>
| <code>int GetPlayerCount() </code>


| No Description Set
| 获取未加入队伍的观战者和玩家数量。


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddGoldSpentOnSupport | AddGoldSpentOnSupport]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerCountForTeam|GetPlayerCountForTeam}}


| <code>void AddGoldSpentOnSupport(int a, int b) </code>
| <code>int GetPlayerCountForTeam(int iTeam) </code>


| No Description Set
| 获取队伍中的玩家数量。


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddRunePickup | AddRunePickup]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerLoadedCompletely|GetPlayerLoadedCompletely}}


| <code>void AddRunePickup(int a) </code>
| <code>bool GetPlayerLoadedCompletely(int a) </code>


| No Description Set
| No Description Set
Line 3,269: Line 3,406:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AreUnitsSharedWithPlayerID | AreUnitsSharedWithPlayerID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerName|GetPlayerName}}


| <code>bool AreUnitsSharedWithPlayerID(int a, int b) </code>
| <code>string GetPlayerName(int a) </code>


| No Description Set
| No Description Set
Line 3,277: Line 3,414:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearKillsMatrix | ClearKillsMatrix]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerReservedState|GetPlayerReservedState}}


| <code>void ClearKillsMatrix(int a) </code>
| <code>bool GetPlayerReservedState(int a) </code>


| No Description Set
| No Description Set
Line 3,285: Line 3,422:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitMultikill | ClearLastHitMultikill]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRawPlayerDamage|GetRawPlayerDamage}}


| <code>void ClearLastHitMultikill(int a) </code>
| <code>int GetRawPlayerDamage(int a) </code>


| No Description Set
| No Description Set
Line 3,293: Line 3,430:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitStreak | ClearLastHitStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetReliableGold|GetReliableGold}}


| <code>void ClearLastHitStreak(int a) </code>
| <code>int GetReliableGold(int playerID) </code>
 
| No Description Set


| 返回指定玩家现有可靠金钱量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearRawPlayerDamageMatrix | ClearRawPlayerDamageMatrix]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRespawnSeconds|GetRespawnSeconds}}


| <code>void ClearRawPlayerDamageMatrix(int a) </code>
| <code>int GetRespawnSeconds(int a) </code>


| No Description Set
| No Description Set
Line 3,309: Line 3,445:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearStreak | ClearStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRoshanKills|GetRoshanKills}}


| <code>void ClearStreak(int a) </code>
| <code>int GetRoshanKills(int a) </code>


| No Description Set
| No Description Set
Line 3,317: Line 3,453:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAegisPickups | GetAegisPickups]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRunePickups|GetRunePickups}}


| <code>int GetAegisPickups(int a) </code>
| <code>int GetRunePickups(int a) </code>


| No Description Set
| No Description Set
Line 3,325: Line 3,461:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAssists | GetAssists]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroEntity|GetSelectedHeroEntity}}


| <code>int GetAssists(int a) </code>
| <code>handle GetSelectedHeroEntity(int a) </code>


| No Description Set
| No Description Set
Line 3,333: Line 3,469:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannel | GetBroadcasterChannel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroID|GetSelectedHeroID}}


| <code><> GetBroadcasterChannel(int a) </code>
| <code>int GetSelectedHeroID(int a) </code>


| No Description Set
| No Description Set
Line 3,341: Line 3,477:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannelSlot | GetBroadcasterChannelSlot]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroName|GetSelectedHeroName}}


| <code><> GetBroadcasterChannelSlot(int a) </code>
| <code>string GetSelectedHeroName(int a) </code>


| No Description Set
| No Description Set
Line 3,349: Line 3,485:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedDenies | GetClaimedDenies]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamAccountID|GetSteamAccountID}}
 
| <code><> GetSteamAccountID(int a) </code>
 
| 获取32位SteamID


| <code>int GetClaimedDenies(int a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamID|GetSteamID}}
| <code>unsigned GetSteamID(int iPlayerID) </code>
| 获取64位SteamID
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStreak|GetStreak}}
 
| <code>int GetStreak(int a) </code>


| No Description Set
| No Description Set
Line 3,357: Line 3,506:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedFarm | GetClaimedFarm]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStuns|GetStuns}}


| <code>float GetClaimedFarm(int a) </code>
| <code>float GetStuns(int a) </code>


| No Description Set
| No Description Set
Line 3,365: Line 3,514:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedMisses | GetClaimedMisses]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeam|GetTeam}}


| <code>int GetClaimedMisses(int a) </code>
| <code>int GetTeam(int a) </code>


| No Description Set
| No Description Set
Line 3,373: Line 3,522:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetConnectionState | GetConnectionState]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamKills|GetTeamKills}}


| <code><> GetConnectionState(int a) </code>
| <code>int GetTeamKills(int a) </code>


| No Description Set
| No Description Set
Line 3,381: Line 3,530:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCreepDamageTaken | GetCreepDamageTaken]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamPlayerCount|GetTeamPlayerCount}}


| <code>int GetCreepDamageTaken(int a) </code>
| <code>int GetTeamPlayerCount() </code>


| No Description Set
| 获取处于有效队伍(天辉,夜魇,或者自定义队伍)的玩家数量。


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCooldown | GetCustomBuybackCooldown]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase|GetTimeOfLastConsumablePurchase}}


| <code>float GetCustomBuybackCooldown(int a) </code>
| <code>float GetTimeOfLastConsumablePurchase(int a) </code>


| No Description Set
| No Description Set
Line 3,397: Line 3,546:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCost | GetCustomBuybackCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastDeath|GetTimeOfLastDeath}}


| <code>int GetCustomBuybackCost(int a) </code>
| <code>float GetTimeOfLastDeath(int a) </code>


| No Description Set
| No Description Set
Line 3,405: Line 3,554:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomTeamAssignment | GetCustomTeamAssignment]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastItemPurchase|GetTimeOfLastItemPurchase}}
 
| <code>float GetTimeOfLastItemPurchase(int a) </code>


| <code>int GetCustomTeamAssignment(int playerIndex) </code>
| No Description Set


| 返回玩家要加入的队伍编号
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDamageDoneToHero | GetDamageDoneToHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedGold|GetTotalEarnedGold}}


| <code>int GetDamageDoneToHero(int a, int b) </code>
| <code>int GetTotalEarnedGold(int a) </code>


| No Description Set
| No Description Set
Line 3,420: Line 3,570:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDeaths | GetDeaths]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedXP|GetTotalEarnedXP}}


| <code>int GetDeaths(int a) </code>
| <code>int GetTotalEarnedXP(int a) </code>


| No Description Set
| No Description Set
Line 3,428: Line 3,578:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDenies | GetDenies]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalGoldSpent|GetTotalGoldSpent}}


| <code>int GetDenies(int a) </code>
| <code>int GetTotalGoldSpent(int a) </code>


| No Description Set
| No Description Set
Line 3,436: Line 3,586:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPointsForPlayerID | GetEventPointsForPlayerID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerDamageTaken|GetTowerDamageTaken}}


| <code>int GetEventPointsForPlayerID(int a) </code>
| <code>int GetTowerDamageTaken(int a) </code>


| No Description Set
| No Description Set
Line 3,444: Line 3,594:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPremiumPointsGranted | GetEventPremiumPointsGranted]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerKills|GetTowerKills}}


| <code>int GetEventPremiumPointsGranted(int a) </code>
| <code>int GetTowerKills(int a) </code>


| No Description Set
| No Description Set
Line 3,452: Line 3,602:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventRankGranted | GetEventRankGranted]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnitShareMaskForPlayer|GetUnitShareMaskForPlayer}}


| <code>int GetEventRankGranted(int a) </code>
| <code>int GetUnitShareMaskForPlayer(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,460: Line 3,610:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGold | GetGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnreliableGold|GetUnreliableGold}}


| <code>int GetGold(int playerID) </code>
| <code>int GetUnreliableGold(int playerID) </code>


| 返回指定玩家现有金钱量
| 返回指定玩家现有不可靠金钱量
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldBagsCollected | GetGoldBagsCollected]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetXPPerMin|GetXPPerMin}}


| <code>int GetGoldBagsCollected(int a) </code>
| <code>float GetXPPerMin(int a) </code>


| No Description Set
| No Description Set
Line 3,475: Line 3,625:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldLostToDeath | GetGoldLostToDeath]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasCustomGameTicketForPlayerID|HasCustomGameTicketForPlayerID}}
| <code>bool HasCustomGameTicketForPlayerID(int iPlayerID) </code>
| 当玩家拥有通行证时返回true
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRandomed|HasRandomed}}


| <code>int GetGoldLostToDeath(int a) </code>
| <code>bool HasRandomed(int a) </code>


| No Description Set
| No Description Set
Line 3,483: Line 3,638:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldPerMin | GetGoldPerMin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRepicked|HasRepicked}}


| <code>float GetGoldPerMin(int a) </code>
| <code>bool HasRepicked(int playerID) </code>


| No Description Set
| No Description Set
Line 3,491: Line 3,646:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnBuybacks | GetGoldSpentOnBuybacks]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasSelectedHero|HasSelectedHero}}


| <code>int GetGoldSpentOnBuybacks(int a) </code>
| <code>bool HasSelectedHero(int a) </code>


| No Description Set
| No Description Set
Line 3,499: Line 3,654:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnConsumables | GetGoldSpentOnConsumables]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HaveAllPlayersJoined|HaveAllPlayersJoined}}


| <code>int GetGoldSpentOnConsumables(int a) </code>
| <code>bool HaveAllPlayersJoined() </code>


| No Description Set
| No Description Set
Line 3,507: Line 3,662:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnItems | GetGoldSpentOnItems]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HeroLevelUp|HeroLevelUp}}


| <code>int GetGoldSpentOnItems(int a) </code>
| <code>void HeroLevelUp(int a) </code>


| No Description Set
| No Description Set
Line 3,515: Line 3,670:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnSupport | GetGoldSpentOnSupport]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementAssists|IncrementAssists}}


| <code>int GetGoldSpentOnSupport(int a) </code>
| <code>void IncrementAssists(int playerID) </code>


| No Description Set
| No Description Set
Line 3,523: Line 3,678:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHealing | GetHealing]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedDenies|IncrementClaimedDenies}}


| <code>float GetHealing(int a) </code>
| <code>void IncrementClaimedDenies(int a) </code>


| No Description Set
| No Description Set
Line 3,531: Line 3,686:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHeroDamageTaken | GetHeroDamageTaken]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedMisses|IncrementClaimedMisses}}


| <code>int GetHeroDamageTaken(int a) </code>
| <code>void IncrementClaimedMisses(int a) </code>


| No Description Set
| No Description Set
Line 3,539: Line 3,694:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKills | GetKills]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDeaths|IncrementDeaths}}


| <code>int GetKills(int playerID) </code>
| <code>void IncrementDeaths(int playerID) </code>


| 返回指定玩家击杀次数
| No Description Set
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKillsDoneToHero | GetKillsDoneToHero]]
| <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code>
| 返回攻击者(第一个参数)杀死指定受害者(第二个参数)的次数
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitMultikill | GetLastHitMultikill]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDenies|IncrementDenies}}


| <code>int GetLastHitMultikill(int a) </code>
| <code>void IncrementDenies(int a) </code>


| No Description Set
| No Description Set
Line 3,561: Line 3,710:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHits | GetLastHits]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementGoldBagsCollected|IncrementGoldBagsCollected}}


| <code>int GetLastHits(int playerID) </code>
| <code>void IncrementGoldBagsCollected(int a) </code>


| No Description Set
| No Description Set
Line 3,569: Line 3,718:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitStreak | GetLastHitStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementKills|IncrementKills}}


| <code>int GetLastHitStreak(int a) </code>
| <code>void IncrementKills(int playerID, int kills) </code>


| No Description Set
| No Description Set
Line 3,577: Line 3,726:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLevel | GetLevel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitMultikill|IncrementLastHitMultikill}}


| <code>int GetLevel(int playerID) </code>
| <code>void IncrementLastHitMultikill(int a) </code>


| No Description Set
| No Description Set
Line 3,585: Line 3,734:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetMisses | GetMisses]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHits|IncrementLastHits}}


| <code>int GetMisses(int a) </code>
| <code>void IncrementLastHits(int a) </code>


| No Description Set
| No Description Set
Line 3,593: Line 3,742:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNearbyCreepDeaths | GetNearbyCreepDeaths]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitStreak|IncrementLastHitStreak}}


| <code>int GetNearbyCreepDeaths(int a) </code>
| <code>void IncrementLastHitStreak(int a) </code>


| No Description Set
| No Description Set
Line 3,601: Line 3,750:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthCourierForTeam | GetNthCourierForTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementMisses|IncrementMisses}}


| <code>handle GetNthCourierForTeam(int a, int b) </code>
| <code>void IncrementMisses(int a) </code>


| No Description Set
| No Description Set
Line 3,609: Line 3,758:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthPlayerIDOnTeam | GetNthPlayerIDOnTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementNearbyCreepDeaths|IncrementNearbyCreepDeaths}}


| <code>int GetNthPlayerIDOnTeam(int a, int b) </code>
| <code>void IncrementNearbyCreepDeaths(int a) </code>


| No Description Set
| No Description Set
Line 3,617: Line 3,766:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumConsumablesPurchased | GetNumConsumablesPurchased]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementStreak|IncrementStreak}}


| <code>int GetNumConsumablesPurchased(int a) </code>
| <code>void IncrementStreak(int a) </code>


| No Description Set
| No Description Set
Line 3,625: Line 3,774:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumCouriersForTeam | GetNumCouriersForTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementTotalEarnedXP|IncrementTotalEarnedXP}}


| <code>int GetNumCouriersForTeam(int a) </code>
| <code>void IncrementTotalEarnedXP(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,633: Line 3,782:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumItemsPurchased | GetNumItemsPurchased]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsBroadcaster|IsBroadcaster}}


| <code>int GetNumItemsPurchased(int a) </code>
| <code>bool IsBroadcaster(int a) </code>


| No Description Set
| No Description Set
Line 3,641: Line 3,790:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayer | GetPlayer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsDisableHelpSetForPlayerID|IsDisableHelpSetForPlayerID}}


| <code>handle GetPlayer(int playerID) </code>
| <code>bool IsDisableHelpSetForPlayerID(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,649: Line 3,798:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerLoadedCompletely | GetPlayerLoadedCompletely]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsFakeClient|IsFakeClient}}


| <code>bool GetPlayerLoadedCompletely(int a) </code>
| <code>bool IsFakeClient(int a) </code>


| No Description Set
| No Description Set
Line 3,657: Line 3,806:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerName | GetPlayerName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSelected|IsHeroSelected}}


| <code>string GetPlayerName(int a) </code>
| <code>bool IsHeroSelected(string a) </code>


| No Description Set
| No Description Set
Line 3,665: Line 3,814:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerReservedState | GetPlayerReservedState]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSharedWithPlayerID|IsHeroSharedWithPlayerID}}


| <code>bool GetPlayerReservedState(int a) </code>
| <code>bool IsHeroSharedWithPlayerID(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,673: Line 3,822:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRawPlayerDamage | GetRawPlayerDamage]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayer|IsValidPlayer}}


| <code>int GetRawPlayerDamage(int a) </code>
| <code>bool IsValidPlayer(int playerID) </code>


| No Description Set
| No Description Set
Line 3,681: Line 3,830:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetReliableGold | GetReliableGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayerID|IsValidPlayerID}}


| <code>int GetReliableGold(int playerID) </code>
| <code>bool IsValidPlayerID(int playerID) </code>
 
| 返回指定玩家现有可靠金钱量
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRespawnSeconds | GetRespawnSeconds]]
 
| <code>int GetRespawnSeconds(int a) </code>


| No Description Set
| No Description Set
Line 3,696: Line 3,838:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRoshanKills | GetRoshanKills]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayer|IsValidTeamPlayer}}


| <code>int GetRoshanKills(int a) </code>
| <code>bool IsValidTeamPlayer(int playerID) </code>


| No Description Set
| No Description Set
Line 3,704: Line 3,846:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRunePickups | GetRunePickups]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayerID|IsValidTeamPlayerID}}


| <code>int GetRunePickups(int a) </code>
| <code>bool IsValidTeamPlayerID(int playerID) </code>


| No Description Set
| No Description Set
Line 3,712: Line 3,854:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroEntity | GetSelectedHeroEntity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ModifyGold|ModifyGold}}


| <code>handle GetSelectedHeroEntity(int a) </code>
| <code>int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) </code>


| No Description Set
| No Description Set
Line 3,720: Line 3,862:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroID | GetSelectedHeroID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ReplaceHeroWith|ReplaceHeroWith}}


| <code>int GetSelectedHeroID(int a) </code>
| <code>handle ReplaceHeroWith(int a, string b, int c, int d) </code>
 
| No Description Set


| (玩家ID,英雄职业名,金钱,经验值) - 将玩家的英雄替换成指定的英雄、金钱和经验值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroName | GetSelectedHeroName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetBuybackCostTime|ResetBuybackCostTime}}


| <code>string GetSelectedHeroName(int a) </code>
| <code>void ResetBuybackCostTime(int a) </code>


| No Description Set
| No Description Set
Line 3,736: Line 3,877:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamAccountID | GetSteamAccountID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetTotalEarnedGold|ResetTotalEarnedGold}}


| <code><> GetSteamAccountID(int a) </code>
| <code>void ResetTotalEarnedGold(int a) </code>


| No Description Set
| No Description Set
Line 3,744: Line 3,885:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStreak | GetStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackCooldownTime|SetBuybackCooldownTime}}


| <code>int GetStreak(int a) </code>
| <code>void SetBuybackCooldownTime(int a, float b) </code>


| No Description Set
| No Description Set
Line 3,752: Line 3,893:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStuns | GetStuns]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackGoldLimitTime|SetBuybackGoldLimitTime}}


| <code>float GetStuns(int a) </code>
| <code>void SetBuybackGoldLimitTime(int a, float b) </code>


| No Description Set
| No Description Set
Line 3,760: Line 3,901:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeam | GetTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCameraTarget|SetCameraTarget}}


| <code>int GetTeam(int a) </code>
| <code>void SetCameraTarget(int a, handle b) </code>
 
| No Description Set


| (玩家ID,实体) - 强制玩家镜头跟随目标实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamKills | GetTeamKills]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCooldown|SetCustomBuybackCooldown}}


| <code>int GetTeamKills(int a) </code>
| <code>void SetCustomBuybackCooldown(int a, float b) </code>
 
| No Description Set


| 设置玩家买活冷却时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase | GetTimeOfLastConsumablePurchase]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCost|SetCustomBuybackCost}}


| <code>float GetTimeOfLastConsumablePurchase(int a) </code>
| <code>void SetCustomBuybackCost(int a, int b) </code>


| No Description Set
| 设置玩家买活花费


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastDeath | GetTimeOfLastDeath]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomPlayerColor|SetCustomPlayerColor}}


| <code>float GetTimeOfLastDeath(int a) </code>
| <code>void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) </code>


| No Description Set
| 为玩家设定自定义颜色(将显示在小地图,计分板等)。


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastItemPurchase | GetTimeOfLastItemPurchase]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomTeamAssignment|SetCustomTeamAssignment}}


| <code>float GetTimeOfLastItemPurchase(int a) </code>
| <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code>
 
| No Description Set


| 设置玩家要加入的队伍
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedGold | GetTotalEarnedGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetGold|SetGold}}


| <code>int GetTotalEarnedGold(int a) </code>
| <code>void SetGold(int playerID, int amount, bool reliableGold) </code>
 
| No Description Set


| 设置玩家的可靠/不可靠金钱数
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedXP | GetTotalEarnedXP]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRandomed|SetHasRandomed}}


| <code>int GetTotalEarnedXP(int a) </code>
| <code>void SetHasRandomed(int playerID) </code>


| No Description Set
| No Description Set
Line 3,816: Line 3,953:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalGoldSpent | GetTotalGoldSpent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRepicked|SetHasRepicked}}


| <code>int GetTotalGoldSpent(int a) </code>
| <code>void SetHasRepicked(int playerID) </code>


| No Description Set
| No Description Set
Line 3,824: Line 3,961:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerDamageTaken | GetTowerDamageTaken]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetLastBuybackTime|SetLastBuybackTime}}


| <code>int GetTowerDamageTaken(int a) </code>
| <code>void SetLastBuybackTime(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,832: Line 3,969:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerKills | GetTowerKills]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetOverrideSelectionEntity|SetOverrideSelectionEntity}}


| <code>int GetTowerKills(int a) </code>
| <code>void SetOverrideSelectionEntity(int nPlayerID, handle hEntity)   </code>


| No Description Set
| 强制玩家选择实体。


|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetPlayerReservedState|SetPlayerReservedState}}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnitShareMaskForPlayer | GetUnitShareMaskForPlayer]]
| <code>void SetPlayerReservedState(int a, bool b) </code>
 
| <code>int GetUnitShareMaskForPlayer(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,848: Line 3,984:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnreliableGold | GetUnreliableGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetUnitShareMaskForPlayer|SetUnitShareMaskForPlayer}}


| <code>int GetUnreliableGold(int playerID) </code>
| <code>void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) </code>
 
| 返回指定玩家现有不可靠金钱量
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetXPPerMin | GetXPPerMin]]
 
| <code>float GetXPPerMin(int a) </code>


| No Description Set
| No Description Set
Line 3,863: Line 3,992:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRandomed | HasRandomed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SpendGold|SpendGold}}


| <code>bool HasRandomed(int a) </code>
| <code>void SpendGold(int playerID, int amount, int reason) </code>


| No Description Set
| No Description Set
Line 3,871: Line 4,000:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRepicked | HasRepicked]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.UpdateTeamSlot|UpdateTeamSlot}}


| <code>bool HasRepicked(int playerID) </code>
| <code>void UpdateTeamSlot(int a, int b) </code>


| No Description Set
| No Description Set
Line 3,879: Line 4,008:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasSelectedHero | HasSelectedHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.WhoSelectedHero|WhoSelectedHero}}


| <code>bool HasSelectedHero(int a) </code>
| <code>int WhoSelectedHero(string a) </code>


| No Description Set
| No Description Set


|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HaveAllPlayersJoined | HaveAllPlayersJoined]]
=== CDOTA_BaseNPC ===


| <code>bool HaveAllPlayersJoined() </code>
:::::extends [[#CBaseFlex| CBaseFlex]]


| No Description Set
''''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HeroLevelUp | HeroLevelUp]]
! 函数名


| <code>void HeroLevelUp(int a) </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementAssists | IncrementAssists]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddAbility|AddAbility}}
 
| <code>handle AddAbility(string a)</code>
| <code>void IncrementAssists(int playerID) </code>
| 以技能名称为该单位新增技能,并且返回该技能句柄。
 
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItem|AddItem}}
| <code>handle AddItem(handle a)</code>v
| 增加物品到该单位的库存 。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItemByName|AddItemByName}}
| <code>handle AddItemByName(string pszItemName)</code>
| 向玩家的库存添加一个物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNewModifier|AddNewModifier}}
| <code>handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)</code>
| 为该单位增加修改器。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNoDraw|AddNoDraw}}
| <code>void AddNoDraw()</code>
| 为单位添加No Draw的flag。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddSpeechBubble|AddSpeechBubble }}
| <code>void AddSpeechBubble(int iBubble, string pszSpeech, float flDuration, unsigned unOffsetX, unsigned unOffsetY)</code>
| 为单位添加一个会话气泡(可同时存在1-4个)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AlertNearbyUnits|AlertNearbyUnits}}
| <code>void AlertNearbyUnits(handle hAttacker, handle hAbility)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AngerNearbyUnits|AngerNearbyUnits}}
| <code>void AngerNearbyUnits()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackNoEarlierThan|AttackNoEarlierThan}}
 
| <code>void AttackNoEarlierThan(float a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedDenies | IncrementClaimedDenies]]
 
| <code>void IncrementClaimedDenies(int a) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackReady|AttackReady}}
 
| <code>bool AttackReady()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedMisses | IncrementClaimedMisses]]
 
| <code>void IncrementClaimedMisses(int a) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.BoundingRadius2D|BoundingRadius2D}}
 
| <code>float BoundingRadius2D()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDeaths | IncrementDeaths]]
 
| <code>void IncrementDeaths(int playerID) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanEntityBeSeenByMyTeam|CanEntityBeSeenByMyTeam}}
 
| <code>bool CanEntityBeSeenByMyTeam(handle a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDenies | IncrementDenies]]
| Check FoW to see if an entity is visible.
 
|-
| <code>void IncrementDenies(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanSellItems|CanSellItems}}
 
| <code>bool CanSellItems()</code>
| Query if this unit can sell items.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityImmediately|CastAbilityImmediately}}
| <code>void CastAbilityImmediately(handle ability, int playerIndex)</code>
| 技能立即施法。
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityNoTarget|CastAbilityNoTarget}}
| <code>void  CastAbilityNoTarget(handle ability, int playerIndex)</code>
| 无目标的施放技能 ( hAbility, iPlayerIndex ) 。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnPosition|CastAbilityOnPosition}}
| <code>void CastAbilityOnPosition(Vector a, handle b, int c)</code>
| 对一地点施放技能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnTarget|CastAbilityOnTarget}}
| <code>void CastAbilityOnTarget(handle target, handle ability, int playerIndex)</code>
| 对一实体施放技能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityToggle|CastAbilityToggle}}
| <code>void CastAbilityToggle(handle a, int b)</code>
| 切换技能 ( hAbility, iPlayerIndex ) 。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DestroyAllSpeechBubbles|DestroyAllSpeechBubbles}}
| <code>void DestroyAllSpeechBubbles()</code>
|
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DisassembleItem|DisassembleItem}}
| <code>void DisassembleItem(handle a)</code>
| 拆解该单位库存中过时的物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPosition|DropItemAtPosition}}
| <code>void DropItemAtPosition(Vector a, handle b)</code>
| 将物品扔在指定地点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPositionImmediate|DropItemAtPositionImmediate}}
| <code>void DropItemAtPositionImmediate(handle a, Vector b)</code>
| 立即将物品扔在指定地点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.EjectItemFromStash|EjectItemFromStash}}
| <code>void EjectItemFromStash(handle a)</code>
| 自库存栏丢落指定的物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAbilityByName|FindAbilityByName}}
| <code>handle FindAbilityByName(string a)</code>
| 以名称寻找技能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAllModifiers|FindAllModifiers}}
| <code>table FindAllModifiers() </code>
| 以table形式返回该单位所具有的所有Modifier。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAllModifiersByName|FindAllModifiersByName}}
| <code>table FindAllModifiersByName(string pszScriptName)</code>
| 根据Modifier的名字,以table形式返回该单位所具有的modifier。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindModifierByName|FindModifierByName}}
| <code>handle FindModifierByName(string pszScriptName)</code>
| 根据给定的名称,返回modifier的句柄。如果没有找到该名称,将返回nil。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindModifierByNameAndCaster|FindModifierByNameAndCaster}}
| <code>handle FindModifierByNameAndCaster(string pszScriptName, handle hCaster)</code>
| 根据给定的名称,返回某施法者所具有modifier的句柄。如果没有找到该名称,将返回nil。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ForceKill|ForceKill}}
| <code>void ForceKill(bool a)</code>
| 强制击杀该单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityByIndex|GetAbilityByIndex}}
| <code>handle GetAbilityByIndex(int a)</code>
| 以下标值检索该单位的技能。0是第一个技能
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityCount|GetAbilityCount}}
| <code>int GetAbilityCount()</code>
| 获取拥有的技能数量。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAcquisitionRange|GetAcquisitionRange}}
| <code>float GetAcquisitionRange()</code>
| 获取单位的自动收集距离。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAdditionalBattleMusicWeight|GetAdditionalBattleMusicWeight}}
| <code>float GetAdditionalBattleMusicWeight()</code>
| 获取当与该单位战斗时将会计算的战斗音乐权重。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAggroTarget|GetAggroTarget}}
| <code>handle GetAggroTarget()Returns this unit's aggro target. </code>
| 获取该单位的仇恨目标。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackAnimationPoint|GetAttackAnimationPoint}}
| <code>float GetAttackAnimationPoint()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackCapability|GetAttackCapability}}
 
| <code>int GetAttackCapability() </code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementGoldBagsCollected | IncrementGoldBagsCollected]]
| 获取单位的攻击力。
 
|-
| <code>void IncrementGoldBagsCollected(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackDamage|GetAttackDamage}}
 
| <code>int GetAttackDamage()</code>
| 获取该单位伤害最大值与最小值之间的随机整数。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRange|GetAttackRange}}
| <code>float GetAttackRange()</code>
| 获取单位当前的攻击距离。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRangeBuffer|GetAttackRangeBuffer}}
| <code>float GetAttackRangeBuffer()</code>
| 获取状态增加的攻击距离。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackSpeed|GetAttackSpeed}}
| <code>float GetAttackSpeed()</code>
| 获取该单位的攻速。
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttacksPerSecond|GetAttacksPerSecond}}
| <code>float GetAttacksPerSecond()</code>
| 获取APS值(每秒能够打几下)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackTarget|GetAttackTarget}}
| <code>handle GetAttackTarget()</code>
| 返回该单位的攻击目标。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAverageTrueAttackDamage|GetAverageTrueAttackDamage}}
| <code>int GetAverageTrueAttackDamage()</code>
| 获取该单位最大伤害值与最小伤害值的平均数。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackRange|GetBaseAttackRange}}
| <code>int GetBaseAttackRange()</code>
| 获取单位的基础攻击距离(修改器不列入计算)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackTime|GetBaseAttackTime}}
| <code>float GetBaseAttackTime()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMax|GetBaseDamageMax}}
 
| <code>int GetBaseDamageMax()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementKills | IncrementKills]]
| 获取最大伤害值。
 
|-  
| <code>void IncrementKills(int playerID, int kills) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMin|GetBaseDamageMin}}
 
| <code>int GetBaseDamageMin()</code>
| 获取最小伤害值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDayTimeVisionRange|GetBaseDayTimeVisionRange}}
| <code>int GetBaseDayTimeVisionRange()</code>
| 获取单位的基础日间视野距离(修改器不列入计算)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseHealthRegen|GetBaseHealthRegen}}
| <code>float GetBaseHealthRegen()</code>
| 获取单位的基础血量恢复值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMagicalResistanceValue|GetBaseMagicalResistanceValue}}
| <code>float GetBaseMagicalResistanceValue()</code>
| 获取单位的基础魔法抗性值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMaxHealth|GetBaseMaxHealth}}
| <code>float GetBaseMaxHealth()</code>
| 获取基础血量值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMoveSpeed|GetBaseMoveSpeed}}
| <code>float GetBaseMoveSpeed()</code>
| 获取基础跑速。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseNightTimeVisionRange|GetBaseNightTimeVisionRange}}
| <code>int GetBaseNightTimeVisionRange()</code>
| 获取单位基础的夜间视野距离(修改器不列入计算)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCastPoint|GetCastPoint}}
| <code>float GetCastPoint(bool a)</code>
| Parameter: bAttack
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCloneSource|GetCloneSource}}
| <code>handle GetCloneSource()</code>
| 获取米波的主身(如果这个单位是米波)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCollisionPadding|GetCollisionPadding}}
| <code>float GetCollisionPadding()</code>
| 返回该单位的碰撞体积。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetConstantBasedManaRegen|GetConstantBasedManaRegen}}
| <code>float GetConstantBasedManaRegen()</code>
| 获取基础的魔力恢复值常数。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCreationTime|GetCreationTime}}
| <code>float GetCreationTime()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentActiveAbility|GetCurrentActiveAbility}}
 
| <code>handle GetCurrentActiveAbility()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitMultikill | IncrementLastHitMultikill]]
| 获取该单位正在使用中的法术。
 
|-  
| <code>void IncrementLastHitMultikill(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentVisionRange|GetCurrentVisionRange}}
 
| <code>int GetCurrentVisionRange()</code>
| 获取当前的视野距离。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorCastTarget|GetCursorCastTarget}}
| <code>handle GetCursorCastTarget()</code>
| 获取鼠标指定的施法目标。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorPosition|GetCursorPosition}}
| <code>Vector GetCursorPosition()</code>
| 获取鼠标位置。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorTargetingNothing|GetCursorTargetingNothing}}
| <code>bool GetCursorTargetingNothing()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDayTimeVisionRange|GetDayTimeVisionRange}}
 
| <code>int GetDayTimeVisionRange()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHits | IncrementLastHits]]
| 获取该单位的日间视野(将修改器并入计算)。
 
|-  
| <code>void IncrementLastHits(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDeathXP|GetDeathXP}}
 
| <code>int GetDeathXP()</code>
| 获取该单位的击杀经验值奖赏。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetForceAttackTarget|GetForceAttackTarget}}
| <code>handle GetForceAttackTarget()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetGoldBounty|GetGoldBounty}}
 
| <code>int GetGoldBounty()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitStreak | IncrementLastHitStreak]]
| 获取该单位的击杀金钱奖赏。
 
|-  
| <code>void IncrementLastHitStreak(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHasteFactor|GetHasteFactor}}
 
| <code>float GetHasteFactor()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealth|GetHealth}}
 
| <code>int GetHealth()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementMisses | IncrementMisses]]
| 获取该单位的血量。
 
|-  
| <code>void IncrementMisses(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthDeficit|GetHealthDeficit}}
 
| <code>int GetHealthDeficit()</code>
| 返回损失的血量 (最大血量 - 当前血量)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthPercent|GetHealthPercent}}
| <code>int GetHealthPercent()</code>
| 获取该单位当前的血量百分比。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthRegen|GetHealthRegen}}
| <code>float GetHealthRegen()</code>
| 获取该单位当前的血量恢复值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHullRadius|GetHullRadius}}
| <code>float GetHullRadius()</code>
| 获取该单位的碰撞体积半径。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIdealSpeed|GetIdealSpeed}}
| <code>float GetIdealSpeed()</code>
| 获取该单位的跑速(将修改器并入计算)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIncreasedAttackSpeed|GetIncreasedAttackSpeed}}
| <code>float GetIncreasedAttackSpeed()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetInitialGoalEntity|GetInitialGoalEntity}}
| <code>handle GetInitialGoalEntity()</code>
| 返回该单位初始的路径点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetItemInSlot|GetItemInSlot}}
| <code>handle GetItemInSlot(int a)</code>
| 以下标值获取物品栏中的物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLastIdleChangeTime|GetLastIdleChangeTime}}
| <code>float GetLastIdleChangeTime()</code>
| 获取该单位最后 进入/离开 闲置状态的时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLevel|GetLevel}}
| <code>int GetLevel()</code>
| 返回该单位当前的等级。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMagicalArmorValue|GetMagicalArmorValue}}
| <code>float GetMagicalArmorValue()</code>
| 返回该单位当前的魔法抗性值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMainControllingPlayer|GetMainControllingPlayer}}
| <code>int GetMainControllingPlayer()</code>
| 返回控制该单位的玩家ID。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMana|GetMana}}
| <code>float GetMana()</code>
| 获取该单位的魔力值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaPercent|GetManaPercent}}
| <code>int GetManaPercent()</code>
| 获取该单位的剩余魔力值百分比。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaRegen|GetManaRegen}}
| <code>float GetManaRegen()</code>
| 获取该单位的魔力恢复值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxHealth|GetMaxHealth}}
| <code>int GetMaxHealth()</code>
| 获取该单位的最大血量。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxMana|GetMaxMana}}
| <code>float GetMaxMana()</code>
| 获取该单位的最大魔力。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaximumGoldBounty|GetMaximumGoldBounty}}
| <code>int GetMaximumGoldBounty()</code>
| 获取击杀该单位所得的最大金钱。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxMana|GetMaxMana}}
| <code>float GetMaxMana()</code>
| 获取单位的最大法力值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMinimumGoldBounty|GetMinimumGoldBounty}}
| <code>int GetMinimumGoldBounty()</code>
| 获取击杀该单位所得的最小金钱。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModelRadius|GetModelRadius}}
| <code>float GetModelRadius()</code>
| 获取模型大小半径。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierCount|GetModifierCount}}
| <code>int GetModifierCount()</code>
| 返回该单位所拥有的修改器数量。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierNameByIndex|GetModifierNameByIndex}}
| <code>string GetModifierNameByIndex(int a)</code>
| 以下标值索引修改器,并返回修改器名称字符串。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierStackCount|GetModifierStackCount}}
| <code>int GetModifierStackCount(string modifierName, handle b)</code>
| Gets the stack count of a given modifier.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMoveSpeedModifier|GetMoveSpeedModifier}}
| <code>float GetMoveSpeedModifier(float a)</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMustReachEachGoalEntity|GetMustReachEachGoalEntity}}
 
| <code>bool GetMustReachEachGoalEntity()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementNearbyCreepDeaths | IncrementNearbyCreepDeaths]]
| 该单位是否被要求走访每个路径点?
 
|-  
| <code>void IncrementNearbyCreepDeaths(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetNightTimeVisionRange|GetNightTimeVisionRange}}
 
| <code>int GetNightTimeVisionRange()</code>
| 返回夜间视野距离(将修改器并入计算)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetOpposingTeamNumber|GetOpposingTeamNumber}}
| <code>int GetOpposingTeamNumber()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPaddedCollisionRadius|GetPaddedCollisionRadius}}
 
| <code>float GetPaddedCollisionRadius()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementStreak | IncrementStreak]]
| 获取单位碰撞体积半径。
 
|-  
| <code>void IncrementStreak(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPercentageBasedManaRegen|GetPercentageBasedManaRegen}}
 
| <code>float GetPercentageBasedManaRegen()</code>
| 获取基础魔力恢复值百分比。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorBaseValue|GetPhysicalArmorBaseValue}}
| <code>float GetPhysicalArmorBaseValue()</code>
| 返回基础护甲值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorValue|GetPhysicalArmorValue}}
| <code>float GetPhysicalArmorValue()</code>
| 返回当前的护甲值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwner|GetPlayerOwner}}
| <code>handle GetPlayerOwner()</code>
| 获取拥有此单位的玩家实体。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwnerID|GetPlayerOwnerID}}
| <code>int GetPlayerOwnerID()</code>
| 获取拥有此单位的玩家ID。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetProjectileSpeed|GetProjectileSpeed}}
| <code>int GetProjectileSpeed()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetRangeToUnit|GetRangeToUnit}}
 
| <code>float GetRangeToUnit(handle a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementTotalEarnedXP | IncrementTotalEarnedXP]]
 
| <code>void IncrementTotalEarnedXP(int a, int b) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetSecondsPerAttack|GetSecondsPerAttack}}
 
| <code>float GetSecondsPerAttack()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsBroadcaster | IsBroadcaster]]
 
| <code>bool IsBroadcaster(int a) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetStatsBasedManaRegen|GetStatsBasedManaRegen}}
 
| <code>float GetStatsBasedManaRegen()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsDisableHelpSetForPlayerID | IsDisableHelpSetForPlayerID]]
| 获取因智慧而增加的魔法恢复值。
 
|-  
| <code>bool IsDisableHelpSetForPlayerID(int a, int b) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTeamNumber|GetTeamNumber}}
 
| <code>int GetTeamNumber()</code>
| 获取该单位所属的队伍ID。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTotalPurchasedUpgradeGoldCost|GetTotalPurchasedUpgradeGoldCost}}
| <code>int GetTotalPurchasedUpgradeGoldCost()</code>
| 获取用在升级的金钱。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitLabel|GetUnitLabel}}
| <code>string GetUnitLabel()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitName|GetUnitName}}
| <code>string GetUnitName()</code>
| 获取单位名称。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GiveMana|GiveMana}}
| <code>void GiveMana(float a)</code>
| 给予此单位指定的魔法值。(Giff me mana!)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAbility|HasAbility}}
| <code>bool HasAbility(string a)</code>
| 以技能名称搜寻该单位是否拥有此技能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAttackCapability|HasAttackCapability}}
| <code>bool HasAttackCapability()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyingVision|HasFlyingVision}}
 
| <code>bool HasFlyingVision()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsFakeClient | IsFakeClient]]
 
| <code>bool IsFakeClient(int a) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyMovementCapability|HasFlyMovementCapability}}
 
| <code>bool HasFlyMovementCapability()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSelected | IsHeroSelected]]
 
| <code>bool IsHeroSelected(string a) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasGroundMovementCapability|HasGroundMovementCapability}}
 
| <code>bool HasGroundMovementCapability()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSharedWithPlayerID | IsHeroSharedWithPlayerID]]
 
| <code>bool IsHeroSharedWithPlayerID(int a, int b) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasInventory|HasInventory}}
 
| <code>bool HasInventory()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayer | IsValidPlayer]]
 
| <code>bool IsValidPlayer(int playerID) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasItemInInventory|HasItemInInventory}}
 
| <code>bool HasItemInInventory(string a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayerID | IsValidPlayerID]]
| 以物品名称搜寻该单位是否拥有此物品。
 
|-  
| <code>bool IsValidPlayerID(int playerID) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasModifier|HasModifier}}
 
| <code>bool HasModifier(string a)</code>
| 以修改器名称搜寻该单位是否拥有此修改器。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasMovementCapability|HasMovementCapability}}
| <code>bool HasMovementCapability()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasScepter|HasScepter}}
 
| <code>bool HasScepter()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayer | IsValidTeamPlayer]]
 
| <code>bool IsValidTeamPlayer(int playerID) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Heal|Heal}}
 
| <code>void Heal(float amount, handle source)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayerID | IsValidTeamPlayerID]]
| 治疗该单位。
 
|-  
| <code>bool IsValidTeamPlayerID(int playerID) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Hold|Hold}}
 
| <code>void Hold()</code>
| 命令单位在原地待命。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Interrupt|Interrupt}}
| <code>void Interrupt()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptChannel|InterruptChannel}}
| <code>void InterruptChannel()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptMotionControllers|InterruptMotionControllers}}
| <code>void InterruptMotionControllers(bool a)</code>
| Parameter boolean determines finding clear space.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAlive|IsAlive}}
| <code>bool IsAlive()</code>
| 此单位是否还活着?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAncient|IsAncient}}
| <code>bool IsAncient()</code>
| 该生物是否为远古野怪?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackImmune|IsAttackImmune}}
| <code>bool IsAttackImmune()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttacking|IsAttacking}}
 
| <code>bool IsAttacking()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ModifyGold | ModifyGold]]
 
| <code>int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackingEntity|IsAttackingEntity}}
 
| <code>bool IsAttackingEntity(handle a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ReplaceHeroWith | ReplaceHeroWith]]
 
| <code>handle ReplaceHeroWith(int a, string b, int c, int d) </code>
 
| (玩家ID,英雄职业名,金钱,经验值) - 将玩家的英雄替换成指定的英雄、金钱和经验值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetBuybackCostTime | ResetBuybackCostTime]]
 
| <code>void ResetBuybackCostTime(int a) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlind|IsBlind}}
 
| <code>bool IsBlind()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetTotalEarnedGold | ResetTotalEarnedGold]]
 
| <code>void ResetTotalEarnedGold(int a) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlockDisabled|IsBlockDisabled}}
 
| <code>bool IsBlockDisabled()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackCooldownTime | SetBuybackCooldownTime]]
 
| <code>void SetBuybackCooldownTime(int a, float b) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCommandRestricted|IsCommandRestricted}}
 
| <code>bool IsCommandRestricted()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackGoldLimitTime | SetBuybackGoldLimitTime]]
 
| <code>void SetBuybackGoldLimitTime(int a, float b) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsControllableByAnyPlayer|IsControllableByAnyPlayer}}
 
| <code>bool IsControllableByAnyPlayer()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCameraTarget | SetCameraTarget]]
| 该单位是否为非Bot玩家所控制?
 
|-  
| <code>void SetCameraTarget(int a, handle b) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCreature|IsCreature}}
 
| <code>bool IsCreature()</code>
| (玩家ID,实体) - 强制玩家镜头跟随目标实体
| 此单位是否为怪物类型单位?
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDeniable|IsDeniable}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCooldown | SetCustomBuybackCooldown]]
| <code>bool IsDeniable()</code>
 
| No Description Set
| <code>void SetCustomBuybackCooldown(int a, float b) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDisarmed|IsDisarmed}}
| 设置玩家买活冷却时间
| <code>bool IsDisarmed()</code>
|-
| No Description Set
 
|-  
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCost | SetCustomBuybackCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDominated|IsDominated}}
 
| <code>bool IsDominated()</code>
| <code>void SetCustomBuybackCost(int a, int b) </code>
 
| 设置玩家买活花费
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomTeamAssignment | SetCustomTeamAssignment]]
 
| <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code>
 
| 设置玩家要加入的队伍
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetGold | SetGold]]
 
| <code>void SetGold(int playerID, int amount, bool reliableGold) </code>
 
| 设置玩家的可靠/不可靠金钱数
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRandomed | SetHasRandomed]]
 
| <code>void SetHasRandomed(int playerID) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsEvadeDisabled|IsEvadeDisabled}}
 
| <code>bool IsEvadeDisabled()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRepicked | SetHasRepicked]]
 
| <code>void SetHasRepicked(int playerID) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsFrozen|IsFrozen}}
 
| <code>bool IsFrozen()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetLastBuybackTime | SetLastBuybackTime]]
 
| <code>void SetLastBuybackTime(int a, int b) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHardDisarmed|IsHardDisarmed}}
 
| <code>bool IsHardDisarmed()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetPlayerReservedState | SetPlayerReservedState]]
| No Description Set
 
|-  
| <code>void SetPlayerReservedState(int a, bool b) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHero|IsHero}}
 
| <code>bool IsHero()</code>
| 此单位是否为英雄或英雄幻象?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHexed|IsHexed}}
| <code>bool IsHexed()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIdle|IsIdle}}
| <code>bool IsIdle()</code>
| 该生物是否处于闲置状态?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIllusion|IsIllusion}}
| <code>bool IsIllusion()</code>
| 该单位是否为幻象单位?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvisible|IsInvisible}}
| <code>bool IsInvisible()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvulnerable|IsInvulnerable}}
| <code>bool IsInvulnerable()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsLowAttackPriority|IsLowAttackPriority}}
| <code>bool IsLowAttackPriority()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMagicImmune|IsMagicImmune}}
| <code>bool IsMagicImmune()</code>
| 该单位是否魔法免疫?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMechanical|IsMechanical}}
| <code>bool IsMechanical()</code>
| 该单位是否为机械单位?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMovementImpaired|IsMovementImpaired}}
| <code>bool IsMovementImpaired()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMuted|IsMuted}}
 
| <code>bool IsMuted()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetUnitShareMaskForPlayer | SetUnitShareMaskForPlayer]]
 
| <code>void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNeutralUnitType|IsNeutralUnitType}}
 
| <code>bool IsNeutralUnitType()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SpendGold | SpendGold]]
| 该单位是否为野怪?
 
|-  
| <code>void SpendGold(int playerID, int amount, int reason) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNightmared|IsNightmared}}
 
| <code>bool IsNightmared()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOpposingTeam|IsOpposingTeam}}
 
| <code>bool IsOpposingTeam(int a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.UpdateTeamSlot | UpdateTeamSlot]]
 
| <code>void UpdateTeamSlot(int a, int b) </code>
 
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOutOfGame|IsOutOfGame}}
 
| <code>bool IsOutOfGame()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.WhoSelectedHero | WhoSelectedHero]]
 
| <code>int WhoSelectedHero(string a) </code>
 
| No Description Set
| No Description Set
 
|-
|}
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOwnedByAnyPlayer|IsOwnedByAnyPlayer}}
 
| <code>bool IsOwnedByAnyPlayer()</code>
 
| 该单位是否为非Bot之玩家所有?
 
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantom|IsPhantom}}
 
| <code>bool IsPhantom()</code>
=== CDOTA_BaseNPC ===
| 该单位是否为幻象单位?
 
|-
:::::extends [[#CBaseFlex| CBaseFlex]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantomBlocker|IsPhantomBlocker}}
 
| <code>bool IsPhantomBlocker()</code>
''''
| No Description Set
 
|-  
{| class="standard-table" style="width: 100%;"
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhased|IsPhased}}
 
| <code>bool IsPhased()</code>
! 函数名
| 是否在相位状态?
 
|-  
! 函数原型
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPositionInRange|IsPositionInRange}}
 
| <code>bool IsPositionInRange(Vector a, float b)</code>
! 解释
| 是否在某点的范围内
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRangedAttacker|IsRangedAttacker}}
 
| <code>bool IsRangedAttacker()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddAbility | AddAbility]]
| 该单位攻击类型是否为远程攻击?
 
|-  
| <code>handle AddAbility(string a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRealHero|IsRealHero}}
 
| <code>bool IsRealHero()</code>
| 以技能名称为该单位新增技能,并且返回该技能句柄。
| 返回该单位是否为真正的英雄单位,而非小兵或是幻象。
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRooted|IsRooted}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItem | AddItem]]
| <code>bool IsRooted()</code>
 
| <code>void AddItem(handle a) </code>
 
| 增加物品到该单位的库存 。
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNewModifier | AddNewModifier]]
 
| <code>void AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData) </code>
 
| 为该单位增加修改器。
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNoDraw | AddNoDraw]]
 
| <code>void AddNoDraw() </code>
 
| Adds the no draw flag.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AlertNearbyUnits | AlertNearbyUnits]]
 
| <code>void AlertNearbyUnits(handle a, handle b) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSilenced|IsSilenced}}
 
| <code>bool IsSilenced()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AngerNearbyUnits | AngerNearbyUnits]]
| 该单位是否被沉默?
 
|-  
| <code>void AngerNearbyUnits() </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSoftDisarmed|IsSoftDisarmed}}
 
| <code>bool IsSoftDisarmed()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSpeciallyDeniable|IsSpeciallyDeniable}}
 
| <code>bool IsSpeciallyDeniable()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackNoEarlierThan | AttackNoEarlierThan]]
 
| <code>void AttackNoEarlierThan(float a) </code>
 
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsStunned|IsStunned}}
 
| <code>bool IsStunned()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackReady | AttackReady]]
| 该单位是否被晕眩了?
 
|-
| <code>bool AttackReady() </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSummoned|IsSummoned}}
 
| <code>bool IsSummoned()</code>
| 此单位是否为召唤物?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsTower|IsTower}}
| <code>bool IsTower()</code>
| 此单位是否为塔?
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnableToMiss|IsUnableToMiss}}
| <code>bool IsUnableToMiss()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnselectable|IsUnselectable}}
| <code>bool IsUnselectable()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Kill|Kill}}
| <code>void Kill(handle a, handle b)</code>
| 杀死一个单位,参数为使用的技能与攻击者。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeIllusion|MakeIllusion}}
| <code>void MakeIllusion()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakePhantomBlocker|MakePhantomBlocker}}
| <code>void MakePhantomBlocker()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleDueToAttack|MakeVisibleDueToAttack}}
| <code>void MakeVisibleDueToAttack(int a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleToTeam|MakeVisibleToTeam}}
| <code>void MakeVisibleToTeam(int a, float b)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ManageModelChanges|ManageModelChanges}}
| <code>void ManageModelChanges()</code>
|
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ModifyHealth|ModifyHealth}}
| <code>void ModifyHealth(int a, handle b, bool c, int d)</code>
| 设置血量为所指定的值
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPC|MoveToNPC}}
| <code>void MoveToNPC(handle a)</code>
| 移动至指定的单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPCToGiveItem|MoveToNPCToGiveItem}}
| <code>void MoveToNPCToGiveItem(handle npc, handle item)</code>
| 将身上的物品丢给指定的单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPosition|MoveToPosition}}
| <code>void MoveToPosition(Vector a)</code>
| 移动到指定的位置。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPositionAggressive|MoveToPositionAggressive}}
| <code>void MoveToPositionAggressive(Vector a)</code>
| 移动到指定的位置。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToTargetToAttack|MoveToTargetToAttack}}
| <code>void MoveToTargetToAttack(handle a)</code>
| 移动至指定的单位,并且发动攻击。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoHealthBar|NoHealthBar}}
| <code>bool NoHealthBar()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamMoveTo|NoTeamMoveTo}}
| <code>bool NoTeamMoveTo()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamSelect|NoTeamSelect}}
| <code>bool NoTeamSelect()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotifyWearablesOfModelChange|NotifyWearablesOfModelChange}}
| <code>void NotifyWearablesOfModelChange(bool bOriginalModel) </code>
| 通知模型的可穿戴性发生了改变。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimap|NotOnMinimap}}
| <code>bool NotOnMinimap()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimapForEnemies|NotOnMinimapForEnemies}}
| <code>bool NotOnMinimapForEnemies()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoUnitCollision|NoUnitCollision}}
| <code>bool NoUnitCollision()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PassivesDisabled|PassivesDisabled}}
| <code>bool PassivesDisabled()</code>
| No Description Set
| No Description Set
 
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PerformAttack|PerformAttack}}
 
| <code>void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.BoundingRadius2D | BoundingRadius2D]]
| 对一单位执行攻击。
 
|-  
| <code>float BoundingRadius2D() </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupDroppedItem|PickupDroppedItem}}
 
| <code>void PickupDroppedItem(handle a)</code>
| 捡起掉落的物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupRune|PickupRune}}
| <code>void PickupRune(handle a)</code>
| 捡起神符。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ProvidesVision|ProvidesVision}}
| <code>bool ProvidesVision()</code>
| No Description Set
| No Description Set
 
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Purge|Purge}}
| <code>void Purge(bool bRemovePositiveBuffs, bool bRemoveDebuffs, bool bFrameOnly, bool bRemoveStuns, bool bRemoveExceptions)</code>
| (bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions 根据增益、减益等一系列条件,清除单位的BUFF。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ReduceMana|ReduceMana}}
| <code>void ReduceMana(float a)</code>
| 移除单位的魔力,不过是用在该单位非自愿失去魔力,而非用在使用技能消耗魔力的情况。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveAbility|RemoveAbility}}
| <code>void RemoveAbility(string a)</code>
| 以技能名称移除该单位相应的技能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveGesture|RemoveGesture}}
| <code>void RemoveGesture(int nActivity)  </code>
| 移除某个动作。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveHorizontalMotionController|RemoveHorizontalMotionController}}
| <code>void RemoveHorizontalMotionController(handle hBuff) </code>
| 移除水平方向上的运动控制器。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveItem|RemoveItem}}
| <code>void RemoveItem(handle a)</code>
| 将该单位库存中的过期物品移除。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByName|RemoveModifierByName}}
| <code>void RemoveModifierByName(string a)</code>
| 以名称移除修改器。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByNameAndCaster|RemoveModifierByNameAndCaster}}
| <code>void RemoveModifierByNameAndCaster(string a, handle b)</code>
| 以施法者与修改器名称移除修改器。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveNoDraw|RemoveNoDraw}}
| <code>void RemoveNoDraw()</code>
| Remove the no draw flag.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveVerticalMotionController|RemoveVerticalMotionController}}
| <code>void RemoveVerticalMotionController(handle hBuff)</code>
| 移除垂直方向上的运动控制器。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RespawnUnit|RespawnUnit}}
| <code>void RespawnUnit()</code>
| 复活该单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TakeItem|TakeItem}}
| <code>void TakeItem(handle hItem) </code>
| 隐藏物品
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SellItem|SellItem}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanEntityBeSeenByMyTeam | CanEntityBeSeenByMyTeam]]
| <code>void SellItem(handle a)</code>
 
| 卖出该单位的物品。
| <code>bool CanEntityBeSeenByMyTeam(handle a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAbilityByIndex|SetAbilityByIndex}}
| Check FoW to see if an entity is visible.
| <code>void SetAbilityByIndex(handle hAbility, int iIndex) </code>
 
| 改变技能Index
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAcquisitionRange|SetAcquisitionRange}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityImmediately | CastAbilityImmediately]]
| <code>void SetAcquisitionRange(float a)</code>
 
| Sets acquisition range
| <code>void CastAbilityImmediately(handle ability, int playerIndex) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAdditionalBattleMusicWeight|SetAdditionalBattleMusicWeight}}
| 技能立即施法。
| <code>void SetAdditionalBattleMusicWeight(float a)</code>
| 获取当与该单位战斗时将会计算的战斗音乐权重。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAggroTarget|SetAggroTarget}}
| <code>void SetAggroTarget(handle hAggroTarget)</code>
| 将这个单位的仇恨目标设为某个单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttackCapability|SetAttackCapability}}
| <code>void SetAttackCapability(int a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttacking|SetAttacking}}
| <code>void SetAttacking(handle a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseAttackTime|SetBaseAttackTime}}
| <code>void SetBaseAttackTime(float a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMax|SetBaseDamageMax}}
| <code>void SetBaseDamageMax(int a)</code>
| 设置基础最大攻击力。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMin|SetBaseDamageMin}}
| <code>void SetBaseDamageMin(int a)</code>
| 设置基础最小攻击力。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseHealthRegen|SetBaseHealthRegen}}
| <code>void SetBaseHealthRegen(float a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMagicalResistanceValue|SetBaseMagicalResistanceValue}}
| <code>void SetBaseMagicalResistanceValue(float a)</code>
| 设置基础魔法抗性值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseManaRegen|SetBaseManaRegen}}
| <code>void SetBaseManaRegen(float a)</code>
| 设置基础魔力恢复值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMaxHealth|SetBaseMaxHealth}}
| <code>void SetBaseMaxHealth(float a)</code>
| 设置基础最大血量。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMoveSpeed|SetBaseMoveSpeed}}
| <code>void SetBaseMoveSpeed(int a)</code>
| 设置基础跑速。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCanSellItems|SetCanSellItems}}
| <code>void SetCanSellItems(bool bCanSell)</code>
| 设置这个单位是否能出售物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetControllableByPlayer|SetControllableByPlayer}}
| <code>void SetControllableByPlayer(int a, bool b)</code>
| 以玩家ID设置该单位的控制权。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorCastTarget|SetCursorCastTarget}}
| <code>void SetCursorCastTarget(handle a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorPosition|SetCursorPosition}}
| <code>void SetCursorPosition(Vector a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorTargetingNothing|SetCursorTargetingNothing}}
| <code>void SetCursorTargetingNothing(bool a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDayTimeVisionRange|SetDayTimeVisionRange}}
| <code>void SetDayTimeVisionRange(int a)</code>
| 设置基础的视间视野距离。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDeathXP|SetDeathXP}}
| <code>void SetDeathXP(int a)</code>
| 设置该单位的击杀经验值奖赏。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDeathXP|SetDeathXP}}
| <code>void SetDeathXP(int iXPBounty)</code>
| Set the XP bounty on this unit
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetForceAttackTarget|SetForceAttackTarget}}
| <code>void SetForceAttackTarget(handle a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHasInventory|SetHasInventory}}
| <code>void SetHasInventory(bool a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHullRadius|SetHullRadius}}
| <code>void SetHullRadius(float a)</code>
| 设置该单位的碰撞半径。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetIdleAcquire|SetIdleAcquire}}
| <code>void SetIdleAcquire(bool a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetInitialGoalEntity|SetInitialGoalEntity}}
| <code>void SetInitialGoalEntity(handle a)</code>
| 设置该单位的初始路径点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMana|SetMana}}
| <code>void SetMana(float a)</code>
| 设置该单位的魔力值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMaximumGoldBounty|SetMaximumGoldBounty}}
| <code>void SetMaximumGoldBounty(int a)</code>
| 设置该单位的最高赏金。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMinimumGoldBounty|SetMinimumGoldBounty}}
| <code>void SetMinimumGoldBounty(int a)</code>
| 设置该单位的最低赏金。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetModifierStackCount|SetModifierStackCount}}
| <code>void SetModifierStackCount(string modifierName, handle b, int modifierCount)</code>
| Sets the stack count of a given modifier.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMoveCapability|SetMoveCapability}}
| <code>void SetMoveCapability(int a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMustReachEachGoalEntity|SetMustReachEachGoalEntity}}
| <code>void SetMustReachEachGoalEntity(bool a)</code>
| 设置该单位是否要走访每个路径点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNeverMoveToClearSpace|SetNeverMoveToClearSpace}}
| <code>void SetNeverMoveToClearSpace(bool a)</code>
| 如果设置为True,则不会将该单位移动到净空的地方。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNightTimeVisionRange|SetNightTimeVisionRange}}
| <code>void SetNightTimeVisionRange(int a)</code>
| 设置基础夜间视野距离。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOrigin|SetOrigin}}
| <code>void SetOrigin(Vector vLocation)</code>
| 设置单位位置。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOriginalModel|SetOriginalModel}}
| <code>void SetOriginalModel(string originalModel)</code>
| 设置单位原模型。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetPhysicalArmorBaseValue|SetPhysicalArmorBaseValue}}
| <code>void SetPhysicalArmorBaseValue(float a)</code>
| 设置基础护甲值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRangedProjectileName|SetRangedProjectileName}}
| <code>void SetRangedProjectileName(string a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRenderAlpha|SetRenderAlpha}}
| <code>void SetRenderAlpha( int alpha ) </code>
| No Description Set
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetStolenScepter|SetStolenScepter}}
| <code>void SetStolenScepter(bool a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetUnitName|SetUnitName}}
| <code>void SetUnitName(string a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ShouldIdleAcquire|ShouldIdleAcquire}}
| <code>bool ShouldIdleAcquire()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SpendMana|SpendMana}}
| <code>void SpendMana(float a, handle b)</code>
| 消耗魔力,可以用在技能消耗或使用物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.StartGesture|StartGesture}}
| <code>void StartGesture(int nActivity)</code>
| 向单位添加给定的动作。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.StartGestureWithPlaybackRate|StartGestureWithPlaybackRate}}
| <code>void StartGestureWithPlaybackRate(int nActivity, float flRate ) </code>
| 向单位添加给定的动作,带有自定义的动作速度。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Stop|Stop}}
| <code>void Stop()</code>
| 使该单位暂停当前动作。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SwapAbilities|SwapAbilities}}
| <code>void SwapAbilities(string a, string b, bool c, bool d)</code>
| 交换两个技能的字段,并设置其是否生效。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SwapItems|SwapItems}}
| <code>void SwapItems(int nSlot1, int nSlot2)</code>
| 交换两个物品的位置。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TimeUntilNextAttack|TimeUntilNextAttack}}
| <code>float TimeUntilNextAttack()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerModifierDodge|TriggerModifierDodge}}
| <code>bool TriggerModifierDodge()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellAbsorb|TriggerSpellAbsorb}}
| <code>bool TriggerSpellAbsorb(handle a)</code>
| 判断传递的技能是否会触发该单位的技能吸收
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellReflect|TriggerSpellReflect}}
| <code>void TriggerSpellReflect(handle hAbility)</code>
| 触发类似于清莲宝珠一样的效果。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.UnitCanRespawn|UnitCanRespawn}}
| <code>bool UnitCanRespawn()</code>
| No Description Set
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityNoTarget | CastAbilityNoTarget]]
=== CDOTA_BaseNPC_Hero ===


| <code>void CastAbilityNoTarget(handle ability, int playerIndex) </code>
:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]


| 无目标的施放技能 ( hAbility, iPlayerIndex ) 。
''''
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnPosition | CastAbilityOnPosition]]
{| class="standard-table" style="width: 100%;"


| <code>void CastAbilityOnPosition(Vector a, handle b, int c) </code>
! 函数名


| 对一地点施放技能。
! 函数原型
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnTarget | CastAbilityOnTarget]]
! 解释


| <code>void CastAbilityOnTarget(handle target, handle ability, int playerIndex) </code>
| 对一实体施放技能。
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.AddExperience|AddExperience}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityToggle | CastAbilityToggle]]
| <code>bool AddExperience(float amount, bool applyBotDifficultyScaling)</code>
 
| 给单位增加经验值
| <code>void CastAbilityToggle(handle a, int b) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.Buyback|Buyback}}
| 切换技能 ( hAbility, iPlayerIndex )
| <code>void Buyback()</code>
|-
| 花费金钱并买活英雄
 
|-  
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DisassembleItem | DisassembleItem]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CalculateStatBonus|CalculateStatBonus}}
 
| <code>void CalculateStatBonus()</code>
| <code>void DisassembleItem(handle a) </code>
| 英雄返回属性后,重新计算全部属性
 
|-
| 拆解该单位库存中过时的物品。
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CanEarnGold|CanEarnGold}}
|-
| <code>bool CanEarnGold()</code>
 
| 返回布尔值,买活返回金钱限制时间是否少于游戏时间(其实就是是否能够正常返回金钱.....)
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPosition | DropItemAtPosition]]
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitMultikill|ClearLastHitMultikill}}
| <code>void DropItemAtPosition(Vector a, handle b) </code>
| <code>void ClearLastHitMultikill()</code>
 
| 数值存储在玩家资源(PlayerResource)中
| 在指定地点掉落物品。
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitStreak|ClearLastHitStreak}}
 
| <code>void ClearLastHitStreak()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPositionImmediate | DropItemAtPositionImmediate]]
| 数值存储在玩家资源(PlayerResource)中
 
|-  
| <code>void DropItemAtPositionImmediate(handle a, Vector b) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearStreak|ClearStreak}}
 
| <code>void ClearStreak()</code>
| 立即在指定地点掉落物品。
| 数值存储在玩家资源(PlayerResource)中
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAbilityPoints|GetAbilityPoints}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.EjectItemFromStash | EjectItemFromStash]]
| <code>int GetAbilityPoints()</code>
 
| 返回未分配的技能点数
| <code>void EjectItemFromStash(handle a) </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAdditionalOwnedUnits|GetAdditionalOwnedUnits}}
| 自库存栏丢落指定的物品。
| <code>table GetAdditionalOwnedUnits()</code>
|-
| 返回玩家拥有的额外单位
 
|-
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAbilityByName | FindAbilityByName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgility|GetAgility}}
 
| <code>float GetAgility()</code>
| <code>handle FindAbilityByName(string a) </code>
| 返回敏捷值
 
|-
| 以名称寻找技能。
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgilityGain|GetAgilityGain}}
|-
| <code>float GetAgilityGain()</code>
 
| 返回敏捷成长
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ForceKill | ForceKill]]
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAssists|GetAssists}}
| <code>void ForceKill(bool a) </code>
| <code>int GetAssists()</code>
 
| 返回助攻数,数值存储在玩家资源(PlayerResource)中
| 强制击杀该单位。
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAttacker|GetAttacker}}
 
| <code>int GetAttacker(int a)</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityByIndex | GetAbilityByIndex]]
| No Description Set
 
|-
| <code>handle GetAbilityByIndex(int a) </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseAgility|GetBaseAgility}}
 
| <code>float GetBaseAgility()</code>
| 以下标值检索该单位的技能。
| 返回基础敏捷
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMax|GetBaseDamageMax}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityCount | GetAbilityCount]]
| <code>int GetBaseDamageMax()</code>
 
| 返回基础攻击伤害最大值,英雄的基础攻击伤害也会受到属性影响
| <code>int GetAbilityCount() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMin|GetBaseDamageMin}}
| 获取拥有的技能数量。
| <code>int GetBaseDamageMin()</code>
|-
| 返回基础攻击伤害最小值,英雄的基础攻击伤害也会受到属性影响
 
|-
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAcquisitionRange | GetAcquisitionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseIntellect|GetBaseIntellect}}
 
| <code>float GetBaseIntellect()</code>
| <code>float GetAcquisitionRange() </code>
| 返回基础智力
 
|-  
| 获取单位的自动收集距离。
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseStrength|GetBaseStrength}}
|-
| <code>float GetBaseStrength()</code>
 
| 返回基础力量
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAdditionalBattleMusicWeight | GetAdditionalBattleMusicWeight]]
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat|GetBonusDamageFromPrimaryStat}}
| <code>float GetAdditionalBattleMusicWeight() </code>
| <code>int GetBonusDamageFromPrimaryStat()</code>
 
| 返回来自主属性奖励的攻击伤害值
| 获取当与该单位战斗时将会计算的战斗音乐权重。
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCooldownTime|GetBuybackCooldownTime}}
 
| <code>float GetBuybackCooldownTime()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackAnimationPoint | GetAttackAnimationPoint]]
| 返回该英雄买活CD的剩余时间
 
|-
| <code>float GetAttackAnimationPoint() </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCost|GetBuybackCost}}
 
| <code>int GetBuybackCost()</code>
| 返回买活所需金钱
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime|GetBuybackGoldLimitTime}}
| <code>float GetBuybackGoldLimitTime()</code>
| 返回买活所带来的金钱惩罚剩余时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetCurrentXP|GetCurrentXP}}
| <code>int GetCurrentXP()</code>
| 返回当前经验值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeathGoldCost|GetDeathGoldCost}}
| <code>int GetDeathGoldCost()</code>
| 返回死亡损失金钱
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeaths|GetDeaths}}
| <code>int GetDeaths()</code>
| 返回死亡次数
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDenies|GetDenies}}
| <code>int GetDenies()</code>
| 返回反补次数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGold|GetGold}}
| <code>int GetGold()</code>
| 返回该英雄拥有者所有的金钱数量
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGoldBounty|GetGoldBounty}}
| <code>int GetGoldBounty()</code>
| No Description Set
| No Description Set
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetHealthRegen|GetHealthRegen}}
 
| <code>float GetHealthRegen()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackCapability | GetAttackCapability]]
| 返回每秒生命回复,英雄生命回复受到属性影响
 
|-  
| <code>int GetAttackCapability() </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed|GetIncreasedAttackSpeed}}
 
| <code>float GetIncreasedAttackSpeed()</code>
| Gets the Attack Capabilities of the unit
| 返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响
 
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellect|GetIntellect}}
 
| <code>float GetIntellect()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackDamage | GetAttackDamage]]
| 返回智力值
 
|-  
| <code>int GetAttackDamage() </code>
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellectGain|GetIntellectGain}}
 
| <code>float GetIntellectGain()</code>
| 获取该单位伤害最大值与最小值之间的随机整数。
| 返回智力成长
|-
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetKills|GetKills}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRange | GetAttackRange]]
| <code>int GetKills()</code>
 
| 返回击杀数,数值存储在玩家资源(PlayerResource)中
| <code>float GetAttackRange() </code>
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetLastHits|GetLastHits}}
| 获取单位当前的攻击距离。
| <code>int GetLastHits()</code>
|-
| 返回正补数,数值存储在玩家资源(PlayerResource)
 
|-  
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRangeBuffer | GetAttackRangeBuffer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetManaRegen|GetManaRegen}}
 
| <code>float GetManaRegen()</code>
| <code>float GetAttackRangeBuffer() </code>
| 返回每秒魔法回复,英雄魔法回复受到属性影响
 
|-  
| 获取状态增加的攻击距离。
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMostRecentDamageTime|GetMostRecentDamageTime}}
|-
| <code>float GetMostRecentDamageTime()</code>
 
| 返回最近一次伤害时间
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackSpeed | GetAttackSpeed]]
|-  
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMultipleKillCount|GetMultipleKillCount}}
| <code>float GetAttackSpeed() </code>
| <code>int GetMultipleKillCount()</code>
 
| 返回多杀计数
| 获取该单位的攻速。
|-  
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumAttackers|GetNumAttackers}}
 
| <code>int GetNumAttackers()</code>
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttacksPerSecond | GetAttacksPerSecond]]
 
| <code>float GetAttacksPerSecond() </code>
 
| 获取APS值(每秒能够打几下)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackTarget | GetAttackTarget]]
 
| <code>handle GetAttackTarget() </code>
 
| 返回该单位的攻击目标。
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAverageTrueAttackDamage | GetAverageTrueAttackDamage]]
 
| <code>int GetAverageTrueAttackDamage() </code>
 
| 获取该单位最大伤害值与最小伤害值的平均数。
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackRange | GetBaseAttackRange]]
 
| <code>int GetBaseAttackRange() </code>
 
| 获取单位的基础攻击距离(修改器不列入计算)。
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackTime | GetBaseAttackTime]]
 
| <code>float GetBaseAttackTime() </code>
 
| No Description Set
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumItemsInInventory|GetNumItemsInInventory}}
| <code>int GetNumItemsInInventory()</code>
| 返回玩家拥有的物品数量。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumItemsInStash|GetNumItemsInStash}}
| <code>int GetNumItemsInStash()</code>
| 返回玩家储藏处内
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPhysicalArmorValue|GetPhysicalArmorValue}}
| <code>float GetPhysicalArmorValue()</code>
| 返回护甲值,英雄护甲受到属性影响
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPlayerID|GetPlayerID}}
| <code>int GetPlayerID()</code>
| 返回英雄拥有者的ID
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryAttribute|GetPrimaryAttribute}}
| <code>int GetPrimaryAttribute()</code>
| 返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryStatValue|GetPrimaryStatValue}}
| <code>float GetPrimaryStatValue()</code>
| 返回主属性值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnsDisabled|GetRespawnsDisabled}}
| <code>bool GetRespawnsDisabled()</code>
| 返回该英雄是否被禁止复活。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnTime|GetRespawnTime}}
| <code>float GetRespawnTime()</code>
| 返回复活时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen|GetStatsBasedManaRegen}}
| <code>float GetStatsBasedManaRegen()</code>
| 返回属性提供的魔法回复
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStreak|GetStreak}}
| <code>int GetStreak()</code>
| 返回连杀数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrength|GetStrength}}
| <code>float GetStrength()</code>
| 返回力量值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrengthGain|GetStrengthGain}}
| <code>float GetStrengthGain()</code>
| 返回力量成长
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTimeUntilRespawn|GetTimeUntilRespawn}}
| <code>float GetTimeUntilRespawn()</code>
| 返回复活所需的时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTogglableWearable|GetTogglableWearable}}
| <code>handle GetTogglableWearable(int nSlotType)</code>
| 返回物品栏中可佩带(可切换)的物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasAnyAvailableInventorySpace|HasAnyAvailableInventorySpace}}
| <code>bool HasAnyAvailableInventorySpace()</code>
| 返回是否有可用物品栏空间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasFlyingVision|HasFlyingVision}}
| <code>bool HasFlyingVision()</code>
| 返回是否拥有空中视野
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasOwnerAbandoned|HasOwnerAbandoned}}
| <code>bool HasOwnerAbandoned()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasRoomForItem|HasRoomForItem}}
| <code>int HasRoomForItem(string a, bool b, bool c)</code>
| 参数: const char pItemName, bool bIncludeStashCombines, bool bAllowSelling
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HeroLevelUp|HeroLevelUp}}
| <code>void HeroLevelUp(bool a)</code>
| 升级英雄, 参数决定是否播放升级效果.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementAssists|IncrementAssists}}
| <code>void IncrementAssists()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDeaths|IncrementDeaths}}
| <code>void IncrementDeaths()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDenies|IncrementDenies}}
| <code>void IncrementDenies()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementKills|IncrementKills}}
| <code>void IncrementKills(int kills)</code>
| 增加击杀数,击杀者为当前英雄,传入ID为受害者ID。数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitMultikill|IncrementLastHitMultikill}}
| <code>void IncrementLastHitMultikill()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHits|IncrementLastHits}}
| <code>void IncrementLastHits()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitStreak|IncrementLastHitStreak}}
| <code>void IncrementLastHitStreak()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementNearbyCreepDeaths|IncrementNearbyCreepDeaths}}
| <code>void IncrementNearbyCreepDeaths()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementStreak|IncrementStreak}}
| <code>void IncrementStreak()</code>
| 数值存储在玩家资源(PlayerResource)中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsBuybackDisabledByReapersScythe|IsBuybackDisabledByReapersScythe}}
| <code>bool IsBuybackDisabledByReapersScythe()</code>
| 是否被死神镰刀禁止买活
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsReincarnating|IsReincarnating}}
| <code>bool IsReincarnating()</code>
| 是否处于重生中
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.KilledHero|KilledHero}}
| <code>void KilledHero(handle a, handle b)</code>
| 参数: 英雄, 加害者
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyAgility|ModifyAgility}}
| <code>void ModifyAgility(float a)</code>
| 增加指定值到英雄基础敏捷,随后调用CalculateStatBonus
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyGold|ModifyGold}}
| <code>int ModifyGold(int goldAmmt, bool reliable, int reason)</code>
| 给予英雄金钱。参数: int 金钱数, bool 是否为可靠金钱, int 原因
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyIntellect|ModifyIntellect}}
| <code>void ModifyIntellect(float a)</code>
| 增加指定值到英雄基础智力,随后调用CalculateStatBonus
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyStrength|ModifyStrength}}
| <code>void ModifyStrength(float a)</code>
| 增加指定值到英雄基础力量,随后调用CalculateStatBonus
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.PerformTaunt|PerformTaunt}}
| <code>void PerformTaunt()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RecordLastHit|RecordLastHit}}
| <code>void RecordLastHit()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RespawnHero|RespawnHero}}
| <code>void RespawnHero(bool buyback, bool IsActuallyBeingSpawnedForTheFirstTime, bool RespawnPenalty)</code>
|
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetAbilityPoints|SetAbilityPoints}}
| <code>void SetAbilityPoints(int a)</code>
| 设置当前可用技能点
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseAgility|SetBaseAgility}}
| <code>void SetBaseAgility(float a)</code>
| 设置基础敏捷
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseIntellect|SetBaseIntellect}}
| <code>void SetBaseIntellect(float a)</code>
| 设置基础智力
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseStrength|SetBaseStrength}}
| <code>void SetBaseStrength(float a)</code>
| 设置基础力量
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBotDifficulty|SetBotDifficulty}}
| <code>void SetBotDifficulty(int nDifficulty)</code>
| 设置人机对战的难度。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackCooldownTime|SetBuybackCooldownTime}}
| <code>void SetBuybackCooldownTime(float a)</code>
| 设置买活冷却时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuyBackDisabledByReapersScythe|SetBuyBackDisabledByReapersScythe}}
| <code>void SetBuyBackDisabledByReapersScythe(bool a)</code>
| 设置是否被死神镰刀禁止买活
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackGoldLimitTime|SetBuybackGoldLimitTime}}
| <code>void SetBuybackGoldLimitTime(float a)</code>
| 设置买活后金钱惩罚时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetCustomDeathXP|SetCustomDeathXP}}
| <code>void SetCustomDeathXP(int a)</code>
| GameRules boolean must be set for this to work!}}
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetGold|SetGold}}
| <code>void SetGold(int amount, bool reliableGold)</code>
| 设置英雄拥有者的金钱
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPlayerID|SetPlayerID}}
| <code>void SetPlayerID(int a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPrimaryAttribute|SetPrimaryAttribute}}
| <code>void SetPrimaryAttribute(int nPrimaryAttribute)</code>
| 设置英雄的主属性值。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnPosition|SetRespawnPosition}}
| <code>void SetRespawnPosition(Vector a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnsDisabled|SetRespawnsDisabled}}
| <code>void SetRespawnsDisabled(bool bDisableRespawns)</code>
| 禁止英雄复活。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetTimeUntilRespawn|SetTimeUntilRespawn}}
| <code>void SetTimeUntilRespawn(float a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual|ShouldDoFlyHeightVisual}}
| <code>bool ShouldDoFlyHeightVisual()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SpendGold|SpendGold}}
| <code>void SpendGold(int amount, int reason)</code>
| 参数: int 金钱, int 原因
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UnitCanRespawn|UnitCanRespawn}}
| <code>bool UnitCanRespawn()</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UpgradeAbility|UpgradeAbility}}
| <code>void UpgradeAbility(handle a)</code>
| 升级指定技能,需要英雄拥有该技能和技能点
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.WillReincarnate|WillReincarnate}}
| <code>bool WillReincarnate()</code>
| No Description Set
|}


|-
=== CDOTA_BaseNPC_Creature ===
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMax | GetBaseDamageMax]]


| <code>int GetBaseDamageMax() </code>
:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]


| 获取最大伤害值。
''No Description Set''
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMin | GetBaseDamageMin]]
{| class="standard-table" style="width: 100%;"


| <code>int GetBaseDamageMin() </code>
! 函数名


| 获取最小伤害值。
! 函数原型
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDayTimeVisionRange | GetBaseDayTimeVisionRange]]
! 解释
 
| <code>int GetBaseDayTimeVisionRange() </code>


| 获取单位的基础日间视野距离(修改器不列入计算)。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseHealthRegen | GetBaseHealthRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.AddItemDrop|AddItemDrop}}


| <code>float GetBaseHealthRegen() </code>
| <code>void AddItemDrop(handle a) </code>


| 获取单位的基础血量恢复值。
| 为该生物添加特别的道具掉落
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMagicalResistanceValue | GetBaseMagicalResistanceValue]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.CreatureLevelUp|CreatureLevelUp}}


| <code>float GetBaseMagicalResistanceValue() </code>
| <code>void CreatureLevelUp(int a) </code>


| 获取单位的基础魔法抗性值。
| 升级目标生物指定级别
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMaxHealth | GetBaseMaxHealth]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.IsChampion|IsChampion}}


| <code>float GetBaseMaxHealth() </code>
| <code>bool IsChampion() </code>


| 获取基础血量值。
| 是否为冠军生物
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMoveSpeed | GetBaseMoveSpeed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetArmorGain|SetArmorGain}}


| <code>float GetBaseMoveSpeed() </code>
| <code>void SetArmorGain(float a) </code>


| 获取基础跑速。
| 设置该生物每级增加的护甲
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseNightTimeVisionRange | GetBaseNightTimeVisionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetAttackTimeGain|SetAttackTimeGain}}


| <code>int GetBaseNightTimeVisionRange() </code>
| <code>void SetAttackTimeGain(float a) </code>


| 获取单位基础的夜间视野距离(修改器不列入计算)。
| 设置该生物每级增加的攻击速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCastPoint | GetCastPoint]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetBountyGain|SetBountyGain}}


| <code>float GetCastPoint(bool a) </code>
| <code>void SetBountyGain(int a) </code>
 
| Parameter: bAttack


| 设置该生物每级增加的奖励金币
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCollisionPadding | GetCollisionPadding]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetChampion|SetChampion}}


| <code>float GetCollisionPadding() </code>
| <code>void SetChampion(bool a) </code>


| 返回该单位的碰撞体积。
| 将该生物标记为冠军生物
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetConstantBasedManaRegen | GetConstantBasedManaRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDamageGain|SetDamageGain}}


| <code>float GetConstantBasedManaRegen() </code>
| <code>void SetDamageGain(int a) </code>


| 获取基础的魔力恢复值常数。
| 设置该生物每级增加的攻击伤害
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCreationTime | GetCreationTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDisableResistanceGain|SetDisableResistanceGain}}


| <code>float GetCreationTime() </code>
| <code>void SetDisableResistanceGain(float a) </code>
 
| No Description Set


| 设置该生物每级增加的控制抗性
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentActiveAbility | GetCurrentActiveAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPGain|SetHPGain}}


| <code>handle GetCurrentActiveAbility() </code>
| <code>void SetHPGain(int a) </code>


| 获取该单位正在使用中的法术。
| 设置该生物每级增加的生命值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentVisionRange | GetCurrentVisionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPRegenGain|SetHPRegenGain}}


| <code>int GetCurrentVisionRange() </code>
| <code>void SetHPRegenGain(float a) </code>


| 获取当前的视野距离。
| 设置该生物每级增加的生命回复
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorCastTarget | GetCursorCastTarget]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMagicResistanceGain|SetMagicResistanceGain}}


| <code>handle GetCursorCastTarget() </code>
| <code>void SetMagicResistanceGain(float a) </code>


| 获取鼠标指定的施法目标。
| 设置该生物每级增加的魔法抗性
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorPosition | GetCursorPosition]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaGain|SetManaGain}}


| <code>Vector GetCursorPosition() </code>
| <code>void SetManaGain(int a) </code>


| 获取鼠标位置。
| 设置该生物每级增加的魔法值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorTargetingNothing | GetCursorTargetingNothing]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaRegenGain|SetManaRegenGain}}


| <code>bool GetCursorTargetingNothing() </code>
| <code>void SetManaRegenGain(float a) </code>
 
| No Description Set


| 设置该生物每级增加的魔法回复
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDayTimeVisionRange | GetDayTimeVisionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMoveSpeedGain|SetMoveSpeedGain}}


| <code>int GetDayTimeVisionRange() </code>
| <code>void SetMoveSpeedGain(int a) </code>


| 获取该单位的日间视野(将修改器并入计算)。
| 设置该生物每级增加的移动速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDeathXP | GetDeathXP]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetXPGain|SetXPGain}}


| <code>int GetDeathXP() </code>
| <code>void SetXPGain(int a) </code>


| 获取该单位的击杀经验值奖赏。
| 设置该生物每级增加的经验值
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetForceAttackTarget | GetForceAttackTarget]]


| <code>handle GetForceAttackTarget() </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetGoldBounty | GetGoldBounty]]
=== CDOTA_BaseNPC_Building ===


| <code>int GetGoldBounty() </code>
:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]


| 获取该单位的击杀金钱奖赏。
''No Description Set''
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHasteFactor | GetHasteFactor]]
{| class="standard-table" style="width: 100%;"


| <code>float GetHasteFactor() </code>
! 函数名


| No Description Set
! 函数原型
 
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealth | GetHealth]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.GetInvulnCount|GetInvulnCount}}


| <code>int GetHealth() </code>
| <code>int GetInvulnCount() </code>


| 获取该单位的血量。
| 返回建筑无敌计数
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthDeficit | GetHealthDeficit]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.SetInvulnCount|SetInvulnCount}}
 
| <code>void SetInvulnCount(int a) </code>
 
| 设置建筑无敌计数
|}


| <code>int GetHealthDeficit() </code>


| 返回损失的血量 (最大血量 - 当前血量)。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthPercent | GetHealthPercent]]


| <code>int GetHealthPercent() </code>


| 获取该单位当前的血量百分比。
=== CRPG_Unit ===
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthRegen | GetHealthRegen]]
''No Description Set''


| <code>float GetHealthRegen() </code>
{| class="standard-table" style="width: 100%;"


| 获取该单位当前的血量恢复值。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHullRadius | GetHullRadius]]
! 函数原型


| <code>float GetHullRadius() </code>
! 解释


| 获取该单位的碰撞体积半径。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIdealSpeed | GetIdealSpeed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ActionState|ActionState}}


| <code>float GetIdealSpeed() </code>
| <code>handle ActionState() </code>


| 获取该单位的跑速(将修改器并入计算)。
| 返回该单位的ActionState物体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIncreasedAttackSpeed | GetIncreasedAttackSpeed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ClearMovementTarget|ClearMovementTarget}}


| <code>float GetIncreasedAttackSpeed() </code>
| <code>void ClearMovementTarget() </code>
 
| No Description Set


| 清除移动目标实体或点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetInitialGoalEntity | GetInitialGoalEntity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.FindSensedEnemies|FindSensedEnemies}}


| <code>handle GetInitialGoalEntity() </code>
| <code>table FindSensedEnemies() </code>


| 返回该单位初始的路径点。
| 返回该单位视野锥或感应球体内所有敌方单位列表
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetItemInSlot | GetItemInSlot]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxSpeed|GetMaxSpeed}}


| <code>handle GetItemInSlot(int a) </code>
| <code>float GetMaxSpeed() </code>


| 以下标值获取物品栏中的物品。
| 返回最大移动速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLastIdleChangeTime | GetLastIdleChangeTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxStamina|GetMaxStamina}}


| <code>float GetLastIdleChangeTime() </code>
| <code>float GetMaxStamina() </code>


| 获取该单位最后 进入/离开 闲置状态的时间。
| 返回最大耐力值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLevel | GetLevel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMovementTargetEntity|GetMovementTargetEntity}}


| <code>int GetLevel() </code>
| <code>handle GetMovementTargetEntity() </code>


| 返回该单位当前的等级。
| 返回移动目标实体,如果已经设置移动目标实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMagicalArmorValue | GetMagicalArmorValue]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSensingSphereRange|GetSensingSphereRange}}


| <code>float GetMagicalArmorValue() </code>
| <code>float GetSensingSphereRange() </code>


| 返回该单位当前的魔法抗性值。
| 返回单位的360度感应球体范围
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMainControllingPlayer | GetMainControllingPlayer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeAngle|GetSightConeAngle}}


| <code>int GetMainControllingPlayer() </code>
| <code>float GetSightConeAngle() </code>


| 返回控制该单位的玩家ID。
| 返回单位视野锥的夹角
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMana | GetMana]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeRange|GetSightConeRange}}


| <code>float GetMana() </code>
| <code>float GetSightConeRange() </code>


| 获取该单位的魔力值。
| 返回单位视野锥的范围
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaPercent | GetManaPercent]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetStamina|GetStamina}}


| <code>int GetManaPercent() </code>
| <code>float GetStamina() </code>


| 获取该单位的剩余魔力值百分比。
| 返回当前耐力值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaRegen | GetManaRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetTurnRate|GetTurnRate}}


| <code>float GetManaRegen() </code>
| <code>float GetTurnRate() </code>


| 获取该单位的魔力恢复值。
| 返回单位转身速度,单位为度每秒
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxHealth | GetMaxHealth]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetUnitName|GetUnitName}}


| <code>int GetMaxHealth() </code>
| <code>string GetUnitName() </code>


| 获取该单位的最大血量。
| 返回单位名字
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxMana | GetMaxMana]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GrantItem|GrantItem}}


| <code>float GetMaxMana() </code>
| <code>void GrantItem(string a, bool b) </code>


| 获取该单位的最大魔力。
| 授予单位物品
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModelRadius | GetModelRadius]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsBlocking|IsBlocking}}


| <code>float GetModelRadius() </code>
| <code>bool IsBlocking() </code>


| 获取模型大小半径。
| 单位是否正在格挡(不确定)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierCount | GetModifierCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsFacing|IsFacing}}


| <code>int GetModifierCount() </code>
| <code>bool IsFacing(Vector a, float b) </code>


| 返回该单位所拥有的修改器数量。
| 参数为(Vector目标点,float允许角度差)如果单位朝向目标角度低于角度差则返还true
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierNameByIndex | GetModifierNameByIndex]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetBlocking|SetBlocking}}


| <code>string GetModifierNameByIndex(int a) </code>
| <code>void SetBlocking(bool a) </code>


| 以下标值索引修改器,并返回修改器名称字符串。
| 设置单位格挡状态(不确定)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierStackCount | GetModifierStackCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMaxSpeed|SetMaxSpeed}}


| <code>void GetModifierStackCount(string modifierName, handle b) </code>
| <code>void SetMaxSpeed(float a) </code>
 
| Gets the stack count of a given modifier.


| 设置单位最大速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMoveSpeedModifier | GetMoveSpeedModifier]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetEntity|SetMovementTargetEntity}}


| <code>float GetMoveSpeedModifier(float a) </code>
| <code>void SetMovementTargetEntity(handle a, float b) </code>
 
| No Description Set


| 参数为(目标实体,跟随范围)单位向目标实体移动直到抵达指定范围内
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMustReachEachGoalEntity | GetMustReachEachGoalEntity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetPosition|SetMovementTargetPosition}}


| <code>bool GetMustReachEachGoalEntity() </code>
| <code>void SetMovementTargetPosition(Vector a, float b) </code>


| 该单位是否被要求走访每个路径点?
| 参数为(目标点,跟随范围)单位向目标点移动直到抵达指定范围内
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetNightTimeVisionRange | GetNightTimeVisionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSensingSphereRange|SetSensingSphereRange}}


| <code>int GetNightTimeVisionRange() </code>
| <code>void SetSensingSphereRange(float a) </code>


| 返回夜间视野距离(将修改器并入计算)。
| 设置单位的360度感应球体范围
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetOpposingTeamNumber | GetOpposingTeamNumber]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeAngle|SetSightConeAngle}}


| <code>int GetOpposingTeamNumber() </code>
| <code>void SetSightConeAngle(float a) </code>
 
| No Description Set


| 设置单位的视野锥夹角
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPaddedCollisionRadius | GetPaddedCollisionRadius]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeRange|SetSightConeRange}}


| <code>float GetPaddedCollisionRadius() </code>
| <code>void SetSightConeRange(float a) </code>


| 获取单位碰撞体积半径。
| 设置单位的视野锥范围
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPercentageBasedManaRegen | GetPercentageBasedManaRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetTurnRate|SetTurnRate}}


| <code>float GetPercentageBasedManaRegen() </code>
| <code>void SetTurnRate(float a) </code>


| 获取基础魔力恢复值百分比。
| 设置单位转向速率(度每秒)
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorBaseValue | GetPhysicalArmorBaseValue]]


| <code>float GetPhysicalArmorBaseValue() </code>


| 返回基础护甲值。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorValue | GetPhysicalArmorValue]]


| <code>float GetPhysicalArmorValue() </code>
=== CDOTABaseGameMode ===


| 返回当前的护甲值。
:::::extends [[#CBaseEntity| CBaseEntity]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwner | GetPlayerOwner]]
''No Description Set''


| <code>handle GetPlayerOwner() </code>
{| class="standard-table" style="width: 100%;"


| 获取拥有此单位的玩家实体。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwnerID | GetPlayerOwnerID]]
! 函数原型


| <code>int GetPlayerOwnerID() </code>
! 解释


| 获取拥有此单位的玩家ID。
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearAbilityTuningValueFilter|ClearAbilityTuningValueFilter}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetProjectileSpeed | GetProjectileSpeed]]
| <code>void ClearAbilityTuningValueFilter()</code>
 
| 清除脚本过滤器--有关技能中所用到的调整值的
| <code>int GetProjectileSpeed() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearBountyRunePickupFilter|ClearBountyRunePickupFilter}}
| <code>void ClearBountyRunePickupFilter()</code>
| 清除脚本过滤器--控制触发赏金符时的行为的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearDamageFilter|ClearDamageFilter}}
| <code>void ClearDamageFilter()</code>
| 清除脚本过滤器--控制单位造成伤害
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearExecuteOrderFilter|ClearExecuteOrderFilter}}
| <code>void ClearExecuteOrderFilter()</code>
| 清除脚本过滤器--在单位捡起物品时生效的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearItemAddedToInventoryFilter|ClearItemAddedToInventoryFilter}}
| <code>void ClearItemAddedToInventoryFilter() </code>
| 清除脚本过滤器--在物品放入物品栏时生效的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearModifierGainedFilter|ClearModifierGainedFilter}}
| <code>void ClearModifierGainedFilter()</code>
| 清除脚本过滤器--控制Modifier控制器的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearModifyExperienceFilter|ClearModifyExperienceFilter}}
| <code>void ClearModifyExperienceFilter()</code>
| 清除脚本过滤器--控制单位的经验机制的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearModifyGoldFilter|ClearModifyGoldFilter}}
| <code>void ClearModifyGoldFilter()</code>
| 清除脚本过滤器--控制英雄金钱机制的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearRuneSpawnFilter|ClearRuneSpawnFilter}}
| <code>void ClearRuneSpawnFilter()</code>
| 清除脚本过滤器--控制神符刷新的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearTrackingProjectileFilter|ClearTrackingProjectileFilter}}
| <code>void ClearTrackingProjectileFilter()</code>
| 清除脚本过滤器--控制追踪投射物的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClientLoadGridNav|ClientLoadGridNav}}
| <code>void ClientLoadGridNav()</code>
| 通知客户端需要载入网格信息,可用于允许客户端确定允许建筑的区域等
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAlwaysShowPlayerNames|GetAlwaysShowPlayerNames}}
| <code>bool GetAlwaysShowPlayerNames() </code>
| No Description Set
| No Description Set
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAlwaysShowPlayerInventory|GetAlwaysShowPlayerInventory}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetRangeToUnit | GetRangeToUnit]]
| <code>bool GetAlwaysShowPlayerInventory()</code>
 
| 返回是否不论任何单位被选中,始终在HUD上显示英雄的物品库存
| <code>float GetRangeToUnit(handle a) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAnnouncerDisabled|GetAnnouncerDisabled}}
| <code>bool GetAnnouncerDisabled()</code>
| 返回游戏内播音员是否被禁用
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCameraDistanceOverride|GetCameraDistanceOverride}}
| <code>float GetCameraDistanceOverride()</code>
| 返回是否设置摄像机距离Dota内的默认值为1134
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCustomBuybackCooldownEnabled|GetCustomBuybackCooldownEnabled}}
| <code>bool GetCustomBuybackCooldownEnabled()</code>
|  返回是否允许自定义的买活CD
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCustomBuybackCostEnabled|GetCustomBuybackCostEnabled}}
| <code>bool GetCustomBuybackCostEnabled()</code>
| 返回是否允许自定义的买活金钱
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCustomHeroMaxLevel|GetCustomHeroMaxLevel}}
| <code>int GetCustomHeroMaxLevel()</code>
| 返回是否允许改变英雄的最高等级(默认25)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetFixedRespawnTime|GetFixedRespawnTime}}
| <code>float GetFixedRespawnTime() </code>
| 返回是否返回固定的复活时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetFogOfWarDisabled|GetFogOfWarDisabled}}
| <code>bool GetFogOfWarDisabled()</code>
| 返回是否关闭/开启战争迷雾
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetGoldSoundDisabled|GetGoldSoundDisabled}}
| <code>bool GetGoldSoundDisabled()</code>
| 返回是否开启/关闭获得金钱时的音效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetMaximumAttackSpeed|GetMaximumAttackSpeed}}
| <code>int GetMaximumAttackSpeed()</code>
| 获取单位的最大攻击速度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetMinimumAttackSpeed|GetMinimumAttackSpeed}}
| <code>int GetMinimumAttackSpeed()</code>
| 获取单位的最小攻击速度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetRecommendedItemsDisabled|GetRecommendedItemsDisabled}}
| <code>bool GetRecommendedItemsDisabled()</code>
|  返回是否开启/关闭推荐出装在商店中的显示
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetStashPurchasingDisabled|GetStashPurchasingDisabled}}
| <code>bool GetStashPurchasingDisabled()</code>
| 返回是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetStickyItemDisabled|GetStickyItemDisabled}}
| <code>bool GetStickyItemDisabled()</code>
| 返回是否隐藏快速购买处的物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetTopBarTeamValuesOverride|GetTopBarTeamValuesOverride}}
| <code>bool GetTopBarTeamValuesOverride()</code>
| 返回是否覆盖游戏界面顶部的队伍比分
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetTopBarTeamValuesVisible|GetTopBarTeamValuesVisible}}
| <code>bool GetTopBarTeamValuesVisible()</code>
| 返回是否关闭/开启游戏界面顶部的队伍比分
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetTowerBackdoorProtectionEnabled|GetTowerBackdoorProtectionEnabled}}
| <code>bool GetTowerBackdoorProtectionEnabled()</code>
| 返回是否启用/禁用偷塔保护
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetUseCustomHeroLevels|GetUseCustomHeroLevels}}
| <code>bool GetUseCustomHeroLevels()</code>
| 返回自定义经验机制是否被使用
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.IsBuybackEnabled|IsBuybackEnabled}}
| <code>bool IsBuybackEnabled()</code>
|  返回是否启用/禁用买活
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAbilityTuningValueFilter|SetAbilityTuningValueFilter}}
| <code>void SetAbilityTuningValueFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制技能所用到的调整值(修改数据table并返回True来使用新值,, 返回False来使用旧值)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerNames|SetAlwaysShowPlayerNames}}
| <code>void SetAlwaysShowPlayerNames(bool bShow) </code>
| No Description Set
| No Description Set
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerInventory|SetAlwaysShowPlayerInventory}}
| <code>void SetAlwaysShowPlayerInventory(bool bAlwaysShow)</code>
| 不论任何单位被选中,始终在HUD上显示英雄的物品库存
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAnnouncerDisabled|SetAnnouncerDisabled}}
| <code>void SetAnnouncerDisabled(bool enabled)</code>
| 禁用播音员
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsAlwaysPushWithHuman|SetBotsAlwaysPushWithHuman}}
| <code>void SetBotsAlwaysPushWithHuman(bool bAlwaysPush)</code>
| 设置Bot玩家是否总是跟从人类玩家进行推进
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsInLateGame|SetBotsInLateGame}}
| <code>void SetBotsInLateGame(bool bLateGame)</code>
| Set if bots should enable their late game behavior.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsMaxPushTier|SetBotsMaxPushTier}}
| <code>void SetBotsMaxPushTier(int nMaxTier)</code>
| 设置Bot玩家将推进到哪一级别的防御塔(-1代表不推进)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotThinkingEnabled|SetBotThinkingEnabled}}
| <code>void SetBotThinkingEnabled(bool a)</code>
| 允许/禁止机器人思考,需要与Dota PvP高度相似的三路线地图、商店等
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBountyRunePickupFilter|SetBountyRunePickupFilter}}
| <code>void SetBountyRunePickupFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制触发赏金符时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBuybackEnabled|SetBuybackEnabled}}
| <code>void SetBuybackEnabled(bool a)</code>
| 完全允许/禁止买活
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCameraDistanceOverride|SetCameraDistanceOverride}}
| <code>void SetCameraDistanceOverride(float a)</code>
| 设置默认的镜头距离Dota默认为1134
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCooldownEnabled|SetCustomBuybackCooldownEnabled}}
| <code>void SetCustomBuybackCooldownEnabled(bool a)</code>
| 开启该选项来允许自定义买活冷却时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCostEnabled|SetCustomBuybackCostEnabled}}
| <code>void SetCustomBuybackCostEnabled(bool a)</code>
| 开启该选项来允许自定义买活花费
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomGameForceHero|SetCustomGameForceHero}}
| <code>void SetCustomGameForceHero(string pHeroName)</code>
| 强制单人游戏英雄的选择
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomHeroMaxLevel|SetCustomHeroMaxLevel}}
| <code>void SetCustomHeroMaxLevel(int maxLevel)</code>
| 定义最大英雄等级(默认为25)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomXPRequiredToReachNextLevel|SetCustomXPRequiredToReachNextLevel}}
| <code>void SetCustomXPRequiredToReachNextLevel(handle a)</code>
| 定义英雄经验值表(table)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetDamageFilter|SetDamageFilter}}
| <code>void SetDamageFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制单位受到伤害时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetExecuteOrderFilter|SetExecuteOrderFilter}}
| <code>void SetExecuteOrderFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制单位捡起物品时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFixedRespawnTime|SetFixedRespawnTime}}
| <code>void SetFixedRespawnTime(float time)</code>
| Sets the dota respawn time. -1 for default behavior
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFogOfWarDisabled|SetFogOfWarDisabled}}
| <code>void SetFogOfWarDisabled(bool a)</code>
| 开关战争迷雾
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainConstantManaRegen|SetFountainConstantManaRegen}}
| <code>void SetFountainConstantManaRegen(float flConstantManaRegen)</code>
| 设定泉水给予的固定魔法的恢复速率(默认为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainPercentageHealthRegen|SetFountainPercentageHealthRegen}}
| <code>void SetFountainPercentageHealthRegen(float flPercentageHealthRegen)</code>
| 设定泉水给予的的百分比生命恢复速率(默认为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainPercentageManaRegen|SetFountainPercentageManaRegen}}
| <code>void SetFountainPercentageManaRegen(float flPercentageManaRegen)</code>
| 设定泉水给予的百分比魔法恢复速率(默认为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetGoldSoundDisabled|SetGoldSoundDisabled}}
| <code>void SetGoldSoundDisabled(bool a)</code>
| 是否禁止获取金钱时的声音提示
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetHUDVisible|SetHUDVisible}}
| <code>void SetHUDVisible(int iHUDElement, bool bVisible)</code>
| 设置HUD元素是否可见
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetItemAddedToInventoryFilter|SetItemAddedToInventoryFilter}}
| <code>void SetItemAddedToInventoryFilter(handle hFunction, handle hContext) </code>
| 设置一个过滤器,用来控制物品被放入物品栏时的行为。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetLoseGoldOnDeath|SetLoseGoldOnDeath}}
| <code>void SetLoseGoldOnDeath(bool bEnabled)</code>
| 设置禁用死亡时损失金钱
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetMaximumAttackSpeed|SetMaximumAttackSpeed}}
| <code>void SetMaximumAttackSpeed(int nMaxSpeed)</code>
| 设置单位的最大攻击速度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetMinimumAttackSpeed|SetMinimumAttackSpeed}}
| <code>void SetMinimumAttackSpeed(int nMinSpeed)</code>
| 设置单位的最小攻击速度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetModifierGainedFilter|SetModifierGainedFilter}}
| <code>void SetModifierGainedFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制Modifier的获得, 返回Flase来删除Modifier
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetModifyExperienceFilter|SetModifyExperienceFilter}}
| <code>void SetModifyExperienceFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制英雄经验值被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetModifyGoldFilter|SetModifyGoldFilter}}
| <code>void SetModifyGoldFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制英雄的金钱被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetOverrideSelectionEntity|SetOverrideSelectionEntity}}
| <code>void SetOverrideSelectionEntity(handle unit)</code>
| 覆盖默认选择实体,替代所有玩家的英雄
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRecommendedItemsDisabled|SetRecommendedItemsDisabled}}
| <code>void SetRecommendedItemsDisabled(bool a)</code>
| 是否禁止显示商店中的推荐购买物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRemoveIllusionsOnDeath|SetRemoveIllusionsOnDeath}}
| <code>void SetRemoveIllusionsOnDeath(bool a)</code>
| 使幻象死亡时立即消失,而不是延迟数秒
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRuneEnabled|SetRuneEnabled}}
| <code>void SetRuneEnabled(int nRune, bool bEnabled)</code>
| 设定某种神符是否启用
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRuneSpawnFilter|SetRuneSpawnFilter}}
| <code>void SetRuneSpawnFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制神符的刷新(改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetStashPurchasingDisabled|SetStashPurchasingDisabled}}
| <code>void SetStashPurchasingDisabled(bool bDisabled) </code>
| 是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetStickyItemDisabled|SetStickyItemDisabled}}
| <code>void SetStickyItemDisabled(bool bDisabled)</code>
| 隐藏快速购买处的物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValue|SetTopBarTeamValue}}
| <code>void SetTopBarTeamValue(int a, int b)</code>
| 设置顶端的队伍数值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesOverride|SetTopBarTeamValuesOverride}}
| <code>void SetTopBarTeamValuesOverride(bool a)</code>
| 是否覆盖顶端的队伍数值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesVisible|SetTopBarTeamValuesVisible}}
| <code>void SetTopBarTeamValuesVisible(bool a)</code>
| 开关顶端的队伍数值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTowerBackdoorProtectionEnabled|SetTowerBackdoorProtectionEnabled}}
| <code>void SetTowerBackdoorProtectionEnabled(bool a)</code>
| 开关偷塔保护
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTrackingProjectileFilter|SetTrackingProjectileFilter}}
| <code>void SetTrackingProjectileFilter(handle hFunction, handle hContext)</code>
| 设置一个过滤器,用来控制追踪投射物(改变数据表并返回True来使用新值, 返回False来取消事件)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetUnseenFogOfWarEnabled|SetUnseenFogOfWarEnabled}}
| <code>void SetUnseenFogOfWarEnabled(bool bEnabled)</code>
| 启用/禁用战争迷雾。启用时,玩家从未探测过的区域将会完全被战争迷雾掩盖
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetUseCustomHeroLevels|SetUseCustomHeroLevels}}
| <code>void SetUseCustomHeroLevels(bool a)</code>
| 开关自定义英雄英雄经验表,该表必须提前被定义
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetSecondsPerAttack | GetSecondsPerAttack]]
=== CDotaQuest ===


| <code>float GetSecondsPerAttack() </code>
:::::extends [[#CBaseEntity| CBaseEntity]]


| No Description Set
''A quest, as seen in the Tutorial and Frostivus''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetStatsBasedManaRegen | GetStatsBasedManaRegen]]
! 函数名


| <code>float GetStatsBasedManaRegen() </code>
! 函数原型
 
! 解释


| 获取因智慧而增加的魔法恢复值。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTeamNumber | GetTeamNumber]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.AddSubquest|AddSubquest}}


| <code>int GetTeamNumber() </code>
| <code>void AddSubquest(handle a) </code>


| 获取该单位所属的队伍ID。
| 为该任务添加子任务
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTotalPurchasedUpgradeGoldCost | GetTotalPurchasedUpgradeGoldCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.CompleteQuest|CompleteQuest}}


| <code>int GetTotalPurchasedUpgradeGoldCost() </code>
| <code>void CompleteQuest() </code>


| 获取用在升级的金钱。
| 标记该任务完成
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitLabel | GetUnitLabel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquest|GetSubquest}}


| <code>string GetUnitLabel() </code>
| <code>handle GetSubquest(int a) </code>
 
| No Description Set


| 用索引号找到该任务的子任务
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitName | GetUnitName]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquestByName|GetSubquestByName}}


| <code>string GetUnitName() </code>
| <code>handle GetSubquestByName(string a) </code>


| 获取单位名称。
| 用任务名称找到该任务的子任务
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GiveMana | GiveMana]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.RemoveSubquest|RemoveSubquest}}


| <code>void GiveMana(float a) </code>
| <code>void RemoveSubquest(handle a) </code>


| 给予此单位指定的魔法值。(Giff me mana!)
| 从该任务移除一个子任务
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAbility | HasAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceString|SetTextReplaceString}}


| <code>bool HasAbility(string a) </code>
| <code>void SetTextReplaceString(string a) </code>


| 以技能名称搜寻该单位是否拥有此技能。
| 设置该任务的文本取代字符串
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAttackCapability | HasAttackCapability]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceValue|SetTextReplaceValue}}


| <code>bool HasAttackCapability() </code>
| <code>void SetTextReplaceValue(int a, int b) </code>


| No Description Set
| 设置任务数值
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyingVision | HasFlyingVision]]


| <code>bool HasFlyingVision() </code>


| No Description Set


|-
=== CDotaSubquestBase ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyMovementCapability | HasFlyMovementCapability]]
:::::extends [[#CDotaQuest| CDotaQuest]]


| <code>bool HasFlyMovementCapability() </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasGroundMovementCapability | HasGroundMovementCapability]]
! 函数原型


| <code>bool HasGroundMovementCapability() </code>
! 解释
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasInventory | HasInventory]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.CompleteSubquest|CompleteSubquest}}


| <code>bool HasInventory() </code>
| <code>void CompleteSubquest() </code>
 
| No Description Set


| 完成子任务
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasItemInInventory | HasItemInInventory]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceString|SetTextReplaceString}}


| <code>bool HasItemInInventory(string a) </code>
| <code>void SetTextReplaceString(string a) </code>


| 以物品名称搜寻该单位是否拥有此物品。
| 设置该子任务的文本取代字符串
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasModifier | HasModifier]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceValue|SetTextReplaceValue}}


| <code>bool HasModifier(string a) </code>
| <code>void SetTextReplaceValue(int a, int b) </code>


| 以修改器名称搜寻该单位是否拥有此修改器。
| 设置子任务数值
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasMovementCapability | HasMovementCapability]]


| <code>bool HasMovementCapability() </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasScepter | HasScepter]]
=== CPhysicsComponent ===


| <code>bool HasScepter() </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Heal | Heal]]
! 函数原型


| <code>void Heal(float amount, handle source) </code>
! 解释


| 治疗该单位。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Hold | Hold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsComponent.ExpensiveInstantRayCast|ExpensiveInstantRayCast}}


| <code>void Hold() </code>
| <code>bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) </code>


| 命令单位在原地待命。
| 进行一个立即(即阻挡)的光线投射,稍后会有handle/queue版本,并不计划实际使用这个!
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Interrupt | Interrupt]]


| <code>void Interrupt() </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptChannel | InterruptChannel]]
=== CPointTemplate ===


| <code>void InterruptChannel() </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptMotionControllers | InterruptMotionControllers]]
! 函数原型


| <code>void InterruptMotionControllers(bool a) </code>
! 解释
 
| Parameter boolean determines finding clear space.


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAlive | IsAlive]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.DeleteCreatedSpawnGroups|DeleteCreatedSpawnGroups}}


| <code>bool IsAlive() </code>
| <code>void DeleteCreatedSpawnGroups() </code>


| 此单位是否还活着?
| 删除任何该点模板的刷新组。提示:并不删除点模板
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAncient | IsAncient]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.ForceSpawn|ForceSpawn}}


| <code>bool IsAncient() </code>
| <code>void ForceSpawn() </code>


| 该生物是否为远古野怪?
| 强制刷新该点模板指向的全部实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackImmune | IsAttackImmune]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.GetSpawnedEntities|GetSpawnedEntities}}
 
| <code>handle GetSpawnedEntities() </code>


| <code>bool IsAttackImmune() </code>
| 获取最近被刷新的实体
|-


| No Description Set
| {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.SetSpawnCallback|SetSpawnCallback}}


|-
| <code>void SetSpawnCallback(handle a, handle b) </code>


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttacking | IsAttacking]]
| 设置刷新回调(hCallbackFunc, hCallbackScope, hCallbackData ),当模板产生实体时回调。被刷新的实体作为数组被传入
|}


| <code>bool IsAttacking() </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackingEntity | IsAttackingEntity]]


| <code>bool IsAttackingEntity(handle a) </code>
=== CBodyComponent ===


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlind | IsBlind]]
! 函数名


| <code>bool IsBlind() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlockDisabled | IsBlockDisabled]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddImpulseAtPosition|AddImpulseAtPosition}}


| <code>bool IsBlockDisabled() </code>
| <code>void AddImpulseAtPosition(Vector a, Vector b) </code>
 
| No Description Set


| 在指定的世界位置施加一个物理推动
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCommandRestricted | IsCommandRestricted]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddVelocity|AddVelocity}}


| <code>bool IsCommandRestricted() </code>
| <code>void AddVelocity(Vector a, Vector b) </code>
 
| No Description Set


| 为物理物件增加一个线速度或角速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsControllableByAnyPlayer | IsControllableByAnyPlayer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.DetachFromParent|DetachFromParent}}


| <code>bool IsControllableByAnyPlayer() </code>
| <code>void DetachFromParent() </code>


| 该单位是否为非Bot玩家所控制?
| 从其父项(parent)中分离
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCreature | IsCreature]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.GetSequence|GetSequence}}


| <code>bool IsCreature() </code>
| <code><unknown> GetSequence() </code>


| 此单位是否为怪物类型单位?
| 返回激活的序列(sequence)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDeniable | IsDeniable]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.IsAttachedToParent|IsAttachedToParent}}


| <code>bool IsDeniable() </code>
| <code>bool IsAttachedToParent() </code>
 
| No Description Set


| 是否依附父项(parent)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDisarmed | IsDisarmed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.LookupSequence|LookupSequence}}


| <code>bool IsDisarmed() </code>
| <code><unknown> LookupSequence(string a) </code>
 
| No Description Set


| 输入名字返回序列(sequence)ID
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDominated | IsDominated]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SequenceDuration|SequenceDuration}}


| <code>bool IsDominated() </code>
| <code>float SequenceDuration(string a) </code>
 
| No Description Set


| 按秒数返回指定序列(sequence)的持续时间
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsEvadeDisabled | IsEvadeDisabled]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAngularVelocity|SetAngularVelocity}}


| <code>bool IsEvadeDisabled() </code>
| <code>void SetAngularVelocity(Vector a) </code>


| No Description Set
| No Description Set
Line 5,191: Line 6,414:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsFrozen | IsFrozen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAnimation|SetAnimation}}


| <code>bool IsFrozen() </code>
| <code>void SetAnimation(string a) </code>
 
| No Description Set


| 输入动画名称播放动作,需要模型拥有该动画
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHardDisarmed | IsHardDisarmed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetBodyGroup|SetBodyGroup}}


| <code>bool IsHardDisarmed() </code>
| <code>void SetBodyGroup(string a) </code>


| No Description Set
| No Description Set
Line 5,207: Line 6,429:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHero | IsHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetMaterialGroup|SetMaterialGroup}}
 
| <code>void SetMaterialGroup(utlstringtoken a) </code>


| <code>bool IsHero() </code>
| No Description Set


| 此单位是否为英雄或英雄幻象?
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHexed | IsHexed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetVelocity|SetVelocity}}


| <code>bool IsHexed() </code>
| <code>void SetVelocity(Vector velocity) </code>


| No Description Set
| No Description Set


|-
|}
 
 


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIdle | IsIdle]]


| <code>bool IsIdle() </code>


| 该生物是否处于闲置状态?
=== CBaseAnimating ===
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIllusion | IsIllusion]]
:::::extends [[#CBaseEntity| CBaseEntity]]


| <code>bool IsIllusion() </code>
''A class containing functions involved in animations''


| 该单位是否为幻象单位?
{| class="standard-table" style="width: 100%;"
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvisible | IsInvisible]]
! 函数名


| <code>bool IsInvisible() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvulnerable | IsInvulnerable]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentAngles|GetAttachmentAngles}}


| <code>bool IsInvulnerable() </code>
| <code>Vector GetAttachmentAngles(int a) </code>
 
| No Description Set


| 获得指定ID附件的角度,返回vector(p,y,r)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsLowAttackPriority | IsLowAttackPriority]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentOrigin|GetAttachmentOrigin}}


| <code>bool IsLowAttackPriority() </code>
| <code>Vector GetAttachmentOrigin(int a) </code>
 
| No Description Set


| 获得指定ID附件的源vector
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMagicImmune | IsMagicImmune]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetModelScale|GetModelScale}}


| <code>bool IsMagicImmune() </code>
| <code>float GetModelScale() </code>


| 该单位是否魔法免疫?
| 获取实体的模型比例。
|-
|-
   


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMechanical | IsMechanical]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.IsSequenceFinished|IsSequenceFinished}}


| <code>bool IsMechanical() </code>
| <code>bool IsSequenceFinished() </code>


| 该单位是否为机械单位?
| 查询主序列是否播放结束
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMovementImpaired | IsMovementImpaired]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.ScriptLookupAttachment|ScriptLookupAttachment}}


| <code>bool IsMovementImpaired() </code>
| <code>int ScriptLookupAttachment(string a) </code>
 
| No Description Set


| 获得指定名序列的ID
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMuted | IsMuted]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetBodygroup|SetBodygroup}}


| <code>bool IsMuted() </code>
| <code>void SetBodygroup(int a, int b) </code>
 
| No Description Set


| 设置一个bodygroup
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNeutralUnitType | IsNeutralUnitType]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetModelScale|SetModelScale}}


| <code>bool IsNeutralUnitType() </code>
| <code>void SetModelScale(float scale) </code>


| 该单位是否为野怪?
| 设置模型放大率。如果模型缩放为1,使用SetModelScale(10.0)将放大率设置成10.0.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNightmared | IsNightmared]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetPoseParameter|SetPoseParameter}}


| <code>bool IsNightmared() </code>
| <code>float SetPoseParameter(string a, float b) </code>


| No Description Set
| 将指定的位置参数(pose parameter)设定为指定值
|}


|-
=== CBaseCombatCharacter ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOpposingTeam | IsOpposingTeam]]
''No Description Set''


| <code>bool IsOpposingTeam(int a) </code>
{| class="standard-table" style="width: 100%;"


| No Description Set
! 函数名


|-
! 函数原型


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOutOfGame | IsOutOfGame]]
! 解释
 
| <code>bool IsOutOfGame() </code>
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOwnedByAnyPlayer | IsOwnedByAnyPlayer]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetEquippedWeapons|GetEquippedWeapons}}


| <code>bool IsOwnedByAnyPlayer() </code>
| <code>table GetEquippedWeapons() </code>


| 该单位是否为非Bot之玩家所有?
| GetEquippedWeapons(): 获取一个装备武器的数组
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantom | IsPhantom]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetWeaponCount|GetWeaponCount}}
 
| <code>int GetWeaponCount() </code>


| <code>bool IsPhantom() </code>
| GetWeaponCount(): 获取当前装备的武器数量
|}


| 该单位是否为幻象单位?
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantomBlocker | IsPhantomBlocker]]


| <code>bool IsPhantomBlocker() </code>


| No Description Set


|-
=== ProjectileManager ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhased | IsPhased]]
''The projectile manager, it manages projectiles.''


| <code>bool IsPhased() </code>
{| class="standard-table" style="width: 100%;"


| 是否在相位状态?
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPositionInRange | IsPositionInRange]]
! 函数原型


| <code>bool IsPositionInRange(Vector a, float b) </code>
! 解释


| 是否在某点的范围内
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRangedAttacker | IsRangedAttacker]]
| {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile|CreateLinearProjectile}}


| <code>bool IsRangedAttacker() </code>
| <code>int CreateLinearProjectile(table infoTable) </code>


| 该单位攻击类型是否为远程攻击?
| 创建一个线性投射物并返回其ID
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRealHero | IsRealHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateTrackingProjectile|CreateTrackingProjectile}}


| <code>bool IsRealHero() </code>
| <code>void CreateTrackingProjectile(handle a) </code>


| 返回该单位是否为真正的英雄单位,而非小兵或是幻象。
| 创建一个追踪投射物
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRooted | IsRooted]]
| {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.DestroyLinearProjectile|DestroyLinearProjectile}}


| <code>bool IsRooted() </code>
| <code>void DestroyLinearProjectile(int a) </code>
 
| No Description Set


| 摧毁指定ID的线性投射物
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSilenced | IsSilenced]]
| {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.GetLinearProjectileVelocity|GetLinearProjectileVelocity}}


| <code>bool IsSilenced() </code>
| <code>Vector GetLinearProjectileVelocity(int int_1) </code>


| 该单位是否被沉默?
| 返回一个表示当前投射物速度的向量。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSoftDisarmed | IsSoftDisarmed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.ProjectileDodge|ProjectileDodge}}


| <code>bool IsSoftDisarmed() </code>
| <code>void ProjectileDodge(handle a) </code>


| No Description Set
| 使得特定单位躲避投射物
|}


|-
=== CBaseTrigger ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSpeciallyDeniable | IsSpeciallyDeniable]]
:::::extends [[#CBaseEntity| CBaseEntity]]


| <code>bool IsSpeciallyDeniable() </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsStunned | IsStunned]]
! 函数原型


| <code>bool IsStunned() </code>
! 解释


| 该单位是否被晕眩了?
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSummoned | IsSummoned]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Disable|Disable}}


| <code>bool IsSummoned() </code>
| <code>void Disable() </code>


| 此单位是否为召唤物?
| 禁止触发器
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsTower | IsTower]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Enable|Enable}}


| <code>bool IsTower() </code>
| <code>void Enable() </code>


| 此单位是否为塔?
| 允许触发器
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnableToMiss | IsUnableToMiss]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.IsTouching|IsTouching}}


| <code>bool IsUnableToMiss() </code>
| <code>bool IsTouching(handle a) </code>


| No Description Set
| 检查指定实体是否正在接触触发器
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnselectable | IsUnselectable]]


| <code>bool IsUnselectable() </code>


| No Description Set


|-
=== CEnvEntityMaker ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Kill | Kill]]
:::::extends [[#CBaseEntity| CBaseEntity]]


| <code>void Kill(handle a, handle b) </code>
''No Description Set''


| 杀死一个单位,参数为使用的技能与攻击者。
{| class="standard-table" style="width: 100%;"
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeIllusion | MakeIllusion]]
! 函数名


| <code>void MakeIllusion() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakePhantomBlocker | MakePhantomBlocker]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntity|SpawnEntity}}


| <code>void MakePhantomBlocker() </code>
| <code>void SpawnEntity() </code>
 
| No Description Set


| 在生成器的位置创建一个实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleDueToAttack | MakeVisibleDueToAttack]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtEntityOrigin|SpawnEntityAtEntityOrigin}}


| <code>void MakeVisibleDueToAttack(int a) </code>
| <code>void SpawnEntityAtEntityOrigin(handle a) </code>
 
| No Description Set


| 在指定实体的位置立刻创建一个实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleToTeam | MakeVisibleToTeam]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtLocation|SpawnEntityAtLocation}}


| <code>void MakeVisibleToTeam(int a, float b) </code>
| <code>void SpawnEntityAtLocation(Vector a, Vector b) </code>
 
| No Description Set


| 在指定位置和方向创建一个实体,方向是角度制欧拉角(pitch, yaw, roll)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ModifyHealth | ModifyHealth]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin|SpawnEntityAtNamedEntityOrigin}}
 
| <code>void SpawnEntityAtNamedEntityOrigin(string a) </code>
 
| 在指定名字实体的位置创建一个实体
|}


| <code>void ModifyHealth(int a, handle b, bool c, int d) </code>


| 设置血量为所指定的值
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPC | MoveToNPC]]


| <code>void MoveToNPC(handle a) </code>


| 移动至指定的单位。
=== CDOTAVoteSystem ===
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPCToGiveItem | MoveToNPCToGiveItem]]
''No Description Set''


| <code>void MoveToNPCToGiveItem(handle npc, handle item) </code>
{| class="standard-table" style="width: 100%;"


| 将身上的物品丢给指定的单位。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPosition | MoveToPosition]]
! 函数原型


| <code>void MoveToPosition(Vector a) </code>
! 解释


| 移动到指定的位置。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPositionAggressive | MoveToPositionAggressive]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAVoteSystem.StartVote|StartVote}}


| <code>void MoveToPositionAggressive(Vector a) </code>
| <code>void StartVote(handle a) </code>


| 移动到指定的位置。
| 开始投票,详细由传入的table制定
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToTargetToAttack | MoveToTargetToAttack]]


| <code>void MoveToTargetToAttack(handle a) </code>


| 移动至指定的单位,并且发动攻击。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoHealthBar | NoHealthBar]]


| <code>bool NoHealthBar() </code>
=== CMarkupVolumeTagged ===


| No Description Set
''No Description Set''


|-
{| class="standard-table" style="width: 100%;"


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamMoveTo | NoTeamMoveTo]]
! 函数名


| <code>bool NoTeamMoveTo() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamSelect | NoTeamSelect]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CMarkupVolumeTagged.HasTag|HasTag}}


| <code>bool NoTeamSelect() </code>
| <code>bool HasTag(string a) </code>


| No Description Set
| 查询该卷是否带有指定标签
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimap | NotOnMinimap]]


| <code>bool NotOnMinimap() </code>


| No Description Set


|-
=== CScriptPrecacheContext ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimapForEnemies | NotOnMinimapForEnemies]]
''No Description Set''


| <code>bool NotOnMinimapForEnemies() </code>
{| class="standard-table" style="width: 100%;"


| No Description Set
! 函数名


|-
! 函数原型


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoUnitCollision | NoUnitCollision]]
! 解释
 
| <code>bool NoUnitCollision() </code>
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PassivesDisabled | PassivesDisabled]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.AddResource|AddResource}}


| <code>bool PassivesDisabled() </code>
| <code>void AddResource(string a) </code>
 
| No Description Set


| 预缓存指定资源
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PerformAttack | PerformAttack]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.GetValue|GetValue}}


| <code>void PerformAttack(handle a, bool b, bool c, bool d, bool e) </code>
| <code>table GetValue(string a) </code>
 
| 读取一个键值(spawn key)
|}


| 对一单位执行攻击。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupDroppedItem | PickupDroppedItem]]


| <code>void PickupDroppedItem(handle a) </code>


| 捡起掉落的物品。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupRune | PickupRune]]
=== CScriptKeyValues ===


| <code>void PickupRune(handle a) </code>
''No Description Set''


| 捡起神符。
{| class="standard-table" style="width: 100%;"
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ProvidesVision | ProvidesVision]]
! 函数名


| <code>bool ProvidesVision() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ReduceMana | ReduceMana]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptKeyValues.GetValue|GetValue}}


| <code>void ReduceMana(float a) </code>
| <code>table GetValue(string a) </code>


| 移除单位的魔力,不过是用在该单位非自愿失去魔力,而非用在使用技能消耗魔力的情况。
| Reads a spawn key
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveAbility | RemoveAbility]]
|}


| <code>void RemoveAbility(string a) </code>


| 以技能名称移除该单位相应的技能。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveItem | RemoveItem]]


| <code>void RemoveItem(handle a) </code>


| 将该单位库存中的过期物品移除。
=== CScriptParticleManager ===
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByName | RemoveModifierByName]]
''No Description Set''


| <code>void RemoveModifierByName(string a) </code>


| 以名称移除修改器。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByNameAndCaster | RemoveModifierByNameAndCaster]]
''Global accessor variable:'' <code>ParticleManager</code>


| <code>void RemoveModifierByNameAndCaster(string a, handle b) </code>
{| class="standard-table" style="width: 100%;"


| 以施法者与修改器名称移除修改器。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveNoDraw | RemoveNoDraw]]
! 函数原型


| <code>void RemoveNoDraw() </code>
! 解释


| Remove the no draw flag.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RespawnUnit | RespawnUnit]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticle|CreateParticle}}
| <code>int CreateParticle(string particleName, int particleAttach, handle owningEntity)</code>
| 创建一个新的粒子特效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticleForPlayer|CreateParticleForPlayer}}
| <code>int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer)</code>
| 创建一个只对指定玩家播放的粒子特效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticleForTeam|CreateParticleForTeam}}
| <code>int CreateParticleForTeam(string string_1, int int_2, handle handle_3, int int_4) </code>
| 创建一个仅为某方队伍播放的粒子特效。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.DestroyParticle|DestroyParticle}}
| <code>void DestroyParticle(int particleID, bool immediately)</code>
| 清除粒子。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.GetParticleReplacement|GetParticleReplacement}}
| <code>string GetParticleReplacement(string a, handle b)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.ReleaseParticleIndex|ReleaseParticleIndex}}
| <code>void ReleaseParticleIndex(int particleId)</code>
| 施放指定粒子特效索引号
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleAlwaysSimulate|SetParticleAlwaysSimulate}}
| <code>void SetParticleAlwaysSimulate(int a)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControl|SetParticleControl}}
| <code>void SetParticleControl(int particleId, int controlIndex, Vector controlData)</code>
| 设置控制粒子特效的控制点数据
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlEnt|SetParticleControlEnt}}
| <code>void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g)</code>
| No Description Set
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlForward|SetParticleControlForward}}
| <code>void SetParticleControlForward(int int_1, int int_2, Vector Vector_3)(int nFXIndex, int nPoint, vForward) </code>
| 设置粒子的前进运动
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlOrientation|SetParticleControlOrientation}}
| <code>void SetParticleControlOrientation(int int_1, int int_2, Vector Vector_3, Vector Vector_4, Vector Vector_5)(int nFXIndex, int nPoint, vForward, vRight, vUp) </code>
| 设置粒子的三向运动。
|}


| <code>void RespawnUnit() </code>
=== CScriptHeroList ===


| 复活该单位。
''No Description Set''
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SellItem | SellItem]]


| <code>void SellItem(handle a) </code>


| 卖出该单位的物品。
''Global accessor variable:'' <code>HeroList</code>
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAcquisitionRange | SetAcquisitionRange]]
{| class="standard-table" style="width: 100%;"


| <code>void SetAcquisitionRange(float a) </code>
! 函数名


| Sets acquisition range
! 函数原型
 
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAdditionalBattleMusicWeight | SetAdditionalBattleMusicWeight]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetAllHeroes|GetAllHeroes}}


| <code>void SetAdditionalBattleMusicWeight(float a) </code>
| <code>table GetAllHeroes() </code>


| 获取当与该单位战斗时将会计算的战斗音乐权重。
| 返回当前世界全部英雄
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttackCapability | SetAttackCapability]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHero|GetHero}}


| <code>void SetAttackCapability(int a) </code>
| <code>handle GetHero(int heroId) </code>
 
| No Description Set


| 获取英雄列表中第N位英雄
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttacking | SetAttacking]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHeroCount|GetHeroCount}}


| <code>void SetAttacking(handle a) </code>
| <code>int GetHeroCount() </code>


| No Description Set
| 返回当前世界英雄数目
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseAttackTime | SetBaseAttackTime]]


| <code>void SetBaseAttackTime(float a) </code>


| No Description Set


|-
=== CNativeOutputs ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMax | SetBaseDamageMax]]
''No Description Set''


| <code>void SetBaseDamageMax(int a) </code>
{| class="standard-table" style="width: 100%;"


| 设置基础最大攻击力。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMin | SetBaseDamageMin]]
! 函数原型


| <code>void SetBaseDamageMin(int a) </code>
! 解释


| 设置基础最小攻击力。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseHealthRegen | SetBaseHealthRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.AddOutput|AddOutput}}


| <code>void SetBaseHealthRegen(float a) </code>
| <code>void AddOutput(string a, string b) </code>
 
| No Description Set


| 增加一个输出
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMagicalResistanceValue | SetBaseMagicalResistanceValue]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.Init|Init}}


| <code>void SetBaseMagicalResistanceValue(float a) </code>
| <code>void Init(int a) </code>


| 设置基础魔法抗性值。
| 初始化输出
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseManaRegen | SetBaseManaRegen]]


| <code>void SetBaseManaRegen(float a) </code>


| 设置基础魔力恢复值。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMaxHealth | SetBaseMaxHealth]]


| <code>void SetBaseMaxHealth(float a) </code>
=== CEnvProjectedTexture ===


| 设置基础最大血量。
:::::extends [[#CBaseEntity| CBaseEntity]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMoveSpeed | SetBaseMoveSpeed]]
''No Description Set''


| <code>void SetBaseMoveSpeed(int a) </code>
{| class="standard-table" style="width: 100%;"


| 设置基础跑速。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetControllableByPlayer | SetControllableByPlayer]]
! 函数原型


| <code>void SetControllableByPlayer(int a, bool b) </code>
! 解释


| 以玩家ID设置该单位的控制权。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorCastTarget | SetCursorCastTarget]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetFarRange|SetFarRange}}


| <code>void SetCursorCastTarget(handle a) </code>
| <code>void SetFarRange(float a) </code>
 
| No Description Set


| 设置光照最大距离
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorPosition | SetCursorPosition]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetLinearAttenuation|SetLinearAttenuation}}


| <code>void SetCursorPosition(Vector a) </code>
| <code>void SetLinearAttenuation(float a) </code>
 
| No Description Set


| 设置光照线性淡化值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorTargetingNothing | SetCursorTargetingNothing]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetNearRange|SetNearRange}}


| <code>void SetCursorTargetingNothing(bool a) </code>
| <code>void SetNearRange(float a) </code>
 
| No Description Set


| 设置光照最小距离
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDayTimeVisionRange | SetDayTimeVisionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetQuadraticAttenuation|SetQuadraticAttenuation}}


| <code>void SetDayTimeVisionRange(int a) </code>
| <code>void SetQuadraticAttenuation(float a) </code>


| 设置基础的视间视野距离。
| 设置光照二次项淡化值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDeathXP | SetDeathXP]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetVolumetrics|SetVolumetrics}}


| <code>void SetDeathXP(int a) </code>
| <code>void SetVolumetrics(bool a, float b, float c, int d, float e) </code>


| 设置该单位的击杀经验值奖赏。
| 开关体积光参数: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetForceAttackTarget | SetForceAttackTarget]]


| <code>void SetForceAttackTarget(handle a) </code>


| No Description Set


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHasInventory | SetHasInventory]]
=== CInfoData ===


| <code>void SetHasInventory(bool a) </code>
''No Description Set''


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHullRadius | SetHullRadius]]
! 函数原型


| <code>void SetHullRadius(float a) </code>
! 解释


| 设置该单位的碰撞半径。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetIdleAcquire | SetIdleAcquire]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryColor|QueryColor}}


| <code>void SetIdleAcquire(bool a) </code>
| <code>Vector QueryColor(utlstringtoken a, Vector b) </code>
 
| No Description Set


| 查询该键值颜色数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetInitialGoalEntity | SetInitialGoalEntity]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryFloat|QueryFloat}}


| <code>void SetInitialGoalEntity(handle a) </code>
| <code>float QueryFloat(utlstringtoken a, float b) </code>


| 设置该单位的初始路径点。
| 查询该键值浮点(float)数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMana | SetMana]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryInt|QueryInt}}


| <code>void SetMana(float a) </code>
| <code>int QueryInt(utlstringtoken a, int b) </code>


| 设置该单位的魔力值。
| 查询该键值整型(int)数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMaximumGoldBounty | SetMaximumGoldBounty]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryNumber|QueryNumber}}


| <code>void SetMaximumGoldBounty(int a) </code>
| <code>float QueryNumber(utlstringtoken a, float b) </code>


| 设置该单位的最高赏金。
| 查询该键值数值数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMinimumGoldBounty | SetMinimumGoldBounty]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryString|QueryString}}


| <code>void SetMinimumGoldBounty(int a) </code>
| <code>string QueryString(utlstringtoken a, string b) </code>


| 设置该单位的最低赏金。
| 查询该键值字符串(string)数据
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetModifierStackCount | SetModifierStackCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryVector|QueryVector}}


| <code>void SetModifierStackCount(string modifierName, handle b, int modifierCount) </code>
| <code>Vector QueryVector(utlstringtoken a, Vector b) </code>


| Sets the stack count of a given modifier.
| 查询该键值矢量(vector)数据
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMoveCapability | SetMoveCapability]]


| <code>void SetMoveCapability(int a) </code>


| No Description Set


|-
=== CPhysicsProp ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMustReachEachGoalEntity | SetMustReachEachGoalEntity]]
''No Description Set''


| <code>void SetMustReachEachGoalEntity(bool a) </code>
{| class="standard-table" style="width: 100%;"


| 设置该单位是否要走访每个路径点。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNeverMoveToClearSpace | SetNeverMoveToClearSpace]]
! 函数原型


| <code>void SetNeverMoveToClearSpace(bool a) </code>
! 解释


| 如果设置为True,则不会将该单位移动到净空的地方。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNightTimeVisionRange | SetNightTimeVisionRange]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.DisableMotion|DisableMotion}}


| <code>void SetNightTimeVisionRange(int a) </code>
| <code>void DisableMotion() </code>


| 设置基础夜间视野距离。
| 禁止该元件运动
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOriginalModel | SetOriginalModel]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.EnableMotion|EnableMotion}}


| <code>void SetOriginalModel(string originalModel) </code>
| <code>void EnableMotion() </code>


| 设置单位原模型。
| 允许该元件运动
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetPhysicalArmorBaseValue | SetPhysicalArmorBaseValue]]


| <code>void SetPhysicalArmorBaseValue(float a) </code>


| 设置基础护甲值。
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRangedProjectileName | SetRangedProjectileName]]


| <code>void SetRangedProjectileName(string a) </code>
=== CDOTAGamerules ===


| No Description Set
''''


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetStolenScepter | SetStolenScepter]]


| <code>void SetStolenScepter(bool a) </code>
''Global accessor variable:'' <code>GameRules</code>


| No Description Set
{| class="standard-table" style="width: 100%;"


|-
! 函数名


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetUnitName | SetUnitName]]
! 函数原型


| <code>void SetUnitName(string a) </code>
! 解释
 
| No Description Set


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ShouldIdleAcquire | ShouldIdleAcquire]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.AddMinimapDebugPoint|AddMinimapDebugPoint}}
 
| <code>void AddMinimapDebugPoint(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7)</code>
| <code>bool ShouldIdleAcquire() </code>
| 在小地图上增加一个点。
 
|-
| No Description Set
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.AddMinimapDebugPointForTeam|AddMinimapDebugPointForTeam}}
 
| <code>void AddMinimapDebugPointForTeam(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7, int int_8)</code>
|-
| 向某方队伍在小地图上增加一个点。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Defeated|Defeated}}
| <code>void Defeated()</code>
| 摧毁遗迹等
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.DidMatchSignoutTimeOut|DidMatchSignoutTimeOut}}
| <code>bool DidMatchSignoutTimeOut()</code>
| 当游戏结束,等待弹窗时为真
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.EnableCustomGameSetupAutoLaunch|EnableCustomGameSetupAutoLaunch}}
| <code>void EnableCustomGameSetupAutoLaunch(bool bool_1)</code>
| 启用 (true)或禁用 (false) 自定义游戏的自动设置。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.FinishCustomGameSetup|FinishCustomGameSetup}}
| <code>void FinishCustomGameSetup()</code>
| 提示自定义游戏的设置阶段已经完成,并应用到游戏中。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty|GetCustomGameDifficulty}}
| <code>int GetCustomGameDifficulty()</code>
| 返回自定义游戏难度。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty|GetCustomGameDifficulty}}
| <code>int GetCustomGameDifficulty()</code>
| 返回自定义游戏模式难度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDifficulty|GetDifficulty}}
| <code>int GetDifficulty()</code>
| 返回游戏难度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDOTATime|GetDOTATime}}
| <code>float GetDOTATime(bool bool_1, bool bool_2)(b IncludePregameTime b IncludeNegativeTime) </code>
| 返回Dota游戏内的时间。(是否包含赛前时间或负时间)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDroppedItem|GetDroppedItem}}
| <code>handle GetDroppedItem(int dropIndex)</code>
| 获得第X个掉落物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameModeEntity|GetGameModeEntity}}
| <code>handle GetGameModeEntity()</code>
| 设置游戏模式实体
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameSessionConfigValue|GetGameSessionConfigValue}}
| <code>string GetGameSessionConfigValue(string string_1, string string_2)</code>
| 从会话配置中获取字符串 (地图选项)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameTime|GetGameTime}}
| <code>float GetGameTime()</code>
| 返回游戏开始后经过的秒数,暂停时间不计算在内
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetMatchSignoutComplete|GetMatchSignoutComplete}}
| <code>bool GetMatchSignoutComplete()</code>
| 是否已经接受包含回报信息的弹窗
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianFightStartTime|GetNianFightStartTime}}
| <code>float GetNianFightStartTime()</code>
| 获得年兽大战开始时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianTotalDamageTaken|GetNianTotalDamageTaken}}
| <code>int GetNianTotalDamageTaken()</code>
| 芳晓活动,获得年兽受到的总伤害
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetPlayerCustomGameAccountRecord|GetPlayerCustomGameAccountRecord}}
| <code>table GetPlayerCustomGameAccountRecord(int int_1)(Preview/Unreleased) </code>
| Gets the player's custom game account record, as it looked at the start of this session
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetTimeOfDay|GetTimeOfDay }}
| <code>float GetTimeOfDay()</code>
| 获取一天中的时间(游戏时间)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsDaytime|IsDaytime}}
| <code>bool IsDaytime()</code>
| 是否是白天
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsGamePaused|IsGamePaused}}
| <code>bool IsGamePaused()</code>
| 返回游戏是否被暂停了。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsCheatMode|IsCheatMode}}
| <code>bool IsCheatMode() </code>
| 检测房间是否被设置为允许作弊或 sv_cheats 1.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.LockCustomGameSetupTeamAssignment|LockCustomGameSetupTeamAssignment}}
| <code>void LockCustomGameSetupTeamAssignment(bool bool_1)</code>
| 锁定(true)或解锁(false)队伍分配.。如果队伍分配被锁定,玩家将不再能修改队伍。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.MakeTeamLose|MakeTeamLose}}
| <code>void MakeTeamLose(int team)</code>
| 使指定队伍失败
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.NumDroppedItems|NumDroppedItems}}
| <code>int NumDroppedItems()</code>
| 返回当前掉落在地面的物品数量
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.PlayerHasCustomGameHostPrivileges|PlayerHasCustomGameHostPrivileges}}
| <code>bool PlayerHasCustomGameHostPrivileges(handle handle_1)</code>
| 返回玩家是否具有主机特权 (洗牌等)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Playtesting_UpdateAddOnKeyValues|Playtesting_UpdateAddOnKeyValues}}
| <code>void Playtesting_UpdateAddOnKeyValues()</code>
| 从磁盘数据中更新自定义英雄、单位、技能的键值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetDefeated|ResetDefeated}}
| <code>void ResetDefeated()</code>
| 遗迹摧毁后重新开始
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetToHeroSelection|ResetToHeroSelection}}
| <code>void ResetToHeroSelection()</code>
| 重新开始时选择英雄
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SendCustomMessage|SendCustomMessage}}
| <code>void SendCustomMessage(string message, int teamID, int unknown(1?))</code>
| 在左侧文本框显示一行文本,通常用来提示死亡、反补队友、买活等信息。使用严格HTML格式(>;br<;,>;u<;,>;font<;)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SendCustomMessageToTeam|SendCustomMessageToTeam}}
| <code>void SendCustomMessageToTeam(string string_1, int int_2, int int_3, int int_4)</code>
| 代表一个玩家向某个队伍发送信息。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCreepMinimapIconScale|SetCreepMinimapIconScale}}
| <code>void SetCreepMinimapIconScale(float scale)</code>
| 在小地图上缩放中立生物图标
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameAccountRecordSaveFunction|SetCustomGameAccountRecordSaveFunction}}
| <code>void SetCustomGameAccountRecordSaveFunction(handle handle_1, handle handle_2)(Preview/Unreleased) </code>
| 向句柄设置一个回调来保存玩家的账户信息。 (回调传递了玩家的ID,并应该返回一个简单的table)。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameDifficulty|SetCustomGameDifficulty}}
| <code>void SetCustomGameDifficulty(int a)</code>
| 设置自定义游戏模式难度等级
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameEndDelay|SetCustomGameEndDelay}}
| <code>void SetCustomGameEndDelay(float delay)</code>
| 设置游戏完全结束前的等待时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameSetupAutoLaunchDelay|SetCustomGameSetupAutoLaunchDelay}}
| <code>void SetCustomGameSetupAutoLaunchDelay(float float_1)</code>
| 设置自动开始前的等待时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameSetupRemainingTime|SetCustomGameSetupRemainingTime}}
| <code>void SetCustomGameSetupRemainingTime(float float_1)</code>
| 设置游戏的设置时间,0 = 立即开始 -1 = 等待直到设置完毕。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameSetupTimeout|SetCustomGameSetupTimeout}}
| <code>void SetCustomGameSetupTimeout(float float_1)</code>
| 设置设置(赛前)阶段的超时。 0 = 立即开始, -1 = 永远 (直到FinishCustomGameSetup 被调用)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameTeamMaxPlayers|SetCustomGameTeamMaxPlayers}}
| <code>void SetCustomGameTeamMaxPlayers(int int_1, int int_2)</code>
| 在设置阶段,设置某方队伍是否还能被选择加入
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessage|SetCustomVictoryMessage}}
| <code>void SetCustomVictoryMessage(string string_1)</code>
| 设置胜利信息。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessageDuration|SetCustomVictoryMessageDuration}}
| <code>void SetCustomVictoryMessageDuration(float duration)</code>
| 设置自订胜利信息将会持续多长时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetFirstBloodActive|SetFirstBloodActive}}
| <code>void SetFirstBloodActive(bool a)</code>
| 设置第一滴血是否已经产生
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGameWinner|SetGameWinner}}
| <code>void SetGameWinner(int team)</code>
| 使指定队伍胜利
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldPerTick|SetGoldPerTick}}
| <code>void SetGoldPerTick(int a)</code>
| 设置每个时间间隔获得的金币
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldTickTime|SetGoldTickTime}}
| <code>void SetGoldTickTime(float a)</code>
| 设置获得金币的时间周期
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroMinimapIconScale|SetHeroMinimapIconScale}}
| <code>void SetHeroMinimapIconScale(int iconSize)</code>
| 设置小地图英雄图标尺寸
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroRespawnEnabled|SetHeroRespawnEnabled}}
| <code>void SetHeroRespawnEnabled(bool canRespawn)</code>
| 设置是否使用默认英雄复活规则
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroSelectionTime|SetHeroSelectionTime}}
| <code>void SetHeroSelectionTime(float time)</code>
| 设置选择英雄的时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHideKillMessageHeaders|SetHideKillMessageHeaders}}
| <code>void SetHideKillMessageHeaders(bool hide)</code>
| 设置是否隐藏击杀提示。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetNianFightStartTime|SetNianFightStartTime}}
| <code>void SetNianFightStartTime(float a)</code>
| 设置年兽大战开始时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetOverlayHealthBarUnit|SetOverlayHealthBarUnit}}
| <code>void SetOverlayHealthBarUnit(handle unit, int style)</code>
| 在前端蒙版生命条上显示单位生命值
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPostGameTime|SetPostGameTime}}
| <code>void SetPostGameTime(float time)</code>
| 设置在结束游戏后服务器与玩家断线前的时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPreGameTime|SetPreGameTime}}
| <code>void SetPreGameTime(float time)</code>
| 设置选择英雄与开始游戏之间的时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneMinimapIconScale|SetRuneMinimapIconScale}}
| <code>void SetRuneMinimapIconScale(float scale)</code>
| 缩放小地图神符图标
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneSpawnTime|SetRuneSpawnTime}}
| <code>void SetRuneSpawnTime(float time)</code>
| 设置神符刷新时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSafeToLeave|SetSafeToLeave}}
| <code>void SetSafeToLeave(bool safeToLeave)</code>
| 标记游戏可安全离开
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSameHeroSelectionEnabled|SetSameHeroSelectionEnabled}}
| <code>void SetSameHeroSelectionEnabled(bool enabled)</code>
| 允许选择重复英雄
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetStartingGold|SetStartingGold}}
| <code>void SetStartingGold(int int_1)</code>
| 设置初始金钱。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTimeOfDay|SetTimeOfDay}}
| <code>void SetTimeOfDay(float time)</code>
| 设置一天中的时间(游戏时间)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTreeRegrowTime|SetTreeRegrowTime}}
| <code>void SetTreeRegrowTime(float time)</code>
| 设置树重新生长的时间(秒)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseBaseGoldBountyOnHeroes|SetUseBaseGoldBountyOnHeroes}}
| <code>void SetUseBaseGoldBountyOnHeroes(bool a)</code>
| 英雄将使用基础NPC规则来决定赏金,而不是DOTA指定规则
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseCustomHeroXPValues|SetUseCustomHeroXPValues}}
| <code>void SetUseCustomHeroXPValues(bool a)</code>
| 允许英雄提供指定数目的经验值(必须先设置)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseUniversalShopMode|SetUseUniversalShopMode}}
| <code>void SetUseUniversalShopMode(bool enabled)</code>
| 为真时,所有物品当处于任意商店范围内时都能购买到,包括秘密商店物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.State_Get|State_Get}}
| <code><> State_Get()</code>
| 获取当前游戏规则状态
|}
 
=== CToneMapControllerComponent ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SpendMana | SpendMana]]
''No Description Set''


| <code>void SpendMana(float a, handle b) </code>
{| class="standard-table" style="width: 100%;"


| 消耗魔力,可以用在技能消耗或使用物品。
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Stop | Stop]]
! 函数原型


| <code>void Stop() </code>
! 解释


| 使该单位暂停当前动作。
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SwapAbilities | SwapAbilities]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetBloomScale|GetBloomScale}}


| <code>void SwapAbilities(string a, string b, bool c, bool d) </code>
| <code>float GetBloomScale() </code>


| 交换两个技能的字段,并设置其是否生效。
| 获取该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TimeUntilNextAttack | TimeUntilNextAttack]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMaxExposure|GetMaxExposure}}


| <code>float TimeUntilNextAttack() </code>
| <code>float GetMaxExposure() </code>


| No Description Set
| 获取该光泽贴图控制器(tonemap controller)的最大曝光(max exposure)
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMinExposure|GetMinExposure}}
 
| <code>float GetMinExposure() </code>


| 获取该光泽贴图控制器(tonemap controller)的最小曝光(min exposure)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerModifierDodge | TriggerModifierDodge]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetBloomScale|SetBloomScale}}


| <code>bool TriggerModifierDodge() </code>
| <code>void SetBloomScale(float a) </code>
 
| No Description Set


| 设置该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellAbsorb | TriggerSpellAbsorb]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMaxExposure|SetMaxExposure}}


| <code>bool TriggerSpellAbsorb(handle a) </code>
| <code>void SetMaxExposure(float a) </code>


| 判断传递的技能是否会触发该单位的技能吸收
| 设置该光泽贴图控制器(tonemap controller)的最大曝光(max exposure)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.UnitCanRespawn | UnitCanRespawn]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMinExposure|SetMinExposure}}
 
| <code>void SetMinExposure(float a) </code>
 
| 设置该光泽贴图控制器(tonemap controller)的最小曝光(min exposure)
|}


| <code>bool UnitCanRespawn() </code>


| No Description Set


|}


=== CDOTA_BaseNPC_Hero ===


:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]
=== CDebugOverlayScriptHelper ===


''''
''No Description Set''


{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
Line 6,005: Line 7,434:
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.AddExperience | AddExperience]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Axis|Axis}}


| <code>bool AddExperience(float amount, bool applyBotDifficultyScaling) </code>
| <code>void Axis(Vector a, Quaternion b, float c, bool d, float e) </code>


| 给单位增加经验值
| 绘制一个轴线。在世界空间中指定出发点和方向
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.Buyback | Buyback]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Box|Box}}


| <code>void Buyback() </code>
| <code>void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code>


| 花费金钱并买活英雄
| 绘制一个世界空间轴向盒。在世界空间中指定边界
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CalculateStatBonus | CalculateStatBonus]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.BoxAngles|BoxAngles}}


| <code>void CalculateStatBonus() </code>
| <code>void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) </code>


| 英雄返回属性后,重新计算全部属性
| 在出发点绘制一个定向盒。在世界空间中指定边界
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CanEarnGold | CanEarnGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Capsule|Capsule}}


| <code>bool CanEarnGold() </code>
| <code>void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>


| 返回布尔值,买活返回金钱限制时间是否少于游戏时间(其实就是是否能够正常返回金钱.....)
| 绘制一个胶囊体。在世界空间中指定基部
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitMultikill | ClearLastHitMultikill]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Circle|Circle}}


| <code>void ClearLastHitMultikill() </code>
| <code>void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code>


| 数值存储在玩家资源(PlayerResource)中
| 绘制一个圆。在世界空间中指定中心
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitStreak | ClearLastHitStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.CircleScreenOriented|CircleScreenOriented}}


| <code>void ClearLastHitStreak() </code>
| <code>void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>


| 数值存储在玩家资源(PlayerResource)中
| 绘制一个指向屏幕的圆。在世界空间中指定中心
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearStreak | ClearStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cone|Cone}}


| <code>void ClearStreak() </code>
| <code>void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>


| 数值存储在玩家资源(PlayerResource)中
| 绘制一个线框锥形。在世界空间中指定结束点和方向
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAbilityPoints | GetAbilityPoints]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross|Cross}}


| <code>int GetAbilityPoints() </code>
| <code>void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>


| 返回未分配的技能点数
| 绘制一个对齐屏幕的十字。在世界空间中指定出发点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgility | GetAgility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3D|Cross3D}}


| <code>float GetAgility() </code>
| <code>void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>


| 返回敏捷值
| 绘制一个对齐世界的十字。在世界空间中指定出发点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgilityGain | GetAgilityGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3DOriented|Cross3DOriented}}


| <code>float GetAgilityGain() </code>
| <code>void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code>


| 返回敏捷成长
| 绘制一个指向的十字。在世界空间中指定出发点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAssists | GetAssists]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.DrawTickMarkedLine|DrawTickMarkedLine}}


| <code>int GetAssists() </code>
| <code>void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) </code>


| 返回助攻数,数值存储在玩家资源(PlayerResource)中
| 绘制一个短划线。在世界空间中指定结束点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAttacker | GetAttacker]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAttachments|EntityAttachments}}


| <code>int GetAttacker(int a) </code>
| <code>void EntityAttachments(ehandle ehandle_1, float float_2, float float_3) </code>
 
| No Description Set


| 绘制实体附件
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseAgility | GetBaseAgility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAxis|EntityAxis}}


| <code>float GetBaseAgility() </code>
| <code>void EntityAxis(ehandle a, float b, bool c, float d) </code>


| 返回基础敏捷
| 绘制实体源坐标轴
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMax | GetBaseDamageMax]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityBounds|EntityBounds}}


| <code>int GetBaseDamageMax() </code>
| <code>void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) </code>


| 返回基础攻击伤害最大值,英雄的基础攻击伤害也会受到属性影响
| 绘制实体边界
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMin | GetBaseDamageMin]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntitySkeleton|EntitySkeleton}}


| <code>int GetBaseDamageMin() </code>
| <code>void EntitySkeleton(ehandle a, float b) </code>


| 返回基础攻击伤害最小值,英雄的基础攻击伤害也会受到属性影响
| 绘制实体骨架
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseIntellect | GetBaseIntellect]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityText|EntityText}}


| <code>float GetBaseIntellect() </code>
| <code>void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) </code>


| 返回基础智力
| 在实体上绘制文本
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseStrength | GetBaseStrength]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.FilledRect2D|FilledRect2D}}


| <code>float GetBaseStrength() </code>
| <code>void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code>


| 返回基础力量
| 绘制一个2D矩形填充的屏幕空间。按照像素对齐
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat | GetBonusDamageFromPrimaryStat]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.HorzArrow|HorzArrow}}


| <code>int GetBonusDamageFromPrimaryStat() </code>
| <code>void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code>


| 返回来自主属性奖励的攻击伤害值
| 绘制一个水平箭头。在世界空间中指定结束点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCooldownTime | GetBuybackCooldownTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line|Line}}


| <code>float GetBuybackCooldownTime() </code>
| <code>void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code>


| 返回该英雄买活CD的剩余时间
| 绘制一个两点间连线
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCost | GetBuybackCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line2D|Line2D}}


| <code>int GetBuybackCost() </code>
| <code>void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code>


| 返回买活所需金钱
| 绘制一个屏幕空间中亮点间连线
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime | GetBuybackGoldLimitTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PopDebugOverlayScope|PopDebugOverlayScope}}


| <code>float GetBuybackGoldLimitTime() </code>
| <code>void PopDebugOverlayScope() </code>


| 返回买活所带来的金钱惩罚剩余时间
| 弹出蒙版分组用的标记,被标记的蒙版可被成批删除
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetCurrentXP | GetCurrentXP]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope|PushAndClearDebugOverlayScope}}


| <code>int GetCurrentXP() </code>
| <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code>


| 返回当前经验值
| 推入一个蒙版分组用的标记。删除所有使用该蒙版ID的蒙版
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeathGoldCost | GetDeathGoldCost]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushDebugOverlayScope|PushDebugOverlayScope}}


| <code>int GetDeathGoldCost() </code>
| <code>void PushDebugOverlayScope(utlstringtoken a) </code>


| 返回死亡损失金钱
| 推入一个蒙版分组用的标记。被标记的蒙版可被成批删除
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeaths | GetDeaths]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.RemoveAllInScope|RemoveAllInScope}}


| <code>int GetDeaths() </code>
| <code>void RemoveAllInScope(utlstringtoken a) </code>


| 返回死亡次数
| 移除指定标记的全部蒙版,无视其生命周期
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDenies | GetDenies]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SolidCone|SolidCone}}


| <code>int GetDenies() </code>
| <code>void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>


| 返回反补次数
| 绘制一个固体锥。在世界空间中指定出发点和方向
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGold | GetGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Sphere|Sphere}}


| <code>int GetGold() </code>
| <code>void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>


| 返回该英雄拥有者所有的金钱数量
| 绘制一个线框球体。在世界空间中指定中心
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGoldBounty | GetGoldBounty]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SweptBox|SweptBox}}


| <code>int GetGoldBounty() </code>
| <code>void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) </code>
 
| No Description Set


| 绘制一个扫描盒。在世界空间中指定结束点并在本地空间中指定边界
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetHealthRegen | GetHealthRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Text|Text}}


| <code>float GetHealthRegen() </code>
| <code>void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) </code>


| 返回每秒生命回复,英雄生命回复受到属性影响
| 绘制2D文本。在世界空间中指定出发点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed | GetIncreasedAttackSpeed]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Texture|Texture}}


| <code>float GetIncreasedAttackSpeed() </code>
| <code>void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j) </code>


| 返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响
| 绘制一个屏幕空间纹理。按照像素对齐
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellect | GetIntellect]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Triangle|Triangle}}


| <code>float GetIntellect() </code>
| <code>void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) </code>


| 返回智力值
| 绘制一个填充三角形。在世界空间中指定顶部
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellectGain | GetIntellectGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType|UnitTestCycleOverlayRenderType}}


| <code>float GetIntellectGain() </code>
| <code>void UnitTestCycleOverlayRenderType() </code>


| 返回智力成长
| 转换蒙版混合类型, 用于单位测试
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetKills | GetKills]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VectorText3D|VectorText3D}}


| <code>int GetKills() </code>
| <code>void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) </code>


| 返回击杀数,数值存储在玩家资源(PlayerResource)中
| 绘制3D文本。在世界空间中指定出发点和方向
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetLastHits | GetLastHits]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VertArrow|VertArrow}}


| <code>int GetLastHits() </code>
| <code>void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code>


| 返回正补数,数值存储在玩家资源(PlayerResource)中
| 绘制一个垂直箭头。在世界空间中指定结束点
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetManaRegen | GetManaRegen]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.YawArrow|YawArrow}}


| <code>float GetManaRegen() </code>
| <code>void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>


| 返回每秒魔法回复,英雄魔法回复受到属性影响
| 绘制一个指定偏航角的箭头。在世界空间中指定结束点
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMostRecentDamageTime | GetMostRecentDamageTime]]


| <code>float GetMostRecentDamageTime() </code>


| 返回最近一次伤害时间
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMultipleKillCount | GetMultipleKillCount]]


| <code>int GetMultipleKillCount() </code>
=== CBaseFlex ===


| 返回多杀计数
:::::extends [[#CBaseAnimating| CBaseAnimating]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumAttackers | GetNumAttackers]]
''Animated characters who have vertex flex capability (Hi hex6)''


| <code>int GetNumAttackers() </code>
{| class="standard-table" style="width: 100%;"


| No Description Set
! 函数名


|-
! 函数原型


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPhysicalArmorValue | GetPhysicalArmorValue]]
! 解释


| <code>float GetPhysicalArmorValue() </code>
| 返回护甲值,英雄护甲受到属性影响
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPlayerID | GetPlayerID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetCurrentScene|GetCurrentScene}}


| <code>int GetPlayerID() </code>
| <code>handle GetCurrentScene() </code>


| 返回英雄拥有者的ID
| 返回最早激活的场景实体的实例(如果存在的话)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryAttribute | GetPrimaryAttribute]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetSceneByIndex|GetSceneByIndex}}


| <code>int GetPrimaryAttribute() </code>
| <code>handle GetSceneByIndex(int a) </code>


| 返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力.
| 返回指定索引号的场景实体的实例
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryStatValue | GetPrimaryStatValue]]


| <code>float GetPrimaryStatValue() </code>


| 返回主属性值
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnTime | GetRespawnTime]]


| <code>float GetRespawnTime() </code>
=== CSceneEntity ===


| 返回复活时间
:::::extends [[#CBaseEntity| CBaseEntity]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen | GetStatsBasedManaRegen]]
''Choreographed scene which controls animation and/or dialog on one or more actors.''


| <code>float GetStatsBasedManaRegen() </code>
{| class="standard-table" style="width: 100%;"


| 返回属性提供的魔法回复
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStreak | GetStreak]]
! 函数原型


| <code>int GetStreak() </code>
! 解释


| 返回连杀数
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrength | GetStrength]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.AddBroadcastTeamTarget|AddBroadcastTeamTarget}}


| <code>float GetStrength() </code>
| <code>void AddBroadcastTeamTarget(int a) </code>


| 返回力量值
| 在记分板列表上增加一个组(使用索引号)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrengthGain | GetStrengthGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Cancel|Cancel}}


| <code>float GetStrengthGain() </code>
| <code>void Cancel() </code>


| 返回力量成长
| 取消场景重播
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTimeUntilRespawn | GetTimeUntilRespawn]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.EstimateLength|EstimateLength}}


| <code>float GetTimeUntilRespawn() </code>
| <code>float EstimateLength() </code>


| 返回复活所需的时间
| 返回场景长度(秒)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasAnyAvailableInventorySpace | HasAnyAvailableInventorySpace]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindCamera|FindCamera}}


| <code>bool HasAnyAvailableInventorySpace() </code>
| <code>handle FindCamera() </code>


| 返回是否有可用物品栏空间
| 获取镜头
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasFlyingVision | HasFlyingVision]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindNamedEntity|FindNamedEntity}}


| <code>bool HasFlyingVision() </code>
| <code>handle FindNamedEntity(string a) </code>


| 返回是否拥有空中视野
| 通过一个实体参照,比如!target,获取场景物体中的实际实体
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasOwnerAbandoned | HasOwnerAbandoned]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPaused|IsPaused}}


| <code>bool HasOwnerAbandoned() </code>
| <code>bool IsPaused() </code>
 
| No Description Set


| 场景是否被暂停
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasRoomForItem | HasRoomForItem]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPlayingBack|IsPlayingBack}}


| <code>int HasRoomForItem(string a, bool b, bool c) </code>
| <code>bool IsPlayingBack() </code>


| 参数: const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling
| 场景是否正播放
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HeroLevelUp | HeroLevelUp]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.LoadSceneFromString|LoadSceneFromString}}


| <code>void HeroLevelUp(bool a) </code>
| <code>bool LoadSceneFromString(string a, string b) </code>


| 升级英雄, 参数决定是否播放升级效果.
| 输入虚拟场景名和VCD字符串,载入场景
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementAssists | IncrementAssists]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.RemoveBroadcastTeamTarget|RemoveBroadcastTeamTarget}}


| <code>void IncrementAssists() </code>
| <code>void RemoveBroadcastTeamTarget(int a) </code>


| 数值存储在玩家资源(PlayerResource)中
| 从记分板列表上移除一个组(使用索引号)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDeaths | IncrementDeaths]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Start|Start}}


| <code>void IncrementDeaths() </code>
| <code>void Start(handle a) </code>


| 数值存储在玩家资源(PlayerResource)中
| 开始场景重播,参数为激活者实体(activatorEntity)
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDenies | IncrementDenies]]


| <code>void IncrementDenies() </code>


| 数值存储在玩家资源(PlayerResource)中
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementKills | IncrementKills]]


| <code>void IncrementKills(int kills) </code>
=== GridNav ===


| 增加击杀数,击杀者为当前英雄,传入ID为受害者ID。数值存储在玩家资源(PlayerResource)中
''A class that can communicate with the gridnav, useful for seeing if stuff should be able to move''
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitMultikill | IncrementLastHitMultikill]]
{| class="standard-table" style="width: 100%;"


| <code>void IncrementLastHitMultikill() </code>
! 函数名


| 数值存储在玩家资源(PlayerResource)中
! 函数原型
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHits | IncrementLastHits]]
! 解释


| <code>void IncrementLastHits() </code>
| 数值存储在玩家资源(PlayerResource)中
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.CanFindPath|CanFindPath}}
| <code>bool CanFindPath(Vector Vector_1, Vector Vector_2)</code>
| 判断是否能从某个起始点移动到某个终点。(vStart, vEnd)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.DestroyTreesAroundPoint|DestroyTreesAroundPoint}}
| <code>void DestroyTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)</code>
| 砍掉区域内所有的树。(vPosition, flRadius, bFullCollision
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.FindPathLength|FindPathLength}}
| <code>float FindPathLength(Vector Vector_1, Vector Vector_2)</code>
| 找到两点间可通过的路径,并返回路径长度。如果寻路失败,将返回-1。 float (vStart, vEnd )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GetAllTreesAroundPoint|GetAllTreesAroundPoint}}
| <code>table GetAllTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)</code>
| 以table形式返回附近所有的树木。 HSCRIPTS (vPosition, flRadius, bFullCollision).
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterX|GridPosToWorldCenterX}}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitStreak | IncrementLastHitStreak]]
| <code>float GridPosToWorldCenterX(int a) </code>


| <code>void IncrementLastHitStreak() </code>
| 获取指定X索引号的世界中心X位置(网格到世界)
 
| 数值存储在玩家资源(PlayerResource)中
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementNearbyCreepDeaths | IncrementNearbyCreepDeaths]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterY|GridPosToWorldCenterY}}


| <code>void IncrementNearbyCreepDeaths() </code>
| <code>float GridPosToWorldCenterY(int a) </code>


| 数值存储在玩家资源(PlayerResource)中
| 获取指定Y索引号的世界中心Y位置(网格到世界)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementStreak | IncrementStreak]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsBlocked|IsBlocked}}


| <code>void IncrementStreak() </code>
| <code>bool IsBlocked(Vector a) </code>


| 数值存储在玩家资源(PlayerResource)中
| 检查给定位置是否被阻挡
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsBuybackDisabledByReapersScythe | IsBuybackDisabledByReapersScythe]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsNearbyTree|IsNearbyTree}}


| <code>bool IsBuybackDisabledByReapersScythe() </code>
| <code>bool IsNearbyTree(Vector position, float radius, bool c) </code>
 


| 是否被死神镰刀禁止买活
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsReincarnating | IsReincarnating]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsTraversable|IsTraversable}}


| <code>bool IsReincarnating() </code>
| <code>bool IsTraversable(Vector a) </code>


| 是否处于重生中
| 检查给予维持是否可通过
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.KilledHero | KilledHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.RegrowAllTrees|RegrowAllTrees}}


| <code>void KilledHero(handle a, handle b) </code>
| <code>void RegrowAllTrees() </code>
 


| 参数: 英雄, 加害者
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyAgility | ModifyAgility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosX|WorldToGridPosX}}


| <code>void ModifyAgility(float a) </code>
| <code>int WorldToGridPosX(float a) </code>


| 增加指定值到英雄基础敏捷,随后调用CalculateStatBonus
| 获取指定世界X位置的X索引(世界到网格)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyGold | ModifyGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosY|WorldToGridPosY}}


| <code>int ModifyGold(int goldAmmt, bool reliable, int reason) </code>
| <code>int WorldToGridPosY(float a) </code>


| 给予英雄金钱。参数: int 金钱数, bool 是否为可靠金钱, int 原因
| 获取指定世界Y位置的Y索引(世界到网格)
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyIntellect | ModifyIntellect]]
=== Convars ===


| <code>void ModifyIntellect(float a) </code>
''No Description Set''


| 增加指定值到英雄基础智力,随后调用CalculateStatBonus
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyStrength | ModifyStrength]]


| <code>void ModifyStrength(float a) </code>
''Global accessor variable:'' <code>ConVars</code>


| 增加指定值到英雄基础力量,随后调用CalculateStatBonus
{| class="standard-table" style="width: 100%;"
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.PerformTaunt | PerformTaunt]]
! 函数名


| <code>void PerformTaunt() </code>
! 函数原型


| No Description Set
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RecordLastHit | RecordLastHit]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetBool|GetBool}}


| <code>void RecordLastHit() </code>
| <code>table GetBool(string variableName) </code>
 
| No Description Set


| GetBool(name) : 将指定的控制台变量(convar)作为boolean返回.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RespawnHero | RespawnHero]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetCommandClient|GetCommandClient}}


| <code>void RespawnHero(bool buyback, bool unknown1, bool unknown2) </code>
| <code>handle GetCommandClient() </code>
 
|


| GetCommandClient() : 返回输入该控制台指令的玩家
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetAbilityPoints | SetAbilityPoints]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetDOTACommandClient|GetDOTACommandClient}}


| <code>void SetAbilityPoints(int a) </code>
| <code>handle GetDOTACommandClient() </code>


| 设置当前可用技能点
| GetDOTACommandClient() : 返回输入该控制台智力的DOTA玩家
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseAgility | SetBaseAgility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetFloat|GetFloat}}


| <code>void SetBaseAgility(float a) </code>
| <code>table GetFloat(string name) </code>


| 设置基础敏捷
| GetFloat(name) : 将指定的控制台变量(convar)作为float返回. 不存在时返回nil
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseIntellect | SetBaseIntellect]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetInt|GetInt}}


| <code>void SetBaseIntellect(float a) </code>
| <code>table GetInt(string a) </code>


| 设置基础智力
| GetInt(name) : 将指定的控制台变量(convar)作为int返回. 不存在时返回nil
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseStrength | SetBaseStrength]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetStr|GetStr}}


| <code>void SetBaseStrength(float a) </code>
| <code>table GetStr(string variableName) </code>


| 设置基础力量
| GetStr(name) : 将指定的控制台变量(convar)作为string返回. 不存在时返回nil
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackCooldownTime | SetBuybackCooldownTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.RegisterCommand|RegisterCommand}}


| <code>void SetBuybackCooldownTime(float a) </code>
| <code>void RegisterCommand(string variableName, handle function, string helpText, int flags) </code>


| 设置买活冷却时间
| RegisterCommand(name, fn, helpString, flags) : 注册一个控制台指令.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuyBackDisabledByReapersScythe | SetBuyBackDisabledByReapersScythe]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.RegisterConvar|RegisterConvar}}


| <code>void SetBuyBackDisabledByReapersScythe(bool a) </code>
| <code>void RegisterConvar(string name, string defaultValue, string helpText, int flags) </code>


| 设置是否被死神镰刀禁止买活
| RegisterConvar(name, defaultValue, helpString, flags): 注册一个新的控制台变量.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackGoldLimitTime | SetBuybackGoldLimitTime]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetBool|SetBool}}


| <code>void SetBuybackGoldLimitTime(float a) </code>
| <code>void SetBool(string variableName, bool value) </code>


| 设置买活后金钱惩罚时间
| SetBool(name,val) : 将指定控制台变量(convar)设置为指定bool.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetCustomDeathXP | SetCustomDeathXP]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetFloat|SetFloat}}


| <code>void SetCustomDeathXP(int a) </code>
| <code>void SetFloat(string variableName, float value) </code>
 
| 设置该英雄死亡提供的经验值 Tip:需要设置GameRules!p|GameRules boolean must be set for this to work!}}


| SetFloat(name,val) : 将指定控制台变量(convar)设置为指定float.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetGold | SetGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetInt|SetInt}}


| <code>void SetGold(int amount, bool reliableGold) </code>
| <code>void SetInt(string a, int b) </code>


| 设置英雄拥有者的金钱
| SetInt(name,val) : 将指定控制台变量(convar)设置为指定int.
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPlayerID | SetPlayerID]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetStr|SetStr}}


| <code>void SetPlayerID(int a) </code>
| <code>void SetStr(string a, string b) </code>


| No Description Set
| SetStr(name,val) : 将指定控制台变量(convar)设置为指定string.
|}


|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnPosition | SetRespawnPosition]]


| <code>void SetRespawnPosition(Vector a) </code>


| No Description Set


|-
=== Vector ===


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetTimeUntilRespawn | SetTimeUntilRespawn]]
''Vector class''


| <code>void SetTimeUntilRespawn(float a) </code>


| No Description Set


|-
''Global accessor variable:'' <code>Vector(x,y,z)</code>


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual | ShouldDoFlyHeightVisual]]
{| class="standard-table" style="width: 100%;"


| <code>bool ShouldDoFlyHeightVisual() </code>
! 函数名


| No Description Set
! 函数原型
 
! 解释


|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SpendGold | SpendGold]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__add|__add}}


| <code>void SpendGold(int amount, int reason) </code>
| <code>Vector __add(Vector a, Vector b) </code>


| 参数: int 金钱, int 原因
| 重载+.矢量加运算
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UnitCanRespawn | UnitCanRespawn]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__div|__div}}


| <code>bool UnitCanRespawn() </code>
| <code>Vector __div(Vector a, Vector b) </code>
 
| No Description Set


| 重载/.矢量除运算
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UpgradeAbility | UpgradeAbility]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__eq|__eq}}


| <code>void UpgradeAbility(handle a) </code>
| <code>bool __eq(Vector a, Vector b) </code>


| 升级指定技能,需要英雄拥有该技能和技能点
| 重载==.矢量比较运算
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.WillReincarnate | WillReincarnate]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__len|__len}}


| <code>bool WillReincarnate() </code>
| <code>float __len() </code>


| No Description Set
| 重载#返回矢量长度
|-


|}
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__mul|__mul}}


| <code>Vector __mul(Vector a, Vector b) </code>


| 重载*返回矢量乘运算
|-


| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__sub|__sub}}


| <code>Vector __sub(Vector a, Vector b) </code>


=== CDOTA_BaseNPC_Creature ===
| 重载-.矢量减运算
|-


:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__tostring|__tostring}}


''No Description Set''
| <code>string __tostring() </code>


{| class="standard-table" style="width: 100%;"
| 重载..转换矢量为字符串
|-


! 函数名
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__unm|__unm}}


! 函数原型
| <code>Vector __unm() </code>
 
! 解释


| 重载- operator
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.AddItemDrop | AddItemDrop]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Cross|Cross}}


| <code>void AddItemDrop(handle a) </code>
| <code>Vector Cross(Vector a, Vector b) </code>


| 为该生物添加特别的道具掉落
| 矢量叉积
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.CreatureLevelUp | CreatureLevelUp]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Dot|Dot}}


| <code>void CreatureLevelUp(int a) </code>
| <code>float Dot(Vector a, Vector b) </code>


| 升级目标生物指定级别
| 矢量点积
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.IsChampion | IsChampion]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Length|Length}}


| <code>bool IsChampion() </code>
| <code>float Length() </code>


| 是否为冠军生物
| 矢量长度(模)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetArmorGain | SetArmorGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Length2D|Length2D}}


| <code>void SetArmorGain(float a) </code>
| <code>float Length2D() </code>


| 设置该生物每级增加的护甲
| 矢量XY平面上长度(模)
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetAttackTimeGain | SetAttackTimeGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Normalized|Normalized}}


| <code>void SetAttackTimeGain(float a) </code>
| <code>Vector Normalized() </code>


| 设置该生物每级增加的攻击速度
| 返回单位矢量
|-
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetBountyGain | SetBountyGain]]


| <code>void SetBountyGain(int a) </code>


| 设置该生物每级增加的奖励金币
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetChampion | SetChampion]]


| <code>void SetChampion(bool a) </code>
=== CDOTA_MapTree ===


| 将该生物标记为冠军生物
:::::extends [[#CBaseEntity| CBaseEntity]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDamageGain | SetDamageGain]]
''A tree on the map''


| <code>void SetDamageGain(int a) </code>
{| class="standard-table" style="width: 100%;"


| 设置该生物每级增加的攻击伤害
! 函数名
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDisableResistanceGain | SetDisableResistanceGain]]
! 函数原型


| <code>void SetDisableResistanceGain(float a) </code>
! 解释


| 设置该生物每级增加的控制抗性
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPGain | SetHPGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDown|CutDown}}


| <code>void SetHPGain(int a) </code>
| <code>void CutDown(int TeamNumberKnownTo ) </code>
 
| 砍掉这棵树


| 设置该生物每级增加的生命值
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPRegenGain | SetHPRegenGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDownRegrowAfter|CutDownRegrowAfter}}


| <code>void SetHPRegenGain(float a) </code>
| <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code>
 
| 砍掉这棵树,一段时间后再生


| 设置该生物每级增加的生命回复
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMagicResistanceGain | SetMagicResistanceGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.GrowBack|GrowBack}}
 
| <code>void GrowBack() </code>


| <code>void SetMagicResistanceGain(float a) </code>
| 再生一棵被砍掉的树


| 设置该生物每级增加的魔法抗性
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaGain | SetManaGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.IsStanding|IsStanding}}


| <code>void SetManaGain(int a) </code>
| <code>bool IsStanding() </code>


| 设置该生物每级增加的魔法值
| 如果树站立着返回true,如果被砍掉返回false
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaRegenGain | SetManaRegenGain]]
|}


| <code>void SetManaRegenGain(float a) </code>
=== CDOTA_SimpleObstruction ===


| 设置该生物每级增加的魔法回复
:::::extends [[#CBaseEntity| CBaseEntity]]
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMoveSpeedGain | SetMoveSpeedGain]]
''An obstruction on the map that effects the gridnav''


| <code>void SetMoveSpeedGain(int a) </code>
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释


| 设置该生物每级增加的移动速度
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetXPGain | SetXPGain]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.IsEnabled|IsEnabled}}


| <code>void SetXPGain(int a) </code>
| <code>bool IsEnabled() </code>


| 设置该生物每级增加的经验值
| Returns whether the obstruction is currently active
|}


|-


| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.SetEnabled|SetEnabled}}


| <code>void SetEnabled(bool enabled, bool b) </code>


| Enable or disable the obstruction


=== CDOTA_BaseNPC_Building ===
|}


=== CDOTA_Unit_Courier ===
:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]
:::::extends [[#CDOTA_BaseNPC| CDOTA_BaseNPC]]
 
''信使类。''
''No Description Set''


{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
Line 6,784: Line 8,197:


! 解释  
! 解释  
|-
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.GetInvulnCount | GetInvulnCount]]
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Courier.UpgradeToFlyingCourier|UpgradeToFlyingCourier}}
 
| <code>int GetInvulnCount() </code>


| 返回建筑无敌计数
| <code>bool UpgradeToFlyingCourier()</code>
|-


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.SetInvulnCount | SetInvulnCount]]
| 升级为飞行信使。
 
| <code>void SetInvulnCount(int a) </code>
 
| 设置建筑无敌计数
|}
|}


 
=== CDOTA_Ability_DataDriven ===
 
 
 
=== CRPG_Unit ===
 
''No Description Set''
''No Description Set''


''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
 
! 函数
! 函数名
 
! 函数原型  
! 函数原型  
! 解释  
! 解释  
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_DataDriven.ApplyDataDrivenModifier|ApplyDataDrivenModifier}}
| <code>handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable) </code>
| 获取单位的攻击力。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_DataDriven.ApplyDataDrivenThinker|ApplyDataDrivenThinker}}
| <code>handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) </code>
| 在指定地点应用一个数据驱动thinker。
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ActionState | ActionState]]
=== CBaseModelEntity ===
''No Description Set''


| <code>handle ActionState() </code>
''Global accessor variable:'' <code>Unknown</code>
 
{| class="standard-table" style="width: 100%;"
| 返回该单位的ActionState物体
! Function
! Signature
! Description
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetLightGroup|SetLightGroup}}
| <code>void SetLightGroup(string pLightGroup) </code>
| SetLightGroup( string ): 设置实体所属的光照组。
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetModel|SetModel}}
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ClearMovementTarget | ClearMovementTarget]]
| <code>void SetModel(string pModelName) </code>
 
| 设置模型
| <code>void ClearMovementTarget() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetRenderColor|SetRenderColor}}
| 清除移动目标实体或点
| <code>void SetRenderColor(int r, int g, int b) </code>
| SetRenderColor( r, g, b ): 设置实体的渲染颜色。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetRenderMode|SetRenderMode}}
| <code>void SetRenderMode(int nMode) </code>
| SetRenderMode( int ): 设置实体的渲染模式。
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetSize|SetSize}}
| <code>void SetSize(Vector mins, Vector maxs) </code>
| 设置尺寸。
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.FindSensedEnemies | FindSensedEnemies]]


| <code>table FindSensedEnemies() </code>
=== CCustomGameEventManager ===
''No Description Set''


| 返回该单位视野锥或感应球体内所有敌方单位列表
''全局变量:'' <code>CustomGameEventManager</code>
{| class="standard-table" style="width: 100%;"
! Function
! Signature
! Description
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.RegisterListener|RegisterListener}}
| <code>int RegisterListener(string string_1, handle handle_2) </code>
| ( string EventName, func CallbackFunction ) - 监听指定自定义事件,注册一个回调函数,在指定事件触发时被调用。返回一个监听者ID用来在以后取消监听。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.Send_ServerToAllClients|Send_ServerToAllClients}}
| <code>void Send_ServerToAllClients(string string_1, handle handle_2) </code>
| ( string EventName, table EventData )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.Send_ServerToPlayer|Send_ServerToPlayer}}
| <code>void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3) </code>
| ( Entity Player, string EventName, table EventData )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.Send_ServerToTeam|Send_ServerToTeam}}
| <code>void Send_ServerToTeam(int int_1, string string_2, handle handle_3) </code>
| ( int TeamNumber, string EventName, table EventData )
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.UnregisterListener|UnregisterListener}}
| <code>void UnregisterListener(int int_1) </code>
| ( int ListnerID ) - 对指定的监听者取消监听。
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxSpeed | GetMaxSpeed]]
=== CCustomNetTableManager ===
''No Description Set''


| <code>float GetMaxSpeed() </code>
''Global accessor variable:'' <code>CustomNetTables</code>
 
{| class="standard-table" style="width: 100%;"
| 返回最大移动速度
! Function
! Signature
! Description
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomNetTableManager.GetTableValue|GetTableValue}}
| <code>handle GetTableValue(string string_1, string string_2) </code>
| ( string TableName, string KeyName )
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CCustomNetTableManager.SetTableValue|SetTableValue}}
| <code>bool SetTableValue(string string_1, string string_2, handle handle_3) </code>
| ( string TableName, string KeyName, script_table Value )
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxStamina | GetMaxStamina]]


| <code>float GetMaxStamina() </code>
=== CDOTATutorial ===
''No description Set''


| 返回最大耐力值
''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
! 函数
! 函数原型
! 解释
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.AddBot|AddBot}}
| <code>bool AddBot(string string_1, string string_2, string string_3, bool bool_4)</code>
| 添加一个由电脑控制的机器人。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.AddQuest|AddQuest}}
| <code>void AddQuest(string string_1, int int_2, string string_3, string string_4)</code>
| 向任务日志中添加一个任务。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.AddShopWhitelistItem|AddShopWhitelistItem}}
| <code>void AddShopWhitelistItem(string string_1)</code>
| 向商店白名单中添加一个物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.CompleteQuest|CompleteQuest}}
| <code>void CompleteQuest(string string_1)</code>
| 完成一个任务。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.CreateLocationTask|CreateLocationTask}}
| <code>void CreateLocationTask(Vector Vector_1)</code>
| 增加一个移动到指定地点的任务。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.EnableCreepAggroViz|EnableCreepAggroViz}}
| <code>void EnableCreepAggroViz(bool bool_1)</code>
| 当小兵对英雄产生仇恨时提醒玩家。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.EnablePlayerOffscreenTip|EnablePlayerOffscreenTip}}
| <code>void EnablePlayerOffscreenTip(bool bool_1) </code>
| 启用提醒玩家找到其英雄的提示。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.EnableTowerAggroViz|EnableTowerAggroViz}}
| <code>void EnableTowerAggroViz(bool bool_1)</code>
| 当防御塔对英雄产生仇恨时提醒玩家。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.FinishTutorial|FinishTutorial}}
| <code>void FinishTutorial()</code>
| 结束教程。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.ForceGameStart|ForceGameStart}}
| <code>void ForceGameStart()</code>
| 强制开始游戏。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.GetTimeFrozen|GetTimeFrozen}}
| <code>bool GetTimeFrozen()</code>
| 返回时间是否停止。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.IsItemInWhiteList|IsItemInWhiteList}}
| <code>bool IsItemInWhiteList(string string_1)</code>
| 返回物品是否在白名单中。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.RemoveShopWhitelistItem|RemoveShopWhitelistItem}}
| <code>void RemoveShopWhitelistItem(string string_1)</code>
| 从白名单中移除一个物品。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SelectHero|SelectHero}}
| <code>void SelectHero(string string_1)</code>
| 为本地玩家选取一个英雄。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SelectPlayerTeam|SelectPlayerTeam}}
| <code>void SelectPlayerTeam(string string_1)</code>
| 为本地玩家选取一个队伍。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetItemGuide|SetItemGuide}}
| <code>void SetItemGuide(string string_1) </code>
| 设置当前的物品指南。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetOrModifyPlayerGold|SetOrModifyPlayerGold}}
| <code>void SetOrModifyPlayerGold(int int_1, bool bool_2)</code>
| 为教学中的玩家设置金钱数目(设置或修改), (int) GoldAmount, (bool) true=进行设置, false=进行修改。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetQuickBuy|SetQuickBuy}}
| <code>void SetQuickBuy(string string_1)</code>
| 设置快速购买。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetShopOpen|SetShopOpen}}
| <code>void SetShopOpen(bool bool_1)</code>
| 设置打开/关闭商店。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTimeFrozen|SetTimeFrozen}}
| <code>void SetTimeFrozen(bool bool_1)</code>
| 设置是否停止时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTutorialConvar|SetTutorialConvar}}
| <code>void SetTutorialConvar(string string_1, string string_2)</code>
| Set a tutorial convar
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTutorialUI|SetTutorialUI}}
| <code>void SetTutorialUI(int int_1)</code>
| 设置教学UI,以简化界面并突出一些元素。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetWhiteListEnabled|SetWhiteListEnabled}}
| <code>void SetWhiteListEnabled(bool bool_1)</code>
| 设置是否将商店物品加入白名单。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.StartTutorialMode|StartTutorialMode}}
| <code>void StartTutorialMode() </code>
| 初始化教学模式。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.UpgradePlayerAbility|UpgradePlayerAbility}}
| <code>void UpgradePlayerAbility(string string_1)</code>
| 为本地英雄升级某个技能。
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMovementTargetEntity | GetMovementTargetEntity]]
=== CDOTA_Ability_Lua ===
''No Description Set''


| <code>handle GetMovementTargetEntity() </code>
''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
! 函数
! 函数原型
! 解释
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResult|CastFilterResult}}
| <code>int CastFilterResult()</code>
| 判断一个无目标的命令是否有效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResultLocation|CastFilterResultLocation}}
| <code>int CastFilterResultLocation(Vector vLocation)</code>
| (Vector vLocation)判断一个作用于某个地点的命令是否有效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResultTarget|CastFilterResultTarget}}
| <code>int CastFilterResultTarget(handle hTarget)</code>
| (HSCRIPT hTarget) 判断一个作用于某个单位的命令是否有效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}}
| <code>string GetAssociatedPrimaryAbilities()</code>
| 获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}}
| <code>string GetAssociatedSecondaryAbilities()</code>
| Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetBehavior|GetBehavior}}
| <code>int GetBehavior()</code>
| 返回技能的施法动作类型
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCastAnimation|GetCastAnimation}}
| <code>int GetCastAnimation()</code>
| 返回技能的施法动画
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCastRange|GetCastRange}}
| <code>int GetCastRange(Vector vLocation, handle hTarget)</code>
| 返回技能的施法范围
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetChannelAnimation|GetChannelAnimation}}
| <code>int GetChannelAnimation()</code>
| 返回技能的持续施法动画
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}}
| <code>int GetChannelledManaCostPerSecond(int iLevel)</code>
| 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetChannelTime|GetChannelTime}}
| <code>float GetChannelTime()</code>
| 返回技能的持续施法时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetConceptRecipientType|GetConceptRecipientType}}
| <code>int GetConceptRecipientType()</code>
| 返回该技能被释放时将听到语音的单位
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCooldown|GetCooldown}}
| <code>float GetCooldown(int iLevel)</code>
| 返回技能的CD
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastError|GetCustomCastError}}
| <code>string GetCustomCastError()</code>
| 返回一条失效的无目标命令的错误信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastErrorLocation|GetCustomCastErrorLocation}}
| <code>string GetCustomCastErrorLocation(Vector vLocation)</code>
| (Vector vLocation) 返回一条失效的作用于地点的命令的错误信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastErrorTarget|GetCustomCastErrorTarget}}
| <code>string GetCustomCastErrorTarget(handle hTarget)</code>
| (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetGoldCost|GetGoldCost}}
| <code>int GetGoldCost(int iLevel)</code>
| 返回某等级的金钱花费(当前为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetIntrinsicModifierName|GetIntrinsicModifierName}}
| <code>string GetIntrinsicModifierName()</code>
| 返回被该技能被动施加的Mordifier
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetManaCost|GetManaCost}}
| <code>int GetManaCost(int iLevel)</code>
| 返回某等级的魔法消耗(当前为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetPlaybackRateOverride|GetPlaybackRateOverride}}
| <code>float GetPlaybackRateOverride()</code>
| 返回施法动画的播放速度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsHiddenAbilityCastable|IsHiddenAbilityCastable}}
| <code>bool IsHiddenAbilityCastable()</code>
| 返回当该技能不在动作面板上时是否能使用
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsHiddenWhenStolen|IsHiddenWhenStolen}}
| <code>bool IsHiddenWhenStolen()</code>
| 返回该技能被技能窃取后是否是隐藏的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsRefreshable|IsRefreshable}}
| <code>bool IsRefreshable()</code>
| 返回该技能是否能被刷新球刷新
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsStealable|IsStealable}}
| <code>bool IsStealable()</code>
| 返回该技能是否能被窃取
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}}
| <code>void OnAbilityPhaseInterrupted()</code>
| 施法被打断
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnAbilityPhaseStart|OnAbilityPhaseStart}}
| <code>bool OnAbilityPhaseStart()</code>
| 施法开始(施法成功时返回True)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnChannelFinish|OnChannelFinish}}
| <code>void OnChannelFinish(bool bInterrupted)</code>
| (bool bInterrupted) 持续施法完成
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnChannelThink|OnChannelThink}}
| <code>void OnChannelThink(float flInterval)</code>
| (float flInterval) 持续施法开始
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}}
| <code>void OnHeroCalculateStatBonus()</code>
| 施法者(仅限英雄)升级,得到技能加点, 或 received a new stat bonus.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroDiedNearby|OnHeroDiedNearby}}
| <code>void OnHeroDiedNearby(handle unit, handle attacker, handle table)</code>
| 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroLevelUp|OnHeroLevelUp}}
| <code>void OnHeroLevelUp()</code>
| 施法者升级
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnInventoryContentsChanged|OnInventoryContentsChanged}}
| <code>void OnInventoryContentsChanged()</code>
| 施法者物品库存发生变化
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnItemEquipped|OnItemEquipped}}
| <code>void OnItemEquipped(handle hItem)</code>
| ( HSCRIPT hItem ) 施法者装备了物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnOwnerDied|OnOwnerDied}}
| <code>void OnOwnerDied()</code>
| 施法者死亡
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnOwnerSpawned|OnOwnerSpawned}}
| <code>void OnOwnerSpawned()</code>
| 施法者第一次出生或重生
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileHit|OnProjectileHit}}
| <code>bool OnProjectileHit(handle hTarget, Vector vLocation)</code>
| (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileHit_ExtraData|OnProjectileHit_ExtraData}}
| <code>bool OnProjectileHit_ExtraData(handle hTarget, Vector vLocation, handle table)</code>
| (HSCRIPT hTarget, Vector vLocation, table kv) 投射物撞击到某目标或者到达指定位置 (目标不可用)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileThink|OnProjectileThink}}
| <code>void OnProjectileThink(Vector vLocation)</code>
| (Vector vLocation) 投射物正在运动
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileThink_ExtraData|OnProjectileThink_ExtraData}}
| <code>void OnProjectileThink_ExtraData(Vector vLocation, handle table)</code>
| (Vector vLocation, table kv ) 投射物正在运动
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnSpellStart|OnSpellStart}}
| <code>void OnSpellStart()</code>
| 施法前摇结束,技能效果开始
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnStolen|OnStolen}}
| <code>void OnStolen(handle hSourceAbility)</code>
| ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnToggle|OnToggle}}
| <code>void OnToggle()</code>
| Ability is toggled on/off.  技能被开启/关闭
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnUnStolen|OnUnStolen}}
| <code>void OnUnStolen()</code>
| 当技能未被(成功)窃取时,进行的某特殊行为
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnUpgrade|OnUpgrade}}
| <code>void OnUpgrade()</code>
| 技能升级
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.ProcsMagicStick|ProcsMagicStick}}
| <code>bool ProcsMagicStick() </code>
| 返回该技能是否会增加周围单位的魔棒点数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.SpeakTrigger|SpeakTrigger}}
| <code>int SpeakTrigger()</code>
| 返回所使用的语音类型
|}
=== CDOTA_CustomUIManager ===
''No Description Set''


| 返回移动目标实体,如果已经设置移动目标实体
''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
! 函数
! 函数原型
! 解释
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_Create|DynamicHud_Create}}
| <code>void DynamicHud_Create(int int_1, string string_2, string string_3, handle handle_4)</code>
| 为某玩家建立一个新的自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID /* should be unique */, string LayoutFileName, table DialogVariables /* can be nil */ )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_Destroy|DynamicHud_Destroy}}
| <code>void DynamicHud_Destroy(int int_1, string string_2)</code>
| 删除一个自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_SetDialogVariables|DynamicHud_SetDialogVariables}}
| <code>void DynamicHud_SetDialogVariables(int int_1, string string_2, handle handle_3)</code>
| 为已有的用户界面元素添加/修改一个会话变量。( int PlayerID /*-1 means everyone*/, string ElementID, table DialogVariables )
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_SetVisible|DynamicHud_SetVisible}}
| <code>void DynamicHud_SetVisible(int int_1, string string_2, bool bool_3)</code>
| 切换已有的用户见面元素的可见性。 ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible )
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSensingSphereRange | GetSensingSphereRange]]
=== CPropHMDAvatar ===
''No Description Set''


| <code>float GetSensingSphereRange() </code>
''Global accessor variable:'' <code>Unknown</code>
 
{| class="standard-table" style="width: 100%;"
| 返回单位的360度感应球体范围
! 函数
! 函数原型
! 解释
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CPropHMDAvatar.GetVRHand|GetVRHand}}
| <code>handle GetVRHand(int nHandID) </code>
| 根据ID获取VR
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeAngle | GetSightConeAngle]]
=== CPropVRHand ===
''No Description Set''


| <code>float GetSightConeAngle() </code>
''Global accessor variable:'' <code>Unknown</code>
 
{| class="standard-table" style="width: 100%;"
| 返回单位视野锥的夹角
! 函数
! 函数原型
! 解释
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CPropVRHand.GetAttachment|GetAttachment}}
| <code>handle GetAttachment() </code>
| 获取这只手上的附件。
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CPropVRHand.SetAttachment|SetAttachment}}
| <code>void SetAttachment(handle hAttachment) </code>
| 设置这只手上的附件。
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeRange | GetSightConeRange]]
=== CDOTA_Buff ===
''No Description Set''


| <code>float GetSightConeRange() </code>
''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
! 函数
! 函数原型
! 解释
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.AddParticle|AddParticle}}
| <code>void AddParticle(int i, bool bDestroyImmediately, bool bStatusEffect, int iPriority, bool bHeroEffect, bool bOverheadEffect)(index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect) </code>
| 增加粒子。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.DecrementStackCount|DecrementStackCount}}
| <code>void DecrementStackCount()</code>
| 将Mordifier的叠加层数-1
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.Destroy|Destroy}}
| <code>void Destroy()</code>
| 运行所有相关的移除函数来移除这个Mordifier。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.ForceRefresh|ForceRefresh}}
| <code>void ForceRefresh()</code>
| 运行所有相关的刷新函数,使Mordifier恢复到初始
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetAbility|GetAbility}}
| <code>handle GetAbility()</code>
| 获取产生这个Mordifier的技能。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetCaster|GetCaster}}
| <code>handle GetCaster()</code>
| 获取产生这个Mordifier的单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetClass|GetClass}}
| <code>string GetClass()</code>
| 获取这个Mordifier所属的类。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetCreationTime|GetCreationTime}}
| <code>float GetCreationTime()</code>
| 获取这个Mordifier的创建时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetDieTime|GetDieTime}}
| <code>float GetDieTime()</code>
| 获取这个Mordifier的终止时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetDuration|GetDuration}}
| <code>float GetDuration()</code>
| 获取这个Mordifier的持续时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetElapsedTime|GetElapsedTime}}
| <code>float GetElapsedTime()</code>
| 获取这个Mordifier的消失时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetName|GetName}}
| <code>string GetName()</code>
| 获取这个Mordifier的名称。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetParent|GetParent}}
| <code>handle GetParent()</code>
| 获取这个Mordifier所继承的单位。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetRemainingTime|GetRemainingTime}}
| <code>float GetRemainingTime()</code>
| 获取这个Mordifier的剩余时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetStackCount|GetStackCount}}
| <code>int GetStackCount() </code>
| 获取这个Mordifier的叠加层数。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.IncrementStackCount|IncrementStackCount}}
| <code>void IncrementStackCount()Increase this modifier's stack count by 1. </code>
| 使Mordifier的叠加层数+1。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.SetDuration|SetDuration}}
| <code>void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients) </code>
| 设置持续时间。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.SetStackCount|SetStackCount}}
| <code>void SetStackCount(int iCount)</code>
| 设置叠加层数。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.StartIntervalThink|StartIntervalThink}}
| <code>void StartIntervalThink(float flInterval)</code>
| 开始Mordifier的计时功能 (OnIntervalThink) ,根据给定的间隔 (float)。 值-1将会停止这个功能。
|}


| 返回单位视野锥的范围
=== CDOTA_Modifier_Lua ===
|-
''No Description Set''


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetStamina | GetStamina]]
''Global accessor variable:'' <code>Unknown</code>
 
{| class="standard-table" style="width: 100%;"
| <code>float GetStamina() </code>
! 函数
 
! 函数原型
| 返回当前耐力值
! 解释
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.AllowIllusionDuplicate|AllowIllusionDuplicate}}
| <code>bool AllowIllusionDuplicate()</code>
| 幻象是否继承这个Mordifier
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.DestroyOnExpire|DestroyOnExpire}}
| <code>bool DestroyOnExpire()</code>
| Buff是否会在Mordifier到期时被移除
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAttributes|GetAttributes}}
| <code>int GetAttributes()</code>
| 返回被应用到Mordifier上的属性类别
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraEntityReject|GetAuraEntityReject}}
| <code>bool GetAuraEntityReject(handle hEntity)</code>
| 返回实体是否在某些条件下获得光环
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraRadius|GetAuraRadius}}
| <code>int GetAuraRadius()</code>
| 返回光环半径
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchFlags|GetAuraSearchFlags}}
| <code>int GetAuraSearchFlags()</code>
| 返回光环施加效果时的Flag
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchTeam|GetAuraSearchTeam}}
| <code>int GetAuraSearchTeam()</code>
| 返回光环效果将施加的队伍
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchType|GetAuraSearchType}}
| <code>int GetAuraSearchType()</code>
| 返回光环效果将施加的单位类型
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetEffectAttachType|GetEffectAttachType}}
| <code>int GetEffectAttachType()</code>
| 通过GetEffectName获取将添加的粒子特效类型
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetEffectName|GetEffectName}}
| <code>string GetEffectName()</code>
| 返回Mordifier运行时所产生的粒子特效的名称
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetHeroEffectName|GetHeroEffectName}}
| <code>string GetHeroEffectName()</code>
| 返回Mordifier运行时所产生的英雄粒子特效的名称
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetModifierAura|GetModifierAura}}
| <code>string GetModifierAura()</code>
| 返回这个Mordifier将施加的二级Mordifier 名称(如果一级Mordifier是光环)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetStatusEffectName|GetStatusEffectName}}
| <code>string GetStatusEffectName()</code>
| 返回Mordifier运行时所产生的状态粒子特效的名称
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetTexture|GetTexture}}
| <code>string GetTexture()</code>
| 返回Mordifier的图标
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.HeroEffectPriority|HeroEffectPriority}}
| <code>int HeroEffectPriority()</code>
| 英雄特效的显示优先级 (更高的数字在Buff栏中被优先显示)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsAura|IsAura}}
| <code>bool IsAura()</code>
| 这个Mordifier是否是光环
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsAuraActiveOnDeath|IsAuraActiveOnDeath}}
| <code>bool IsAuraActiveOnDeath()</code>
| 返回携带单位死后其光环是否有效
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsDebuff|IsDebuff}}
| <code>bool IsDebuff()</code>
| 返回这个Mordifier是否是Debuff
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsHidden|IsHidden}}
| <code>bool IsHidden()</code>
| 返回这个Mordifier是否在状态栏中显示
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsPurgable|IsPurgable}}
| <code>bool IsPurgable()</code>
| 返回这个Mordifier是否能被清除
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsPurgeException|IsPurgeException}}
| <code>bool IsPurgeException()</code>
| 返回这个Mordifier是否能被强力驱散清除
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsStunDebuff|IsStunDebuff}}
| <code>bool IsStunDebuff()</code>
|  返回这个Mordifier是否是眩晕类Debuff
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnCreated|OnCreated}}
| <code>void OnCreated(handle table)</code>
|  在Mordifier被创建时运行
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnDestroy|OnDestroy}}
| <code>void OnDestroy()</code>
| 在Mordifier清楚时运行
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnIntervalThink|OnIntervalThink}}
| <code>void OnIntervalThink()</code>
| 当计时器间隔开始时
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnRefresh|OnRefresh}}
| <code>void OnRefresh(handle table)</code>
| 当Mordifier被刷新时运行
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.RemoveOnDeath|RemoveOnDeath}}
| <code>bool RemoveOnDeath()</code>
| 返回持有者死亡时Mordifier是否被移除
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.StatusEffectPriority|StatusEffectPriority}}
| <code>int StatusEffectPriority()</code>
| 状态特效的显示优先级 (更高的数字在Buff栏中被优先显示)
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetTurnRate | GetTurnRate]]
=== CDOTA_Modifier_Lua_Horizontal_Motion ===
''No Description Set''


| <code>float GetTurnRate() </code>
''Global accessor variable:'' <code>Unknown</code>
 
{| class="standard-table" style="width: 100%;"
| 返回单位转身速度,单位为度每秒
! 函数
! 函数原型
! 解释
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.ApplyHorizontalMotionController|ApplyHorizontalMotionController}}
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetUnitName | GetUnitName]]
| <code>bool ApplyHorizontalMotionController() </code>
 
| 启动水平运动控制器的特效。启动成功后返回True。
| <code>string GetUnitName() </code>
 
| 返回单位名字
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.GetPriority|GetPriority}}
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GrantItem | GrantItem]]
| <code>int GetPriority() </code>
 
| 获取优先级。
| <code>void GrantItem(string a, bool b) </code>
 
| 授予单位物品
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.OnHorizontalMotionInterrupted|OnHorizontalMotionInterrupted}}
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsBlocking | IsBlocking]]
| <code>void OnHorizontalMotionInterrupted() </code>
 
| 当运动被打断时进行回调。
| <code>bool IsBlocking() </code>
 
| 单位是否正在格挡(不确定)
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.SetPriority|SetPriority}}
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsFacing | IsFacing]]
| <code>void SetPriority(int nMotionPriority) </code>
 
| 设置优先级。
| <code>bool IsFacing(Vector a, float b) </code>
 
| 参数为(Vector目标点,float允许角度差)如果单位朝向目标角度低于角度差则返还true
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.UpdateHorizontalMotion|UpdateHorizontalMotion}}
| <code>void UpdateHorizontalMotion(handle me, float dt) </code>
| 根据给定的间隔对NPC施加水平运动
|}


| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetBlocking | SetBlocking]]
=== CDOTA_Modifier_Lua_Motion_Both ===
 
''No Description Set''
| <code>void SetBlocking(bool a) </code>
 
| 设置单位格挡状态(不确定)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMaxSpeed | SetMaxSpeed]]
 
| <code>void SetMaxSpeed(float a) </code>
 
| 设置单位最大速度
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetEntity | SetMovementTargetEntity]]
 
| <code>void SetMovementTargetEntity(handle a, float b) </code>
 
| 参数为(目标实体,跟随范围)单位向目标实体移动直到抵达指定范围内
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetPosition | SetMovementTargetPosition]]
 
| <code>void SetMovementTargetPosition(Vector a, float b) </code>
 
| 参数为(目标点,跟随范围)单位向目标点移动直到抵达指定范围内
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSensingSphereRange | SetSensingSphereRange]]
 
| <code>void SetSensingSphereRange(float a) </code>
 
| 设置单位的360度感应球体范围
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeAngle | SetSightConeAngle]]
 
| <code>void SetSightConeAngle(float a) </code>
 
| 设置单位的视野锥夹角
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeRange | SetSightConeRange]]
 
| <code>void SetSightConeRange(float a) </code>
 
| 设置单位的视野锥范围
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetTurnRate | SetTurnRate]]
 
| <code>void SetTurnRate(float a) </code>
 
| 设置单位转向速率(度每秒)
|}
 
 
 
 
 
=== CDOTABaseGameMode ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClientLoadGridNav | ClientLoadGridNav]]
 
| <code>void ClientLoadGridNav() </code>
 
| 通知客户端需要载入网格信息,可用于允许客户端确定允许建筑的区域等
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerInventory | SetAlwaysShowPlayerInventory]]
 
| <code>void SetAlwaysShowPlayerInventory(bool a) </code>
 
| 在HUD中显示玩家英雄的物品栏,不管选择了哪个单位
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAnnouncerDisabled | SetAnnouncerDisabled]]
 
| <code>void SetAnnouncerDisabled(bool enabled) </code>
 
| Disables the dota announcer
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotThinkingEnabled | SetBotThinkingEnabled]]
 
| <code>void SetBotThinkingEnabled(bool a) </code>
 
| 允许/禁止机器人思考,需要与Dota PvP高度相似的三路线地图、商店等
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBuybackEnabled | SetBuybackEnabled]]
 
| <code>void SetBuybackEnabled(bool a) </code>
 
| 完全允许/禁止买活
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCameraDistanceOverride | SetCameraDistanceOverride]]
 
| <code>void SetCameraDistanceOverride(float a) </code>
 
| 设置默认的镜头距离。Dota默认为1134
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCooldownEnabled | SetCustomBuybackCooldownEnabled]]
 
| <code>void SetCustomBuybackCooldownEnabled(bool a) </code>
 
| 开启该选项来允许自定义买活冷却时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCostEnabled | SetCustomBuybackCostEnabled]]
 
| <code>void SetCustomBuybackCostEnabled(bool a) </code>
 
| 开启该选项来允许自定义买活花费
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomHeroMaxLevel | SetCustomHeroMaxLevel]]
 
| <code>void SetCustomHeroMaxLevel(int maxLevel) </code>
 
| 定义最大英雄等级(默认为25)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomXPRequiredToReachNextLevel | SetCustomXPRequiredToReachNextLevel]]
 
| <code>void SetCustomXPRequiredToReachNextLevel(handle a) </code>
 
| 定义英雄经验值表(table)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFixedRespawnTime | SetFixedRespawnTime]]
 
| <code>void SetFixedRespawnTime(float time) </code>
 
| Sets the dota respawn time.  -1 for default behavior
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFogOfWarDisabled | SetFogOfWarDisabled]]
 
| <code>void SetFogOfWarDisabled(bool a) </code>
 
| 开关战争迷雾
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetGoldSoundDisabled | SetGoldSoundDisabled]]
 
| <code>void SetGoldSoundDisabled(bool a) </code>
 
| 是否禁止获取金钱时的声音提示
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetOverrideSelectionEntity | SetOverrideSelectionEntity]]
 
| <code>void SetOverrideSelectionEntity(handle unit) </code>
 
| 覆盖默认选择实体,替代所有玩家的英雄
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRecommendedItemsDisabled | SetRecommendedItemsDisabled]]
 
| <code>void SetRecommendedItemsDisabled(bool a) </code>
 
| 是否禁止显示商店中的推荐购买物品
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRemoveIllusionsOnDeath | SetRemoveIllusionsOnDeath]]
 
| <code>void SetRemoveIllusionsOnDeath(bool a) </code>
 
| 使幻象死亡时立即消失,而不是延迟数秒
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValue | SetTopBarTeamValue]]
 
| <code>void SetTopBarTeamValue(int a, int b) </code>
 
| 设置顶端的队伍数值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesOverride | SetTopBarTeamValuesOverride]]
 
| <code>void SetTopBarTeamValuesOverride(bool a) </code>
 
| 是否覆盖顶端的队伍数值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesVisible | SetTopBarTeamValuesVisible]]
 
| <code>void SetTopBarTeamValuesVisible(bool a) </code>
 
| 开关顶端的队伍数值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTowerBackdoorProtectionEnabled | SetTowerBackdoorProtectionEnabled]]
 
| <code>void SetTowerBackdoorProtectionEnabled(bool a) </code>
 
| 开关偷塔保护
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetUseCustomHeroLevels | SetUseCustomHeroLevels]]
 
| <code>void SetUseCustomHeroLevels(bool a) </code>
 
| 开关自定义英雄英雄经验表,该表必须提前被定义
|}
 
 
 
 
 
=== CDotaQuest ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''A quest, as seen in the Tutorial and Frostivus''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.AddSubquest | AddSubquest]]
 
| <code>void AddSubquest(handle a) </code>
 
| 为该任务添加子任务
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.CompleteQuest | CompleteQuest]]
 
| <code>void CompleteQuest() </code>
 
| 标记该任务完成
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquest | GetSubquest]]
 
| <code>handle GetSubquest(int a) </code>
 
| 用索引号找到该任务的子任务
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquestByName | GetSubquestByName]]
 
| <code>handle GetSubquestByName(string a) </code>
 
| 用任务名称找到该任务的子任务
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.RemoveSubquest | RemoveSubquest]]
 
| <code>void RemoveSubquest(handle a) </code>
 
| 从该任务移除一个子任务
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceString | SetTextReplaceString]]
 
| <code>void SetTextReplaceString(string a) </code>
 
| 设置该任务的文本取代字符串
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceValue | SetTextReplaceValue]]
 
| <code>void SetTextReplaceValue(int a, int b) </code>
 
| 设置任务数值
|}
 
 
 
 
 
=== CDotaSubquestBase ===
 
:::::extends [[#CDotaQuest| CDotaQuest]]
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.CompleteSubquest | CompleteSubquest]]
 
| <code>void CompleteSubquest() </code>
 
| 完成子任务
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceString | SetTextReplaceString]]
 
| <code>void SetTextReplaceString(string a) </code>
 
| 设置该子任务的文本取代字符串
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceValue | SetTextReplaceValue]]
 
| <code>void SetTextReplaceValue(int a, int b) </code>
 
| 设置子任务数值
|}
 
 
 
 
 
=== CPhysicsComponent ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPhysicsComponent.ExpensiveInstantRayCast | ExpensiveInstantRayCast]]
 
| <code>bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) </code>
 
| 进行一个立即(即阻挡)的光线投射,稍后会有handle/queue版本,并不计划实际使用这个!
|}
 
 
 
 
 
=== CPointTemplate ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.DeleteCreatedSpawnGroups | DeleteCreatedSpawnGroups]]
 
| <code>void DeleteCreatedSpawnGroups() </code>
 
| 删除任何该点模板的刷新组。提示:并不删除点模板
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.ForceSpawn | ForceSpawn]]
 
| <code>void ForceSpawn() </code>
 
| 强制刷新该点模板指向的全部实体
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.GetSpawnedEntities | GetSpawnedEntities]]
 
| <code>handle GetSpawnedEntities() </code>
 
| 获取最近被刷新的实体
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.SetSpawnCallback | SetSpawnCallback]]
 
| <code>void SetSpawnCallback(handle a, handle b) </code>
 
| 设置刷新回调(hCallbackFunc, hCallbackScope, hCallbackData ),当模板产生实体时回调。被刷新的实体作为数组被传入
|}
 
 
 
 
 
=== CBodyComponent ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddImpulseAtPosition | AddImpulseAtPosition]]
 
| <code>void AddImpulseAtPosition(Vector a, Vector b) </code>
 
| 在指定的世界位置施加一个物理推动
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddVelocity | AddVelocity]]
 
| <code>void AddVelocity(Vector a, Vector b) </code>
 
| 为物理物件增加一个线速度或角速度
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.DetachFromParent | DetachFromParent]]
 
| <code>void DetachFromParent() </code>
 
| 从其父项(parent)中分离
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.GetSequence | GetSequence]]
 
| <code><> GetSequence() </code>
 
| 返回激活的序列(sequence)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.IsAttachedToParent | IsAttachedToParent]]
 
| <code>bool IsAttachedToParent() </code>
 
| 是否依附父项(parent)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.LookupSequence | LookupSequence]]
 
| <code><> LookupSequence(string a) </code>
 
| 输入名字返回序列(sequence)ID
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SequenceDuration | SequenceDuration]]
 
| <code>float SequenceDuration(string a) </code>
 
| 按秒数返回指定序列(sequence)的持续时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAngularVelocity | SetAngularVelocity]]
 
| <code>void SetAngularVelocity(Vector a) </code>
 
| No Description Set
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAnimation | SetAnimation]]
 
| <code>void SetAnimation(string a) </code>
 
| 输入动画名称播放动作,需要模型拥有该动画
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetBodyGroup | SetBodyGroup]]
 
| <code>void SetBodyGroup(string a) </code>
 
| No Description Set
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetMaterialGroup | SetMaterialGroup]]
 
| <code>void SetMaterialGroup(utlstringtoken a) </code>
 
| No Description Set
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetVelocity | SetVelocity]]
 
| <code>void SetVelocity(Vector velocity) </code>
 
| No Description Set
 
|}
 
 
 
 
 
=== CBaseAnimating ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''A class containing functions involved in animations''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentAngles | GetAttachmentAngles]]
 
| <code>Vector GetAttachmentAngles(int a) </code>
 
| 获得指定ID附件的角度,返回vector(p,y,r)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentOrigin | GetAttachmentOrigin]]
 
| <code>Vector GetAttachmentOrigin(int a) </code>
 
| 获得指定ID附件的源vector
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.IsSequenceFinished | IsSequenceFinished]]
 
| <code>bool IsSequenceFinished() </code>
 
| 查询主序列是否播放结束
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.ScriptLookupAttachment | ScriptLookupAttachment]]
 
| <code>int ScriptLookupAttachment(string a) </code>
 
| 获得指定名序列的ID
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetBodygroup | SetBodygroup]]
 
| <code>void SetBodygroup(int a, int b) </code>
 
| 设置一个bodygroup
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetModelScale | SetModelScale]]
 
| <code>void SetModelScale(float scale) </code>
 
|  设置模型放大率。如果模型缩放为1,使用SetModelScale(10.0)将放大率设置成10.0.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetPoseParameter | SetPoseParameter]]
 
| <code>float SetPoseParameter(string a, float b) </code>
 
| 将指定的位置参数(pose parameter)设定为指定值
|}
 
 
 
 
 
=== CBaseCombatCharacter ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetEquippedWeapons | GetEquippedWeapons]]
 
| <code>table GetEquippedWeapons() </code>
 
| GetEquippedWeapons(): 获取一个装备武器的数组
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetWeaponCount | GetWeaponCount]]
 
| <code>int GetWeaponCount() </code>
 
| GetWeaponCount(): 获取当前装备的武器数量
|}
 
 
 
 
 
=== ProjectileManager ===
 
''The projectile manager, it manages projectiles.''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile | CreateLinearProjectile]]
 
| <code>int CreateLinearProjectile(table infoTable) </code>
 
| 创建一个线性投射物并返回其ID
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateTrackingProjectile | CreateTrackingProjectile]]
 
| <code>void CreateTrackingProjectile(handle a) </code>
 
| 创建一个追踪投射物
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.DestroyLinearProjectile | DestroyLinearProjectile]]
 
| <code>void DestroyLinearProjectile(int a) </code>
 
| 摧毁指定ID的线性投射物
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.ProjectileDodge | ProjectileDodge]]
 
| <code>void ProjectileDodge(handle a) </code>
 
| 使得特定单位躲避投射物
|}
 
 
 
 
 
=== CBaseTrigger ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Disable | Disable]]
 
| <code>void Disable() </code>
 
| 禁止触发器
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Enable | Enable]]
 
| <code>void Enable() </code>
 
| 允许触发器
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.IsTouching | IsTouching]]
 
| <code>bool IsTouching(handle a) </code>
 
| 检查指定实体是否正在接触触发器
|}
 
 
 
 
 
=== CEnvEntityMaker ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntity | SpawnEntity]]
 
| <code>void SpawnEntity() </code>
 
| 在生成器的位置创建一个实体
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtEntityOrigin | SpawnEntityAtEntityOrigin]]
 
| <code>void SpawnEntityAtEntityOrigin(handle a) </code>
 
| 在指定实体的位置立刻创建一个实体
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtLocation | SpawnEntityAtLocation]]
 
| <code>void SpawnEntityAtLocation(Vector a, Vector b) </code>
 
| 在指定位置和方向创建一个实体,方向是角度制欧拉角(pitch, yaw, roll)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin | SpawnEntityAtNamedEntityOrigin]]
 
| <code>void SpawnEntityAtNamedEntityOrigin(string a) </code>
 
| 在指定名字实体的位置创建一个实体
|}
 
 
 
 
 
=== CDOTAVoteSystem ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAVoteSystem.StartVote | StartVote]]
 
| <code>void StartVote(handle a) </code>
 
| 开始投票,详细由传入的table制定
|}
 
 
 
 
 
=== CMarkupVolumeTagged ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CMarkupVolumeTagged.HasTag | HasTag]]
 
| <code>bool HasTag(string a) </code>
 
| 查询该卷是否带有指定标签
|}
 
 
 
 
 
=== CScriptPrecacheContext ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.AddResource | AddResource]]
 
| <code>void AddResource(string a) </code>
 
| 预缓存指定资源
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.GetValue | GetValue]]
 
| <code>table GetValue(string a) </code>
 
| 读取一个键值(spawn key)
|}
 
 
 
 
 
=== CScriptKeyValues ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptKeyValues.GetValue | GetValue]]
 
| <code>table GetValue(string a) </code>
 
| Reads a spawn key
 
|}
 
 
 
 
 
=== CScriptParticleManager ===
 
''No Description Set''
 
 
 
''Global accessor variable:'' <code>ParticleManager</code>
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticle | CreateParticle]]
 
| <code>int CreateParticle(string particleName, int particleAttach, handle owningEntity) </code>
 
| 创建一个新的粒子特效
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticleForPlayer | CreateParticleForPlayer]]
 
| <code>int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer) </code>
 
| 创建一个只对指定玩家播放的粒子特效
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.DestroyParticle | DestroyParticle]]
 
| <code>void DestroyParticle(int particleID, bool immediately) </code>
 
| Destroys particle.
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.GetParticleReplacement | GetParticleReplacement]]
 
| <code>string GetParticleReplacement(string a, handle b) </code>
 
| No Description Set
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.ReleaseParticleIndex | ReleaseParticleIndex]]
 
| <code>void ReleaseParticleIndex(int particleId) </code>
 
| 施放指定粒子特效索引号
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleAlwaysSimulate | SetParticleAlwaysSimulate]]
 
| <code>void SetParticleAlwaysSimulate(int a) </code>
 
| No Description Set
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControl | SetParticleControl]]
 
| <code>void SetParticleControl(int particleId, int controlIndex, Vector controlData) </code>
 
| 设置控制粒子特效的控制点数据
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlEnt | SetParticleControlEnt]]
 
| <code>void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g) </code>
 
| No Description Set
 
|}
 
 
 
 
 
=== CScriptHeroList ===
 
''No Description Set''
 
 
 
''Global accessor variable:'' <code>HeroList</code>
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetAllHeroes | GetAllHeroes]]
 
| <code>table GetAllHeroes() </code>
 
| 返回当前世界全部英雄
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHero | GetHero]]
 
| <code>handle GetHero(int heroId) </code>
 
| 获取英雄列表中第N位英雄
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHeroCount | GetHeroCount]]
 
| <code>int GetHeroCount() </code>
 
| 返回当前世界英雄数目
|}
 
 
 
 
 
=== CNativeOutputs ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.AddOutput | AddOutput]]
 
| <code>void AddOutput(string a, string b) </code>
 
| 增加一个输出
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.Init | Init]]
 
| <code>void Init(int a) </code>
 
| 初始化输出
|}
 
 
 
 
 
=== CEnvProjectedTexture ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetFarRange | SetFarRange]]
 
| <code>void SetFarRange(float a) </code>
 
| 设置光照最大距离
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetLinearAttenuation | SetLinearAttenuation]]
 
| <code>void SetLinearAttenuation(float a) </code>
 
| 设置光照线性淡化值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetNearRange | SetNearRange]]
 
| <code>void SetNearRange(float a) </code>
 
| 设置光照最小距离
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetQuadraticAttenuation | SetQuadraticAttenuation]]
 
| <code>void SetQuadraticAttenuation(float a) </code>
 
| 设置光照二次项淡化值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetVolumetrics | SetVolumetrics]]
 
| <code>void SetVolumetrics(bool a, float b, float c, int d, float e) </code>
 
| 开关体积光参数: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset
|}
 
 
 
 
 
=== CInfoData ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryColor | QueryColor]]
 
| <code>Vector QueryColor(utlstringtoken a, Vector b) </code>
 
| 查询该键值颜色数据
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryFloat | QueryFloat]]
 
| <code>float QueryFloat(utlstringtoken a, float b) </code>
 
| 查询该键值浮点(float)数据
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryInt | QueryInt]]
 
| <code>int QueryInt(utlstringtoken a, int b) </code>
 
| 查询该键值整型(int)数据
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryNumber | QueryNumber]]
 
| <code>float QueryNumber(utlstringtoken a, float b) </code>
 
| 查询该键值数值数据
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryString | QueryString]]
 
| <code>string QueryString(utlstringtoken a, string b) </code>
 
| 查询该键值字符串(string)数据
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryVector | QueryVector]]
 
| <code>Vector QueryVector(utlstringtoken a, Vector b) </code>
 
| 查询该键值矢量(vector)数据
|}
 
 
 
 
 
=== CPhysicsProp ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.DisableMotion | DisableMotion]]
 
| <code>void DisableMotion() </code>
 
| 禁止该元件运动
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.EnableMotion | EnableMotion]]
 
| <code>void EnableMotion() </code>
 
| 允许该元件运动
|}
 
 
 
 
 
=== CDOTAGamerules ===
 
''''
 
 
 
''Global accessor variable:'' <code>GameRules</code>
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Defeated | Defeated]]
 
| <code>void Defeated() </code>
 
| 摧毁遗迹等
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.DidMatchSignoutTimeOut | DidMatchSignoutTimeOut]]
 
| <code>bool DidMatchSignoutTimeOut() </code>
 
| 当游戏结束,等待弹窗时为真
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty | GetCustomGameDifficulty]]
 
| <code>int GetCustomGameDifficulty() </code>
 
| 返回自定义游戏模式难度
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDifficulty | GetDifficulty]]
 
| <code>int GetDifficulty() </code>
 
| 返回自定义游戏模式难度
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDroppedItem | GetDroppedItem]]
 
| <code>handle GetDroppedItem(int dropIndex) </code>
 
| 获得第X个掉落物品
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameModeEntity | GetGameModeEntity]]
 
| <code>handle GetGameModeEntity() </code>
 
| 设置游戏模式实体
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameTime | GetGameTime]]
 
| <code>float GetGameTime() </code>
 
| 返回游戏开始后经过的秒数,暂停时间不计算在内
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetMatchSignoutComplete | GetMatchSignoutComplete]]
 
| <code>bool GetMatchSignoutComplete() </code>
 
| 是否已经接受包含回报信息的弹窗
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianFightStartTime | GetNianFightStartTime]]
 
| <code>float GetNianFightStartTime() </code>
 
| 获得年兽大战开始时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianTotalDamageTaken | GetNianTotalDamageTaken]]
 
| <code>int GetNianTotalDamageTaken() </code>
 
| 芳晓活动,获得年兽受到的总伤害
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetTimeOfDay | GetTimeOfDay]]
 
| <code>float GetTimeOfDay() </code>
 
| 获取一天中的时间(游戏时间)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsDaytime | IsDaytime]]
 
| <code>bool IsDaytime() </code>
 
| 是否是白天
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.MakeTeamLose | MakeTeamLose]]
 
| <code>void MakeTeamLose(int team) </code>
 
| 使指定队伍失败
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.NumDroppedItems | NumDroppedItems]]
 
| <code>int NumDroppedItems() </code>
 
| 返回当前掉落在地面的物品数量
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Playtesting_UpdateAddOnKeyValues | Playtesting_UpdateAddOnKeyValues]]
 
| <code>void Playtesting_UpdateAddOnKeyValues() </code>
 
| 从磁盘数据中更新自定义英雄、单位、技能的键值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetDefeated | ResetDefeated]]
 
| <code>void ResetDefeated() </code>
 
| 遗迹摧毁后重新开始
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetToHeroSelection | ResetToHeroSelection]]
 
| <code>void ResetToHeroSelection() </code>
 
| 重新开始时选择英雄
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SendCustomMessage | SendCustomMessage]]
 
| <code>void SendCustomMessage(string message, int teamID, int unknown(1?)) </code>
 
|  在左侧文本框显示一行文本,通常用来提示死亡、反补队友、买活等信息。使用严格HTML格式(>;br<;,>;u<;,>;font<;)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCreepMinimapIconScale | SetCreepMinimapIconScale]]
 
| <code>void SetCreepMinimapIconScale(float scale) </code>
 
| 在小地图上缩放中立生物图标
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameDifficulty | SetCustomGameDifficulty]]
 
| <code>void SetCustomGameDifficulty(int a) </code>
 
| 设置自定义游戏模式难度等级
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameEndDelay | SetCustomGameEndDelay]]
 
| <code>void SetCustomGameEndDelay(float delay) </code>
 
| Sets the delay time until the game ends
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessageDuration | SetCustomVictoryMessageDuration]]
 
| <code>void SetCustomVictoryMessageDuration(float duration) </code>
 
| Sets how long the custom victory message should last
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetFirstBloodActive | SetFirstBloodActive]]
 
| <code>void SetFirstBloodActive(bool a) </code>
 
| 设置第一滴血是否已经产生
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGameWinner | SetGameWinner]]
 
| <code>void SetGameWinner(int team) </code>
 
| 使指定队伍胜利
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldPerTick | SetGoldPerTick]]
 
| <code>void SetGoldPerTick(int a) </code>
 
| 设置每个时间间隔获得的金币
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldTickTime | SetGoldTickTime]]
 
| <code>void SetGoldTickTime(float a) </code>
 
| 设置获得金币的时间周期
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroMinimapIconScale | SetHeroMinimapIconScale]]
 
| <code>void SetHeroMinimapIconScale(int iconSize) </code>
 
| 设置小地图英雄图标尺寸
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroRespawnEnabled | SetHeroRespawnEnabled]]
 
| <code>void SetHeroRespawnEnabled(bool canRespawn) </code>
 
| 设置是否使用默认英雄复活规则
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroSelectionTime | SetHeroSelectionTime]]
 
| <code>void SetHeroSelectionTime(float time) </code>
 
| 设置选择英雄的时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHideKillMessageHeaders | SetHideKillMessageHeaders]]
 
| <code>void SetHideKillMessageHeaders(bool hide) </code>
 
| Sets whether or not the kill banners should be hidden
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetNianFightStartTime | SetNianFightStartTime]]
 
| <code>void SetNianFightStartTime(float a) </code>
 
| 设置年兽大战开始时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetOverlayHealthBarUnit | SetOverlayHealthBarUnit]]
 
| <code>void SetOverlayHealthBarUnit(handle unit, int style) </code>
 
| 在前端蒙版生命条上显示单位生命值
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPostGameTime | SetPostGameTime]]
 
| <code>void SetPostGameTime(float time) </code>
 
| 设置在结束游戏后服务器与玩家断线前的时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPreGameTime | SetPreGameTime]]
 
| <code>void SetPreGameTime(float time) </code>
 
| 设置选择英雄与开始游戏之间的时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneMinimapIconScale | SetRuneMinimapIconScale]]
 
| <code>void SetRuneMinimapIconScale(float scale) </code>
 
| 缩放小地图神符图标
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneSpawnTime | SetRuneSpawnTime]]
 
| <code>void SetRuneSpawnTime(float time) </code>
 
| 设置神符刷新时间
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSafeToLeave | SetSafeToLeave]]
 
| <code>void SetSafeToLeave(bool safeToLeave) </code>
 
| 标记游戏可安全离开
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSameHeroSelectionEnabled | SetSameHeroSelectionEnabled]]
 
| <code>void SetSameHeroSelectionEnabled(bool enabled) </code>
 
| 允许选择重复英雄
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTimeOfDay | SetTimeOfDay]]
 
| <code>void SetTimeOfDay(float time) </code>
 
| 设置一天中的时间(游戏时间)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTreeRegrowTime | SetTreeRegrowTime]]
 
| <code>void SetTreeRegrowTime(float time) </code>
 
| 设置树重新生长的时间(秒)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseBaseGoldBountyOnHeroes | SetUseBaseGoldBountyOnHeroes]]
 
| <code>void SetUseBaseGoldBountyOnHeroes(bool a) </code>
 
| 英雄将使用基础NPC规则来决定赏金,而不是DOTA指定规则
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseCustomHeroXPValues | SetUseCustomHeroXPValues]]
 
| <code>void SetUseCustomHeroXPValues(bool a) </code>
 
| 允许英雄提供指定数目的经验值(必须先设置)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseUniversalShopMode | SetUseUniversalShopMode]]
 
| <code>void SetUseUniversalShopMode(bool enabled) </code>
 
| 为真时,所有物品当处于任意商店范围内时都能购买到,包括秘密商店物品
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.State_Get | State_Get]]
 
| <code><> State_Get() </code>
 
| 获取当前游戏规则状态
|}
 
 
 
 
 
=== CToneMapControllerComponent ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetBloomScale | GetBloomScale]]
 
| <code>float GetBloomScale() </code>
 
| 获取该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMaxExposure | GetMaxExposure]]
 
| <code>float GetMaxExposure() </code>
 
| 获取该光泽贴图控制器(tonemap controller)的最大曝光(max exposure)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMinExposure | GetMinExposure]]
 
| <code>float GetMinExposure() </code>
 
| 获取该光泽贴图控制器(tonemap controller)的最小曝光(min exposure)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetBloomScale | SetBloomScale]]
 
| <code>void SetBloomScale(float a) </code>
 
| 设置该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMaxExposure | SetMaxExposure]]
 
| <code>void SetMaxExposure(float a) </code>
 
| 设置该光泽贴图控制器(tonemap controller)的最大曝光(max exposure)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMinExposure | SetMinExposure]]
 
| <code>void SetMinExposure(float a) </code>
 
| 设置该光泽贴图控制器(tonemap controller)的最小曝光(min exposure)
|}
 
 
 
 
 
=== CDebugOverlayScriptHelper ===
 
''No Description Set''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Axis | Axis]]
 
| <code>void Axis(Vector a, Quaternion b, float c, bool d, float e) </code>
 
| 绘制一个轴线。在世界空间中指定出发点和方向
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Box | Box]]
 
| <code>void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code>
 
| 绘制一个世界空间轴向盒。在世界空间中指定边界
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.BoxAngles | BoxAngles]]
 
| <code>void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) </code>
 
| 在出发点绘制一个定向盒。在世界空间中指定边界
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Capsule | Capsule]]
 
| <code>void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>
 
| 绘制一个胶囊体。在世界空间中指定基部
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Circle | Circle]]
 
| <code>void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code>
 
| 绘制一个圆。在世界空间中指定中心
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.CircleScreenOriented | CircleScreenOriented]]
 
| <code>void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>
 
| 绘制一个指向屏幕的圆。在世界空间中指定中心
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cone | Cone]]
 
| <code>void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>
 
| 绘制一个线框锥形。在世界空间中指定结束点和方向
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross | Cross]]
 
| <code>void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>
 
| 绘制一个对齐屏幕的十字。在世界空间中指定出发点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3D | Cross3D]]
 
| <code>void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>
 
| 绘制一个对齐世界的十字。在世界空间中指定出发点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3DOriented | Cross3DOriented]]
 
| <code>void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code>
 
| 绘制一个指向的十字。在世界空间中指定出发点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.DrawTickMarkedLine | DrawTickMarkedLine]]
 
| <code>void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) </code>
 
| 绘制一个短划线。在世界空间中指定结束点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAttachments | EntityAttachments]]
 
| <code>void EntityAttachments(ehandle a, float b) </code>
 
| 绘制实体附件
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAxis | EntityAxis]]
 
| <code>void EntityAxis(ehandle a, float b, bool c, float d) </code>
 
| 绘制实体源坐标轴
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityBounds | EntityBounds]]
 
| <code>void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) </code>
 
| 绘制实体边界
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntitySkeleton | EntitySkeleton]]
 
| <code>void EntitySkeleton(ehandle a, float b) </code>
 
| 绘制实体骨架
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityText | EntityText]]
 
| <code>void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) </code>
 
| 在实体上绘制文本
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.FilledRect2D | FilledRect2D]]
 
| <code>void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code>
 
| 绘制一个2D矩形填充的屏幕空间。按照像素对齐
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.HorzArrow | HorzArrow]]
 
| <code>void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code>
 
| 绘制一个水平箭头。在世界空间中指定结束点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line | Line]]
 
| <code>void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code>
 
| 绘制一个两点间连线
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line2D | Line2D]]
 
| <code>void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code>
 
| 绘制一个屏幕空间中亮点间连线
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PopDebugOverlayScope | PopDebugOverlayScope]]
 
| <code>void PopDebugOverlayScope() </code>
 
| 弹出蒙版分组用的标记,被标记的蒙版可被成批删除
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope | PushAndClearDebugOverlayScope]]
 
| <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code>
 
| 推入一个蒙版分组用的标记。删除所有使用该蒙版ID的蒙版
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushDebugOverlayScope | PushDebugOverlayScope]]
 
| <code>void PushDebugOverlayScope(utlstringtoken a) </code>
 
| 推入一个蒙版分组用的标记。被标记的蒙版可被成批删除
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.RemoveAllInScope | RemoveAllInScope]]
 
| <code>void RemoveAllInScope(utlstringtoken a) </code>
 
| 移除指定标记的全部蒙版,无视其生命周期
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SolidCone | SolidCone]]
 
| <code>void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>
 
| 绘制一个固体锥。在世界空间中指定出发点和方向
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Sphere | Sphere]]
 
| <code>void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code>
 
| 绘制一个线框球体。在世界空间中指定中心
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SweptBox | SweptBox]]
 
| <code>void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) </code>
 
| 绘制一个扫描盒。在世界空间中指定结束点并在本地空间中指定边界
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Text | Text]]
 
| <code>void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) </code>
 
| 绘制2D文本。在世界空间中指定出发点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Texture | Texture]]
 
| <code>void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j) </code>
 
| 绘制一个屏幕空间纹理。按照像素对齐
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Triangle | Triangle]]
 
| <code>void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) </code>
 
| 绘制一个填充三角形。在世界空间中指定顶部
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType | UnitTestCycleOverlayRenderType]]
 
| <code>void UnitTestCycleOverlayRenderType() </code>
 
| 转换蒙版混合类型, 用于单位测试
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VectorText3D | VectorText3D]]
 
| <code>void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) </code>
 
| 绘制3D文本。在世界空间中指定出发点和方向
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VertArrow | VertArrow]]
 
| <code>void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code>
 
| 绘制一个垂直箭头。在世界空间中指定结束点
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.YawArrow | YawArrow]]
 
| <code>void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) </code>
 
| 绘制一个指定偏航角的箭头。在世界空间中指定结束点
|}
 
 
 
 
 
=== CBaseFlex ===
 
:::::extends [[#CBaseAnimating| CBaseAnimating]]
 
''Animated characters who have vertex flex capability (Hi hex6)''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetCurrentScene | GetCurrentScene]]
 
| <code>handle GetCurrentScene() </code>
 
| 返回最早激活的场景实体的实例(如果存在的话)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetSceneByIndex | GetSceneByIndex]]
 
| <code>handle GetSceneByIndex(int a) </code>
 
| 返回指定索引号的场景实体的实例
|}
 
 
 
 
 
=== CSceneEntity ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''Choreographed scene which controls animation and/or dialog on one or more actors.''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.AddBroadcastTeamTarget | AddBroadcastTeamTarget]]
 
| <code>void AddBroadcastTeamTarget(int a) </code>
 
| 在记分板列表上增加一个组(使用索引号)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Cancel | Cancel]]
 
| <code>void Cancel() </code>
 
| 取消场景重播
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.EstimateLength | EstimateLength]]
 
| <code>float EstimateLength() </code>
 
| 返回场景长度(秒)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindCamera | FindCamera]]
 
| <code>handle FindCamera() </code>
 
| 获取镜头
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindNamedEntity | FindNamedEntity]]
 
| <code>handle FindNamedEntity(string a) </code>
 
| 通过一个实体参照,比如!target,获取场景物体中的实际实体
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPaused | IsPaused]]
 
| <code>bool IsPaused() </code>
 
| 场景是否被暂停
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPlayingBack | IsPlayingBack]]
 
| <code>bool IsPlayingBack() </code>
 
| 场景是否正播放
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.LoadSceneFromString | LoadSceneFromString]]
 
| <code>bool LoadSceneFromString(string a, string b) </code>
 
| 输入虚拟场景名和VCD字符串,载入场景
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.RemoveBroadcastTeamTarget | RemoveBroadcastTeamTarget]]
 
| <code>void RemoveBroadcastTeamTarget(int a) </code>
 
| 从记分板列表上移除一个组(使用索引号)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Start | Start]]
 
| <code>void Start(handle a) </code>
 
| 开始场景重播,参数为激活者实体(activatorEntity)
|}
 
 
 
 
 
=== GridNav ===
 
''A class that can communicate with the gridnav, useful for seeing if stuff should be able to move''
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterX | GridPosToWorldCenterX]]
 
| <code>float GridPosToWorldCenterX(int a) </code>
 
| 获取指定X索引号的世界中心X位置(网格到世界)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterY | GridPosToWorldCenterY]]
 
| <code>float GridPosToWorldCenterY(int a) </code>
 
| 获取指定Y索引号的世界中心Y位置(网格到世界)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsBlocked | IsBlocked]]
 
| <code>bool IsBlocked(Vector a) </code>
 
| 检查给定位置是否被阻挡
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsNearbyTree | IsNearbyTree]]
 
| <code>bool IsNearbyTree(Vector position, float radius, bool c) </code>
 
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsTraversable | IsTraversable]]
 
| <code>bool IsTraversable(Vector a) </code>
 
| 检查给予维持是否可通过
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.RegrowAllTrees | RegrowAllTrees]]
 
| <code>void RegrowAllTrees() </code>
 
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosX | WorldToGridPosX]]
 
| <code>int WorldToGridPosX(float a) </code>
 
| 获取指定世界X位置的X索引(世界到网格)
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosY | WorldToGridPosY]]
 
| <code>int WorldToGridPosY(float a) </code>
 
| 获取指定世界Y位置的Y索引(世界到网格)
|}
 
 
 
 
 
=== Convars ===
 
''No Description Set''
 
 
 
''Global accessor variable:'' <code>ConVars</code>
 
{| class="standard-table" style="width: 100%;"
 
! 函数名
 
! 函数原型
 
! 解释
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetBool | GetBool]]
 
| <code>table GetBool(string variableName) </code>
 
| GetBool(name) : 将指定的控制台变量(convar)作为boolean返回.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetCommandClient | GetCommandClient]]
 
| <code>handle GetCommandClient() </code>
 
| GetCommandClient() : 返回输入该控制台指令的玩家
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetDOTACommandClient | GetDOTACommandClient]]
 
| <code>handle GetDOTACommandClient() </code>
 
| GetDOTACommandClient() : 返回输入该控制台智力的DOTA玩家
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetFloat | GetFloat]]
 
| <code>table GetFloat(string name) </code>
 
| GetFloat(name) : 将指定的控制台变量(convar)作为float返回. 不存在时返回nil
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetInt | GetInt]]
 
| <code>table GetInt(string a) </code>
 
| GetInt(name) : 将指定的控制台变量(convar)作为int返回. 不存在时返回nil
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetStr | GetStr]]
 
| <code>table GetStr(string variableName) </code>
 
| GetStr(name) : 将指定的控制台变量(convar)作为string返回. 不存在时返回nil
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.RegisterCommand | RegisterCommand]]
 
| <code>void RegisterCommand(string variableName, handle function, string helpText, int flags) </code>
 
| RegisterCommand(name, fn, helpString, flags) : 注册一个控制台指令.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.RegisterConvar | RegisterConvar]]
 
| <code>void RegisterConvar(string name, string defaultValue, string helpText, int flags) </code>
 
| RegisterConvar(name, defaultValue, helpString, flags): 注册一个新的控制台变量.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetBool | SetBool]]
 
| <code>void SetBool(string variableName, bool value) </code>
 
| SetBool(name,val) : 将指定控制台变量(convar)设置为指定bool.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetFloat | SetFloat]]
 
| <code>void SetFloat(string variableName, float value) </code>
 
| SetFloat(name,val) : 将指定控制台变量(convar)设置为指定float.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetInt | SetInt]]
 
| <code>void SetInt(string a, int b) </code>
 
| SetInt(name,val) : 将指定控制台变量(convar)设置为指定int.
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetStr | SetStr]]
 
| <code>void SetStr(string a, string b) </code>
 
| SetStr(name,val) : 将指定控制台变量(convar)设置为指定string.
|}
 
 
 
 
 
=== Vector ===
 
''Vector class''
 
 
 
''Global accessor variable:'' <code>Vector(x,y,z)</code>


''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
 
! 函数
! 函数名
 
! 函数原型  
! 函数原型  
! 解释  
! 解释  
|-
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__add | __add]]
| <code>Vector __add(Vector a, Vector b) </code>
| 重载+.矢量加运算
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.ApplyHorizontalMotionController|ApplyHorizontalMotionController}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__div | __div]]
| <code>bool ApplyHorizontalMotionController() </code>
 
| 启动水平运动控制器的特效。启动成功后返回True。
| <code>Vector __div(Vector a, Vector b) </code>
 
| 重载/.矢量除运算
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.ApplyVerticalMotionController|ApplyVerticalMotionController}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__eq | __eq]]
| <code>bool ApplyVerticalMotionController() </code>
 
| 启动垂直运动控制器的特效。启动成功后返回True。
| <code>bool __eq(Vector a, Vector b) </code>
 
| 重载==.矢量比较运算
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__len | __len]]
 
| <code>float __len() </code>
 
| 重载#返回矢量长度
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__mul | __mul]]
 
| <code>Vector __mul(Vector a, Vector b) </code>
 
| 重载*返回矢量乘运算
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__sub | __sub]]
 
| <code>Vector __sub(Vector a, Vector b) </code>
 
| 重载-.矢量减运算
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__tostring | __tostring]]
 
| <code>string __tostring() </code>
 
| 重载..转换矢量为字符串
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.GetPriority|GetPriority}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__unm | __unm]]
| <code>int GetPriority() </code>
 
| 获取优先级。
| <code>Vector __unm() </code>
 
| 重载- operator
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.OnHorizontalMotionInterrupted|OnHorizontalMotionInterrupted}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Cross | Cross]]
| <code>void OnHorizontalMotionInterrupted() </code>
 
| 当水平运动被打断时进行回调。
| <code>Vector Cross(Vector a, Vector b) </code>
 
| 矢量叉积
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.OnVerticalMotionInterrupted|OnVerticalMotionInterrupted}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Dot | Dot]]
| <code>void OnVerticalMotionInterrupted() </code>
 
| 当竖直运动被打断时进行回调。
| <code>float Dot(Vector a, Vector b) </code>
 
| 矢量点积
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.SetPriority|SetPriority}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Length | Length]]
| <code>void SetPriority(int nMotionPriority) </code>
 
| 设置优先级。
| <code>float Length() </code>
 
| 矢量长度(模)
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.UpdateHorizontalMotion|UpdateHorizontalMotion}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Length2D | Length2D]]
| <code>void UpdateHorizontalMotion(handle me, float dt) </code>
 
| 根据给定的间隔对NPC施加水平运动。
| <code>float Length2D() </code>
 
| 矢量XY平面上长度(模)
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.UpdateVerticalMotion|UpdateVerticalMotion}}
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Normalized | Normalized]]
| <code>void UpdateVerticalMotion(handle me, float dt) </code>
 
| 根据给定的间隔对NPC施加竖直运动。
| <code>Vector Normalized() </code>
 
| 返回单位矢量
|}
|}


=== CDOTA_Modifier_Lua_Vertical_Motion ===
''No Description Set''


 
''Global accessor variable:'' <code>Unknown</code>
 
 
=== CDOTA_MapTree ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''A tree on the map''
 
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
 
! 函数
! 函数名
 
! 函数原型  
! 函数原型  
! 解释  
! 解释  
|-
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.ApplyVerticalMotionController|ApplyVerticalMotionController}}
| <code>bool ApplyVerticalMotionController() </code>
| 启动垂直运动控制器的特效。启动成功后返回True。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.GetMotionPriority|GetMotionPriority}}
| <code>int GetMotionPriority() </code>
| 获取优先级。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.OnVerticalMotionInterrupted|OnVerticalMotionInterrupted}}
| <code>void OnVerticalMotionInterrupted() </code>
| 当竖直运动被打断时进行回调
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.SetMotionPriority|SetMotionPriority}}
| <code>void SetMotionPriority(int nMotionPriority) </code>
| 设置优先级。
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.UpdateVerticalMotion|UpdateVerticalMotion}}
| <code>void UpdateVerticalMotion(handle me, float dt) </code>
| 根据给定的间隔对NPC施加竖直运动。
|}


| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDown | CutDown]]
=== CDOTA_Item_Lua ===
 
''No Description Set''
| <code>void CutDown(int TeamNumberKnownTo ) </code>
 
| 砍掉这棵树
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDownRegrowAfter | CutDownRegrowAfter]]
 
| <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code>
 
| 砍掉这棵树,一段时间后再生
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.GrowBack | GrowBack]]
 
| <code>void GrowBack() </code>
 
| 再生一棵被砍掉的树
 
|-
 
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.IsStanding | IsStanding]]
 
| <code>bool IsStanding() </code>
 
| 如果树站立着返回true,如果被砍掉返回false
 
|}
 
=== CDOTA_SimpleObstruction ===
 
:::::extends [[#CBaseEntity| CBaseEntity]]
 
''An obstruction on the map that effects the gridnav''


''Global accessor variable:'' <code>Unknown</code>
{| class="standard-table" style="width: 100%;"
{| class="standard-table" style="width: 100%;"
 
! 函数
! 函数名
 
! 函数原型  
! 函数原型  
! 解释  
! 解释  
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResult|CastFilterResult}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.IsEnabled | IsEnabled]]
| <code>int CastFilterResult()</code>
 
| 判断一个无目标的命令是否有效
| <code>bool IsEnabled() </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResultLocation|CastFilterResultLocation}}
| Returns whether the obstruction is currently active
| <code>int CastFilterResultLocation(Vector vLocation)</code>
 
| (Vector vLocation)判断一个作用于地点的命令是否有效
|-
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResultTarget|CastFilterResultTarget}}
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.SetEnabled | SetEnabled]]
| <code>int CastFilterResultTarget(handle hTarget)</code>
 
| (HSCRIPT hTarget) 判断一个作用于目标的命令是否有效
| <code>void SetEnabled(bool enabled, bool b) </code>
|-
 
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}}
| Enable or disable the obstruction
| <code>string GetAssociatedPrimaryAbilities()</code>
 
| Returns abilities that are stolen simultaneously, or otherwise related in functionality.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}}
| <code>string GetAssociatedSecondaryAbilities()</code>
| Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetBehavior|GetBehavior}}
| <code>int GetBehavior()</code>
| 返回技能的施法动作类型
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCastRange|GetCastRange}}
| <code>int GetCastRange(Vector vLocation, handle hTarget)</code>
| 返回技能的施法范围
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}}
| <code>int GetChannelledManaCostPerSecond(int iLevel)</code>
| 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetChannelTime|GetChannelTime}}
| <code>float GetChannelTime()</code>
| 返回技能的持续施法时间
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetConceptRecipientType|GetConceptRecipientType}}
| <code>int GetConceptRecipientType()</code>
| 返回该技能被释放时将听到语音的单位
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCooldown|GetCooldown}}
| <code>float GetCooldown(int iLevel)</code>
| 返回技能的CD
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastError|GetCustomCastError}}
| <code>string GetCustomCastError()</code>
| 返回一条失效的无目标命令的错误信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastErrorLocation|GetCustomCastErrorLocation}}
| <code>string GetCustomCastErrorLocation(Vector vLocation)</code>
| (Vector vLocation) 返回一条失效的作用与地点的命令的错误信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastErrorTarget|GetCustomCastErrorTarget}}
| <code>string GetCustomCastErrorTarget(handle hTarget)</code>
| (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetGoldCost|GetGoldCost}}
| <code>int GetGoldCost(int iLevel)</code>
| 返回某等级的金钱花费(当前为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetIntrinsicModifierName|GetIntrinsicModifierName}}
| <code>string GetIntrinsicModifierName()</code>
| 返回被该技能被动地施加的Mordifier
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetManaCost|GetManaCost}}
| <code>int GetManaCost(int iLevel)</code>
| 返回某等级的魔法消耗(当前为-1)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetPlaybackRateOverride|GetPlaybackRateOverride}}
| <code>float GetPlaybackRateOverride()</code>
| 返回施法动画的播放速度
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsHiddenAbilityCastable|IsHiddenAbilityCastable}}
| <code>bool IsHiddenAbilityCastable()</code>
| 返回当该技能不在动作面板上时是否能使用
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsHiddenWhenStolen|IsHiddenWhenStolen}}
| <code>bool IsHiddenWhenStolen()</code>
| 返回该技能被技能窃取后是否是隐藏的
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsRefreshable|IsRefreshable}}
| <code>bool IsRefreshable()</code>
| 返回该技能是否能被刷新球刷新
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsStealable|IsStealable}}
| <code>bool IsStealable()</code>
| 返回该技能是否能被窃取
|-  
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}}
| <code>void OnAbilityPhaseInterrupted()</code>
| 施法被打断
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnAbilityPhaseStart|OnAbilityPhaseStart}}
| <code>bool OnAbilityPhaseStart()</code>
| 施法开始(施法成功时返回True)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnChannelFinish|OnChannelFinish}}
| <code>void OnChannelFinish(bool bInterrupted)</code>
| (bool bInterrupted) 持续施法完成
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnChannelThink|OnChannelThink}}
| <code>void OnChannelThink(float flInterval)</code>
| (float flInterval)持续施法开始
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}}
| <code>void OnHeroCalculateStatBonus()</code>
| Caster (hero only) gained a level, skilled an ability, or received a new stat bonus.
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroDiedNearby|OnHeroDiedNearby}}
| <code>void OnHeroDiedNearby(handle unit, handle attacker, handle table)</code>
| 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroLevelUp|OnHeroLevelUp}}
| <code>void OnHeroLevelUp()</code>
| 施法者升级
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnInventoryContentsChanged|OnInventoryContentsChanged}}
| <code>void OnInventoryContentsChanged()</code>
| 施法者物品库存发生变化
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnItemEquipped|OnItemEquipped}}
| <code>void OnItemEquipped(handle hItem)</code>
| ( HSCRIPT hItem ) 施法者装备了物品
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnOwnerDied|OnOwnerDied}}
| <code>void OnOwnerDied()</code>
| 施法者死亡
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnOwnerSpawned|OnOwnerSpawned}}
| <code>void OnOwnerSpawned()</code>
| 施法者第一次出生或重生
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnProjectileHit|OnProjectileHit}}
| <code>bool OnProjectileHit(handle hTarget, Vector vLocation)</code>
| (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnProjectileThink|OnProjectileThink}}
| <code>void OnProjectileThink(Vector vLocation)</code>
| (Vector vLocation) 投射物正在运动
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnSpellStart|OnSpellStart}}
| <code>void OnSpellStart()</code>
| 施法前摇结束,技能效果开始
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnStolen|OnStolen}}
| <code>void OnStolen(handle hSourceAbility)</code>
| ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnToggle|OnToggle}}
| <code>void OnToggle()</code>
| 技能被开启/关闭
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnUnStolen|OnUnStolen}}
| <code>void OnUnStolen()</code>
| 当技能未被窃取时,进行的某特殊行为
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnUpgrade|OnUpgrade}}
| <code>void OnUpgrade()</code>
| 技能升级
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.ProcsMagicStick|ProcsMagicStick}}
| <code>bool ProcsMagicStick()</code>
| 返回该技能是否会增加周围单位的魔棒点数
|-
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.SpeakTrigger|SpeakTrigger}}
| <code>int SpeakTrigger()</code>
| 返回所使用的语音类型
|}
|}


[[Category:Dota 2 创意工坊工具集]]
{{shortpagetitle}}
[[Category:AMHC 汉化]]
[[Category: Dota 2 Workshop Tools]]

Latest revision as of 07:54, 11 July 2024

English (en)Русский (ru)中文 (zh)Translate (Translate)
Note.png注意: This page is automatically generated. Any changes may be overwritten


从Lua 获取 DOTA 2 scripts 接口

Lua 是一种动态类型语言dynamically typed,意味着在编写代码时你不需要显式地声明变量的类型。Lua 会在运行时自动推断变量的类型。然而,DOTA 2的引擎主要是用 C++ 编写的,C++ 是一种静态类型语言statically typed,要求程序员在编译时明确变量的类型。

当你使用 Lua 脚本与 DOTA 2 的 C++ API 交互时,由于这两种语言在类型处理上的差异,你需要特别注意你传递给 API 的数据类型。如果你尝试向 API 函数传递错误的数据类型,你将在 Vconsole(游戏内的控制台)中收到一个错误消息,告诉你传递了什么以及它期望的是什么类型。

例如,如果某个 API 函数期望接收一个整数作为参数,但你错误地传递了一个字符串,那么游戏引擎将无法正确处理这个参数,并且会在 Vconsole 中给出一个错误提示,告诉你期望一个整数但却收到了一个字符串。

因此,当你使用 Lua 调用 DOTA 2 的 C++ API 时,确保你了解每个函数期望的参数类型,并相应地传递正确的数据类型是非常重要的。这有助于避免运行时错误,并确保你的代码能够按预期工作。

Global

全局函数,可以被任何类使用。

函数名 函数原型 解释
AddFOWViewer(en) void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) 为指定队伍增加临时视野 ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)
AngleDiff(en) float AngleDiff(float ang1, float ang2) 返回两个偏航角度之差
AppendToLogFile(en) void AppendToLogFile(string a, string b) 在服务器日志文件上增加一个string
ApplyDamage(en) float ApplyDamage(handle DamageTable) 对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability
AxisAngleToQuaternion(en) Quaternion AxisAngleToQuaternion(Vector a, float b)(vector,float) 构造一个四元数,表现出围绕给定的vector 轴线的旋转角
CalcClosestPointOnEntityOBB(en) Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2) 计算实体的OBB上最接近的两个点。
CalcDistanceBetweenEntityOBB(en) float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2) 计算两个实体的OBB间距离。如果返回值为负,代表输入值有错误。 返回值为0则代表OBB互相重叠。
CancelEntityIOEvents(en) void CancelEntityIOEvents(ehandle a) 为特定的实体创建所有输入/输出事件
ClearTeamCustomHealthbarColor(en) void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) 清除自定义血条颜色。
CreateEffect(en) bool CreateEffect(handle a) 传递table - 输入:实体,效果
CreateHeroForPlayer(en) handle CreateHeroForPlayer(string unitName, handle player) 用DOTA英雄的dota_npc_units.txt中的名字创建它并把它设为给定玩家的控制英雄
CreateHTTPRequest(en) handle CreateHTTPRequest(string string_1, string string_2) 生成一个HTTP请求。
CreateItem(en) handle CreateItem(string item_name, handle owner, handle owner) 用类名称item_name创建一个owner可以使用的物品
CreateItemOnPositionForLaunch(en) handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2) 在给定地点生成一个实际物品。 目标地点可以是空中(但这不会清空这个位置)
CreateItemOnPositionSync(en) handle CreateItemOnPositionSync(Vector a, handle b) 在给定位置创建一个可见的物品
CreateModifierThinker(en) handle CreateModifierThinker(handle handle_1, handle handle_2, string string_3, handle handle_4, Vector Vector_5, int int_6, bool bool_7) 生成一个不和任何NPC相关联的Modifier。 ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker )
CreateTempTree(en) void CreateTempTree(Vector Vector_1, float float_2) 生成一颗临时存在的树。 (vLocation, flDuration).
CreateTrigger(en) handle CreateTrigger(Vector a, Vector b, Vector c) CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器
CreateTriggerRadiusApproximate(en) handle CreateTriggerRadiusApproximate(Vector a, float b) CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : 创建并返回一个比给定radius大的AABB触发器
CreateUnitByName (en) handle CreateUnitByName(string a, Vector b, bool c, handle d, handle e, int f) 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber )
CreateUnitByNameAsync(en) int CreateUnitByNameAsync(string a, Vector b, bool c, handle d, handle e, int f, handle g) 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback )
CreateUnitFromTable(en) hscript CreateUnitFromTable(table unitProperties) Creates a new data-driven entity with the given table
cvar_getf(en) float cvar_getf(string a) 获取给定cvar的值,返回float.
cvar_setf (en) bool cvar_setf(string a, float b) 设置给定cvar的值, 传递float.
DebugBreak(en) void DebugBreak() 在debugger(调试模式)中停止运行
DebugDrawBox(en) void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration) 显示一个debug overlay窗口(origin, mins, maxs, r, g, b, a, duration )
DebugDrawBoxDirection(en) void DebugDrawBoxDirection(Vector a, Vector b, Vector c, Vector d, Vector e, float f, float g) 显示一个debug forward窗口(cent, min, max, forward, vRgb, a, duration)
DebugDrawCircle(en) void DebugDrawCircle(Vector a, Vector b, float c, float d, bool e, float f) 显示一个debug圆(center, vRgb, a, rad, ztest, duration)
DebugDrawClear(en) void DebugDrawClear() 尝试清理所有debug overlay信息
DebugDrawLine(en) void DebugDrawLine(Vector a, Vector b, int c, int d, int e, bool f, float g) 显示一个debug overlay线段origin, target, r, g, b, ztest, duration)
DebugDrawLine_vCol(en) void DebugDrawLine_vCol(Vector a, Vector b, Vector c, bool d, float e) 使用vec颜色显示一个debug线段(start, end, vRgb, a, ztest, duration)
DebugDrawScreenTextLine(en) void DebugDrawScreenTextLine(float a, float b, int c, string d, int e, int f, int g, int h, float i) 显示给定行间距(lineoffset)的文字(x, y, lineOffset, text, r, g, b, a, duration)
DebugDrawSphere(en) void DebugDrawSphere(Vector a, Vector b, float c, float d, bool e, float f) 显示一个debug球(center, vRgb, a, rad, ztest, duration)
DebugDrawText(en) void DebugDrawText(Vector a, string b, bool c, float d) 显示3d文字(origin, text, bViewCheck, duration)
DebugScreenTextPretty(en) void DebugScreenTextPretty(float a, float b, int c, string d, int e, int f, int g, int h, float i, string j, int k, bool l) 显示漂亮的debug文字(x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)
DoCleaveAttack(en) int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6) (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName)
DoEntFire(en) void DoEntFire(string a, string b, string c, float d, handle e, handle f)EntFire: 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller )
DoEntFireByInstanceHandle(en) void DoEntFireByInstanceHandle(handle a, string b, string c, float d, handle e, handle f) EntFireByHandle:构造一个实体的输入/输出事件
DoIncludeScript(en) bool DoIncludeScript(string a, handle b) 运行一个内部脚本
DoScriptAssert(en) void DoScriptAssert(bool a, string b) ScriptAssert:断言传入数据是数值,输出信息并显示断言对话框(参考编程中的Assert功能,主要用于调试,译者注)
DoUniqueString(en) string DoUniqueString(string a) UniqueString:使用任意的根字符串构造一个保证在VM脚本运行周期内唯一的字符串。当给表增加数据但不确定已用关键字时有用
EmitAnnouncerSound(en) void EmitAnnouncerSound(string string_1) 对所有玩家播放播音员的声音。
EmitAnnouncerSoundForPlayer(en) void EmitAnnouncerSoundForPlayer(string string_1, int int_2) 对一位玩家播放播音员的音效。
EmitAnnouncerSoundForTeam(en) void EmitAnnouncerSoundForTeam(string string_1, int int_2) 对一方队伍成员播放播音员的音效。
EmitAnnouncerSoundForTeamOnLocation(en) void EmitAnnouncerSoundForTeamOnLocation(string string_1, int int_2, Vector Vector_3) 对在某个特定地点队伍成员播放播音员的音效
EmitGlobalSound(en) void EmitGlobalSound(string a) 为所有玩家播放给定名称的音效
EmitSoundOn(en) void EmitSoundOn(string a, handle b) 在一个实体上播放给定名称的音效
EmitSoundOnClient(en) void EmitSoundOnClient(string a, handle b) 为指定玩家播放给定名称的音效
EmitSoundOnLocationForAllies(en) void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3) 从处在某个地点的某个单位处播放音效,仅对这个单位的友军有效。(vLocation, soundName, hCaster)
EmitSoundOnLocationWithCaster(en) void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3) 从处在某个地点的某个单位处播放音效。 (vLocation, soundName, hCaster).
EntIndexToHScript(en) handle EntIndexToHScript(int a) 把一个实体的整数索引转化为表达该实体脚本实例的HScript
ExecuteOrderFromTable(en) void ExecuteOrderFromTable(handle a) 从一个Script表发布命令
ExponentialDecay(en) float ExponentialDecay(float a, float b, float c)平 滑的曲线,接近0时减少较慢
FileToString(en) string FileToString(string a) 从文件读取字符串给脚本,目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件从C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems读取,函数的用途与StringToFile相反
FindClearSpaceForUnit(en) void FindClearSpaceForUnit(handle a, Vector b, bool c) 在未被占用的地方创建单位
FindUnitsInRadius(en) table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache) 在给定范围内用给定flags搜索单位( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache )
FindUnitsInLine(en) table FindUnitsInLine(int teamNumber, Vector vStartPos, Vector vEndPos, handle cacheUnit, float width, int teamFilter, int typeFilter, int flagFilter) 在给定的一条线上用给定flags搜索单位 ( iTeamNumber, vStartPos, vEndPos, hCacheUnit, flWidth, iTeamFilter, iTypeFilter, iFlagFilter)
FireEntityIOInputNameOnly(en) void FireEntityIOInputNameOnly(ehandle a, string b) 触发实体的动作输入w/no数据
FireEntityIOInputString(en) void FireEntityIOInputString(ehandle a, string b, string c) 用给定字符串(由你分配内存)触发实体的动作输入
FireEntityIOInputVec(en) void FireEntityIOInputVec(ehandle a, string b, Vector c) 用给定的Vector( hEntity, szActionName, vector )触发实体的动作输入
FireGameEvent(en) void FireGameEvent(string eventName, handle parameterTable) 触发一个预定义事件,可以在custom_events.txt或dota的资源/.res中找到
FireGameEventLocal(en) void FireGameEventLocal(string a, handle b) 触发一个游戏事件但不广播给客户端
FrameTime(en) float FrameTime() 获取上一帧在服务器上花费的时间
GetEntityIndexForTreeId(en) <unknown> GetEntityIndexForTreeId(unsigned unsigned_1) 对于指定为DOTA_UNIT_ORDER_CAST_TARGET_TREE下的entindex_target类型的树,这个方法用来获取其实体索引。
GetFrameCount(en) int GetFrameCount() 返回引擎当然的帧数
GetFrostyBoostAmount(en) float GetFrostyBoostAmount(int a, int b) No Description Set
GetFrostyPointsForRound(en) int GetFrostyPointsForRound(int a, int b, int c) No Description Set
GetGoldFrostyBoostAmount(en) float GetGoldFrostyBoostAmount(int a, int b) No Description Set
GetGoldFrostyPointsForRound(en) int GetGoldFrostyPointsForRound(int a, int b, int c) No Description Set
GetGroundHeight(en) float GetGroundHeight(Vector Vector_1, handle handle_2)
GetGroundPosition(en) Vector GetGroundPosition(Vector a, handle b) 返回移动到地面的供给位置。第二个参数是一个NPC,用于测量碰撞体积
GetItemCost(en) int GetItemCost(string string_1) 通过名称获取一个物品的价格。
GetListenServerHost(en) handle GetListenServerHost() 在广播服务器获取本地玩家
GetMapName(en) string GetMapName() 获取地图的名字
GetMaxOutputDelay(en) float GetMaxOutputDelay(ehandle a, string b) 获取输出事件的最大延迟
GetPhysAngularVelocity(en) Vector GetPhysAngularVelocity(handle a) 获取VPHYS或普通物体的角速度
GetPhysVelocity(en) Vector GetPhysVelocity(handle a) 获取VPHYS或普通物体的速度
GetSystemDate(en) string GetSystemDate() 获取真实世界的日期
GetSystemTime(en) string GetSystemTime() 获取真实世界的时间
GetTeamHeroKills(en) int GetTeamHeroKills(int int_1) ( int teamID )
GetTeamName(en) string GetTeamName(int teamNumber) Returns the team name
GetTreeIdForEntityIndex(en) int GetTreeIdForEntityIndex(int int_1) 获取已给定实体索引的树的ID
GetWorldMaxX(en) float GetWorldMaxX() 获取地图X坐标最大值
GetWorldMaxY(en) float GetWorldMaxY() 获取地图Y坐标最大值
GetWorldMinX(en) float GetWorldMinX() 获取地图X坐标最小值
GetWorldMinY(en) float GetWorldMinY() 获取地图Y坐标最小值
InitLogFile(en) void InitLogFile(string a, string b) 如果给定文件不存在,用给定内容创建它;如果存在则不做任何动作
IsClient(en) bool IsClient() Returns true if this is lua running from the client.dll.
IsDedicatedServer(en) bool IsDedicatedServer() 如果服务器开放返回true
IsMarkedForDeletion(en) bool IsMarkedForDeletion(handle a) 如果实体有效并被标记为删除返回true
IsServer(en) bool IsServer() 当Lua代码是从Server.dll中被运行的时候,返回True。
IsValidEntity(en) bool IsValidEntity(handle a) 检查给定hScript是否为有效实体
IsInToolsMode(en) bool IsInToolsMode() 当此Lua脚本在Dota2创意工坊工具模式下运行时返回true。
LimitPathingSearchDepth(en) void LimitPathingSearchDepth(float float_1) 设置寻路系统的搜索范围(应该是对于深度)
LinkLuaModifier(en) void LinkLuaModifier(string modifier_name, string file_path, int motion_controller_type) 将一个Lua定义的Modifier和与其相关的类联系起来。如果这个Modifier的定义在Vscript根目录下,那么第二个argument (file_path) 可能会被忽略。
ListenToGameEvent (en) int ListenToGameEvent(string EventName, handle functionNameToCall, handle context) 从脚本给游戏事件注册一个listner,Tip:另外,为listenstandard engine events,你也可以创建自己的事件,把它们放置在/scripts/custom_events.txt.
LoadKeyValues(en) table LoadKeyValues(string a) 用给定的关键字文件创建table
LoadKeyValuesFromString(en) table LoadKeyValuesFromString(string a) 用给定的关键字string创建table
MakeStringToken(en) int MakeStringToken(string a) 检查给定的hScript是否是有效实体(?)
MinimapEvent(en) void MinimapEvent(int int_1, handle handle_2, int int_3, int int_4, int int_5, int int_6) 设置一个小地图事件。 (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration).
Msg(en) void Msg(string a) 输出信息
PauseGame(en) void PauseGame(bool a) 暂停/开始游戏
PlayerInstanceFromIndex(en) handle PlayerInstanceFromIndex(int a) 通过索引获取玩家的脚本实例
PrecacheEntityFromTable(en) void PrecacheEntityFromTable(string a, handle b, handle c) 用关键字从table中预缓存一个实体
PrecacheEntityListFromTable(en) void PrecacheEntityListFromTable(handle a, handle b) 预缓存一个实体关键字列表
PrecacheItemByNameAsync(en) void PrecacheItemByNameAsync(string a, handle b) 用DOTA物品的dota_npc_items.txt名称异步预缓存它,结束时提供回调
PrecacheItemByNameSync(en) void PrecacheItemByNameSync(string a, handle b) 用DOTA物品的dota_npc_items.txt名称预缓存它
PrecacheModel(en) void PrecacheModel(string a, handle b)( modelName, context ) - 手动预缓存一个单一模型
PrecacheResource(en) void PrecacheResource(string precacheMode, string resource, handle context) 手动预缓存一个单一资源
PrecacheUnitByNameAsync(en) void PrecacheUnitByNameAsync(string a, handle b) 用DOTA单位的dota_npc_units.txt名称异步预缓存它,结束时提供回调
PrecacheUnitByNameSync(en) void PrecacheUnitByNameSync(string a, handle b) 用DOTA单位的dota_npc_units.txt名称预缓存它
PrintLinkedConsoleMessage(en) void PrintLinkedConsoleMessage(string a, string b) Print a console message with a linked console command
RandomFloat(en) float RandomFloat(float a, float b) 获取范围内随机float
RandomInt(en) int RandomInt(int a, int b) 获取范围内随机int
RandomVector(en) Vector RandomVector(float maxLength) 获取随机二维矢量
RegisterSpawnGroupFilterProxy(en) void RegisterSpawnGroupFilterProxy(string a) 为一个脚本基础的生成单位过滤器创建一个C代理
ReloadMOTD(en) void ReloadMOTD() 重载MotD文件
RemoveSpawnGroupFilterProxy(en) void RemoveSpawnGroupFilterProxy(string a) 为一个脚本基础的生成单位过滤器删除一个C代理
ResolveNPCPositions(en) void ResolveNPCPositions(Vector Vector_1, float float_2) Check and fix units that have been assigned a position inside collision radius of other NPCs. 检查并固定一个被分配到其他NPC的碰撞半径内的某位置的单位。
RollPercentage(en) bool RollPercentage(int a) 随机生成1-100内的数,小于等于给定数则返回true
RotateOrientation(en) QAngle RotateOrientation(QAngle a, QAngle b) 旋转一个QAngle,用另一个QAngle
RotateQuaternionByAxisAngle(en) Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c) 围绕给定vector轴线旋转一个四元数
RotationDelta(en) QAngle RotationDelta(QAngle a, QAngle b) 两个QAngle间的delta值
rr_AddDecisionRule(en) bool rr_AddDecisionRule(handle a) 给决定数据库增加一个规则
rr_CommitAIResponse(en) bool rr_CommitAIResponse(handle a, handle b) 把QueryBestResponse的结果交付给定的实体播放,用参数调用(entity, airesponse)
rr_GetResponseTargets(en) handle rr_GetResponseTargets() 获取所有提供的表达者目标的table,格式为{ name : handle, name: handle }.
rr_QueryBestResponse(en) bool rr_QueryBestResponse(handle a, handle b, handle c) 参数: ( hEnt, hQuery, hResult ) // 静态 : 对实体的回复系统测试 'query'并返回最佳回复(无回复返回nil)
Say(en) void Say(handle entity, string message, bool teamOnly) 让实体说string,是否仅限队友可见
ScreenShake(en) void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g) 用下列参数开始镜头摇晃:vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
SendFrostivusTimeElapsedToGC(en) void SendFrostivusTimeElapsedToGC() No Description Set
SendFrostyPointsMessageToGC(en) void SendFrostyPointsMessageToGC(handle a) No Description Set
SendOverheadEventMessage(en) void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5) ( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer和sourcePlayer 允许为nil。 - iMessageType是OVERHEAD_ALERT_分类中的一个。
SendToConsole(en) void SendToConsole(string a) 给控制台发送string作为客户端命令
SendToServerConsole(en) void SendToServerConsole(string a) 给控制台发送string作为服务器命令
SetOpvarFloatAll(en) void SetOpvarFloatAll(string a, string b, string c, float d) 为所有玩家设置opvar值
SetOpvarFloatPlayer(en) void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e) 为单一玩家设置opvar值( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )
SetQuestName(en) void SetQuestName(string a) 设置当前任务名
SetQuestPhase(en) void SetQuestPhase(int a) 设置当前任务阶段
SetRenderingEnabled(en) void SetRenderingEnabled(ehandle a, bool b) 为ehandle设置rendering(渲染)开/关
SetTeamCustomHealthbarColor(en) void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4) ( teamNumber, r, g, b )
ShowCustomHeaderMessage(en) void ShowCustomHeaderMessage(string message, int player, int value, float time) Displays a header message from player
ShowGenericPopup(en) void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType) 对所有玩家显示通用的弹出窗口
ShowGenericPopupToPlayer(en) void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f) 对给定玩家显示通用的弹出窗口
ShowMessage(en) oid ShowMessage(string a) 在所有客户端显示hud信息
SpawnEntityFromTableSynchronous(en) handle SpawnEntityFromTableSynchronous(string a, handle b) 从table同步生成一个实体
SpawnEntityGroupFromTable(en) bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback) 从一系列生成表中分级生成一个实体组
SpawnEntityListFromTableAsynchronous(en) int SpawnEntityListFromTableAsynchronous(handle a, handle b) 从一个生成表列表异步生成一个实体组,生成完成后会触发一次回调
SpawnEntityListFromTableSynchronous(en) handle SpawnEntityListFromTableSynchronous(handle a) 从一个生成表列表同步生成一个实体组.
SplineQuaternions(en) Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c) (quaternion,quaternion,float)非常基础的v0到v1差值,t属于[0,1]为参数
SplineVectors(en) Vector SplineVectors(Vector a, Vector b, float c) (vector,vector,float)非常基础的v0到v1差值,t属于[0,1]为参数
StartSoundEvent(en) void StartSoundEvent(string a, handle b) 开始音效事件
StartSoundEventFromPosition(en) void StartSoundEventFromPosition(string string_1, Vector Vector_2) 在某个位置开始音效事件。
StartSoundEventFromPositionReliable(en) void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) 通过可靠的传递,在某个位置开始音效事件。
StartSoundEventFromPositionUnreliable(en) void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2) 通过随意的传递,在某个位置开始音效事件。
StartSoundEventReliable(en) void StartSoundEventReliable(string string_1, handle handle_2) 通过可靠的传递,开始音效事件。
StartSoundEventUnreliable(en) void StartSoundEventUnreliable(string string_1, handle handle_2) 通过随意的传递,开始音效事件。
StopEffect(en) void StopEffect(handle a, string b) (hEntity, szEffectName)
StopListeningToAllGameEvents(en) void StopListeningToAllGameEvents(handle a) 停止listen在给定内容内的所有游戏事件
StopListeningToGameEvent(en) bool StopListeningToGameEvent(int a) 停止listen特定的游戏事件
StopSoundEvent(en) void StopSoundEvent(string a, handle b) 停止音效事件
StopSoundOn(en) void StopSoundOn(string soundName, handle playingEntity) 停止实体上的命名音效
StringToFile(en) bool StringToFile(string a, string b) 目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件名不能为空,也不能包含忽略字符,否则函数无效并返回false,一次只能保存一个字符串,每次调用文件都被覆盖,文件以一个NUL字符结尾,文件被保存在C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems,函数用途与FileToString相反
Time(en) float Time() 获取当前服务器时间
TraceCollideable(en) bool TraceCollideable(handle a) 传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal
TraceHull(en) bool TraceHull(handle a) 传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid
TraceLine(en) bool TraceLine(handle a) 传递table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid
UnitFilter(en) int UnitFilter(handle handle_1, int int_2, int int_3, int int_4, int int_5) 当一个单位通过一系列过滤器时进行检查。 (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam
UnloadSpawnGroup(en) void UnloadSpawnGroup(string a) 通过名称去除生成组
UnloadSpawnGroupByHandle(en) void UnloadSpawnGroupByHandle(int a) 通过handle去除生成组
UpdateEventPoints(en) void UpdateEventPoints(handle a) No Description Set
UTIL_MessageText(en) void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a) 对特定的玩家显示信息。
UTIL_MessageText_WithContext(en) void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context) Sends a message to a specific player in the message box with a context table
UTIL_MessageTextAll(en) void UTIL_MessageTextAll(string message, int r, int g, int b, int a) 在文本框内对所有玩家显示信息。
UTIL_MessageTextAll_WithContext(en) void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context) Sends a message to everyone in the message box with a context table
UTIL_Remove(en) void UTIL_Remove(handle a) 删除给定实体
UTIL_RemoveImmediate(en) void UTIL_RemoveImmediate(handle a) 立即删除给定实体
UTIL_ResetMessageText(en) void UTIL_ResetMessageText(int playerId) 对某个玩家重新设置信息文本。
UTIL_ResetMessageTextAll(en) void UTIL_ResetMessageTextAll() 对所有玩家重新设置信息文本。
VectorToAngles(en) QAngle VectorToAngles(Vector a) 为Vector获取Qangle(没有滚动)
Warning(en) void Warning(string a) 输出警告

CBaseEntity

The base class for stuff

函数名 函数原型 解释
ApplyAbsVelocityImpulse(en) void ApplyAbsVelocityImpulse(Vector a) 添加一个速度冲击
ApplyLocalAngularVelocityImpulse(en) void ApplyLocalAngularVelocityImpulse(Vector a) 添加一个角速度的冲击
EmitSound(en) void EmitSound(string soundName)
EmitSoundParams(en) void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) 播放/修改这个实体的声音.当音调,音量或播放时间大于零时改变声音
EyeAngles(en) QAngle EyeAngles() 获得这个实体的视角qangles
EyePosition(en) Vector EyePosition() 获得指向视角位置的矢量,位置为绝对坐标
FirstMoveChild(en) handle FirstMoveChild() No Description Set
GatherCriteria(en) void GatherCriteria(handle a) 返回一个表包含用在这个实体的判定的标准.这个表等同于传入脚本方法的调用.
GetAbsOrigin(en) Vector GetAbsOrigin() No Description Set
GetAngles(en) QAngle GetAngles() No Description Set
GetAnglesAsVector(en) Vector GetAnglesAsVector() 获得实体的颠簸,偏航,摇晃的矢量
GetAngularVelocity(en) Vector GetAngularVelocity() 获得当前角速度,返回颠簸,偏航,摇晃的矢量
GetBaseVelocity(en) Vector GetBaseVelocity() 获得基础速度
GetBoundingMaxs(en) Vector GetBoundingMaxs() 获得一个包含最大范围,以物体为中心的矢量
GetBoundingMins(en) Vector GetBoundingMins() 获得一个包含最小范围,以物体为中心的矢量
GetBounds(en) table GetBounds() 获得一个以物体为中心,包含“Mins”和“Maxs”矢量的表
GetCenter(en) Vector GetCenter() 获得指向物体中心的矢量,以绝对坐标的形式
GetChildren(en) handle GetChildren() 获得继承这个实体的实体
GetContext(en) table GetContext(string a) GetContext( name ):检查一个对象的状态然后返回对象是否可用.可能返回string,float,或nil(如果对象没有找到)
GetForwardVector(en) Vector GetForwardVector() 获得这个实体的前进矢量
GetHealth(en) int GetHealth() No Description Set
GetLocalAngularVelocity(en) QAngle GetLocalAngularVelocity() 可能为当前角速度
GetLocalVelocity(en) Vector GetLocalVelocity() 获得实体相对速度
GetMaxHealth(en) int GetMaxHealth() No Description Set
GetModelName(en) string GetModelName() 获得模型的名字
GetMoveParent(en) handle GetMoveParent() 如果在有继承对象,恢复实体所继承的对象
GetOrigin(en) Vector GetOrigin() No Description Set
GetOwner(en) handle GetOwner() 获得实体的所有者
GetOwnerEntity(en) handle GetOwnerEntity() 获得拥有者的实体,如果有的话
GetRightVector(en) Vector GetRightVector() 获得实体的右方矢量
GetRootMoveParent(en) handle GetRootMoveParent() 如果在继承关系里,在继承关系中寻找所继承的根源对象
GetSoundDuration(en) float GetSoundDuration(string soundName, string actormodelname) 返回声音的播放时间.传入声音名字和可选的应用模型名字.
GetTeam(en) int GetTeam() No Description Set
GetUpVector(en) Vector GetUpVector() 获得实体的上方矢量
GetVelocity(en) Vector GetVelocity() No Description Set
IsAlive(en) bool IsAlive() No Description Set.
IsPlayer(en) bool IsPlayer() 是否为玩家的实体
IsNull(en) bool IsNull() 检查实体是否被C++删除了。
Kill(en) void Kill() No Description Set
NextMovePeer(en) handle NextMovePeer() No Description Set
OverrideFriction(en) void OverrideFriction(float a, float b) 暂时重设阻力的持续时间和值
PrecacheScriptSound(en) void PrecacheScriptSound(string a) 预载声音文件
SetAbsOrigin(en) void SetAbsOrigin(Vector origin) 设置绝对来源
SetAngles(en) void SetAngles(float pitch, float yaw, float roll) 设置实体的颠簸,偏航,摇晃
SetAngularVelocity(en) void SetAngularVelocity(float pitch, float yaw, float roll) 设置当前角速度,使用实数颠簸,偏航,摇晃速度
SetContext(en) void SetContext(string a, string b, float c) SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个字符串.持续一段时间.(0代表永久)
SetContextNum(en) void SetContextNum(string a, float b, float c) SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个数字(int或者float).持续一段时间.(0代表永久)
SetContextThink(en) void SetContextThink(string a, handle b, float c) 在这个实体上设置一个计时器( a:标示字符,b:执行函数 c:延迟执行的时间 )
SetForwardVector(en) void SetForwardVector(Vector forwardVec) 设置实体的方向为前进矢量
SetFriction(en) void SetFriction(float a) 设置玩家阻力,无视物体
SetGravity(en) void SetGravity(float a) 设置玩家引力,无视物体
SetHealth(en) void SetHealth(int hp) No Description Set
SetMaxHealth(en) void SetMaxHealth(int maxHP) No Description Set
SetModel(en) void SetModel(string modelName) No Description Set
SetOrigin(en) void SetOrigin(Vector origin) No Description Set
SetOwner(en) void SetOwner(handle owningEntity) 设定实体的所有者
SetParent(en) void SetParent(handle a, string b) 设定这个实体的所继承的父实体
SetRenderColor(en) void SetRenderColor(int a, int b, int c) SetRenderColor( r, g, b ):设定实体的渲染颜色
SetSize(en) void SetSize(Vector a, Vector b) No Description Set
SetTeam(en) void SetTeam(int team) No Description Set
SetVelocity(en) void SetVelocity(Vector a) No Description Set
StopSound(en) void StopSound(string soundName) 停止播放这个实体的特定的声音
Trigger(en) void Trigger() 触发这个实体的触发器

CEntities

No Description Set


Global accessor variable: Entities

函数名 函数原型 解释
CreateByClassname(en) handle CreateByClassname(string className) 用类名来创建一个实体
FindAllByClassname(en) table FindAllByClassname(string a) 通过类名来寻找所有实体.返回被找到实体的数组或表.
FindAllByClassnameWithin(en) table FindAllByClassnameWithin(string a, Vector b, float c) 在一个半径范围内通过类名寻找实体.
FindAllByModel(en) table FindAllByModel(string modelName) 通过模型名字来找到对象.
FindAllByName(en) table FindAllByName(string name) 通过名字来寻找所有实体.返回被找到实体的数组或表.
FindAllByNameWithin(en) table FindAllByNameWithin(string name, Vector origin, float maxRadius) 在半径范围内通过名字来寻找实体.
FindAllByTarget(en) table FindAllByTarget(string targetName) 通过目标名字来寻找实体
FindAllInSphere(en) table FindAllInSphere(Vector origin, float maxRadius) 在(球形)范围内寻找实体
FindByClassname(en) handle FindByClassname(handle startFrom, string className) 通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindByClassnameNearest(en) handle FindByClassnameNearest(string className, Vector origin, float maxRadius) 在最近一个点通过类名寻找实体
FindByClassnameWithin(en) handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) 在半径范围内通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindByModel(en) handle FindByModel(handle startFrom, string modelName) 通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindByModelWithin(en) handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) 在半径范围内通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindByName(en) handle FindByName(handle lastEnt, string searchString) 通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindByNameNearest(en) handle FindByNameNearest(string name, Vector origin, float maxRadius) 通过名字寻找最近原点的实体
FindByNameWithin(en) handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) 在半径范围内通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindByTarget(en) handle FindByTarget(handle startFrom, string targetName) 通过目标名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
FindInSphere(en) handle FindInSphere(handle startFrom, Vector origin, float maxRadius) 在半径范围内寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找
First(en) handle First() 在实体数组或表中开始一个迭代程序
Next(en) handle Next(handle startFrom) 从指定列表中的实体开始迭代



CEntityInstance

extends CBaseEntity

No Description Set

函数名 函数原型 解释
ConnectOutput(en) void ConnectOutput(string a, string b) 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法
Destroy(en) void Destroy() No Description Set
DisconnectOutput(en) void DisconnectOutput(string a, string b) 从这个实体的I/O事件移除已连接的脚本方法
DisconnectRedirectedOutput(en) void DisconnectRedirectedOutput(string a, string b, handle c) 从传入实体的I/O事件移除已连接的脚本方法
entindex(en) int entindex() No Description Set
FireOutput(en) void FireOutput(string outputName, handle activator, handle caller, table args, float delay) 触发实体的输出
GetClassname(en) string GetClassname() No Description Set
GetDebugName(en) string GetDebugName() 如果没有定义的话获得实体名字的帮助
GetEntityHandle(en) ehandle GetEntityHandle() 获得这个实体的EHANDLE
GetEntityIndex(en) int GetEntityIndex() No Description Set
GetIntAttr(en) int GetIntAttr(string a) 获得整型属性
GetName(en) string GetName() No Description Set
GetOrCreatePrivateScriptScope(en) handle GetOrCreatePrivateScriptScope() 恢复实体相关的每个实例私有的脚本数据,必要时会创建
GetOrCreatePublicScriptScope(en) handle GetOrCreatePublicScriptScope() 恢复实体相关的公用脚本数据,必要时会创建
GetPrivateScriptScope(en) handle GetPrivateScriptScope() 恢复实体相关的每个实例私有的脚本数据
GetPublicScriptScope(en) handle GetPublicScriptScope() 恢复实体相关的公用脚本数据
RedirectOutput(en) void RedirectOutput(string a, string b, handle c) 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法
RemoveSelf(en) void RemoveSelf() 删除这个实体
SetIntAttr(en) void SetIntAttr(string a, int b) 设置整型属性



CDOTABaseAbility

extends CBaseEntity

No Description Set

函数名 函数原型 解释
CastAbility(en) void CastAbility() No Description Set
ContinueCasting(en) bool ContinueCasting() No Description Set
CreateVisibilityNode(en) void CreateVisibilityNode(Vector a, float b, float c) No Description Set
DecrementModifierRefCount(en) void DecrementModifierRefCount() No Description Set
EndChannel(en) void EndChannel(bool a) 参数: bool bInterrupted
EndCooldown(en) void EndCooldown() 刷新这个技能
GetAbilityDamage(en) int GetAbilityDamage() No Description Set
GetAbilityDamageType(en) int GetAbilityDamageType() No Description Set
GetAbilityIndex(en) int GetAbilityIndex() No Description Set
GetAbilityName(en) string GetAbilityName() No Description Set
GetAbilityKeyValues(en) table GetAbilityKeyValues() No Description Set
GetAbilityTargetFlags(en) int GetAbilityTargetFlags() No Description Set
GetAbilityTargetTeam(en) int GetAbilityTargetTeam() No Description Set
GetAbilityTargetType(en) int GetAbilityTargetType() No Description Set
GetAbilityType(en) int GetAbilityType() No Description Set
GetAnimationIgnoresModelScale(en) bool GetAnimationIgnoresModelScale() No Description Set
GetAssociatedPrimaryAbilities(en) string GetAssociatedPrimaryAbilities() No Description Set
GetAssociatedSecondaryAbilities(en) string GetAssociatedSecondaryAbilities() No Description Set
GetAutoCastState(en) bool GetAutoCastState() No Description Set
GetBackswingTime(en) float GetBackswingTime() No Description Set
GetBehavior(en) int GetBehavior() No Description Set
GetCaster(en) handle GetCaster() No Description Set
GetCastPoint(en) float GetCastPoint() Returns the cast point of this ability.
GetCastRange(en) int GetCastRange(Vector vLocation, handle hTarget) Returns the cast range of this ability.
GetChannelledManaCostPerSecond(en) int GetChannelledManaCostPerSecond(int a) Returns the channeled mana cost per second of this ability if it's a channeling ability.
GetChannelStartTime(en) float GetChannelStartTime() No Description Set
GetChannelTime(en) float GetChannelTime() No Description Set
GetCloneSource(en) handle GetCloneSource() No Description Set
GetConceptRecipientType(en) int GetConceptRecipientType() No Description Set
GetCooldown(en) float GetCooldown(int a) 获得技能在给出的等级设定上的冷却时间,而不是目前的剩余的冷却时间
GetCooldownTime(en) float GetCooldownTime() No Description Set
GetCooldownTimeRemaining(en) float GetCooldownTimeRemaining() No Description Set
GetCursorPosition(en) Vector GetCursorPosition() Returns the target point vector from the last cast of this point-targeting ability .
GetCursorTarget(en) handle GetCursorTarget() Returns the target unit from the last cast of this unit-targeting ability.
GetCursorTargetingNothing(en) bool GetCursorTargetingNothing() No Description Set
GetDuration(en) float GetDuration() No Description Set
GetGoldCost(en) int GetGoldCost(int a) No Description Set
GetGoldCostForUpgrade(en) int GetGoldCostForUpgrade(int a) No Description Set
GetHeroLevelRequiredToUpgrade(en) int GetHeroLevelRequiredToUpgrade() No Description Set
GetIntrinsicModifierName(en) string GetIntrinsicModifierName() No Description Set
GetLevel(en) int GetLevel() 获得技能目前的等级
GetLevelSpecialValueFor(en) table GetLevelSpecialValueFor(string a, int b) No Description Set
GetManaCost(en) int GetManaCost(int a) No Description Set
GetMaxLevel(en) int GetMaxLevel() No Description Set
GetModifierValue(en) float GetModifierValue() No Description Set
GetModifierValueBonus(en) float GetModifierValueBonus() No Description Set
GetPlaybackRateOverride(en) float GetPlaybackRateOverride() No Description Set
GetSharedCooldownName(en) string GetSharedCooldownName() No Description Set
GetSpecialValueFor(en) table GetSpecialValueFor(string a) No Description Set
GetStolenActivityModifier(en) string GetStolenActivityModifier() No Description Set
GetToggleState(en) bool GetToggleState() No Description Set
HeroXPChange(en) bool HeroXPChange(float a) No Description Set
IncrementModifierRefCount(en) void IncrementModifierRefCount() No Description Set
IsActivated(en) bool IsActivated() No Description Set
IsAttributeBonus(en) bool IsAttributeBonus() No Description Set
IsChanneling(en) bool IsChanneling() 返回目前技能是否在施法状态
IsCooldownReady(en) bool IsCooldownReady() No Description Set
IsCosmetic(en) bool IsCosmetic(handle hEntity) No Description Set
IsFullyCastable(en) bool IsFullyCastable() 返回技能能否被释放
IsHidden(en) bool IsHidden() No Description Set
IsHiddenWhenStolen(en) bool IsHiddenWhenStolen() No Description Set
IsInAbilityPhase(en) bool IsInAbilityPhase() 返回技能目前是否在被释放
IsItem(en) bool IsItem() Returns whether this is an ability attached to an item.
IsOwnersGoldEnough(en) bool IsOwnersGoldEnough(int a) No Description Set
IsOwnersGoldEnoughForUpgrade(en) bool IsOwnersGoldEnoughForUpgrade() No Description Set
IsOwnersManaEnough(en) bool IsOwnersManaEnough() No Description Set
IsPassive(en) bool IsPassive() Returns whether this is a passive ability.
IsSharedWithTeammates(en) bool IsSharedWithTeammates() No Description Set
IsStealable(en) bool IsStealable() Returns whether this ability can be stealed (by Rubick's ultimate).
IsStolen(en) bool IsStolen() Returns whether this ability has been stolen.
IsToggle(en) bool IsToggle() No Description Set
IsTrained(en) bool IsTrained() No Description Set
MarkAbilityButtonDirty(en) void MarkAbilityButtonDirty() 标记这个技能图标表示需要刷新
NumModifiersUsingAbility(en) int NumModifiersUsingAbility() No Description Set
OnAbilityPhaseInterrupted(en) void OnAbilityPhaseInterrupted() No Description Set
OnAbilityPhaseStart(en) bool OnAbilityPhaseStart() No Description Set
OnAbilityPinged(en) void OnAbilityPinged() No Description Set
OnChannelFinish(en) void OnChannelFinish(bool a) No Description Set
OnChannelThink(en) void OnChannelThink(float a) No Description Set
OnHeroCalculateStatBonus(en) void OnHeroCalculateStatBonus() No Description Set
OnHeroLevelUp(en) void OnHeroLevelUp() No Description Set
OnInventoryContentsChanged(en) void OnInventoryContentsChanged() No Description Set
OnOwnerDied(en) void OnOwnerDied() No Description Set
OnOwnerSpawned(en) void OnOwnerSpawned() No Description Set
OnSpellStart(en) void OnSpellStart() No Description Set
OnToggle(en) void OnToggle() No Description Set
OnUpgrade(en) void OnUpgrade() No Description Set
PayGoldCost(en) void PayGoldCost() No Description Set
PayGoldCostForUpgrade(en) void PayGoldCostForUpgrade() No Description Set
PayManaCost(en) void PayManaCost() No Description Set
PlaysDefaultAnimWhenStolen(en) bool PlaysDefaultAnimWhenStolen() No Description Set
ProcsMagicStick(en) bool ProcsMagicStick() Returns whether this ability procs magic stick.
RefCountsModifiers(en) bool RefCountsModifiers() No Description Set
RefundManaCost(en) void RefundManaCost() No Description Set
ResetToggleOnRespawn(en) bool ResetToggleOnRespawn() No Description Set
SetAbilityIndex(en) void SetAbilityIndex(int a) No Description Set
SetActivated(en) void SetActivated(bool a) No Description Set
SetChanneling(en) void SetChanneling(bool a) No Description Set
SetHidden(en) void SetHidden(bool a) No Description Set
SetInAbilityPhase(en) void SetInAbilityPhase(bool a) No Description Set
SetLevel(en) void SetLevel(int a) 设置这个技能的等级
SetOverrideCastPoint(en) void SetOverrideCastPoint(float a) No Description Set
SetRefCountsModifiers(en) void SetRefCountsModifiers(bool a) No Description Set
SetStolen(en) void SetStolen(bool a) No Description Set
ShouldUseResources(en) bool ShouldUseResources() No Description Set
SpeakAbilityConcept(en) void SpeakAbilityConcept(int a) No Description Set
SpeakTrigger(en) bool SpeakTrigger() No Description Set
StartCooldown(en) void StartCooldown(float a) 参数:fl冷却时间?
ToggleAbility(en) void ToggleAbility() No Description Set
ToggleAutoCast(en) void ToggleAutoCast() No Description Set
UpgradeAbility(en) void UpgradeAbility() No Description Set
UseResources(en) void UseResources(bool a, bool b, bool c) No Description Set


CDOTA_Ability_Animation_Attack

extends CDOTABaseAbility

No Description Set

函数名 函数原型 解释
SetPlaybackRate(en) void SetPlaybackRate(float a) 重写播放速率



CDOTA_Ability_Animation_TailSpin

extends CDOTABaseAbility

No Description Set

函数名 函数原型 解释
SetPlaybackRate(en) void SetPlaybackRate(float a) Override playbackrate



CDOTA_Ability_Nian_Leap

extends CDOTABaseAbility

No Description Set

函数名 函数原型 解释
SetPlaybackRate(en) void SetPlaybackRate(float a) Override playbackrate



CDOTA_Ability_Nian_Dive

extends CDOTABaseAbility

No Description Set

函数名 函数原型 解释
SetPlaybackRate(en) void SetPlaybackRate(float a) Override playbackrate



CDOTA_Ability_Nian_Roar

extends CDOTABaseAbility

No Description Set

函数名 函数原型 解释
GetCastCount(en) int GetCastCount() 年兽使用了咆哮的次数



CDOTA_Item

extends CDOTABaseAbility

No Description Set

函数名 函数原型 解释
GetContainer(en) handle GetContainer() 获得物品所有者
GetCost(en) int GetCost() No Description Set
GetCurrentCharges(en) int GetCurrentCharges() 获得物品的目前充能
GetInitialCharges(en) int GetInitialCharges() 获得物品的初始充能
GetPurchaser(en) handle GetPurchaser() 获得物品的购买者
GetPurchaseTime(en) float GetPurchaseTime() 获得物品的购买时间
GetShareability(en) int GetShareability() No Description Set
IsAlertableItem(en) bool IsAlertableItem()
IsPermanent(en) bool IsPermanent() 判断物品是否非消耗品
IsCastOnPickup(en) bool IsCastOnPickup() 判断物品是否可以被捡起。
IsCombinable(en) bool IsCombinable() 判断物品是否可以合成。
IsDisassemblable(en) bool IsDisassemblable() 判断物品是否可以被拆分。
IsDroppable(en) bool IsDroppable() 判断物品是否可以被丢弃。
IsItem(en) bool IsItem() 判断是否是物品。
IsKillable(en) bool IsKillable() 判断是否可以被击杀。
IsMuted(en) bool IsMuted() 判断是否可以被禁用(?)
IsPermanent(en) bool IsPermanent() 判断物品是否是永久性的
IsPurchasable(en) bool IsPurchasable() 判断物品是否可以被购买。
IsRecipe(en) bool IsRecipe() 判断物品是否是卷轴。
IsRecipeGenerated(en) bool IsRecipeGenerated() 判断物品是否是由卷轴合成的。
IsSellable(en) bool IsSellable() 判断物品是否可以被出售。
IsStackable(en) bool IsStackable() 判断物品是否可以叠加。
LaunchLoot(en) void LaunchLoot(bool useOnContact, float height, float flDuration, Vector destination) 当物品掉落在地面时,将物品发射出去,使其落在某个地点。
LaunchLootInitialHeight(en) void LaunchLootInitialHeight(bool bAutoUse, float flInitialHeight, float flLaunchHeight, float flDuration, Vector vEndPoint) 设置发射物品时的初始高度。
RequiresCharges(en) bool RequiresCharges() 判断物品是否需要充能。
SetCurrentCharges(en) void SetCurrentCharges(int a) 设置物品的充能数
SetPurchaser(en) void SetPurchaser(handle a) 设置物品的购买者
SetPurchaseTime(en) void SetPurchaseTime(float a) 设置物品的购买时间
SetStacksWithOtherOwners(en) void SetStacksWithOtherOwners(bool a) No Description Set
StacksWithOtherOwners(en) bool StacksWithOtherOwners() No Description Set
Think(en) void Think() 判断此物品

CDOTA_Item_Physical

extends CBaseAnimating

No Description Set

函数名 函数原型 解释
GetContainedItem(en) handle GetContainedItem() 返回禁用的物品?
GetCreationTime(en) float GetCreationTime() 返回物品第一次出现在地图上的时间
SetContainedItem(en) void SetContainedItem(handle a) 设置禁用的物品?



CDOTA_Item_DataDriven

extends CDOTA_Item

'

函数名 函数原型 解释
ApplyDataDrivenModifier(en) void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) 应用一个数据驱动的Mordifier。
ApplyDataDrivenThinker(en) handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) 应用一个数据驱动的计时器到指定地点。

CDOTA_Unit_Nian

extends CDOTA_BaseNPC_Creature

No Description Set

函数名 函数原型 解释
GetHorn(en) handle GetHorn() 获取年兽角
GetTail(en) handle GetTail() 获取年兽尾巴
IsHornAlive(en) bool IsHornAlive() 年兽的角巴是否损坏?
IsTailAlive(en) bool IsTailAlive() 年兽的尾巴是否损坏?



CBasePlayer

No Description Set

函数名 函数原型 解释
GetHMDAvatar(en) handle GetHMDAvatar() Returns the HMD Avatar entity for this player if it exists.
IsNoclipping(en) bool IsNoclipping() 玩家处于穿墙模式(noclip mode)下返回true
IsSteamControllerButtonPressed(en) bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton) 当Steam控制按钮被按下时,返回True。
IsUsePressed(en) bool IsUsePressed() 当使用按钮被按下时,返回True。
IsVRControllerButtonPressed(en) bool IsVRControllerButtonPressed(int nButton) 当VR控制按钮被按下时,返回True。
Quit(en) void Quit() 从脚本中退出游戏。

CDOTAPlayer

extends CBaseAnimating

No Description Set

函数名 函数原型 解释
GetAssignedHero(en) handle GetAssignedHero() 获取该玩家的英雄
GetControlledRPGUnit(en) handle GetControlledRPGUnit() 获取该玩家控制的RPG单位
GetPlayerID(en) int GetPlayerID() 获取该玩家的官方玩家ID(PlayerID)玩家不在队伍中时返回-1
MakeRandomHeroSelection(en) void MakeRandomHeroSelection() 随机该玩家的英雄
SetKillCamUnit(en) void SetKillCamUnit(handle a) 设置英雄的击杀镜头单位(kill cam unit)
SetMusicStatus(en) void SetMusicStatus(int nMusicStatus, float flIntensity) 设置玩家的音乐状态,注意这只有在dota_music_battle_enable为off时才会有效



CDOTA_PlayerResource

extends CBaseEntity

No Description Set


Global accessor variable: PlayerResource

函数名 函数原型 解释
AddAegisPickup(en) void AddAegisPickup(int a) No Description Set
AddClaimedFarm(en) void AddClaimedFarm(int a, float b) No Description Set
AddGoldSpentOnSupport(en) void AddGoldSpentOnSupport(int a, int b) No Description Set
AddRunePickup(en) void AddRunePickup(int a) No Description Set
AreUnitsSharedWithPlayerID(en) bool AreUnitsSharedWithPlayerID(int a, int b) No Description Set
ClearKillsMatrix(en) void ClearKillsMatrix(int a) No Description Set
ClearLastHitMultikill(en) void ClearLastHitMultikill(int a) No Description Set
ClearLastHitStreak(en) void ClearLastHitStreak(int a) No Description Set
ClearRawPlayerDamageMatrix(en) void ClearRawPlayerDamageMatrix(int a) No Description Set
ClearStreak(en) void ClearStreak(int a) No Description Set
GetAegisPickups(en) int GetAegisPickups(int a) No Description Set
GetAssists(en) int GetAssists(int a) No Description Set
GetBroadcasterChannel(en) unsigned GetBroadcasterChannel(int a) No Description Set
GetBroadcasterChannelSlot(en) unsigned GetBroadcasterChannelSlot(int a) No Description Set
GetClaimedDenies(en) int GetClaimedDenies(int a) No Description Set
GetClaimedFarm(en) float GetClaimedFarm(int a) No Description Set
GetClaimedMisses(en) int GetClaimedMisses(int a) No Description Set
GetConnectionState(en) int GetConnectionState(int iPlayerID) 返回一个指示玩家连接状态的数字。 0 - 无连接. 1 - 机器人连入. 2 - 玩家连入. 3 机器人/玩家断线.
GetCreepDamageTaken(en) int GetCreepDamageTaken(int a) No Description Set
GetCustomBuybackCooldown(en) float GetCustomBuybackCooldown(int a) No Description Set
GetCustomBuybackCost(en) int GetCustomBuybackCost(int a) No Description Set
GetCustomTeamAssignment(en) int GetCustomTeamAssignment(int playerIndex) 返回玩家要加入的队伍编号
GetDamageDoneToHero(en) int GetDamageDoneToHero(int a, int b) No Description Set
GetDeaths(en) int GetDeaths(int a) No Description Set
GetDenies(en) int GetDenies(int a) No Description Set
GetEventPointsForPlayerID(en) int GetEventPointsForPlayerID(int a) No Description Set
GetEventPremiumPointsGranted(en) int GetEventPremiumPointsGranted(int a) No Description Set
GetEventRankGranted(en) int GetEventRankGranted(int a) No Description Set
GetGold(en) int GetGold(int playerID) 返回指定玩家现有金钱量
GetGoldBagsCollected(en) int GetGoldBagsCollected(int a) No Description Set
GetGoldLostToDeath(en) int GetGoldLostToDeath(int a) No Description Set
GetGoldPerMin(en) float GetGoldPerMin(int a) No Description Set
GetGoldSpentOnBuybacks(en) int GetGoldSpentOnBuybacks(int a) No Description Set
GetGoldSpentOnConsumables(en) int GetGoldSpentOnConsumables(int a) No Description Set
GetGoldSpentOnItems(en) int GetGoldSpentOnItems(int a) No Description Set
GetGoldSpentOnSupport(en) int GetGoldSpentOnSupport(int a) No Description Set
GetHealing(en) float GetHealing(int a) No Description Set
GetHeroDamageTaken(en) int GetHeroDamageTaken(int a) No Description Set
GetKills(en) int GetKills(int playerID) 返回指定玩家击杀次数
GetKillsDoneToHero(en) int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) 返回攻击者(第一个参数)杀死指定受害者(第二个参数)的次数
GetLastHitMultikill(en) int GetLastHitMultikill(int a) No Description Set
GetLastHits(en) int GetLastHits(int playerID) No Description Set
GetLastHitStreak(en) int GetLastHitStreak(int a) No Description Set
GetLevel(en) int GetLevel(int playerID) No Description Set
GetMisses(en) int GetMisses(int a) No Description Set
GetNearbyCreepDeaths(en) int GetNearbyCreepDeaths(int a) No Description Set
GetNthCourierForTeam(en) handle GetNthCourierForTeam(int a, int b) No Description Set
GetNthPlayerIDOnTeam(en) int GetNthPlayerIDOnTeam(int a, int b) No Description Set
GetNumConsumablesPurchased(en) int GetNumConsumablesPurchased(int a) No Description Set
GetNumCouriersForTeam(en) int GetNumCouriersForTeam(int a) No Description Set
GetNumItemsPurchased(en) int GetNumItemsPurchased(int a) No Description Set
GetOriginalLobbyTeam(en) int GetOriginalLobbyTeam(int iPlayerID) 获取玩家在房间中所属的初始队伍。 当没有房间信息时,返回DOTA_TEAM_NOTEAM。
GetPlayer(en) handle GetPlayer(int playerID) No Description Set
GetPlayerCount(en) int GetPlayerCount() 获取未加入队伍的观战者和玩家数量。
GetPlayerCountForTeam(en) int GetPlayerCountForTeam(int iTeam) 获取队伍中的玩家数量。
GetPlayerLoadedCompletely(en) bool GetPlayerLoadedCompletely(int a) No Description Set
GetPlayerName(en) string GetPlayerName(int a) No Description Set
GetPlayerReservedState(en) bool GetPlayerReservedState(int a) No Description Set
GetRawPlayerDamage(en) int GetRawPlayerDamage(int a) No Description Set
GetReliableGold(en) int GetReliableGold(int playerID) 返回指定玩家现有可靠金钱量
GetRespawnSeconds(en) int GetRespawnSeconds(int a) No Description Set
GetRoshanKills(en) int GetRoshanKills(int a) No Description Set
GetRunePickups(en) int GetRunePickups(int a) No Description Set
GetSelectedHeroEntity(en) handle GetSelectedHeroEntity(int a) No Description Set
GetSelectedHeroID(en) int GetSelectedHeroID(int a) No Description Set
GetSelectedHeroName(en) string GetSelectedHeroName(int a) No Description Set
GetSteamAccountID(en) <> GetSteamAccountID(int a) 获取32位SteamID
GetSteamID(en) unsigned GetSteamID(int iPlayerID) 获取64位SteamID
GetStreak(en) int GetStreak(int a) No Description Set
GetStuns(en) float GetStuns(int a) No Description Set
GetTeam(en) int GetTeam(int a) No Description Set
GetTeamKills(en) int GetTeamKills(int a) No Description Set
GetTeamPlayerCount(en) int GetTeamPlayerCount() 获取处于有效队伍(天辉,夜魇,或者自定义队伍)的玩家数量。
GetTimeOfLastConsumablePurchase(en) float GetTimeOfLastConsumablePurchase(int a) No Description Set
GetTimeOfLastDeath(en) float GetTimeOfLastDeath(int a) No Description Set
GetTimeOfLastItemPurchase(en) float GetTimeOfLastItemPurchase(int a) No Description Set
GetTotalEarnedGold(en) int GetTotalEarnedGold(int a) No Description Set
GetTotalEarnedXP(en) int GetTotalEarnedXP(int a) No Description Set
GetTotalGoldSpent(en) int GetTotalGoldSpent(int a) No Description Set
GetTowerDamageTaken(en) int GetTowerDamageTaken(int a) No Description Set
GetTowerKills(en) int GetTowerKills(int a) No Description Set
GetUnitShareMaskForPlayer(en) int GetUnitShareMaskForPlayer(int a, int b) No Description Set
GetUnreliableGold(en) int GetUnreliableGold(int playerID) 返回指定玩家现有不可靠金钱量
GetXPPerMin(en) float GetXPPerMin(int a) No Description Set
HasCustomGameTicketForPlayerID(en) bool HasCustomGameTicketForPlayerID(int iPlayerID) 当玩家拥有通行证时返回true
HasRandomed(en) bool HasRandomed(int a) No Description Set
HasRepicked(en) bool HasRepicked(int playerID) No Description Set
HasSelectedHero(en) bool HasSelectedHero(int a) No Description Set
HaveAllPlayersJoined(en) bool HaveAllPlayersJoined() No Description Set
HeroLevelUp(en) void HeroLevelUp(int a) No Description Set
IncrementAssists(en) void IncrementAssists(int playerID) No Description Set
IncrementClaimedDenies(en) void IncrementClaimedDenies(int a) No Description Set
IncrementClaimedMisses(en) void IncrementClaimedMisses(int a) No Description Set
IncrementDeaths(en) void IncrementDeaths(int playerID) No Description Set
IncrementDenies(en) void IncrementDenies(int a) No Description Set
IncrementGoldBagsCollected(en) void IncrementGoldBagsCollected(int a) No Description Set
IncrementKills(en) void IncrementKills(int playerID, int kills) No Description Set
IncrementLastHitMultikill(en) void IncrementLastHitMultikill(int a) No Description Set
IncrementLastHits(en) void IncrementLastHits(int a) No Description Set
IncrementLastHitStreak(en) void IncrementLastHitStreak(int a) No Description Set
IncrementMisses(en) void IncrementMisses(int a) No Description Set
IncrementNearbyCreepDeaths(en) void IncrementNearbyCreepDeaths(int a) No Description Set
IncrementStreak(en) void IncrementStreak(int a) No Description Set
IncrementTotalEarnedXP(en) void IncrementTotalEarnedXP(int a, int b) No Description Set
IsBroadcaster(en) bool IsBroadcaster(int a) No Description Set
IsDisableHelpSetForPlayerID(en) bool IsDisableHelpSetForPlayerID(int a, int b) No Description Set
IsFakeClient(en) bool IsFakeClient(int a) No Description Set
IsHeroSelected(en) bool IsHeroSelected(string a) No Description Set
IsHeroSharedWithPlayerID(en) bool IsHeroSharedWithPlayerID(int a, int b) No Description Set
IsValidPlayer(en) bool IsValidPlayer(int playerID) No Description Set
IsValidPlayerID(en) bool IsValidPlayerID(int playerID) No Description Set
IsValidTeamPlayer(en) bool IsValidTeamPlayer(int playerID) No Description Set
IsValidTeamPlayerID(en) bool IsValidTeamPlayerID(int playerID) No Description Set
ModifyGold(en) int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) No Description Set
ReplaceHeroWith(en) handle ReplaceHeroWith(int a, string b, int c, int d) (玩家ID,英雄职业名,金钱,经验值) - 将玩家的英雄替换成指定的英雄、金钱和经验值
ResetBuybackCostTime(en) void ResetBuybackCostTime(int a) No Description Set
ResetTotalEarnedGold(en) void ResetTotalEarnedGold(int a) No Description Set
SetBuybackCooldownTime(en) void SetBuybackCooldownTime(int a, float b) No Description Set
SetBuybackGoldLimitTime(en) void SetBuybackGoldLimitTime(int a, float b) No Description Set
SetCameraTarget(en) void SetCameraTarget(int a, handle b) (玩家ID,实体) - 强制玩家镜头跟随目标实体
SetCustomBuybackCooldown(en) void SetCustomBuybackCooldown(int a, float b) 设置玩家买活冷却时间
SetCustomBuybackCost(en) void SetCustomBuybackCost(int a, int b) 设置玩家买活花费
SetCustomPlayerColor(en) void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) 为玩家设定自定义颜色(将显示在小地图,计分板等)。
SetCustomTeamAssignment(en) void SetCustomTeamAssignment(int playerIndex, int teamToJoin) 设置玩家要加入的队伍
SetGold(en) void SetGold(int playerID, int amount, bool reliableGold) 设置玩家的可靠/不可靠金钱数
SetHasRandomed(en) void SetHasRandomed(int playerID) No Description Set
SetHasRepicked(en) void SetHasRepicked(int playerID) No Description Set
SetLastBuybackTime(en) void SetLastBuybackTime(int a, int b) No Description Set
SetOverrideSelectionEntity(en) void SetOverrideSelectionEntity(int nPlayerID, handle hEntity) 强制玩家选择实体。
SetPlayerReservedState(en) void SetPlayerReservedState(int a, bool b) No Description Set
SetUnitShareMaskForPlayer(en) void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) No Description Set
SpendGold(en) void SpendGold(int playerID, int amount, int reason) No Description Set
UpdateTeamSlot(en) void UpdateTeamSlot(int a, int b) No Description Set
WhoSelectedHero(en) int WhoSelectedHero(string a) No Description Set

CDOTA_BaseNPC

extends CBaseFlex

'

函数名 函数原型 解释
AddAbility(en) handle AddAbility(string a) 以技能名称为该单位新增技能,并且返回该技能句柄。
AddItem(en) handle AddItem(handle a)v 增加物品到该单位的库存 。
AddItemByName(en) handle AddItemByName(string pszItemName) 向玩家的库存添加一个物品。
AddNewModifier(en) handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData) 为该单位增加修改器。
AddNoDraw(en) void AddNoDraw() 为单位添加No Draw的flag。
AddSpeechBubble (en) void AddSpeechBubble(int iBubble, string pszSpeech, float flDuration, unsigned unOffsetX, unsigned unOffsetY) 为单位添加一个会话气泡(可同时存在1-4个)。
AlertNearbyUnits(en) void AlertNearbyUnits(handle hAttacker, handle hAbility) No Description Set
AngerNearbyUnits(en) void AngerNearbyUnits() No Description Set
AttackNoEarlierThan(en) void AttackNoEarlierThan(float a) No Description Set
AttackReady(en) bool AttackReady() No Description Set
BoundingRadius2D(en) float BoundingRadius2D() No Description Set
CanEntityBeSeenByMyTeam(en) bool CanEntityBeSeenByMyTeam(handle a) Check FoW to see if an entity is visible.
CanSellItems(en) bool CanSellItems() Query if this unit can sell items.
CastAbilityImmediately(en) void CastAbilityImmediately(handle ability, int playerIndex) 技能立即施法。
CastAbilityNoTarget(en) void CastAbilityNoTarget(handle ability, int playerIndex) 无目标的施放技能 ( hAbility, iPlayerIndex ) 。
CastAbilityOnPosition(en) void CastAbilityOnPosition(Vector a, handle b, int c) 对一地点施放技能。
CastAbilityOnTarget(en) void CastAbilityOnTarget(handle target, handle ability, int playerIndex) 对一实体施放技能。
CastAbilityToggle(en) void CastAbilityToggle(handle a, int b) 切换技能 ( hAbility, iPlayerIndex ) 。
DestroyAllSpeechBubbles(en) void DestroyAllSpeechBubbles()
DisassembleItem(en) void DisassembleItem(handle a) 拆解该单位库存中过时的物品
DropItemAtPosition(en) void DropItemAtPosition(Vector a, handle b) 将物品扔在指定地点。
DropItemAtPositionImmediate(en) void DropItemAtPositionImmediate(handle a, Vector b) 立即将物品扔在指定地点。
EjectItemFromStash(en) void EjectItemFromStash(handle a) 自库存栏丢落指定的物品。
FindAbilityByName(en) handle FindAbilityByName(string a) 以名称寻找技能。
FindAllModifiers(en) table FindAllModifiers() 以table形式返回该单位所具有的所有Modifier。
FindAllModifiersByName(en) table FindAllModifiersByName(string pszScriptName) 根据Modifier的名字,以table形式返回该单位所具有的modifier。
FindModifierByName(en) handle FindModifierByName(string pszScriptName) 根据给定的名称,返回modifier的句柄。如果没有找到该名称,将返回nil。
FindModifierByNameAndCaster(en) handle FindModifierByNameAndCaster(string pszScriptName, handle hCaster) 根据给定的名称,返回某施法者所具有modifier的句柄。如果没有找到该名称,将返回nil。
ForceKill(en) void ForceKill(bool a) 强制击杀该单位。
GetAbilityByIndex(en) handle GetAbilityByIndex(int a) 以下标值检索该单位的技能。0是第一个技能
GetAbilityCount(en) int GetAbilityCount() 获取拥有的技能数量。
GetAcquisitionRange(en) float GetAcquisitionRange() 获取单位的自动收集距离。
GetAdditionalBattleMusicWeight(en) float GetAdditionalBattleMusicWeight() 获取当与该单位战斗时将会计算的战斗音乐权重。
GetAggroTarget(en) handle GetAggroTarget()Returns this unit's aggro target. 获取该单位的仇恨目标。
GetAttackAnimationPoint(en) float GetAttackAnimationPoint() No Description Set
GetAttackCapability(en) int GetAttackCapability() 获取单位的攻击力。
GetAttackDamage(en) int GetAttackDamage() 获取该单位伤害最大值与最小值之间的随机整数。
GetAttackRange(en) float GetAttackRange() 获取单位当前的攻击距离。
GetAttackRangeBuffer(en) float GetAttackRangeBuffer() 获取状态增加的攻击距离。
GetAttackSpeed(en) float GetAttackSpeed() 获取该单位的攻速。
GetAttacksPerSecond(en) float GetAttacksPerSecond() 获取APS值(每秒能够打几下)。
GetAttackTarget(en) handle GetAttackTarget() 返回该单位的攻击目标。
GetAverageTrueAttackDamage(en) int GetAverageTrueAttackDamage() 获取该单位最大伤害值与最小伤害值的平均数。
GetBaseAttackRange(en) int GetBaseAttackRange() 获取单位的基础攻击距离(修改器不列入计算)。
GetBaseAttackTime(en) float GetBaseAttackTime() No Description Set
GetBaseDamageMax(en) int GetBaseDamageMax() 获取最大伤害值。
GetBaseDamageMin(en) int GetBaseDamageMin() 获取最小伤害值。
GetBaseDayTimeVisionRange(en) int GetBaseDayTimeVisionRange() 获取单位的基础日间视野距离(修改器不列入计算)。
GetBaseHealthRegen(en) float GetBaseHealthRegen() 获取单位的基础血量恢复值。
GetBaseMagicalResistanceValue(en) float GetBaseMagicalResistanceValue() 获取单位的基础魔法抗性值。
GetBaseMaxHealth(en) float GetBaseMaxHealth() 获取基础血量值。
GetBaseMoveSpeed(en) float GetBaseMoveSpeed() 获取基础跑速。
GetBaseNightTimeVisionRange(en) int GetBaseNightTimeVisionRange() 获取单位基础的夜间视野距离(修改器不列入计算)。
GetCastPoint(en) float GetCastPoint(bool a) Parameter: bAttack
GetCloneSource(en) handle GetCloneSource() 获取米波的主身(如果这个单位是米波)。
GetCollisionPadding(en) float GetCollisionPadding() 返回该单位的碰撞体积。
GetConstantBasedManaRegen(en) float GetConstantBasedManaRegen() 获取基础的魔力恢复值常数。
GetCreationTime(en) float GetCreationTime() No Description Set
GetCurrentActiveAbility(en) handle GetCurrentActiveAbility() 获取该单位正在使用中的法术。
GetCurrentVisionRange(en) int GetCurrentVisionRange() 获取当前的视野距离。
GetCursorCastTarget(en) handle GetCursorCastTarget() 获取鼠标指定的施法目标。
GetCursorPosition(en) Vector GetCursorPosition() 获取鼠标位置。
GetCursorTargetingNothing(en) bool GetCursorTargetingNothing() No Description Set
GetDayTimeVisionRange(en) int GetDayTimeVisionRange() 获取该单位的日间视野(将修改器并入计算)。
GetDeathXP(en) int GetDeathXP() 获取该单位的击杀经验值奖赏。
GetForceAttackTarget(en) handle GetForceAttackTarget() No Description Set
GetGoldBounty(en) int GetGoldBounty() 获取该单位的击杀金钱奖赏。
GetHasteFactor(en) float GetHasteFactor() No Description Set
GetHealth(en) int GetHealth() 获取该单位的血量。
GetHealthDeficit(en) int GetHealthDeficit() 返回损失的血量 (最大血量 - 当前血量)。
GetHealthPercent(en) int GetHealthPercent() 获取该单位当前的血量百分比。
GetHealthRegen(en) float GetHealthRegen() 获取该单位当前的血量恢复值。
GetHullRadius(en) float GetHullRadius() 获取该单位的碰撞体积半径。
GetIdealSpeed(en) float GetIdealSpeed() 获取该单位的跑速(将修改器并入计算)。
GetIncreasedAttackSpeed(en) float GetIncreasedAttackSpeed() No Description Set
GetInitialGoalEntity(en) handle GetInitialGoalEntity() 返回该单位初始的路径点。
GetItemInSlot(en) handle GetItemInSlot(int a) 以下标值获取物品栏中的物品。
GetLastIdleChangeTime(en) float GetLastIdleChangeTime() 获取该单位最后 进入/离开 闲置状态的时间。
GetLevel(en) int GetLevel() 返回该单位当前的等级。
GetMagicalArmorValue(en) float GetMagicalArmorValue() 返回该单位当前的魔法抗性值。
GetMainControllingPlayer(en) int GetMainControllingPlayer() 返回控制该单位的玩家ID。
GetMana(en) float GetMana() 获取该单位的魔力值。
GetManaPercent(en) int GetManaPercent() 获取该单位的剩余魔力值百分比。
GetManaRegen(en) float GetManaRegen() 获取该单位的魔力恢复值。
GetMaxHealth(en) int GetMaxHealth() 获取该单位的最大血量。
GetMaxMana(en) float GetMaxMana() 获取该单位的最大魔力。
GetMaximumGoldBounty(en) int GetMaximumGoldBounty() 获取击杀该单位所得的最大金钱。
GetMaxMana(en) float GetMaxMana() 获取单位的最大法力值。
GetMinimumGoldBounty(en) int GetMinimumGoldBounty() 获取击杀该单位所得的最小金钱。
GetModelRadius(en) float GetModelRadius() 获取模型大小半径。
GetModifierCount(en) int GetModifierCount() 返回该单位所拥有的修改器数量。
GetModifierNameByIndex(en) string GetModifierNameByIndex(int a) 以下标值索引修改器,并返回修改器名称字符串。
GetModifierStackCount(en) int GetModifierStackCount(string modifierName, handle b) Gets the stack count of a given modifier.
GetMoveSpeedModifier(en) float GetMoveSpeedModifier(float a) No Description Set
GetMustReachEachGoalEntity(en) bool GetMustReachEachGoalEntity() 该单位是否被要求走访每个路径点?
GetNightTimeVisionRange(en) int GetNightTimeVisionRange() 返回夜间视野距离(将修改器并入计算)。
GetOpposingTeamNumber(en) int GetOpposingTeamNumber() No Description Set
GetPaddedCollisionRadius(en) float GetPaddedCollisionRadius() 获取单位碰撞体积半径。
GetPercentageBasedManaRegen(en) float GetPercentageBasedManaRegen() 获取基础魔力恢复值百分比。
GetPhysicalArmorBaseValue(en) float GetPhysicalArmorBaseValue() 返回基础护甲值。
GetPhysicalArmorValue(en) float GetPhysicalArmorValue() 返回当前的护甲值。
GetPlayerOwner(en) handle GetPlayerOwner() 获取拥有此单位的玩家实体。
GetPlayerOwnerID(en) int GetPlayerOwnerID() 获取拥有此单位的玩家ID。
GetProjectileSpeed(en) int GetProjectileSpeed() No Description Set
GetRangeToUnit(en) float GetRangeToUnit(handle a) No Description Set
GetSecondsPerAttack(en) float GetSecondsPerAttack() No Description Set
GetStatsBasedManaRegen(en) float GetStatsBasedManaRegen() 获取因智慧而增加的魔法恢复值。
GetTeamNumber(en) int GetTeamNumber() 获取该单位所属的队伍ID。
GetTotalPurchasedUpgradeGoldCost(en) int GetTotalPurchasedUpgradeGoldCost() 获取用在升级的金钱。
GetUnitLabel(en) string GetUnitLabel() No Description Set
GetUnitName(en) string GetUnitName() 获取单位名称。
GiveMana(en) void GiveMana(float a) 给予此单位指定的魔法值。(Giff me mana!)
HasAbility(en) bool HasAbility(string a) 以技能名称搜寻该单位是否拥有此技能。
HasAttackCapability(en) bool HasAttackCapability() No Description Set
HasFlyingVision(en) bool HasFlyingVision() No Description Set
HasFlyMovementCapability(en) bool HasFlyMovementCapability() No Description Set
HasGroundMovementCapability(en) bool HasGroundMovementCapability() No Description Set
HasInventory(en) bool HasInventory() No Description Set
HasItemInInventory(en) bool HasItemInInventory(string a) 以物品名称搜寻该单位是否拥有此物品。
HasModifier(en) bool HasModifier(string a) 以修改器名称搜寻该单位是否拥有此修改器。
HasMovementCapability(en) bool HasMovementCapability() No Description Set
HasScepter(en) bool HasScepter() No Description Set
Heal(en) void Heal(float amount, handle source) 治疗该单位。
Hold(en) void Hold() 命令单位在原地待命。
Interrupt(en) void Interrupt() No Description Set
InterruptChannel(en) void InterruptChannel() No Description Set
InterruptMotionControllers(en) void InterruptMotionControllers(bool a) Parameter boolean determines finding clear space.
IsAlive(en) bool IsAlive() 此单位是否还活着?
IsAncient(en) bool IsAncient() 该生物是否为远古野怪?
IsAttackImmune(en) bool IsAttackImmune() No Description Set
IsAttacking(en) bool IsAttacking() No Description Set
IsAttackingEntity(en) bool IsAttackingEntity(handle a) No Description Set
IsBlind(en) bool IsBlind() No Description Set
IsBlockDisabled(en) bool IsBlockDisabled() No Description Set
IsCommandRestricted(en) bool IsCommandRestricted() No Description Set
IsControllableByAnyPlayer(en) bool IsControllableByAnyPlayer() 该单位是否为非Bot玩家所控制?
IsCreature(en) bool IsCreature() 此单位是否为怪物类型单位?
IsDeniable(en) bool IsDeniable() No Description Set
IsDisarmed(en) bool IsDisarmed() No Description Set
IsDominated(en) bool IsDominated() No Description Set
IsEvadeDisabled(en) bool IsEvadeDisabled() No Description Set
IsFrozen(en) bool IsFrozen() No Description Set
IsHardDisarmed(en) bool IsHardDisarmed() No Description Set
IsHero(en) bool IsHero() 此单位是否为英雄或英雄幻象?
IsHexed(en) bool IsHexed() No Description Set
IsIdle(en) bool IsIdle() 该生物是否处于闲置状态?
IsIllusion(en) bool IsIllusion() 该单位是否为幻象单位?
IsInvisible(en) bool IsInvisible() No Description Set
IsInvulnerable(en) bool IsInvulnerable() No Description Set
IsLowAttackPriority(en) bool IsLowAttackPriority() No Description Set
IsMagicImmune(en) bool IsMagicImmune() 该单位是否魔法免疫?
IsMechanical(en) bool IsMechanical() 该单位是否为机械单位?
IsMovementImpaired(en) bool IsMovementImpaired() No Description Set
IsMuted(en) bool IsMuted() No Description Set
IsNeutralUnitType(en) bool IsNeutralUnitType() 该单位是否为野怪?
IsNightmared(en) bool IsNightmared() No Description Set
IsOpposingTeam(en) bool IsOpposingTeam(int a) No Description Set
IsOutOfGame(en) bool IsOutOfGame() No Description Set
IsOwnedByAnyPlayer(en) bool IsOwnedByAnyPlayer() 该单位是否为非Bot之玩家所有?
IsPhantom(en) bool IsPhantom() 该单位是否为幻象单位?
IsPhantomBlocker(en) bool IsPhantomBlocker() No Description Set
IsPhased(en) bool IsPhased() 是否在相位状态?
IsPositionInRange(en) bool IsPositionInRange(Vector a, float b) 是否在某点的范围内
IsRangedAttacker(en) bool IsRangedAttacker() 该单位攻击类型是否为远程攻击?
IsRealHero(en) bool IsRealHero() 返回该单位是否为真正的英雄单位,而非小兵或是幻象。
IsRooted(en) bool IsRooted() No Description Set
IsSilenced(en) bool IsSilenced() 该单位是否被沉默?
IsSoftDisarmed(en) bool IsSoftDisarmed() No Description Set
IsSpeciallyDeniable(en) bool IsSpeciallyDeniable() No Description Set
IsStunned(en) bool IsStunned() 该单位是否被晕眩了?
IsSummoned(en) bool IsSummoned() 此单位是否为召唤物?
IsTower(en) bool IsTower() 此单位是否为塔?
IsUnableToMiss(en) bool IsUnableToMiss() No Description Set
IsUnselectable(en) bool IsUnselectable() No Description Set
Kill(en) void Kill(handle a, handle b) 杀死一个单位,参数为使用的技能与攻击者。
MakeIllusion(en) void MakeIllusion() No Description Set
MakePhantomBlocker(en) void MakePhantomBlocker() No Description Set
MakeVisibleDueToAttack(en) void MakeVisibleDueToAttack(int a) No Description Set
MakeVisibleToTeam(en) void MakeVisibleToTeam(int a, float b) No Description Set
ManageModelChanges(en) void ManageModelChanges()
ModifyHealth(en) void ModifyHealth(int a, handle b, bool c, int d) 设置血量为所指定的值
MoveToNPC(en) void MoveToNPC(handle a) 移动至指定的单位。
MoveToNPCToGiveItem(en) void MoveToNPCToGiveItem(handle npc, handle item) 将身上的物品丢给指定的单位。
MoveToPosition(en) void MoveToPosition(Vector a) 移动到指定的位置。
MoveToPositionAggressive(en) void MoveToPositionAggressive(Vector a) 移动到指定的位置。
MoveToTargetToAttack(en) void MoveToTargetToAttack(handle a) 移动至指定的单位,并且发动攻击。
NoHealthBar(en) bool NoHealthBar() No Description Set
NoTeamMoveTo(en) bool NoTeamMoveTo() No Description Set
NoTeamSelect(en) bool NoTeamSelect() No Description Set
NotifyWearablesOfModelChange(en) void NotifyWearablesOfModelChange(bool bOriginalModel) 通知模型的可穿戴性发生了改变。
NotOnMinimap(en) bool NotOnMinimap() No Description Set
NotOnMinimapForEnemies(en) bool NotOnMinimapForEnemies() No Description Set
NoUnitCollision(en) bool NoUnitCollision() No Description Set
PassivesDisabled(en) bool PassivesDisabled() No Description Set
PerformAttack(en) void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile) 对一单位执行攻击。
PickupDroppedItem(en) void PickupDroppedItem(handle a) 捡起掉落的物品。
PickupRune(en) void PickupRune(handle a) 捡起神符。
ProvidesVision(en) bool ProvidesVision() No Description Set
Purge(en) void Purge(bool bRemovePositiveBuffs, bool bRemoveDebuffs, bool bFrameOnly, bool bRemoveStuns, bool bRemoveExceptions) (bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions 根据增益、减益等一系列条件,清除单位的BUFF。
ReduceMana(en) void ReduceMana(float a) 移除单位的魔力,不过是用在该单位非自愿失去魔力,而非用在使用技能消耗魔力的情况。
RemoveAbility(en) void RemoveAbility(string a) 以技能名称移除该单位相应的技能。
RemoveGesture(en) void RemoveGesture(int nActivity) 移除某个动作。
RemoveHorizontalMotionController(en) void RemoveHorizontalMotionController(handle hBuff) 移除水平方向上的运动控制器。
RemoveItem(en) void RemoveItem(handle a) 将该单位库存中的过期物品移除。
RemoveModifierByName(en) void RemoveModifierByName(string a) 以名称移除修改器。
RemoveModifierByNameAndCaster(en) void RemoveModifierByNameAndCaster(string a, handle b) 以施法者与修改器名称移除修改器。
RemoveNoDraw(en) void RemoveNoDraw() Remove the no draw flag.
RemoveVerticalMotionController(en) void RemoveVerticalMotionController(handle hBuff) 移除垂直方向上的运动控制器。
RespawnUnit(en) void RespawnUnit() 复活该单位。
TakeItem(en) void TakeItem(handle hItem) 隐藏物品
SellItem(en) void SellItem(handle a) 卖出该单位的物品。
SetAbilityByIndex(en) void SetAbilityByIndex(handle hAbility, int iIndex) 改变技能Index
SetAcquisitionRange(en) void SetAcquisitionRange(float a) Sets acquisition range
SetAdditionalBattleMusicWeight(en) void SetAdditionalBattleMusicWeight(float a) 获取当与该单位战斗时将会计算的战斗音乐权重。
SetAggroTarget(en) void SetAggroTarget(handle hAggroTarget) 将这个单位的仇恨目标设为某个单位。
SetAttackCapability(en) void SetAttackCapability(int a) No Description Set
SetAttacking(en) void SetAttacking(handle a) No Description Set
SetBaseAttackTime(en) void SetBaseAttackTime(float a) No Description Set
SetBaseDamageMax(en) void SetBaseDamageMax(int a) 设置基础最大攻击力。
SetBaseDamageMin(en) void SetBaseDamageMin(int a) 设置基础最小攻击力。
SetBaseHealthRegen(en) void SetBaseHealthRegen(float a) No Description Set
SetBaseMagicalResistanceValue(en) void SetBaseMagicalResistanceValue(float a) 设置基础魔法抗性值。
SetBaseManaRegen(en) void SetBaseManaRegen(float a) 设置基础魔力恢复值。
SetBaseMaxHealth(en) void SetBaseMaxHealth(float a) 设置基础最大血量。
SetBaseMoveSpeed(en) void SetBaseMoveSpeed(int a) 设置基础跑速。
SetCanSellItems(en) void SetCanSellItems(bool bCanSell) 设置这个单位是否能出售物品。
SetControllableByPlayer(en) void SetControllableByPlayer(int a, bool b) 以玩家ID设置该单位的控制权。
SetCursorCastTarget(en) void SetCursorCastTarget(handle a) No Description Set
SetCursorPosition(en) void SetCursorPosition(Vector a) No Description Set
SetCursorTargetingNothing(en) void SetCursorTargetingNothing(bool a) No Description Set
SetDayTimeVisionRange(en) void SetDayTimeVisionRange(int a) 设置基础的视间视野距离。
SetDeathXP(en) void SetDeathXP(int a) 设置该单位的击杀经验值奖赏。
SetDeathXP(en) void SetDeathXP(int iXPBounty) Set the XP bounty on this unit
SetForceAttackTarget(en) void SetForceAttackTarget(handle a) No Description Set
SetHasInventory(en) void SetHasInventory(bool a) No Description Set
SetHullRadius(en) void SetHullRadius(float a) 设置该单位的碰撞半径。
SetIdleAcquire(en) void SetIdleAcquire(bool a) No Description Set
SetInitialGoalEntity(en) void SetInitialGoalEntity(handle a) 设置该单位的初始路径点。
SetMana(en) void SetMana(float a) 设置该单位的魔力值。
SetMaximumGoldBounty(en) void SetMaximumGoldBounty(int a) 设置该单位的最高赏金。
SetMinimumGoldBounty(en) void SetMinimumGoldBounty(int a) 设置该单位的最低赏金。
SetModifierStackCount(en) void SetModifierStackCount(string modifierName, handle b, int modifierCount) Sets the stack count of a given modifier.
SetMoveCapability(en) void SetMoveCapability(int a) No Description Set
SetMustReachEachGoalEntity(en) void SetMustReachEachGoalEntity(bool a) 设置该单位是否要走访每个路径点。
SetNeverMoveToClearSpace(en) void SetNeverMoveToClearSpace(bool a) 如果设置为True,则不会将该单位移动到净空的地方。
SetNightTimeVisionRange(en) void SetNightTimeVisionRange(int a) 设置基础夜间视野距离。
SetOrigin(en) void SetOrigin(Vector vLocation) 设置单位位置。
SetOriginalModel(en) void SetOriginalModel(string originalModel) 设置单位原模型。
SetPhysicalArmorBaseValue(en) void SetPhysicalArmorBaseValue(float a) 设置基础护甲值。
SetRangedProjectileName(en) void SetRangedProjectileName(string a) No Description Set
SetRenderAlpha(en) void SetRenderAlpha( int alpha ) No Description Set
SetStolenScepter(en) void SetStolenScepter(bool a) No Description Set
SetUnitName(en) void SetUnitName(string a) No Description Set
ShouldIdleAcquire(en) bool ShouldIdleAcquire() No Description Set
SpendMana(en) void SpendMana(float a, handle b) 消耗魔力,可以用在技能消耗或使用物品。
StartGesture(en) void StartGesture(int nActivity) 向单位添加给定的动作。
StartGestureWithPlaybackRate(en) void StartGestureWithPlaybackRate(int nActivity, float flRate ) 向单位添加给定的动作,带有自定义的动作速度。
Stop(en) void Stop() 使该单位暂停当前动作。
SwapAbilities(en) void SwapAbilities(string a, string b, bool c, bool d) 交换两个技能的字段,并设置其是否生效。
SwapItems(en) void SwapItems(int nSlot1, int nSlot2) 交换两个物品的位置。
TimeUntilNextAttack(en) float TimeUntilNextAttack() No Description Set
TriggerModifierDodge(en) bool TriggerModifierDodge() No Description Set
TriggerSpellAbsorb(en) bool TriggerSpellAbsorb(handle a) 判断传递的技能是否会触发该单位的技能吸收
TriggerSpellReflect(en) void TriggerSpellReflect(handle hAbility) 触发类似于清莲宝珠一样的效果。
UnitCanRespawn(en) bool UnitCanRespawn() No Description Set

CDOTA_BaseNPC_Hero

extends CDOTA_BaseNPC

'

函数名 函数原型 解释
AddExperience(en) bool AddExperience(float amount, bool applyBotDifficultyScaling) 给单位增加经验值
Buyback(en) void Buyback() 花费金钱并买活英雄
CalculateStatBonus(en) void CalculateStatBonus() 英雄返回属性后,重新计算全部属性
CanEarnGold(en) bool CanEarnGold() 返回布尔值,买活返回金钱限制时间是否少于游戏时间(其实就是是否能够正常返回金钱.....)
ClearLastHitMultikill(en) void ClearLastHitMultikill() 数值存储在玩家资源(PlayerResource)中
ClearLastHitStreak(en) void ClearLastHitStreak() 数值存储在玩家资源(PlayerResource)中
ClearStreak(en) void ClearStreak() 数值存储在玩家资源(PlayerResource)中
GetAbilityPoints(en) int GetAbilityPoints() 返回未分配的技能点数
GetAdditionalOwnedUnits(en) table GetAdditionalOwnedUnits() 返回玩家拥有的额外单位
GetAgility(en) float GetAgility() 返回敏捷值
GetAgilityGain(en) float GetAgilityGain() 返回敏捷成长
GetAssists(en) int GetAssists() 返回助攻数,数值存储在玩家资源(PlayerResource)中
GetAttacker(en) int GetAttacker(int a) No Description Set
GetBaseAgility(en) float GetBaseAgility() 返回基础敏捷
GetBaseDamageMax(en) int GetBaseDamageMax() 返回基础攻击伤害最大值,英雄的基础攻击伤害也会受到属性影响
GetBaseDamageMin(en) int GetBaseDamageMin() 返回基础攻击伤害最小值,英雄的基础攻击伤害也会受到属性影响
GetBaseIntellect(en) float GetBaseIntellect() 返回基础智力
GetBaseStrength(en) float GetBaseStrength() 返回基础力量
GetBonusDamageFromPrimaryStat(en) int GetBonusDamageFromPrimaryStat() 返回来自主属性奖励的攻击伤害值
GetBuybackCooldownTime(en) float GetBuybackCooldownTime() 返回该英雄买活CD的剩余时间
GetBuybackCost(en) int GetBuybackCost() 返回买活所需金钱
GetBuybackGoldLimitTime(en) float GetBuybackGoldLimitTime() 返回买活所带来的金钱惩罚剩余时间
GetCurrentXP(en) int GetCurrentXP() 返回当前经验值
GetDeathGoldCost(en) int GetDeathGoldCost() 返回死亡损失金钱
GetDeaths(en) int GetDeaths() 返回死亡次数
GetDenies(en) int GetDenies() 返回反补次数
GetGold(en) int GetGold() 返回该英雄拥有者所有的金钱数量
GetGoldBounty(en) int GetGoldBounty() No Description Set
GetHealthRegen(en) float GetHealthRegen() 返回每秒生命回复,英雄生命回复受到属性影响
GetIncreasedAttackSpeed(en) float GetIncreasedAttackSpeed() 返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响
GetIntellect(en) float GetIntellect() 返回智力值
GetIntellectGain(en) float GetIntellectGain() 返回智力成长
GetKills(en) int GetKills() 返回击杀数,数值存储在玩家资源(PlayerResource)中
GetLastHits(en) int GetLastHits() 返回正补数,数值存储在玩家资源(PlayerResource)中
GetManaRegen(en) float GetManaRegen() 返回每秒魔法回复,英雄魔法回复受到属性影响
GetMostRecentDamageTime(en) float GetMostRecentDamageTime() 返回最近一次伤害时间
GetMultipleKillCount(en) int GetMultipleKillCount() 返回多杀计数
GetNumAttackers(en) int GetNumAttackers() No Description Set
GetNumItemsInInventory(en) int GetNumItemsInInventory() 返回玩家拥有的物品数量。
GetNumItemsInStash(en) int GetNumItemsInStash() 返回玩家储藏处内
GetPhysicalArmorValue(en) float GetPhysicalArmorValue() 返回护甲值,英雄护甲受到属性影响
GetPlayerID(en) int GetPlayerID() 返回英雄拥有者的ID
GetPrimaryAttribute(en) int GetPrimaryAttribute() 返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力.
GetPrimaryStatValue(en) float GetPrimaryStatValue() 返回主属性值
GetRespawnsDisabled(en) bool GetRespawnsDisabled() 返回该英雄是否被禁止复活。
GetRespawnTime(en) float GetRespawnTime() 返回复活时间
GetStatsBasedManaRegen(en) float GetStatsBasedManaRegen() 返回属性提供的魔法回复
GetStreak(en) int GetStreak() 返回连杀数
GetStrength(en) float GetStrength() 返回力量值
GetStrengthGain(en) float GetStrengthGain() 返回力量成长
GetTimeUntilRespawn(en) float GetTimeUntilRespawn() 返回复活所需的时间
GetTogglableWearable(en) handle GetTogglableWearable(int nSlotType) 返回物品栏中可佩带(可切换)的物品。
HasAnyAvailableInventorySpace(en) bool HasAnyAvailableInventorySpace() 返回是否有可用物品栏空间
HasFlyingVision(en) bool HasFlyingVision() 返回是否拥有空中视野
HasOwnerAbandoned(en) bool HasOwnerAbandoned() No Description Set
HasRoomForItem(en) int HasRoomForItem(string a, bool b, bool c) 参数: const char pItemName, bool bIncludeStashCombines, bool bAllowSelling
HeroLevelUp(en) void HeroLevelUp(bool a) 升级英雄, 参数决定是否播放升级效果.
IncrementAssists(en) void IncrementAssists() 数值存储在玩家资源(PlayerResource)中
IncrementDeaths(en) void IncrementDeaths() 数值存储在玩家资源(PlayerResource)中
IncrementDenies(en) void IncrementDenies() 数值存储在玩家资源(PlayerResource)中
IncrementKills(en) void IncrementKills(int kills) 增加击杀数,击杀者为当前英雄,传入ID为受害者ID。数值存储在玩家资源(PlayerResource)中
IncrementLastHitMultikill(en) void IncrementLastHitMultikill() 数值存储在玩家资源(PlayerResource)中
IncrementLastHits(en) void IncrementLastHits() 数值存储在玩家资源(PlayerResource)中
IncrementLastHitStreak(en) void IncrementLastHitStreak() 数值存储在玩家资源(PlayerResource)中
IncrementNearbyCreepDeaths(en) void IncrementNearbyCreepDeaths() 数值存储在玩家资源(PlayerResource)中
IncrementStreak(en) void IncrementStreak() 数值存储在玩家资源(PlayerResource)中
IsBuybackDisabledByReapersScythe(en) bool IsBuybackDisabledByReapersScythe() 是否被死神镰刀禁止买活
IsReincarnating(en) bool IsReincarnating() 是否处于重生中
KilledHero(en) void KilledHero(handle a, handle b) 参数: 英雄, 加害者
ModifyAgility(en) void ModifyAgility(float a) 增加指定值到英雄基础敏捷,随后调用CalculateStatBonus
ModifyGold(en) int ModifyGold(int goldAmmt, bool reliable, int reason) 给予英雄金钱。参数: int 金钱数, bool 是否为可靠金钱, int 原因
ModifyIntellect(en) void ModifyIntellect(float a) 增加指定值到英雄基础智力,随后调用CalculateStatBonus
ModifyStrength(en) void ModifyStrength(float a) 增加指定值到英雄基础力量,随后调用CalculateStatBonus
PerformTaunt(en) void PerformTaunt() No Description Set
RecordLastHit(en) void RecordLastHit() No Description Set
RespawnHero(en) void RespawnHero(bool buyback, bool IsActuallyBeingSpawnedForTheFirstTime, bool RespawnPenalty)
SetAbilityPoints(en) void SetAbilityPoints(int a) 设置当前可用技能点
SetBaseAgility(en) void SetBaseAgility(float a) 设置基础敏捷
SetBaseIntellect(en) void SetBaseIntellect(float a) 设置基础智力
SetBaseStrength(en) void SetBaseStrength(float a) 设置基础力量
SetBotDifficulty(en) void SetBotDifficulty(int nDifficulty) 设置人机对战的难度。
SetBuybackCooldownTime(en) void SetBuybackCooldownTime(float a) 设置买活冷却时间
SetBuyBackDisabledByReapersScythe(en) void SetBuyBackDisabledByReapersScythe(bool a) 设置是否被死神镰刀禁止买活
SetBuybackGoldLimitTime(en) void SetBuybackGoldLimitTime(float a) 设置买活后金钱惩罚时间
SetCustomDeathXP(en) void SetCustomDeathXP(int a) GameRules boolean must be set for this to work!}}
SetGold(en) void SetGold(int amount, bool reliableGold) 设置英雄拥有者的金钱
SetPlayerID(en) void SetPlayerID(int a) No Description Set
SetPrimaryAttribute(en) void SetPrimaryAttribute(int nPrimaryAttribute) 设置英雄的主属性值。
SetRespawnPosition(en) void SetRespawnPosition(Vector a) No Description Set
SetRespawnsDisabled(en) void SetRespawnsDisabled(bool bDisableRespawns) 禁止英雄复活。
SetTimeUntilRespawn(en) void SetTimeUntilRespawn(float a) No Description Set
ShouldDoFlyHeightVisual(en) bool ShouldDoFlyHeightVisual() No Description Set
SpendGold(en) void SpendGold(int amount, int reason) 参数: int 金钱, int 原因
UnitCanRespawn(en) bool UnitCanRespawn() No Description Set
UpgradeAbility(en) void UpgradeAbility(handle a) 升级指定技能,需要英雄拥有该技能和技能点
WillReincarnate(en) bool WillReincarnate() No Description Set

CDOTA_BaseNPC_Creature

extends CDOTA_BaseNPC

No Description Set

函数名 函数原型 解释
AddItemDrop(en) void AddItemDrop(handle a) 为该生物添加特别的道具掉落
CreatureLevelUp(en) void CreatureLevelUp(int a) 升级目标生物指定级别
IsChampion(en) bool IsChampion() 是否为冠军生物
SetArmorGain(en) void SetArmorGain(float a) 设置该生物每级增加的护甲
SetAttackTimeGain(en) void SetAttackTimeGain(float a) 设置该生物每级增加的攻击速度
SetBountyGain(en) void SetBountyGain(int a) 设置该生物每级增加的奖励金币
SetChampion(en) void SetChampion(bool a) 将该生物标记为冠军生物
SetDamageGain(en) void SetDamageGain(int a) 设置该生物每级增加的攻击伤害
SetDisableResistanceGain(en) void SetDisableResistanceGain(float a) 设置该生物每级增加的控制抗性
SetHPGain(en) void SetHPGain(int a) 设置该生物每级增加的生命值
SetHPRegenGain(en) void SetHPRegenGain(float a) 设置该生物每级增加的生命回复
SetMagicResistanceGain(en) void SetMagicResistanceGain(float a) 设置该生物每级增加的魔法抗性
SetManaGain(en) void SetManaGain(int a) 设置该生物每级增加的魔法值
SetManaRegenGain(en) void SetManaRegenGain(float a) 设置该生物每级增加的魔法回复
SetMoveSpeedGain(en) void SetMoveSpeedGain(int a) 设置该生物每级增加的移动速度
SetXPGain(en) void SetXPGain(int a) 设置该生物每级增加的经验值



CDOTA_BaseNPC_Building

extends CDOTA_BaseNPC

No Description Set

函数名 函数原型 解释
GetInvulnCount(en) int GetInvulnCount() 返回建筑无敌计数
SetInvulnCount(en) void SetInvulnCount(int a) 设置建筑无敌计数



CRPG_Unit

No Description Set

函数名 函数原型 解释
ActionState(en) handle ActionState() 返回该单位的ActionState物体
ClearMovementTarget(en) void ClearMovementTarget() 清除移动目标实体或点
FindSensedEnemies(en) table FindSensedEnemies() 返回该单位视野锥或感应球体内所有敌方单位列表
GetMaxSpeed(en) float GetMaxSpeed() 返回最大移动速度
GetMaxStamina(en) float GetMaxStamina() 返回最大耐力值
GetMovementTargetEntity(en) handle GetMovementTargetEntity() 返回移动目标实体,如果已经设置移动目标实体
GetSensingSphereRange(en) float GetSensingSphereRange() 返回单位的360度感应球体范围
GetSightConeAngle(en) float GetSightConeAngle() 返回单位视野锥的夹角
GetSightConeRange(en) float GetSightConeRange() 返回单位视野锥的范围
GetStamina(en) float GetStamina() 返回当前耐力值
GetTurnRate(en) float GetTurnRate() 返回单位转身速度,单位为度每秒
GetUnitName(en) string GetUnitName() 返回单位名字
GrantItem(en) void GrantItem(string a, bool b) 授予单位物品
IsBlocking(en) bool IsBlocking() 单位是否正在格挡(不确定)
IsFacing(en) bool IsFacing(Vector a, float b) 参数为(Vector目标点,float允许角度差)如果单位朝向目标角度低于角度差则返还true
SetBlocking(en) void SetBlocking(bool a) 设置单位格挡状态(不确定)
SetMaxSpeed(en) void SetMaxSpeed(float a) 设置单位最大速度
SetMovementTargetEntity(en) void SetMovementTargetEntity(handle a, float b) 参数为(目标实体,跟随范围)单位向目标实体移动直到抵达指定范围内
SetMovementTargetPosition(en) void SetMovementTargetPosition(Vector a, float b) 参数为(目标点,跟随范围)单位向目标点移动直到抵达指定范围内
SetSensingSphereRange(en) void SetSensingSphereRange(float a) 设置单位的360度感应球体范围
SetSightConeAngle(en) void SetSightConeAngle(float a) 设置单位的视野锥夹角
SetSightConeRange(en) void SetSightConeRange(float a) 设置单位的视野锥范围
SetTurnRate(en) void SetTurnRate(float a) 设置单位转向速率(度每秒)



CDOTABaseGameMode

extends CBaseEntity

No Description Set

函数名 函数原型 解释
ClearAbilityTuningValueFilter(en) void ClearAbilityTuningValueFilter() 清除脚本过滤器--有关技能中所用到的调整值的
ClearBountyRunePickupFilter(en) void ClearBountyRunePickupFilter() 清除脚本过滤器--控制触发赏金符时的行为的
ClearDamageFilter(en) void ClearDamageFilter() 清除脚本过滤器--控制单位造成伤害
ClearExecuteOrderFilter(en) void ClearExecuteOrderFilter() 清除脚本过滤器--在单位捡起物品时生效的
ClearItemAddedToInventoryFilter(en) void ClearItemAddedToInventoryFilter() 清除脚本过滤器--在物品放入物品栏时生效的
ClearModifierGainedFilter(en) void ClearModifierGainedFilter() 清除脚本过滤器--控制Modifier控制器的
ClearModifyExperienceFilter(en) void ClearModifyExperienceFilter() 清除脚本过滤器--控制单位的经验机制的
ClearModifyGoldFilter(en) void ClearModifyGoldFilter() 清除脚本过滤器--控制英雄金钱机制的
ClearRuneSpawnFilter(en) void ClearRuneSpawnFilter() 清除脚本过滤器--控制神符刷新的
ClearTrackingProjectileFilter(en) void ClearTrackingProjectileFilter() 清除脚本过滤器--控制追踪投射物的
ClientLoadGridNav(en) void ClientLoadGridNav() 通知客户端需要载入网格信息,可用于允许客户端确定允许建筑的区域等
GetAlwaysShowPlayerNames(en) bool GetAlwaysShowPlayerNames() No Description Set
GetAlwaysShowPlayerInventory(en) bool GetAlwaysShowPlayerInventory() 返回是否不论任何单位被选中,始终在HUD上显示英雄的物品库存
GetAnnouncerDisabled(en) bool GetAnnouncerDisabled() 返回游戏内播音员是否被禁用
GetCameraDistanceOverride(en) float GetCameraDistanceOverride() 返回是否设置摄像机距离Dota内的默认值为1134
GetCustomBuybackCooldownEnabled(en) bool GetCustomBuybackCooldownEnabled() 返回是否允许自定义的买活CD
GetCustomBuybackCostEnabled(en) bool GetCustomBuybackCostEnabled() 返回是否允许自定义的买活金钱
GetCustomHeroMaxLevel(en) int GetCustomHeroMaxLevel() 返回是否允许改变英雄的最高等级(默认25)
GetFixedRespawnTime(en) float GetFixedRespawnTime() 返回是否返回固定的复活时间
GetFogOfWarDisabled(en) bool GetFogOfWarDisabled() 返回是否关闭/开启战争迷雾
GetGoldSoundDisabled(en) bool GetGoldSoundDisabled() 返回是否开启/关闭获得金钱时的音效
GetMaximumAttackSpeed(en) int GetMaximumAttackSpeed() 获取单位的最大攻击速度
GetMinimumAttackSpeed(en) int GetMinimumAttackSpeed() 获取单位的最小攻击速度
GetRecommendedItemsDisabled(en) bool GetRecommendedItemsDisabled() 返回是否开启/关闭推荐出装在商店中的显示
GetStashPurchasingDisabled(en) bool GetStashPurchasingDisabled() 返回是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品
GetStickyItemDisabled(en) bool GetStickyItemDisabled() 返回是否隐藏快速购买处的物品
GetTopBarTeamValuesOverride(en) bool GetTopBarTeamValuesOverride() 返回是否覆盖游戏界面顶部的队伍比分
GetTopBarTeamValuesVisible(en) bool GetTopBarTeamValuesVisible() 返回是否关闭/开启游戏界面顶部的队伍比分
GetTowerBackdoorProtectionEnabled(en) bool GetTowerBackdoorProtectionEnabled() 返回是否启用/禁用偷塔保护
GetUseCustomHeroLevels(en) bool GetUseCustomHeroLevels() 返回自定义经验机制是否被使用
IsBuybackEnabled(en) bool IsBuybackEnabled() 返回是否启用/禁用买活
SetAbilityTuningValueFilter(en) void SetAbilityTuningValueFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制技能所用到的调整值(修改数据table并返回True来使用新值,, 返回False来使用旧值)
SetAlwaysShowPlayerNames(en) void SetAlwaysShowPlayerNames(bool bShow) No Description Set
SetAlwaysShowPlayerInventory(en) void SetAlwaysShowPlayerInventory(bool bAlwaysShow) 不论任何单位被选中,始终在HUD上显示英雄的物品库存
SetAnnouncerDisabled(en) void SetAnnouncerDisabled(bool enabled) 禁用播音员
SetBotsAlwaysPushWithHuman(en) void SetBotsAlwaysPushWithHuman(bool bAlwaysPush) 设置Bot玩家是否总是跟从人类玩家进行推进
SetBotsInLateGame(en) void SetBotsInLateGame(bool bLateGame) Set if bots should enable their late game behavior.
SetBotsMaxPushTier(en) void SetBotsMaxPushTier(int nMaxTier) 设置Bot玩家将推进到哪一级别的防御塔(-1代表不推进)
SetBotThinkingEnabled(en) void SetBotThinkingEnabled(bool a) 允许/禁止机器人思考,需要与Dota PvP高度相似的三路线地图、商店等
SetBountyRunePickupFilter(en) void SetBountyRunePickupFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制触发赏金符时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)
SetBuybackEnabled(en) void SetBuybackEnabled(bool a) 完全允许/禁止买活
SetCameraDistanceOverride(en) void SetCameraDistanceOverride(float a) 设置默认的镜头距离Dota默认为1134
SetCustomBuybackCooldownEnabled(en) void SetCustomBuybackCooldownEnabled(bool a) 开启该选项来允许自定义买活冷却时间
SetCustomBuybackCostEnabled(en) void SetCustomBuybackCostEnabled(bool a) 开启该选项来允许自定义买活花费
SetCustomGameForceHero(en) void SetCustomGameForceHero(string pHeroName) 强制单人游戏英雄的选择
SetCustomHeroMaxLevel(en) void SetCustomHeroMaxLevel(int maxLevel) 定义最大英雄等级(默认为25)
SetCustomXPRequiredToReachNextLevel(en) void SetCustomXPRequiredToReachNextLevel(handle a) 定义英雄经验值表(table)
SetDamageFilter(en) void SetDamageFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制单位受到伤害时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)
SetExecuteOrderFilter(en) void SetExecuteOrderFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制单位捡起物品时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)
SetFixedRespawnTime(en) void SetFixedRespawnTime(float time) Sets the dota respawn time. -1 for default behavior
SetFogOfWarDisabled(en) void SetFogOfWarDisabled(bool a) 开关战争迷雾
SetFountainConstantManaRegen(en) void SetFountainConstantManaRegen(float flConstantManaRegen) 设定泉水给予的固定魔法的恢复速率(默认为-1)
SetFountainPercentageHealthRegen(en) void SetFountainPercentageHealthRegen(float flPercentageHealthRegen) 设定泉水给予的的百分比生命恢复速率(默认为-1)
SetFountainPercentageManaRegen(en) void SetFountainPercentageManaRegen(float flPercentageManaRegen) 设定泉水给予的百分比魔法恢复速率(默认为-1)
SetGoldSoundDisabled(en) void SetGoldSoundDisabled(bool a) 是否禁止获取金钱时的声音提示
SetHUDVisible(en) void SetHUDVisible(int iHUDElement, bool bVisible) 设置HUD元素是否可见
SetItemAddedToInventoryFilter(en) void SetItemAddedToInventoryFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制物品被放入物品栏时的行为。
SetLoseGoldOnDeath(en) void SetLoseGoldOnDeath(bool bEnabled) 设置禁用死亡时损失金钱
SetMaximumAttackSpeed(en) void SetMaximumAttackSpeed(int nMaxSpeed) 设置单位的最大攻击速度
SetMinimumAttackSpeed(en) void SetMinimumAttackSpeed(int nMinSpeed) 设置单位的最小攻击速度
SetModifierGainedFilter(en) void SetModifierGainedFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制Modifier的获得, 返回Flase来删除Modifier
SetModifyExperienceFilter(en) void SetModifyExperienceFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制英雄经验值被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)
SetModifyGoldFilter(en) void SetModifyGoldFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制英雄的金钱被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)
SetOverrideSelectionEntity(en) void SetOverrideSelectionEntity(handle unit) 覆盖默认选择实体,替代所有玩家的英雄
SetRecommendedItemsDisabled(en) void SetRecommendedItemsDisabled(bool a) 是否禁止显示商店中的推荐购买物品
SetRemoveIllusionsOnDeath(en) void SetRemoveIllusionsOnDeath(bool a) 使幻象死亡时立即消失,而不是延迟数秒
SetRuneEnabled(en) void SetRuneEnabled(int nRune, bool bEnabled) 设定某种神符是否启用
SetRuneSpawnFilter(en) void SetRuneSpawnFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制神符的刷新(改变数据表并返回True来使用新值, 返回False来取消事件)
SetStashPurchasingDisabled(en) void SetStashPurchasingDisabled(bool bDisabled) 是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品
SetStickyItemDisabled(en) void SetStickyItemDisabled(bool bDisabled) 隐藏快速购买处的物品
SetTopBarTeamValue(en) void SetTopBarTeamValue(int a, int b) 设置顶端的队伍数值
SetTopBarTeamValuesOverride(en) void SetTopBarTeamValuesOverride(bool a) 是否覆盖顶端的队伍数值
SetTopBarTeamValuesVisible(en) void SetTopBarTeamValuesVisible(bool a) 开关顶端的队伍数值
SetTowerBackdoorProtectionEnabled(en) void SetTowerBackdoorProtectionEnabled(bool a) 开关偷塔保护
SetTrackingProjectileFilter(en) void SetTrackingProjectileFilter(handle hFunction, handle hContext) 设置一个过滤器,用来控制追踪投射物(改变数据表并返回True来使用新值, 返回False来取消事件)
SetUnseenFogOfWarEnabled(en) void SetUnseenFogOfWarEnabled(bool bEnabled) 启用/禁用战争迷雾。启用时,玩家从未探测过的区域将会完全被战争迷雾掩盖
SetUseCustomHeroLevels(en) void SetUseCustomHeroLevels(bool a) 开关自定义英雄英雄经验表,该表必须提前被定义

CDotaQuest

extends CBaseEntity

A quest, as seen in the Tutorial and Frostivus

函数名 函数原型 解释
AddSubquest(en) void AddSubquest(handle a) 为该任务添加子任务
CompleteQuest(en) void CompleteQuest() 标记该任务完成
GetSubquest(en) handle GetSubquest(int a) 用索引号找到该任务的子任务
GetSubquestByName(en) handle GetSubquestByName(string a) 用任务名称找到该任务的子任务
RemoveSubquest(en) void RemoveSubquest(handle a) 从该任务移除一个子任务
SetTextReplaceString(en) void SetTextReplaceString(string a) 设置该任务的文本取代字符串
SetTextReplaceValue(en) void SetTextReplaceValue(int a, int b) 设置任务数值



CDotaSubquestBase

extends CDotaQuest

No Description Set

函数名 函数原型 解释
CompleteSubquest(en) void CompleteSubquest() 完成子任务
SetTextReplaceString(en) void SetTextReplaceString(string a) 设置该子任务的文本取代字符串
SetTextReplaceValue(en) void SetTextReplaceValue(int a, int b) 设置子任务数值



CPhysicsComponent

No Description Set

函数名 函数原型 解释
ExpensiveInstantRayCast(en) bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) 进行一个立即(即阻挡)的光线投射,稍后会有handle/queue版本,并不计划实际使用这个!



CPointTemplate

No Description Set

函数名 函数原型 解释
DeleteCreatedSpawnGroups(en) void DeleteCreatedSpawnGroups() 删除任何该点模板的刷新组。提示:并不删除点模板
ForceSpawn(en) void ForceSpawn() 强制刷新该点模板指向的全部实体
GetSpawnedEntities(en) handle GetSpawnedEntities() 获取最近被刷新的实体
SetSpawnCallback(en) void SetSpawnCallback(handle a, handle b) 设置刷新回调(hCallbackFunc, hCallbackScope, hCallbackData ),当模板产生实体时回调。被刷新的实体作为数组被传入



CBodyComponent

No Description Set

函数名 函数原型 解释
AddImpulseAtPosition(en) void AddImpulseAtPosition(Vector a, Vector b) 在指定的世界位置施加一个物理推动
AddVelocity(en) void AddVelocity(Vector a, Vector b) 为物理物件增加一个线速度或角速度
DetachFromParent(en) void DetachFromParent() 从其父项(parent)中分离
GetSequence(en) <unknown> GetSequence() 返回激活的序列(sequence)
IsAttachedToParent(en) bool IsAttachedToParent() 是否依附父项(parent)
LookupSequence(en) <unknown> LookupSequence(string a) 输入名字返回序列(sequence)ID
SequenceDuration(en) float SequenceDuration(string a) 按秒数返回指定序列(sequence)的持续时间
SetAngularVelocity(en) void SetAngularVelocity(Vector a) No Description Set
SetAnimation(en) void SetAnimation(string a) 输入动画名称播放动作,需要模型拥有该动画
SetBodyGroup(en) void SetBodyGroup(string a) No Description Set
SetMaterialGroup(en) void SetMaterialGroup(utlstringtoken a) No Description Set
SetVelocity(en) void SetVelocity(Vector velocity) No Description Set



CBaseAnimating

extends CBaseEntity

A class containing functions involved in animations

函数名 函数原型 解释
GetAttachmentAngles(en) Vector GetAttachmentAngles(int a) 获得指定ID附件的角度,返回vector(p,y,r)
GetAttachmentOrigin(en) Vector GetAttachmentOrigin(int a) 获得指定ID附件的源vector
GetModelScale(en) float GetModelScale() 获取实体的模型比例。
IsSequenceFinished(en) bool IsSequenceFinished() 查询主序列是否播放结束
ScriptLookupAttachment(en) int ScriptLookupAttachment(string a) 获得指定名序列的ID
SetBodygroup(en) void SetBodygroup(int a, int b) 设置一个bodygroup
SetModelScale(en) void SetModelScale(float scale) 设置模型放大率。如果模型缩放为1,使用SetModelScale(10.0)将放大率设置成10.0.
SetPoseParameter(en) float SetPoseParameter(string a, float b) 将指定的位置参数(pose parameter)设定为指定值

CBaseCombatCharacter

No Description Set

函数名 函数原型 解释
GetEquippedWeapons(en) table GetEquippedWeapons() GetEquippedWeapons(): 获取一个装备武器的数组
GetWeaponCount(en) int GetWeaponCount() GetWeaponCount(): 获取当前装备的武器数量



ProjectileManager

The projectile manager, it manages projectiles.

函数名 函数原型 解释
CreateLinearProjectile(en) int CreateLinearProjectile(table infoTable) 创建一个线性投射物并返回其ID
CreateTrackingProjectile(en) void CreateTrackingProjectile(handle a) 创建一个追踪投射物
DestroyLinearProjectile(en) void DestroyLinearProjectile(int a) 摧毁指定ID的线性投射物
GetLinearProjectileVelocity(en) Vector GetLinearProjectileVelocity(int int_1) 返回一个表示当前投射物速度的向量。
ProjectileDodge(en) void ProjectileDodge(handle a) 使得特定单位躲避投射物

CBaseTrigger

extends CBaseEntity

No Description Set

函数名 函数原型 解释
Disable(en) void Disable() 禁止触发器
Enable(en) void Enable() 允许触发器
IsTouching(en) bool IsTouching(handle a) 检查指定实体是否正在接触触发器



CEnvEntityMaker

extends CBaseEntity

No Description Set

函数名 函数原型 解释
SpawnEntity(en) void SpawnEntity() 在生成器的位置创建一个实体
SpawnEntityAtEntityOrigin(en) void SpawnEntityAtEntityOrigin(handle a) 在指定实体的位置立刻创建一个实体
SpawnEntityAtLocation(en) void SpawnEntityAtLocation(Vector a, Vector b) 在指定位置和方向创建一个实体,方向是角度制欧拉角(pitch, yaw, roll)
SpawnEntityAtNamedEntityOrigin(en) void SpawnEntityAtNamedEntityOrigin(string a) 在指定名字实体的位置创建一个实体



CDOTAVoteSystem

No Description Set

函数名 函数原型 解释
StartVote(en) void StartVote(handle a) 开始投票,详细由传入的table制定



CMarkupVolumeTagged

No Description Set

函数名 函数原型 解释
HasTag(en) bool HasTag(string a) 查询该卷是否带有指定标签



CScriptPrecacheContext

No Description Set

函数名 函数原型 解释
AddResource(en) void AddResource(string a) 预缓存指定资源
GetValue(en) table GetValue(string a) 读取一个键值(spawn key)



CScriptKeyValues

No Description Set

函数名 函数原型 解释
GetValue(en) table GetValue(string a) Reads a spawn key



CScriptParticleManager

No Description Set


Global accessor variable: ParticleManager

函数名 函数原型 解释
CreateParticle(en) int CreateParticle(string particleName, int particleAttach, handle owningEntity) 创建一个新的粒子特效
CreateParticleForPlayer(en) int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer) 创建一个只对指定玩家播放的粒子特效
CreateParticleForTeam(en) int CreateParticleForTeam(string string_1, int int_2, handle handle_3, int int_4) 创建一个仅为某方队伍播放的粒子特效。
DestroyParticle(en) void DestroyParticle(int particleID, bool immediately) 清除粒子。
GetParticleReplacement(en) string GetParticleReplacement(string a, handle b) No Description Set
ReleaseParticleIndex(en) void ReleaseParticleIndex(int particleId) 施放指定粒子特效索引号
SetParticleAlwaysSimulate(en) void SetParticleAlwaysSimulate(int a) No Description Set
SetParticleControl(en) void SetParticleControl(int particleId, int controlIndex, Vector controlData) 设置控制粒子特效的控制点数据
SetParticleControlEnt(en) void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g) No Description Set
SetParticleControlForward(en) void SetParticleControlForward(int int_1, int int_2, Vector Vector_3)(int nFXIndex, int nPoint, vForward) 设置粒子的前进运动
SetParticleControlOrientation(en) void SetParticleControlOrientation(int int_1, int int_2, Vector Vector_3, Vector Vector_4, Vector Vector_5)(int nFXIndex, int nPoint, vForward, vRight, vUp) 设置粒子的三向运动。

CScriptHeroList

No Description Set


Global accessor variable: HeroList

函数名 函数原型 解释
GetAllHeroes(en) table GetAllHeroes() 返回当前世界全部英雄
GetHero(en) handle GetHero(int heroId) 获取英雄列表中第N位英雄
GetHeroCount(en) int GetHeroCount() 返回当前世界英雄数目



CNativeOutputs

No Description Set

函数名 函数原型 解释
AddOutput(en) void AddOutput(string a, string b) 增加一个输出
Init(en) void Init(int a) 初始化输出



CEnvProjectedTexture

extends CBaseEntity

No Description Set

函数名 函数原型 解释
SetFarRange(en) void SetFarRange(float a) 设置光照最大距离
SetLinearAttenuation(en) void SetLinearAttenuation(float a) 设置光照线性淡化值
SetNearRange(en) void SetNearRange(float a) 设置光照最小距离
SetQuadraticAttenuation(en) void SetQuadraticAttenuation(float a) 设置光照二次项淡化值
SetVolumetrics(en) void SetVolumetrics(bool a, float b, float c, int d, float e) 开关体积光参数: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset



CInfoData

No Description Set

函数名 函数原型 解释
QueryColor(en) Vector QueryColor(utlstringtoken a, Vector b) 查询该键值颜色数据
QueryFloat(en) float QueryFloat(utlstringtoken a, float b) 查询该键值浮点(float)数据
QueryInt(en) int QueryInt(utlstringtoken a, int b) 查询该键值整型(int)数据
QueryNumber(en) float QueryNumber(utlstringtoken a, float b) 查询该键值数值数据
QueryString(en) string QueryString(utlstringtoken a, string b) 查询该键值字符串(string)数据
QueryVector(en) Vector QueryVector(utlstringtoken a, Vector b) 查询该键值矢量(vector)数据



CPhysicsProp

No Description Set

函数名 函数原型 解释
DisableMotion(en) void DisableMotion() 禁止该元件运动
EnableMotion(en) void EnableMotion() 允许该元件运动



CDOTAGamerules

'


Global accessor variable: GameRules

函数名 函数原型 解释
AddMinimapDebugPoint(en) void AddMinimapDebugPoint(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7) 在小地图上增加一个点。
AddMinimapDebugPointForTeam(en) void AddMinimapDebugPointForTeam(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7, int int_8) 向某方队伍在小地图上增加一个点。
Defeated(en) void Defeated() 摧毁遗迹等
DidMatchSignoutTimeOut(en) bool DidMatchSignoutTimeOut() 当游戏结束,等待弹窗时为真
EnableCustomGameSetupAutoLaunch(en) void EnableCustomGameSetupAutoLaunch(bool bool_1) 启用 (true)或禁用 (false) 自定义游戏的自动设置。
FinishCustomGameSetup(en) void FinishCustomGameSetup() 提示自定义游戏的设置阶段已经完成,并应用到游戏中。
GetCustomGameDifficulty(en) int GetCustomGameDifficulty() 返回自定义游戏难度。
GetCustomGameDifficulty(en) int GetCustomGameDifficulty() 返回自定义游戏模式难度
GetDifficulty(en) int GetDifficulty() 返回游戏难度
GetDOTATime(en) float GetDOTATime(bool bool_1, bool bool_2)(b IncludePregameTime b IncludeNegativeTime) 返回Dota游戏内的时间。(是否包含赛前时间或负时间)。
GetDroppedItem(en) handle GetDroppedItem(int dropIndex) 获得第X个掉落物品
GetGameModeEntity(en) handle GetGameModeEntity() 设置游戏模式实体
GetGameSessionConfigValue(en) string GetGameSessionConfigValue(string string_1, string string_2) 从会话配置中获取字符串 (地图选项)。
GetGameTime(en) float GetGameTime() 返回游戏开始后经过的秒数,暂停时间不计算在内
GetMatchSignoutComplete(en) bool GetMatchSignoutComplete() 是否已经接受包含回报信息的弹窗
GetNianFightStartTime(en) float GetNianFightStartTime() 获得年兽大战开始时间
GetNianTotalDamageTaken(en) int GetNianTotalDamageTaken() 芳晓活动,获得年兽受到的总伤害
GetPlayerCustomGameAccountRecord(en) table GetPlayerCustomGameAccountRecord(int int_1)(Preview/Unreleased) Gets the player's custom game account record, as it looked at the start of this session
GetTimeOfDay (en) float GetTimeOfDay() 获取一天中的时间(游戏时间)
IsDaytime(en) bool IsDaytime() 是否是白天
IsGamePaused(en) bool IsGamePaused() 返回游戏是否被暂停了。
IsCheatMode(en) bool IsCheatMode() 检测房间是否被设置为允许作弊或 sv_cheats 1.
LockCustomGameSetupTeamAssignment(en) void LockCustomGameSetupTeamAssignment(bool bool_1) 锁定(true)或解锁(false)队伍分配.。如果队伍分配被锁定,玩家将不再能修改队伍。
MakeTeamLose(en) void MakeTeamLose(int team) 使指定队伍失败
NumDroppedItems(en) int NumDroppedItems() 返回当前掉落在地面的物品数量
PlayerHasCustomGameHostPrivileges(en) bool PlayerHasCustomGameHostPrivileges(handle handle_1) 返回玩家是否具有主机特权 (洗牌等)。
Playtesting_UpdateAddOnKeyValues(en) void Playtesting_UpdateAddOnKeyValues() 从磁盘数据中更新自定义英雄、单位、技能的键值
ResetDefeated(en) void ResetDefeated() 遗迹摧毁后重新开始
ResetToHeroSelection(en) void ResetToHeroSelection() 重新开始时选择英雄
SendCustomMessage(en) void SendCustomMessage(string message, int teamID, int unknown(1?)) 在左侧文本框显示一行文本,通常用来提示死亡、反补队友、买活等信息。使用严格HTML格式(>;br<;,>;u<;,>;font<;)
SendCustomMessageToTeam(en) void SendCustomMessageToTeam(string string_1, int int_2, int int_3, int int_4) 代表一个玩家向某个队伍发送信息。
SetCreepMinimapIconScale(en) void SetCreepMinimapIconScale(float scale) 在小地图上缩放中立生物图标
SetCustomGameAccountRecordSaveFunction(en) void SetCustomGameAccountRecordSaveFunction(handle handle_1, handle handle_2)(Preview/Unreleased) 向句柄设置一个回调来保存玩家的账户信息。 (回调传递了玩家的ID,并应该返回一个简单的table)。
SetCustomGameDifficulty(en) void SetCustomGameDifficulty(int a) 设置自定义游戏模式难度等级
SetCustomGameEndDelay(en) void SetCustomGameEndDelay(float delay) 设置游戏完全结束前的等待时间。
SetCustomGameSetupAutoLaunchDelay(en) void SetCustomGameSetupAutoLaunchDelay(float float_1) 设置自动开始前的等待时间。
SetCustomGameSetupRemainingTime(en) void SetCustomGameSetupRemainingTime(float float_1) 设置游戏的设置时间,0 = 立即开始 -1 = 等待直到设置完毕。
SetCustomGameSetupTimeout(en) void SetCustomGameSetupTimeout(float float_1) 设置设置(赛前)阶段的超时。 0 = 立即开始, -1 = 永远 (直到FinishCustomGameSetup 被调用)
SetCustomGameTeamMaxPlayers(en) void SetCustomGameTeamMaxPlayers(int int_1, int int_2) 在设置阶段,设置某方队伍是否还能被选择加入
SetCustomVictoryMessage(en) void SetCustomVictoryMessage(string string_1) 设置胜利信息。
SetCustomVictoryMessageDuration(en) void SetCustomVictoryMessageDuration(float duration) 设置自订胜利信息将会持续多长时间。
SetFirstBloodActive(en) void SetFirstBloodActive(bool a) 设置第一滴血是否已经产生
SetGameWinner(en) void SetGameWinner(int team) 使指定队伍胜利
SetGoldPerTick(en) void SetGoldPerTick(int a) 设置每个时间间隔获得的金币
SetGoldTickTime(en) void SetGoldTickTime(float a) 设置获得金币的时间周期
SetHeroMinimapIconScale(en) void SetHeroMinimapIconScale(int iconSize) 设置小地图英雄图标尺寸
SetHeroRespawnEnabled(en) void SetHeroRespawnEnabled(bool canRespawn) 设置是否使用默认英雄复活规则
SetHeroSelectionTime(en) void SetHeroSelectionTime(float time) 设置选择英雄的时间
SetHideKillMessageHeaders(en) void SetHideKillMessageHeaders(bool hide) 设置是否隐藏击杀提示。
SetNianFightStartTime(en) void SetNianFightStartTime(float a) 设置年兽大战开始时间
SetOverlayHealthBarUnit(en) void SetOverlayHealthBarUnit(handle unit, int style) 在前端蒙版生命条上显示单位生命值
SetPostGameTime(en) void SetPostGameTime(float time) 设置在结束游戏后服务器与玩家断线前的时间
SetPreGameTime(en) void SetPreGameTime(float time) 设置选择英雄与开始游戏之间的时间
SetRuneMinimapIconScale(en) void SetRuneMinimapIconScale(float scale) 缩放小地图神符图标
SetRuneSpawnTime(en) void SetRuneSpawnTime(float time) 设置神符刷新时间
SetSafeToLeave(en) void SetSafeToLeave(bool safeToLeave) 标记游戏可安全离开
SetSameHeroSelectionEnabled(en) void SetSameHeroSelectionEnabled(bool enabled) 允许选择重复英雄
SetStartingGold(en) void SetStartingGold(int int_1) 设置初始金钱。
SetTimeOfDay(en) void SetTimeOfDay(float time) 设置一天中的时间(游戏时间)
SetTreeRegrowTime(en) void SetTreeRegrowTime(float time) 设置树重新生长的时间(秒)
SetUseBaseGoldBountyOnHeroes(en) void SetUseBaseGoldBountyOnHeroes(bool a) 英雄将使用基础NPC规则来决定赏金,而不是DOTA指定规则
SetUseCustomHeroXPValues(en) void SetUseCustomHeroXPValues(bool a) 允许英雄提供指定数目的经验值(必须先设置)
SetUseUniversalShopMode(en) void SetUseUniversalShopMode(bool enabled) 为真时,所有物品当处于任意商店范围内时都能购买到,包括秘密商店物品
State_Get(en) <> State_Get() 获取当前游戏规则状态

CToneMapControllerComponent

No Description Set

函数名 函数原型 解释
GetBloomScale(en) float GetBloomScale() 获取该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale)
GetMaxExposure(en) float GetMaxExposure() 获取该光泽贴图控制器(tonemap controller)的最大曝光(max exposure)
GetMinExposure(en) float GetMinExposure() 获取该光泽贴图控制器(tonemap controller)的最小曝光(min exposure)
SetBloomScale(en) void SetBloomScale(float a) 设置该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale)
SetMaxExposure(en) void SetMaxExposure(float a) 设置该光泽贴图控制器(tonemap controller)的最大曝光(max exposure)
SetMinExposure(en) void SetMinExposure(float a) 设置该光泽贴图控制器(tonemap controller)的最小曝光(min exposure)



CDebugOverlayScriptHelper

No Description Set

函数名 函数原型 解释
Axis(en) void Axis(Vector a, Quaternion b, float c, bool d, float e) 绘制一个轴线。在世界空间中指定出发点和方向
Box(en) void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) 绘制一个世界空间轴向盒。在世界空间中指定边界
BoxAngles(en) void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) 在出发点绘制一个定向盒。在世界空间中指定边界
Capsule(en) void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) 绘制一个胶囊体。在世界空间中指定基部
Circle(en) void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) 绘制一个圆。在世界空间中指定中心
CircleScreenOriented(en) void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) 绘制一个指向屏幕的圆。在世界空间中指定中心
Cone(en) void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) 绘制一个线框锥形。在世界空间中指定结束点和方向
Cross(en) void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) 绘制一个对齐屏幕的十字。在世界空间中指定出发点
Cross3D(en) void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) 绘制一个对齐世界的十字。在世界空间中指定出发点
Cross3DOriented(en) void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) 绘制一个指向的十字。在世界空间中指定出发点
DrawTickMarkedLine(en) void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) 绘制一个短划线。在世界空间中指定结束点
EntityAttachments(en) void EntityAttachments(ehandle ehandle_1, float float_2, float float_3) 绘制实体附件
EntityAxis(en) void EntityAxis(ehandle a, float b, bool c, float d) 绘制实体源坐标轴
EntityBounds(en) void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) 绘制实体边界
EntitySkeleton(en) void EntitySkeleton(ehandle a, float b) 绘制实体骨架
EntityText(en) void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) 在实体上绘制文本
FilledRect2D(en) void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) 绘制一个2D矩形填充的屏幕空间。按照像素对齐
HorzArrow(en) void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) 绘制一个水平箭头。在世界空间中指定结束点
Line(en) void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) 绘制一个两点间连线
Line2D(en) void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) 绘制一个屏幕空间中亮点间连线
PopDebugOverlayScope(en) void PopDebugOverlayScope() 弹出蒙版分组用的标记,被标记的蒙版可被成批删除
PushAndClearDebugOverlayScope(en) void PushAndClearDebugOverlayScope(utlstringtoken a) 推入一个蒙版分组用的标记。删除所有使用该蒙版ID的蒙版
PushDebugOverlayScope(en) void PushDebugOverlayScope(utlstringtoken a) 推入一个蒙版分组用的标记。被标记的蒙版可被成批删除
RemoveAllInScope(en) void RemoveAllInScope(utlstringtoken a) 移除指定标记的全部蒙版,无视其生命周期
SolidCone(en) void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) 绘制一个固体锥。在世界空间中指定出发点和方向
Sphere(en) void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) 绘制一个线框球体。在世界空间中指定中心
SweptBox(en) void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) 绘制一个扫描盒。在世界空间中指定结束点并在本地空间中指定边界
Text(en) void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) 绘制2D文本。在世界空间中指定出发点
Texture(en) void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j) 绘制一个屏幕空间纹理。按照像素对齐
Triangle(en) void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) 绘制一个填充三角形。在世界空间中指定顶部
UnitTestCycleOverlayRenderType(en) void UnitTestCycleOverlayRenderType() 转换蒙版混合类型, 用于单位测试
VectorText3D(en) void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) 绘制3D文本。在世界空间中指定出发点和方向
VertArrow(en) void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) 绘制一个垂直箭头。在世界空间中指定结束点
YawArrow(en) void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) 绘制一个指定偏航角的箭头。在世界空间中指定结束点



CBaseFlex

extends CBaseAnimating

Animated characters who have vertex flex capability (Hi hex6)

函数名 函数原型 解释
GetCurrentScene(en) handle GetCurrentScene() 返回最早激活的场景实体的实例(如果存在的话)
GetSceneByIndex(en) handle GetSceneByIndex(int a) 返回指定索引号的场景实体的实例



CSceneEntity

extends CBaseEntity

Choreographed scene which controls animation and/or dialog on one or more actors.

函数名 函数原型 解释
AddBroadcastTeamTarget(en) void AddBroadcastTeamTarget(int a) 在记分板列表上增加一个组(使用索引号)
Cancel(en) void Cancel() 取消场景重播
EstimateLength(en) float EstimateLength() 返回场景长度(秒)
FindCamera(en) handle FindCamera() 获取镜头
FindNamedEntity(en) handle FindNamedEntity(string a) 通过一个实体参照,比如!target,获取场景物体中的实际实体
IsPaused(en) bool IsPaused() 场景是否被暂停
IsPlayingBack(en) bool IsPlayingBack() 场景是否正播放
LoadSceneFromString(en) bool LoadSceneFromString(string a, string b) 输入虚拟场景名和VCD字符串,载入场景
RemoveBroadcastTeamTarget(en) void RemoveBroadcastTeamTarget(int a) 从记分板列表上移除一个组(使用索引号)
Start(en) void Start(handle a) 开始场景重播,参数为激活者实体(activatorEntity)



GridNav

A class that can communicate with the gridnav, useful for seeing if stuff should be able to move

函数名 函数原型 解释
CanFindPath(en) bool CanFindPath(Vector Vector_1, Vector Vector_2) 判断是否能从某个起始点移动到某个终点。(vStart, vEnd)
DestroyTreesAroundPoint(en) void DestroyTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3) 砍掉区域内所有的树。(vPosition, flRadius, bFullCollision
FindPathLength(en) float FindPathLength(Vector Vector_1, Vector Vector_2) 找到两点间可通过的路径,并返回路径长度。如果寻路失败,将返回-1。 float (vStart, vEnd )
GetAllTreesAroundPoint(en) table GetAllTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3) 以table形式返回附近所有的树木。 HSCRIPTS (vPosition, flRadius, bFullCollision).
GridPosToWorldCenterX(en) float GridPosToWorldCenterX(int a) 获取指定X索引号的世界中心X位置(网格到世界)
GridPosToWorldCenterY(en) float GridPosToWorldCenterY(int a) 获取指定Y索引号的世界中心Y位置(网格到世界)
IsBlocked(en) bool IsBlocked(Vector a) 检查给定位置是否被阻挡
IsNearbyTree(en) bool IsNearbyTree(Vector position, float radius, bool c)
IsTraversable(en) bool IsTraversable(Vector a) 检查给予维持是否可通过
RegrowAllTrees(en) void RegrowAllTrees()
WorldToGridPosX(en) int WorldToGridPosX(float a) 获取指定世界X位置的X索引(世界到网格)
WorldToGridPosY(en) int WorldToGridPosY(float a) 获取指定世界Y位置的Y索引(世界到网格)

Convars

No Description Set


Global accessor variable: ConVars

函数名 函数原型 解释
GetBool(en) table GetBool(string variableName) GetBool(name) : 将指定的控制台变量(convar)作为boolean返回.
GetCommandClient(en) handle GetCommandClient() GetCommandClient() : 返回输入该控制台指令的玩家
GetDOTACommandClient(en) handle GetDOTACommandClient() GetDOTACommandClient() : 返回输入该控制台智力的DOTA玩家
GetFloat(en) table GetFloat(string name) GetFloat(name) : 将指定的控制台变量(convar)作为float返回. 不存在时返回nil
GetInt(en) table GetInt(string a) GetInt(name) : 将指定的控制台变量(convar)作为int返回. 不存在时返回nil
GetStr(en) table GetStr(string variableName) GetStr(name) : 将指定的控制台变量(convar)作为string返回. 不存在时返回nil
RegisterCommand(en) void RegisterCommand(string variableName, handle function, string helpText, int flags) RegisterCommand(name, fn, helpString, flags) : 注册一个控制台指令.
RegisterConvar(en) void RegisterConvar(string name, string defaultValue, string helpText, int flags) RegisterConvar(name, defaultValue, helpString, flags): 注册一个新的控制台变量.
SetBool(en) void SetBool(string variableName, bool value) SetBool(name,val) : 将指定控制台变量(convar)设置为指定bool.
SetFloat(en) void SetFloat(string variableName, float value) SetFloat(name,val) : 将指定控制台变量(convar)设置为指定float.
SetInt(en) void SetInt(string a, int b) SetInt(name,val) : 将指定控制台变量(convar)设置为指定int.
SetStr(en) void SetStr(string a, string b) SetStr(name,val) : 将指定控制台变量(convar)设置为指定string.



Vector

Vector class


Global accessor variable: Vector(x,y,z)

函数名 函数原型 解释
__add(en) Vector __add(Vector a, Vector b) 重载+.矢量加运算
__div(en) Vector __div(Vector a, Vector b) 重载/.矢量除运算
__eq(en) bool __eq(Vector a, Vector b) 重载==.矢量比较运算
__len(en) float __len() 重载#返回矢量长度
__mul(en) Vector __mul(Vector a, Vector b) 重载*返回矢量乘运算
__sub(en) Vector __sub(Vector a, Vector b) 重载-.矢量减运算
__tostring(en) string __tostring() 重载..转换矢量为字符串
__unm(en) Vector __unm() 重载- operator
Cross(en) Vector Cross(Vector a, Vector b) 矢量叉积
Dot(en) float Dot(Vector a, Vector b) 矢量点积
Length(en) float Length() 矢量长度(模)
Length2D(en) float Length2D() 矢量XY平面上长度(模)
Normalized(en) Vector Normalized() 返回单位矢量



CDOTA_MapTree

extends CBaseEntity

A tree on the map

函数名 函数原型 解释
CutDown(en) void CutDown(int TeamNumberKnownTo ) 砍掉这棵树
CutDownRegrowAfter(en) void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) 砍掉这棵树,一段时间后再生
GrowBack(en) void GrowBack() 再生一棵被砍掉的树
IsStanding(en) bool IsStanding() 如果树站立着返回true,如果被砍掉返回false

CDOTA_SimpleObstruction

extends CBaseEntity

An obstruction on the map that effects the gridnav

函数名 函数原型 解释
IsEnabled(en) bool IsEnabled() Returns whether the obstruction is currently active
SetEnabled(en) void SetEnabled(bool enabled, bool b) Enable or disable the obstruction

CDOTA_Unit_Courier

extends CDOTA_BaseNPC

信使类。

函数名 函数原型 解释
UpgradeToFlyingCourier(en) bool UpgradeToFlyingCourier() 升级为飞行信使。

CDOTA_Ability_DataDriven

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
ApplyDataDrivenModifier(en) handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable) 获取单位的攻击力。
ApplyDataDrivenThinker(en) handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) 在指定地点应用一个数据驱动thinker。

CBaseModelEntity

No Description Set

Global accessor variable: Unknown

Function Signature Description
SetLightGroup(en) void SetLightGroup(string pLightGroup) SetLightGroup( string ): 设置实体所属的光照组。
SetModel(en) void SetModel(string pModelName) 设置模型
SetRenderColor(en) void SetRenderColor(int r, int g, int b) SetRenderColor( r, g, b ): 设置实体的渲染颜色。
SetRenderMode(en) void SetRenderMode(int nMode) SetRenderMode( int ): 设置实体的渲染模式。
SetSize(en) void SetSize(Vector mins, Vector maxs) 设置尺寸。


CCustomGameEventManager

No Description Set

全局变量: CustomGameEventManager

Function Signature Description
RegisterListener(en) int RegisterListener(string string_1, handle handle_2) ( string EventName, func CallbackFunction ) - 监听指定自定义事件,注册一个回调函数,在指定事件触发时被调用。返回一个监听者ID用来在以后取消监听。
Send_ServerToAllClients(en) void Send_ServerToAllClients(string string_1, handle handle_2) ( string EventName, table EventData )
Send_ServerToPlayer(en) void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3) ( Entity Player, string EventName, table EventData )
Send_ServerToTeam(en) void Send_ServerToTeam(int int_1, string string_2, handle handle_3) ( int TeamNumber, string EventName, table EventData )
UnregisterListener(en) void UnregisterListener(int int_1) ( int ListnerID ) - 对指定的监听者取消监听。

CCustomNetTableManager

No Description Set

Global accessor variable: CustomNetTables

Function Signature Description
GetTableValue(en) handle GetTableValue(string string_1, string string_2) ( string TableName, string KeyName )
SetTableValue(en) bool SetTableValue(string string_1, string string_2, handle handle_3) ( string TableName, string KeyName, script_table Value )


CDOTATutorial

No description Set

Global accessor variable: Unknown

函数 函数原型 解释
AddBot(en) bool AddBot(string string_1, string string_2, string string_3, bool bool_4) 添加一个由电脑控制的机器人。
AddQuest(en) void AddQuest(string string_1, int int_2, string string_3, string string_4) 向任务日志中添加一个任务。
AddShopWhitelistItem(en) void AddShopWhitelistItem(string string_1) 向商店白名单中添加一个物品。
CompleteQuest(en) void CompleteQuest(string string_1) 完成一个任务。
CreateLocationTask(en) void CreateLocationTask(Vector Vector_1) 增加一个移动到指定地点的任务。
EnableCreepAggroViz(en) void EnableCreepAggroViz(bool bool_1) 当小兵对英雄产生仇恨时提醒玩家。
EnablePlayerOffscreenTip(en) void EnablePlayerOffscreenTip(bool bool_1) 启用提醒玩家找到其英雄的提示。
EnableTowerAggroViz(en) void EnableTowerAggroViz(bool bool_1) 当防御塔对英雄产生仇恨时提醒玩家。
FinishTutorial(en) void FinishTutorial() 结束教程。
ForceGameStart(en) void ForceGameStart() 强制开始游戏。
GetTimeFrozen(en) bool GetTimeFrozen() 返回时间是否停止。
IsItemInWhiteList(en) bool IsItemInWhiteList(string string_1) 返回物品是否在白名单中。
RemoveShopWhitelistItem(en) void RemoveShopWhitelistItem(string string_1) 从白名单中移除一个物品。
SelectHero(en) void SelectHero(string string_1) 为本地玩家选取一个英雄。
SelectPlayerTeam(en) void SelectPlayerTeam(string string_1) 为本地玩家选取一个队伍。
SetItemGuide(en) void SetItemGuide(string string_1) 设置当前的物品指南。
SetOrModifyPlayerGold(en) void SetOrModifyPlayerGold(int int_1, bool bool_2) 为教学中的玩家设置金钱数目(设置或修改), (int) GoldAmount, (bool) true=进行设置, false=进行修改。
SetQuickBuy(en) void SetQuickBuy(string string_1) 设置快速购买。
SetShopOpen(en) void SetShopOpen(bool bool_1) 设置打开/关闭商店。
SetTimeFrozen(en) void SetTimeFrozen(bool bool_1) 设置是否停止时间。
SetTutorialConvar(en) void SetTutorialConvar(string string_1, string string_2) Set a tutorial convar
SetTutorialUI(en) void SetTutorialUI(int int_1) 设置教学UI,以简化界面并突出一些元素。
SetWhiteListEnabled(en) void SetWhiteListEnabled(bool bool_1) 设置是否将商店物品加入白名单。
StartTutorialMode(en) void StartTutorialMode() 初始化教学模式。
UpgradePlayerAbility(en) void UpgradePlayerAbility(string string_1) 为本地英雄升级某个技能。

CDOTA_Ability_Lua

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
CastFilterResult(en) int CastFilterResult() 判断一个无目标的命令是否有效
CastFilterResultLocation(en) int CastFilterResultLocation(Vector vLocation) (Vector vLocation)判断一个作用于某个地点的命令是否有效
CastFilterResultTarget(en) int CastFilterResultTarget(handle hTarget) (HSCRIPT hTarget) 判断一个作用于某个单位的命令是否有效
GetAssociatedPrimaryAbilities(en) string GetAssociatedPrimaryAbilities() 获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality.
GetAssociatedSecondaryAbilities(en) string GetAssociatedSecondaryAbilities() Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.
GetBehavior(en) int GetBehavior() 返回技能的施法动作类型
GetCastAnimation(en) int GetCastAnimation() 返回技能的施法动画
GetCastRange(en) int GetCastRange(Vector vLocation, handle hTarget) 返回技能的施法范围
GetChannelAnimation(en) int GetChannelAnimation() 返回技能的持续施法动画
GetChannelledManaCostPerSecond(en) int GetChannelledManaCostPerSecond(int iLevel) 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)
GetChannelTime(en) float GetChannelTime() 返回技能的持续施法时间
GetConceptRecipientType(en) int GetConceptRecipientType() 返回该技能被释放时将听到语音的单位
GetCooldown(en) float GetCooldown(int iLevel) 返回技能的CD
GetCustomCastError(en) string GetCustomCastError() 返回一条失效的无目标命令的错误信息
GetCustomCastErrorLocation(en) string GetCustomCastErrorLocation(Vector vLocation) (Vector vLocation) 返回一条失效的作用于地点的命令的错误信息
GetCustomCastErrorTarget(en) string GetCustomCastErrorTarget(handle hTarget) (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息
GetGoldCost(en) int GetGoldCost(int iLevel) 返回某等级的金钱花费(当前为-1)
GetIntrinsicModifierName(en) string GetIntrinsicModifierName() 返回被该技能被动施加的Mordifier
GetManaCost(en) int GetManaCost(int iLevel) 返回某等级的魔法消耗(当前为-1)
GetPlaybackRateOverride(en) float GetPlaybackRateOverride() 返回施法动画的播放速度
IsHiddenAbilityCastable(en) bool IsHiddenAbilityCastable() 返回当该技能不在动作面板上时是否能使用
IsHiddenWhenStolen(en) bool IsHiddenWhenStolen() 返回该技能被技能窃取后是否是隐藏的
IsRefreshable(en) bool IsRefreshable() 返回该技能是否能被刷新球刷新
IsStealable(en) bool IsStealable() 返回该技能是否能被窃取
OnAbilityPhaseInterrupted(en) void OnAbilityPhaseInterrupted() 施法被打断
OnAbilityPhaseStart(en) bool OnAbilityPhaseStart() 施法开始(施法成功时返回True)
OnChannelFinish(en) void OnChannelFinish(bool bInterrupted) (bool bInterrupted) 持续施法完成
OnChannelThink(en) void OnChannelThink(float flInterval) (float flInterval) 持续施法开始
OnHeroCalculateStatBonus(en) void OnHeroCalculateStatBonus() 施法者(仅限英雄)升级,得到技能加点, 或 received a new stat bonus.
OnHeroDiedNearby(en) void OnHeroDiedNearby(handle unit, handle attacker, handle table) 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表
OnHeroLevelUp(en) void OnHeroLevelUp() 施法者升级
OnInventoryContentsChanged(en) void OnInventoryContentsChanged() 施法者物品库存发生变化
OnItemEquipped(en) void OnItemEquipped(handle hItem) ( HSCRIPT hItem ) 施法者装备了物品
OnOwnerDied(en) void OnOwnerDied() 施法者死亡
OnOwnerSpawned(en) void OnOwnerSpawned() 施法者第一次出生或重生
OnProjectileHit(en) bool OnProjectileHit(handle hTarget, Vector vLocation) (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)
OnProjectileHit_ExtraData(en) bool OnProjectileHit_ExtraData(handle hTarget, Vector vLocation, handle table) (HSCRIPT hTarget, Vector vLocation, table kv) 投射物撞击到某目标或者到达指定位置 (目标不可用)
OnProjectileThink(en) void OnProjectileThink(Vector vLocation) (Vector vLocation) 投射物正在运动
OnProjectileThink_ExtraData(en) void OnProjectileThink_ExtraData(Vector vLocation, handle table) (Vector vLocation, table kv ) 投射物正在运动
OnSpellStart(en) void OnSpellStart() 施法前摇结束,技能效果开始
OnStolen(en) void OnStolen(handle hSourceAbility) ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为
OnToggle(en) void OnToggle() Ability is toggled on/off. 技能被开启/关闭
OnUnStolen(en) void OnUnStolen() 当技能未被(成功)窃取时,进行的某特殊行为
OnUpgrade(en) void OnUpgrade() 技能升级
ProcsMagicStick(en) bool ProcsMagicStick() 返回该技能是否会增加周围单位的魔棒点数
SpeakTrigger(en) int SpeakTrigger() 返回所使用的语音类型

CDOTA_CustomUIManager

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
DynamicHud_Create(en) void DynamicHud_Create(int int_1, string string_2, string string_3, handle handle_4) 为某玩家建立一个新的自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID /* should be unique */, string LayoutFileName, table DialogVariables /* can be nil */ )
DynamicHud_Destroy(en) void DynamicHud_Destroy(int int_1, string string_2) 删除一个自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID )
DynamicHud_SetDialogVariables(en) void DynamicHud_SetDialogVariables(int int_1, string string_2, handle handle_3) 为已有的用户界面元素添加/修改一个会话变量。( int PlayerID /*-1 means everyone*/, string ElementID, table DialogVariables )
DynamicHud_SetVisible(en) void DynamicHud_SetVisible(int int_1, string string_2, bool bool_3) 切换已有的用户见面元素的可见性。 ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible )

CPropHMDAvatar

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
GetVRHand(en) handle GetVRHand(int nHandID) 根据ID获取VR

CPropVRHand

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
GetAttachment(en) handle GetAttachment() 获取这只手上的附件。
SetAttachment(en) void SetAttachment(handle hAttachment) 设置这只手上的附件。

CDOTA_Buff

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
AddParticle(en) void AddParticle(int i, bool bDestroyImmediately, bool bStatusEffect, int iPriority, bool bHeroEffect, bool bOverheadEffect)(index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect) 增加粒子。
DecrementStackCount(en) void DecrementStackCount() 将Mordifier的叠加层数-1
Destroy(en) void Destroy() 运行所有相关的移除函数来移除这个Mordifier。
ForceRefresh(en) void ForceRefresh() 运行所有相关的刷新函数,使Mordifier恢复到初始
GetAbility(en) handle GetAbility() 获取产生这个Mordifier的技能。
GetCaster(en) handle GetCaster() 获取产生这个Mordifier的单位。
GetClass(en) string GetClass() 获取这个Mordifier所属的类。
GetCreationTime(en) float GetCreationTime() 获取这个Mordifier的创建时间。
GetDieTime(en) float GetDieTime() 获取这个Mordifier的终止时间。
GetDuration(en) float GetDuration() 获取这个Mordifier的持续时间。
GetElapsedTime(en) float GetElapsedTime() 获取这个Mordifier的消失时间。
GetName(en) string GetName() 获取这个Mordifier的名称。
GetParent(en) handle GetParent() 获取这个Mordifier所继承的单位。
GetRemainingTime(en) float GetRemainingTime() 获取这个Mordifier的剩余时间。
GetStackCount(en) int GetStackCount() 获取这个Mordifier的叠加层数。
IncrementStackCount(en) void IncrementStackCount()Increase this modifier's stack count by 1. 使Mordifier的叠加层数+1。
SetDuration(en) void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients) 设置持续时间。
SetStackCount(en) void SetStackCount(int iCount) 设置叠加层数。
StartIntervalThink(en) void StartIntervalThink(float flInterval) 开始Mordifier的计时功能 (OnIntervalThink) ,根据给定的间隔 (float)。 值-1将会停止这个功能。

CDOTA_Modifier_Lua

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
AllowIllusionDuplicate(en) bool AllowIllusionDuplicate() 幻象是否继承这个Mordifier
DestroyOnExpire(en) bool DestroyOnExpire() Buff是否会在Mordifier到期时被移除
GetAttributes(en) int GetAttributes() 返回被应用到Mordifier上的属性类别
GetAuraEntityReject(en) bool GetAuraEntityReject(handle hEntity) 返回实体是否在某些条件下获得光环
GetAuraRadius(en) int GetAuraRadius() 返回光环半径
GetAuraSearchFlags(en) int GetAuraSearchFlags() 返回光环施加效果时的Flag
GetAuraSearchTeam(en) int GetAuraSearchTeam() 返回光环效果将施加的队伍
GetAuraSearchType(en) int GetAuraSearchType() 返回光环效果将施加的单位类型
GetEffectAttachType(en) int GetEffectAttachType() 通过GetEffectName获取将添加的粒子特效类型
GetEffectName(en) string GetEffectName() 返回Mordifier运行时所产生的粒子特效的名称
GetHeroEffectName(en) string GetHeroEffectName() 返回Mordifier运行时所产生的英雄粒子特效的名称
GetModifierAura(en) string GetModifierAura() 返回这个Mordifier将施加的二级Mordifier 名称(如果一级Mordifier是光环)
GetStatusEffectName(en) string GetStatusEffectName() 返回Mordifier运行时所产生的状态粒子特效的名称
GetTexture(en) string GetTexture() 返回Mordifier的图标
HeroEffectPriority(en) int HeroEffectPriority() 英雄特效的显示优先级 (更高的数字在Buff栏中被优先显示)
IsAura(en) bool IsAura() 这个Mordifier是否是光环
IsAuraActiveOnDeath(en) bool IsAuraActiveOnDeath() 返回携带单位死后其光环是否有效
IsDebuff(en) bool IsDebuff() 返回这个Mordifier是否是Debuff
IsHidden(en) bool IsHidden() 返回这个Mordifier是否在状态栏中显示
IsPurgable(en) bool IsPurgable() 返回这个Mordifier是否能被清除
IsPurgeException(en) bool IsPurgeException() 返回这个Mordifier是否能被强力驱散清除
IsStunDebuff(en) bool IsStunDebuff() 返回这个Mordifier是否是眩晕类Debuff
OnCreated(en) void OnCreated(handle table) 在Mordifier被创建时运行
OnDestroy(en) void OnDestroy() 在Mordifier清楚时运行
OnIntervalThink(en) void OnIntervalThink() 当计时器间隔开始时
OnRefresh(en) void OnRefresh(handle table) 当Mordifier被刷新时运行
RemoveOnDeath(en) bool RemoveOnDeath() 返回持有者死亡时Mordifier是否被移除
StatusEffectPriority(en) int StatusEffectPriority() 状态特效的显示优先级 (更高的数字在Buff栏中被优先显示)

CDOTA_Modifier_Lua_Horizontal_Motion

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
ApplyHorizontalMotionController(en) bool ApplyHorizontalMotionController() 启动水平运动控制器的特效。启动成功后返回True。
GetPriority(en) int GetPriority() 获取优先级。
OnHorizontalMotionInterrupted(en) void OnHorizontalMotionInterrupted() 当运动被打断时进行回调。
SetPriority(en) void SetPriority(int nMotionPriority) 设置优先级。
UpdateHorizontalMotion(en) void UpdateHorizontalMotion(handle me, float dt) 根据给定的间隔对NPC施加水平运动

CDOTA_Modifier_Lua_Motion_Both

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
ApplyHorizontalMotionController(en) bool ApplyHorizontalMotionController() 启动水平运动控制器的特效。启动成功后返回True。
ApplyVerticalMotionController(en) bool ApplyVerticalMotionController() 启动垂直运动控制器的特效。启动成功后返回True。
GetPriority(en) int GetPriority() 获取优先级。
OnHorizontalMotionInterrupted(en) void OnHorizontalMotionInterrupted() 当水平运动被打断时进行回调。
OnVerticalMotionInterrupted(en) void OnVerticalMotionInterrupted() 当竖直运动被打断时进行回调。
SetPriority(en) void SetPriority(int nMotionPriority) 设置优先级。
UpdateHorizontalMotion(en) void UpdateHorizontalMotion(handle me, float dt) 根据给定的间隔对NPC施加水平运动。
UpdateVerticalMotion(en) void UpdateVerticalMotion(handle me, float dt) 根据给定的间隔对NPC施加竖直运动。

CDOTA_Modifier_Lua_Vertical_Motion

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
ApplyVerticalMotionController(en) bool ApplyVerticalMotionController() 启动垂直运动控制器的特效。启动成功后返回True。
GetMotionPriority(en) int GetMotionPriority() 获取优先级。
OnVerticalMotionInterrupted(en) void OnVerticalMotionInterrupted() 当竖直运动被打断时进行回调
SetMotionPriority(en) void SetMotionPriority(int nMotionPriority) 设置优先级。
UpdateVerticalMotion(en) void UpdateVerticalMotion(handle me, float dt) 根据给定的间隔对NPC施加竖直运动。

CDOTA_Item_Lua

No Description Set

Global accessor variable: Unknown

函数 函数原型 解释
CastFilterResult(en) int CastFilterResult() 判断一个无目标的命令是否有效
CastFilterResultLocation(en) int CastFilterResultLocation(Vector vLocation) (Vector vLocation)判断一个作用于地点的命令是否有效
CastFilterResultTarget(en) int CastFilterResultTarget(handle hTarget) (HSCRIPT hTarget) 判断一个作用于目标的命令是否有效
GetAssociatedPrimaryAbilities(en) string GetAssociatedPrimaryAbilities() Returns abilities that are stolen simultaneously, or otherwise related in functionality.
GetAssociatedSecondaryAbilities(en) string GetAssociatedSecondaryAbilities() Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.
GetBehavior(en) int GetBehavior() 返回技能的施法动作类型
GetCastRange(en) int GetCastRange(Vector vLocation, handle hTarget) 返回技能的施法范围
GetChannelledManaCostPerSecond(en) int GetChannelledManaCostPerSecond(int iLevel) 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)
GetChannelTime(en) float GetChannelTime() 返回技能的持续施法时间
GetConceptRecipientType(en) int GetConceptRecipientType() 返回该技能被释放时将听到语音的单位
GetCooldown(en) float GetCooldown(int iLevel) 返回技能的CD
GetCustomCastError(en) string GetCustomCastError() 返回一条失效的无目标命令的错误信息
GetCustomCastErrorLocation(en) string GetCustomCastErrorLocation(Vector vLocation) (Vector vLocation) 返回一条失效的作用与地点的命令的错误信息
GetCustomCastErrorTarget(en) string GetCustomCastErrorTarget(handle hTarget) (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息
GetGoldCost(en) int GetGoldCost(int iLevel) 返回某等级的金钱花费(当前为-1)
GetIntrinsicModifierName(en) string GetIntrinsicModifierName() 返回被该技能被动地施加的Mordifier
GetManaCost(en) int GetManaCost(int iLevel) 返回某等级的魔法消耗(当前为-1)
GetPlaybackRateOverride(en) float GetPlaybackRateOverride() 返回施法动画的播放速度
IsHiddenAbilityCastable(en) bool IsHiddenAbilityCastable() 返回当该技能不在动作面板上时是否能使用
IsHiddenWhenStolen(en) bool IsHiddenWhenStolen() 返回该技能被技能窃取后是否是隐藏的
IsRefreshable(en) bool IsRefreshable() 返回该技能是否能被刷新球刷新
IsStealable(en) bool IsStealable() 返回该技能是否能被窃取
OnAbilityPhaseInterrupted(en) void OnAbilityPhaseInterrupted() 施法被打断
OnAbilityPhaseStart(en) bool OnAbilityPhaseStart() 施法开始(施法成功时返回True)
OnChannelFinish(en) void OnChannelFinish(bool bInterrupted) (bool bInterrupted) 持续施法完成
OnChannelThink(en) void OnChannelThink(float flInterval) (float flInterval)持续施法开始
OnHeroCalculateStatBonus(en) void OnHeroCalculateStatBonus() Caster (hero only) gained a level, skilled an ability, or received a new stat bonus.
OnHeroDiedNearby(en) void OnHeroDiedNearby(handle unit, handle attacker, handle table) 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表
OnHeroLevelUp(en) void OnHeroLevelUp() 施法者升级
OnInventoryContentsChanged(en) void OnInventoryContentsChanged() 施法者物品库存发生变化
OnItemEquipped(en) void OnItemEquipped(handle hItem) ( HSCRIPT hItem ) 施法者装备了物品
OnOwnerDied(en) void OnOwnerDied() 施法者死亡
OnOwnerSpawned(en) void OnOwnerSpawned() 施法者第一次出生或重生
OnProjectileHit(en) bool OnProjectileHit(handle hTarget, Vector vLocation) (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)
OnProjectileThink(en) void OnProjectileThink(Vector vLocation) (Vector vLocation) 投射物正在运动
OnSpellStart(en) void OnSpellStart() 施法前摇结束,技能效果开始
OnStolen(en) void OnStolen(handle hSourceAbility) ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为
OnToggle(en) void OnToggle() 技能被开启/关闭
OnUnStolen(en) void OnUnStolen() 当技能未被窃取时,进行的某特殊行为
OnUpgrade(en) void OnUpgrade() 技能升级
ProcsMagicStick(en) bool ProcsMagicStick() 返回该技能是否会增加周围单位的魔棒点数
SpeakTrigger(en) int SpeakTrigger() 返回所使用的语音类型