Zh/Dota 2 Workshop Tools/Scripting/API: Difference between revisions
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{{ | {{lang|title=API|Dota 2 Workshop Tools/Scripting/API}} | ||
|title = API | {{Note | This page is automatically generated. Any changes may be overwritten}} | ||
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===''' | ==='''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。 | |||
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。 | |||
__TOC__ | __TOC__ | ||
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| | | {{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> | |||
| 为指定队伍增加临时视野 ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision) | |||
|- | |||
| {{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}} | ||
| <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}} | ||
| <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}} | ||
| <code>Quaternion AxisAngleToQuaternion(Vector a, float b)(vector,float) </code> | | <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 | | 构造一个四元数,表现出围绕给定的vector 轴线的旋转角 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CalcClosestPointOnEntityOBB|CalcClosestPointOnEntityOBB}} | ||
| <code>Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)</code> | | <code>Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)</code> | ||
| 计算实体的OBB上最接近的两个点。 | | 计算实体的OBB上最接近的两个点。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CalcDistanceBetweenEntityOBB|CalcDistanceBetweenEntityOBB}} | ||
| <code>float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2)</code> | | <code>float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2)</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。 | | 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> | | <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}} | ||
| <code>void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) </code> | | <code>void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) </code> | ||
| 清除自定义血条颜色。 | | 清除自定义血条颜色。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateEffect|CreateEffect}} | ||
| <code>bool CreateEffect(handle a)</code> | | <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}} | ||
| <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}} | ||
| <code>handle CreateHTTPRequest(string string_1, string string_2) </code> | | <code>handle CreateHTTPRequest(string string_1, string string_2) </code> | ||
| 生成一个HTTP请求。 | | 生成一个HTTP请求。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateItem|CreateItem}} | ||
| <code>handle CreateItem(string item_name, handle owner, handle owner)</code> | | <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}} | ||
| <code>handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2)</code> | | <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) | | 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) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionSync|CreateItemOnPositionSync}} | ||
| <code>handle CreateItemOnPositionSync(Vector a, handle b)</code> | | <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}} | ||
| <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> | | <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 ) | | 生成一个不和任何NPC相关联的Modifier。 ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker ) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateTempTree|CreateTempTree}} | ||
| <code>void CreateTempTree(Vector Vector_1, float float_2)</code> | | <code>void CreateTempTree(Vector Vector_1, float float_2)</code> | ||
| 生成一颗临时存在的树。 (vLocation, flDuration). | | 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> | | <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}} | ||
| <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 }} | ||
| <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}} | ||
| <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}} | ||
| <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> | | <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 }} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void DebugDrawText(Vector a, string b, bool c, float d)</code> | | <code>void DebugDrawText(Vector a, string b, bool c, float d)</code> | ||
| 显示3d文字(origin, text, bViewCheck, duration) | | 显示3d文字(origin, text, bViewCheck, duration) | ||
|- | |- | ||
| | | {{L|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> | | <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}} | ||
| <code>int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6)</code> | | <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) | | (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoEntFire|DoEntFire}} | ||
| <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f)EntFire: </code> | | <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 ) | | 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller ) | ||
|- | |- | ||
| | | {{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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void EmitAnnouncerSound(string string_1)</code> | | <code>void EmitAnnouncerSound(string string_1)</code> | ||
| 对所有玩家播放播音员的声音。 | | 对所有玩家播放播音员的声音。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForPlayer|EmitAnnouncerSoundForPlayer}} | ||
| <code>void EmitAnnouncerSoundForPlayer(string string_1, int int_2)</code> | | <code>void EmitAnnouncerSoundForPlayer(string string_1, int int_2)</code> | ||
| 对一位玩家播放播音员的音效。 | | 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> | | <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。 | | 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> | | <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 | | 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> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3)</code> | | <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) | | 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) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnLocationWithCaster|EmitSoundOnLocationWithCaster}} | ||
| <code>void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3)</code> | | <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). | | 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> | | <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}} | ||
| <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> | | <code>float ExponentialDecay(float a, float b, float c)平</code> | ||
| 滑的曲线,接近0时减少较慢 | | 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> | | <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 | | 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> | | <code>void FindClearSpaceForUnit(handle a, Vector b, bool c)</code> | ||
| 在未被占用的地方创建单位 | | 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> | | <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 ) | | 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}} | |||
| <code>void FireEntityIOInputNameOnly(ehandle a, string b)</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void FireGameEvent(string eventName, handle parameterTable)</code> | | <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 | | 触发一个预定义事件,可以在custom_events.txt或dota的资源/.res中找到 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.FireGameEventLocal|FireGameEventLocal}} | ||
| <code>void FireGameEventLocal(string a, handle b)</code> | | <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}} | ||
| <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}} | ||
| <code><unknown> GetEntityIndexForTreeId(unsigned unsigned_1)</code> | | <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。 | | 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。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetFrameCount|GetFrameCount}} | ||
| <code>int GetFrameCount()</code> | | <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}} | ||
| <code>float GetFrostyBoostAmount(int a, int b)</code> | | <code>float GetFrostyBoostAmount(int a, int b)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyPointsForRound|GetFrostyPointsForRound}} | ||
| <code>int GetFrostyPointsForRound(int a, int b, int c)</code> | | <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> | | <code>float GetGoldFrostyBoostAmount(int a, int b)</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> | | <code>int GetGoldFrostyPointsForRound(int a, int b, int c)</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> | | <code>float GetGroundHeight(Vector Vector_1, handle handle_2)</code> | ||
| | | | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetGroundPosition|GetGroundPosition}} | ||
| <code>Vector GetGroundPosition(Vector a, handle b)</code> | | <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}} | ||
| <code>int GetItemCost(string string_1)</code> | | <code>int GetItemCost(string string_1)</code> | ||
| 通过名称获取一个物品的价格。 | | 通过名称获取一个物品的价格。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetListenServerHost|GetListenServerHost}} | ||
| <code>handle GetListenServerHost()</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>int GetTeamHeroKills(int int_1)</code> | | <code>int GetTeamHeroKills(int int_1)</code> | ||
| ( int teamID ) | | ( int teamID ) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTeamName|GetTeamName}} | ||
| <code>string GetTeamName(int teamNumber)</code> | | <code>string GetTeamName(int teamNumber)</code> | ||
| Returns the team name | | Returns the team name | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTreeIdForEntityIndex|GetTreeIdForEntityIndex}} | ||
| <code>int GetTreeIdForEntityIndex(int int_1)</code> | | <code>int GetTreeIdForEntityIndex(int int_1)</code> | ||
| 获取已给定实体索引的树的ID | | 获取已给定实体索引的树的ID | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxX|GetWorldMaxX}} | ||
| <code>float GetWorldMaxX()</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>bool IsClient()</code> | | <code>bool IsClient()</code> | ||
| Returns true if this is lua running from the client.dll. | | Returns true if this is lua running from the client.dll. | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsDedicatedServer|IsDedicatedServer}} | ||
| <code>bool IsDedicatedServer()</code> | | <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}} | ||
| <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}} | ||
| <code>bool IsServer() </code> | | <code>bool IsServer() </code> | ||
| 当Lua代码是从Server.dll中被运行的时候,返回True。 | | 当Lua代码是从Server.dll中被运行的时候,返回True。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsValidEntity|IsValidEntity}} | ||
| <code>bool IsValidEntity(handle a)</code> | | <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}} | |||
| <code>void LimitPathingSearchDepth(float float_1)</code> | | <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) | | 设置寻路系统的搜索范围(应该是对于深度) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.LinkLuaModifier|LinkLuaModifier}} | ||
| <code>void LinkLuaModifier(string modifier_name, string file_path, int motion_controller_type)</code> | | <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。 | | 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> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>int MakeStringToken(string a)</code> | | <code>int MakeStringToken(string a)</code> | ||
| 检查给定的hScript是否是有效实体(?) | | 检查给定的hScript是否是有效实体(?) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.MinimapEvent|MinimapEvent}} | ||
| <code>void MinimapEvent(int int_1, handle handle_2, int int_3, int int_4, int int_5, int int_6)</code> | | <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). | | 设置一个小地图事件。 (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration). | ||
|- | |- | ||
| | | {{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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void PrecacheModel(string a, handle b)( modelName, context ) - </code> | | <code>void PrecacheModel(string a, handle b)( modelName, context ) - </code> | ||
| 手动预缓存一个单一模型 | | 手动预缓存一个单一模型 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheResource|PrecacheResource}} | ||
| <code>void PrecacheResource(string precacheMode, string resource, handle context)</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void PrintLinkedConsoleMessage(string a, string b)</code> | | <code>void PrintLinkedConsoleMessage(string a, string b)</code> | ||
| Print a console message with a linked console command | | Print a console message with a linked console command | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.RandomFloat|RandomFloat}} | ||
| <code>float RandomFloat(float a, float b)</code> | | <code>float RandomFloat(float a, float b)</code> | ||
| 获取范围内随机float | | 获取范围内随机float | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.RandomInt|RandomInt}} | ||
| <code>int RandomInt(int a, int b)</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <code>void ResolveNPCPositions(Vector Vector_1, float float_2)</code> | | <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。 | | 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。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.RollPercentage|RollPercentage}} | ||
| <code>bool RollPercentage(int a)</code> | | <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}} | ||
| <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}} | ||
| <code>Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c)</code> | | <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}} | ||
| <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}} | ||
| <code>bool rr_AddDecisionRule(handle a)</code> | | <code>bool rr_AddDecisionRule(handle a)</code> | ||
| 给决定数据库增加一个规则 | | 给决定数据库增加一个规则 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.rr_CommitAIResponse|rr_CommitAIResponse}} | ||
| <code>bool rr_CommitAIResponse(handle a, handle b)</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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}} | ||
| <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> | | <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> | | <code>void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5)</code> | ||
| ( 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。 | | ( 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。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendToConsole|SendToConsole}} | ||
| <code>void SendToConsole(string a)</code> | | <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}} | ||
| <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}} | ||
| <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}} | ||
| <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> | | <code>void SetQuestName(string a)</code> | ||
| 设置当前任务名 | | 设置当前任务名 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetQuestPhase|SetQuestPhase}} | ||
| <code>void SetQuestPhase(int a)</code> | | <code>void SetQuestPhase(int a)</code> | ||
| 设置当前任务阶段 | | 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> | | <code>void SetRenderingEnabled(ehandle a, bool b)</code> | ||
| 为ehandle设置rendering(渲染)开/关 | | 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> | | <code>void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4)</code> | ||
| ( teamNumber, r, g, b ) | | ( 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> | | <code>void ShowCustomHeaderMessage(string message, int player, int value, float time)</code> | ||
| Displays a header message from player | | 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> | | <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 | | 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> | | <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 | | 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> | | <code>oid ShowMessage(string a)</code> | ||
| 在所有客户端显示hud信息 | | 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> | | <code>handle SpawnEntityFromTableSynchronous(string a, handle b)</code> | ||
| 从table同步生成一个实体 | | 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> | | <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 | | 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> | | <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 | | 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> | | <code>handle SpawnEntityListFromTableSynchronous(handle a)</code> | ||
| 从一个生成表列表同步生成一个实体组. | | 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> | | <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 | | (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> | | <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 | | (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> | | <code>void StartSoundEvent(string a, handle b)</code> | ||
| 开始音效事件 | | 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> | | <code>void StartSoundEventFromPosition(string string_1, Vector Vector_2)</code> | ||
| 在某个位置开始音效事件。 | | 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> | | <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。 | | 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> | | <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。 | | 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> | | <code>void StartSoundEventReliable(string string_1, handle handle_2)</code> | ||
| 通过可靠的传递,开始音效事件。 | | 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> | | <code>void StartSoundEventUnreliable(string string_1, handle handle_2)</code> | ||
| 通过随意的传递,开始音效事件。 | | 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> | | <code>void StopEffect(handle a, string b)</code> | ||
| (hEntity, szEffectName) | | (hEntity, szEffectName) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToAllGameEvents|StopListeningToAllGameEvents}} | ||
| <code>void StopListeningToAllGameEvents(handle a)</code> | | <code>void StopListeningToAllGameEvents(handle a)</code> | ||
| 停止listen在给定内容内的所有游戏事件 | | 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> | | <code>bool StopListeningToGameEvent(int a)</code> | ||
| 停止listen特定的游戏事件 | | 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> | | <code>void StopSoundEvent(string a, handle b)</code> | ||
| 停止音效事件 | | 停止音效事件 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StopSoundOn|StopSoundOn}} | ||
| <code>void StopSoundOn(string soundName, handle playingEntity)</code> | | <code>void StopSoundOn(string soundName, handle playingEntity)</code> | ||
| 停止实体上的命名音效 | | 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> | | <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 | | 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> | | <code>float Time()</code> | ||
| 获取当前服务器时间 | | 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> | | <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 | | 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> | | <code>bool TraceHull(handle a)</code> | ||
| 传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid | | 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>bool TraceLine(handle a)</code> | ||
| 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid | | 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> | | <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 | | 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> | | <code>void UnloadSpawnGroup(string a)</code> | ||
| 通过名称去除生成组 | | 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> | | <code>void UnloadSpawnGroupByHandle(int a)</code> | ||
| 通过handle去除生成组 | | 通过handle去除生成组 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.UpdateEventPoints|UpdateEventPoints}} | ||
| <code>void UpdateEventPoints(handle a)</code> | | <code>void UpdateEventPoints(handle a)</code> | ||
| No Description Set | | 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> | | <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。 | | 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> | | <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 | | 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> | | <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。 | | 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> | | <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 | | 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> | | <code>void UTIL_Remove(handle a)</code> | ||
| 删除给定实体 | | 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> | | <code>void UTIL_RemoveImmediate(handle a)</code> | ||
| 立即删除给定实体 | | 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> | | <code>void UTIL_ResetMessageText(int playerId)</code> | ||
| 对某个玩家重新设置信息文本。 | | 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> | | <code>void UTIL_ResetMessageTextAll()</code> | ||
| 对所有玩家重新设置信息文本。 | | 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> | | <code>QAngle VectorToAngles(Vector a)</code> | ||
| 为Vector获取Qangle(没有滚动) | | 为Vector获取Qangle(没有滚动) | ||
Line 733: | Line 747: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.Warning|Warning}} | ||
| <code>void Warning(string a) </code> | | <code>void Warning(string a) </code> | ||
Line 754: | Line 768: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyAbsVelocityImpulse|ApplyAbsVelocityImpulse}} | ||
| <code>void ApplyAbsVelocityImpulse(Vector a) </code> | | <code>void ApplyAbsVelocityImpulse(Vector a) </code> | ||
Line 761: | Line 775: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyLocalAngularVelocityImpulse|ApplyLocalAngularVelocityImpulse}} | ||
| <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code> | | <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code> | ||
Line 768: | Line 782: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSound|EmitSound}} | ||
| <code>void EmitSound(string soundName) </code> | | <code>void EmitSound(string soundName) </code> | ||
Line 776: | Line 790: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSoundParams|EmitSoundParams}} | ||
| <code>void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) </code> | | <code>void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) </code> | ||
Line 783: | Line 797: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyeAngles|EyeAngles}} | ||
| <code>QAngle EyeAngles() </code> | | <code>QAngle EyeAngles() </code> | ||
Line 790: | Line 804: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyePosition|EyePosition}} | ||
| <code>Vector EyePosition() </code> | | <code>Vector EyePosition() </code> | ||
Line 797: | Line 811: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.FirstMoveChild|FirstMoveChild}} | ||
| <code>handle FirstMoveChild() </code> | | <code>handle FirstMoveChild() </code> | ||
Line 805: | Line 819: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GatherCriteria|GatherCriteria}} | ||
| <code>void GatherCriteria(handle a) </code> | | <code>void GatherCriteria(handle a) </code> | ||
Line 812: | Line 826: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAbsOrigin|GetAbsOrigin}} | ||
| <code>Vector GetAbsOrigin() </code> | | <code>Vector GetAbsOrigin() </code> | ||
Line 820: | Line 834: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngles|GetAngles}} | ||
| <code>QAngle GetAngles() </code> | | <code>QAngle GetAngles() </code> | ||
Line 828: | Line 842: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAnglesAsVector|GetAnglesAsVector}} | ||
| <code>Vector GetAnglesAsVector() </code> | | <code>Vector GetAnglesAsVector() </code> | ||
Line 835: | Line 849: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngularVelocity|GetAngularVelocity}} | ||
| <code>Vector GetAngularVelocity() </code> | | <code>Vector GetAngularVelocity() </code> | ||
Line 842: | Line 856: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBaseVelocity|GetBaseVelocity}} | ||
| <code>Vector GetBaseVelocity() </code> | | <code>Vector GetBaseVelocity() </code> | ||
Line 849: | Line 863: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMaxs|GetBoundingMaxs}} | ||
| <code>Vector GetBoundingMaxs() </code> | | <code>Vector GetBoundingMaxs() </code> | ||
Line 856: | Line 870: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMins|GetBoundingMins}} | ||
| <code>Vector GetBoundingMins() </code> | | <code>Vector GetBoundingMins() </code> | ||
Line 863: | Line 877: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBounds|GetBounds}} | ||
| <code>table GetBounds() </code> | | <code>table GetBounds() </code> | ||
Line 870: | Line 884: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetCenter|GetCenter}} | ||
| <code>Vector GetCenter() </code> | | <code>Vector GetCenter() </code> | ||
Line 877: | Line 891: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetChildren|GetChildren}} | ||
| <code>handle GetChildren() </code> | | <code>handle GetChildren() </code> | ||
Line 884: | Line 898: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetContext|GetContext}} | ||
| <code>table GetContext(string a) </code> | | <code>table GetContext(string a) </code> | ||
Line 891: | Line 905: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetForwardVector|GetForwardVector}} | ||
| <code>Vector GetForwardVector() </code> | | <code>Vector GetForwardVector() </code> | ||
Line 898: | Line 912: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetHealth|GetHealth}} | ||
| <code>int GetHealth() </code> | | <code>int GetHealth() </code> | ||
Line 906: | Line 920: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalAngularVelocity|GetLocalAngularVelocity}} | ||
| <code>QAngle GetLocalAngularVelocity() </code> | | <code>QAngle GetLocalAngularVelocity() </code> | ||
Line 913: | Line 927: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalVelocity|GetLocalVelocity}} | ||
| <code>Vector GetLocalVelocity() </code> | | <code>Vector GetLocalVelocity() </code> | ||
Line 920: | Line 934: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMaxHealth|GetMaxHealth}} | ||
| <code>int GetMaxHealth() </code> | | <code>int GetMaxHealth() </code> | ||
Line 928: | Line 942: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetModelName|GetModelName}} | ||
| <code>string GetModelName() </code> | | <code>string GetModelName() </code> | ||
Line 935: | Line 949: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMoveParent|GetMoveParent}} | ||
| <code>handle GetMoveParent() </code> | | <code>handle GetMoveParent() </code> | ||
Line 942: | Line 956: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOrigin|GetOrigin}} | ||
| <code>Vector GetOrigin() </code> | | <code>Vector GetOrigin() </code> | ||
Line 950: | Line 964: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwner|GetOwner}} | ||
| <code>handle GetOwner() </code> | | <code>handle GetOwner() </code> | ||
Line 957: | Line 971: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwnerEntity|GetOwnerEntity}} | ||
| <code>handle GetOwnerEntity() </code> | | <code>handle GetOwnerEntity() </code> | ||
Line 964: | Line 978: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRightVector|GetRightVector}} | ||
| <code>Vector GetRightVector() </code> | | <code>Vector GetRightVector() </code> | ||
Line 971: | Line 985: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRootMoveParent|GetRootMoveParent}} | ||
| <code>handle GetRootMoveParent() </code> | | <code>handle GetRootMoveParent() </code> | ||
Line 978: | Line 992: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetSoundDuration|GetSoundDuration}} | ||
| <code>float GetSoundDuration(string soundName, string actormodelname) </code> | | <code>float GetSoundDuration(string soundName, string actormodelname) </code> | ||
Line 985: | Line 999: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetTeam|GetTeam}} | ||
| <code>int GetTeam() </code> | | <code>int GetTeam() </code> | ||
Line 993: | Line 1,007: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetUpVector|GetUpVector}} | ||
| <code>Vector GetUpVector() </code> | | <code>Vector GetUpVector() </code> | ||
Line 1,000: | Line 1,014: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetVelocity|GetVelocity}} | ||
| <code>Vector GetVelocity() </code> | | <code>Vector GetVelocity() </code> | ||
Line 1,008: | Line 1,022: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsAlive|IsAlive}} | ||
| <code>bool IsAlive() </code> | | <code>bool IsAlive() </code> | ||
Line 1,016: | Line 1,030: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsPlayer|IsPlayer}} | ||
| <code>bool IsPlayer() </code> | | <code>bool IsPlayer() </code> | ||
Line 1,023: | Line 1,037: | ||
|- | |- | ||
| | | {{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。 | |||
|- | |||
| {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Kill|Kill}} | |||
| <code>void Kill() </code> | | <code>void Kill() </code> | ||
Line 1,031: | Line 1,050: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.NextMovePeer|NextMovePeer}} | ||
| <code>handle NextMovePeer() </code> | | <code>handle NextMovePeer() </code> | ||
Line 1,039: | Line 1,058: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.OverrideFriction|OverrideFriction}} | ||
| <code>void OverrideFriction(float a, float b) </code> | | <code>void OverrideFriction(float a, float b) </code> | ||
Line 1,046: | Line 1,065: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.PrecacheScriptSound|PrecacheScriptSound}} | ||
| <code>void PrecacheScriptSound(string a) </code> | | <code>void PrecacheScriptSound(string a) </code> | ||
Line 1,053: | Line 1,072: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAbsOrigin|SetAbsOrigin}} | ||
| <code>void SetAbsOrigin(Vector origin) </code> | | <code>void SetAbsOrigin(Vector origin) </code> | ||
Line 1,060: | Line 1,079: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngles|SetAngles}} | ||
| <code>void SetAngles(float pitch, float yaw, float roll) </code> | | <code>void SetAngles(float pitch, float yaw, float roll) </code> | ||
Line 1,067: | Line 1,086: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngularVelocity|SetAngularVelocity}} | ||
| <code>void SetAngularVelocity(float pitch, float yaw, float roll) </code> | | <code>void SetAngularVelocity(float pitch, float yaw, float roll) </code> | ||
Line 1,074: | Line 1,093: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContext|SetContext}} | ||
| <code>void SetContext(string a, string b, float c) </code> | | <code>void SetContext(string a, string b, float c) </code> | ||
Line 1,081: | Line 1,100: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextNum|SetContextNum}} | ||
| <code>void SetContextNum(string a, float b, float c) </code> | | <code>void SetContextNum(string a, float b, float c) </code> | ||
Line 1,088: | Line 1,107: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextThink|SetContextThink}} | ||
| <code>void SetContextThink(string a, handle b, float c) </code> | | <code>void SetContextThink(string a, handle b, float c) </code> | ||
Line 1,095: | Line 1,114: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetForwardVector|SetForwardVector}} | ||
| <code>void SetForwardVector(Vector forwardVec) </code> | | <code>void SetForwardVector(Vector forwardVec) </code> | ||
Line 1,102: | Line 1,121: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetFriction|SetFriction}} | ||
| <code>void SetFriction(float a) </code> | | <code>void SetFriction(float a) </code> | ||
Line 1,109: | Line 1,128: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetGravity|SetGravity}} | ||
| <code>void SetGravity(float a) </code> | | <code>void SetGravity(float a) </code> | ||
Line 1,116: | Line 1,135: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetHealth|SetHealth}} | ||
| <code>void SetHealth(int hp) </code> | | <code>void SetHealth(int hp) </code> | ||
Line 1,124: | Line 1,143: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetMaxHealth|SetMaxHealth}} | ||
| <code>void SetMaxHealth(int maxHP) </code> | | <code>void SetMaxHealth(int maxHP) </code> | ||
Line 1,132: | Line 1,151: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetModel|SetModel}} | ||
| <code>void SetModel(string modelName) </code> | | <code>void SetModel(string modelName) </code> | ||
Line 1,140: | Line 1,159: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOrigin|SetOrigin}} | ||
| <code>void SetOrigin(Vector origin) </code> | | <code>void SetOrigin(Vector origin) </code> | ||
Line 1,148: | Line 1,167: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOwner|SetOwner}} | ||
| <code>void SetOwner(handle owningEntity) </code> | | <code>void SetOwner(handle owningEntity) </code> | ||
Line 1,155: | Line 1,174: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetParent|SetParent}} | ||
| <code>void SetParent(handle a, string b) </code> | | <code>void SetParent(handle a, string b) </code> | ||
Line 1,162: | Line 1,181: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetRenderColor|SetRenderColor}} | ||
| <code>void SetRenderColor(int a, int b, int c) </code> | | <code>void SetRenderColor(int a, int b, int c) </code> | ||
Line 1,169: | Line 1,188: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetSize|SetSize}} | ||
| <code>void SetSize(Vector a, Vector b) </code> | | <code>void SetSize(Vector a, Vector b) </code> | ||
Line 1,177: | Line 1,196: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetTeam|SetTeam}} | ||
| <code>void SetTeam(int team) </code> | | <code>void SetTeam(int team) </code> | ||
Line 1,185: | Line 1,204: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetVelocity|SetVelocity}} | ||
| <code>void SetVelocity(Vector a) </code> | | <code>void SetVelocity(Vector a) </code> | ||
Line 1,193: | Line 1,212: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.StopSound|StopSound}} | ||
| <code>void StopSound(string soundName) </code> | | <code>void StopSound(string soundName) </code> | ||
Line 1,200: | Line 1,219: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Trigger|Trigger}} | ||
| <code>void Trigger() </code> | | <code>void Trigger() </code> | ||
Line 1,225: | Line 1,244: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.CreateByClassname|CreateByClassname}} | ||
| <code>handle CreateByClassname(string className) </code> | | <code>handle CreateByClassname(string className) </code> | ||
Line 1,232: | Line 1,251: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassname|FindAllByClassname}} | ||
| <code>table FindAllByClassname(string a) </code> | | <code>table FindAllByClassname(string a) </code> | ||
Line 1,239: | Line 1,258: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassnameWithin|FindAllByClassnameWithin}} | ||
| <code>table FindAllByClassnameWithin(string a, Vector b, float c) </code> | | <code>table FindAllByClassnameWithin(string a, Vector b, float c) </code> | ||
Line 1,246: | Line 1,265: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByModel|FindAllByModel}} | ||
| <code>table FindAllByModel(string modelName) </code> | | <code>table FindAllByModel(string modelName) </code> | ||
Line 1,253: | Line 1,272: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByName|FindAllByName}} | ||
| <code>table FindAllByName(string name) </code> | | <code>table FindAllByName(string name) </code> | ||
Line 1,260: | Line 1,279: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByNameWithin|FindAllByNameWithin}} | ||
| <code>table FindAllByNameWithin(string name, Vector origin, float maxRadius) </code> | | <code>table FindAllByNameWithin(string name, Vector origin, float maxRadius) </code> | ||
Line 1,267: | Line 1,286: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByTarget|FindAllByTarget}} | ||
| <code>table FindAllByTarget(string targetName) </code> | | <code>table FindAllByTarget(string targetName) </code> | ||
Line 1,274: | Line 1,293: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllInSphere|FindAllInSphere}} | ||
| <code>table FindAllInSphere(Vector origin, float maxRadius) </code> | | <code>table FindAllInSphere(Vector origin, float maxRadius) </code> | ||
Line 1,281: | Line 1,300: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassname|FindByClassname}} | ||
| <code>handle FindByClassname(handle startFrom, string className) </code> | | <code>handle FindByClassname(handle startFrom, string className) </code> | ||
Line 1,288: | Line 1,307: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameNearest|FindByClassnameNearest}} | ||
| <code>handle FindByClassnameNearest(string className, Vector origin, float maxRadius) </code> | | <code>handle FindByClassnameNearest(string className, Vector origin, float maxRadius) </code> | ||
Line 1,295: | Line 1,314: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameWithin|FindByClassnameWithin}} | ||
| <code>handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) </code> | | <code>handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) </code> | ||
Line 1,302: | Line 1,321: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModel|FindByModel}} | ||
| <code>handle FindByModel(handle startFrom, string modelName) </code> | | <code>handle FindByModel(handle startFrom, string modelName) </code> | ||
Line 1,309: | Line 1,328: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModelWithin|FindByModelWithin}} | ||
| <code>handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) </code> | | <code>handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) </code> | ||
Line 1,316: | Line 1,335: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByName|FindByName}} | ||
| <code>handle FindByName(handle lastEnt, string searchString) </code> | | <code>handle FindByName(handle lastEnt, string searchString) </code> | ||
Line 1,323: | Line 1,342: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameNearest|FindByNameNearest}} | ||
| <code>handle FindByNameNearest(string name, Vector origin, float maxRadius) </code> | | <code>handle FindByNameNearest(string name, Vector origin, float maxRadius) </code> | ||
Line 1,330: | Line 1,349: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameWithin|FindByNameWithin}} | ||
| <code>handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) </code> | | <code>handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) </code> | ||
Line 1,337: | Line 1,356: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindByTarget|FindByTarget}} | ||
| <code>handle FindByTarget(handle startFrom, string targetName) </code> | | <code>handle FindByTarget(handle startFrom, string targetName) </code> | ||
Line 1,344: | Line 1,363: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindInSphere|FindInSphere}} | ||
| <code>handle FindInSphere(handle startFrom, Vector origin, float maxRadius) </code> | | <code>handle FindInSphere(handle startFrom, Vector origin, float maxRadius) </code> | ||
Line 1,351: | Line 1,370: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.First|First}} | ||
| <code>handle First() </code> | | <code>handle First() </code> | ||
Line 1,358: | Line 1,377: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.Next|Next}} | ||
| <code>handle Next(handle startFrom) </code> | | <code>handle Next(handle startFrom) </code> | ||
Line 1,385: | Line 1,404: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.ConnectOutput|ConnectOutput}} | ||
| <code>void ConnectOutput(string a, string b) </code> | | <code>void ConnectOutput(string a, string b) </code> | ||
Line 1,392: | Line 1,411: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.Destroy|Destroy}} | ||
| <code>void Destroy() </code> | | <code>void Destroy() </code> | ||
Line 1,400: | Line 1,419: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectOutput|DisconnectOutput}} | ||
| <code>void DisconnectOutput(string a, string b) </code> | | <code>void DisconnectOutput(string a, string b) </code> | ||
Line 1,407: | Line 1,426: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectRedirectedOutput|DisconnectRedirectedOutput}} | ||
| <code>void DisconnectRedirectedOutput(string a, string b, handle c) </code> | | <code>void DisconnectRedirectedOutput(string a, string b, handle c) </code> | ||
Line 1,414: | Line 1,433: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.entindex|entindex}} | ||
| <code>int entindex() </code> | | <code>int entindex() </code> | ||
Line 1,422: | Line 1,441: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.FireOutput|FireOutput}} | ||
| <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code> | | <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code> | ||
Line 1,429: | Line 1,448: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetClassname|GetClassname}} | ||
| <code>string GetClassname() </code> | | <code>string GetClassname() </code> | ||
Line 1,437: | Line 1,456: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetDebugName|GetDebugName}} | ||
| <code>string GetDebugName() </code> | | <code>string GetDebugName() </code> | ||
Line 1,444: | Line 1,463: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityHandle|GetEntityHandle}} | ||
| <code>ehandle GetEntityHandle() </code> | | <code>ehandle GetEntityHandle() </code> | ||
Line 1,451: | Line 1,470: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityIndex|GetEntityIndex}} | ||
| <code>int GetEntityIndex() </code> | | <code>int GetEntityIndex() </code> | ||
Line 1,459: | Line 1,478: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetIntAttr|GetIntAttr}} | ||
| <code>int GetIntAttr(string a) </code> | | <code>int GetIntAttr(string a) </code> | ||
Line 1,466: | Line 1,485: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetName|GetName}} | ||
| <code>string GetName() </code> | | <code>string GetName() </code> | ||
Line 1,474: | Line 1,493: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePrivateScriptScope|GetOrCreatePrivateScriptScope}} | ||
| <code>handle GetOrCreatePrivateScriptScope() </code> | | <code>handle GetOrCreatePrivateScriptScope() </code> | ||
Line 1,481: | Line 1,500: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePublicScriptScope|GetOrCreatePublicScriptScope}} | ||
| <code>handle GetOrCreatePublicScriptScope() </code> | | <code>handle GetOrCreatePublicScriptScope() </code> | ||
Line 1,488: | Line 1,507: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPrivateScriptScope|GetPrivateScriptScope}} | ||
| <code>handle GetPrivateScriptScope() </code> | | <code>handle GetPrivateScriptScope() </code> | ||
Line 1,495: | Line 1,514: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPublicScriptScope|GetPublicScriptScope}} | ||
| <code>handle GetPublicScriptScope() </code> | | <code>handle GetPublicScriptScope() </code> | ||
Line 1,502: | Line 1,521: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RedirectOutput|RedirectOutput}} | ||
| <code>void RedirectOutput(string a, string b, handle c) </code> | | <code>void RedirectOutput(string a, string b, handle c) </code> | ||
Line 1,509: | Line 1,528: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RemoveSelf|RemoveSelf}} | ||
| <code>void RemoveSelf() </code> | | <code>void RemoveSelf() </code> | ||
Line 1,516: | Line 1,535: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.SetIntAttr|SetIntAttr}} | ||
| <code>void SetIntAttr(string a, int b) </code> | | <code>void SetIntAttr(string a, int b) </code> | ||
Line 1,543: | Line 1,562: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CastAbility|CastAbility}} | ||
| <code>void CastAbility() </code> | | <code>void CastAbility() </code> | ||
Line 1,551: | Line 1,570: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ContinueCasting|ContinueCasting}} | ||
| <code>bool ContinueCasting() </code> | | <code>bool ContinueCasting() </code> | ||
Line 1,559: | Line 1,578: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CreateVisibilityNode|CreateVisibilityNode}} | ||
| <code>void CreateVisibilityNode(Vector a, float b, float c) </code> | | <code>void CreateVisibilityNode(Vector a, float b, float c) </code> | ||
Line 1,567: | Line 1,586: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.DecrementModifierRefCount|DecrementModifierRefCount}} | ||
| <code>void DecrementModifierRefCount() </code> | | <code>void DecrementModifierRefCount() </code> | ||
Line 1,575: | Line 1,594: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndChannel|EndChannel}} | ||
| <code>void EndChannel(bool a) </code> | | <code>void EndChannel(bool a) </code> | ||
Line 1,582: | Line 1,601: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndCooldown|EndCooldown}} | ||
| <code>void EndCooldown() </code> | | <code>void EndCooldown() </code> | ||
Line 1,589: | Line 1,608: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamage|GetAbilityDamage}} | ||
| <code>int GetAbilityDamage() </code> | | <code>int GetAbilityDamage() </code> | ||
Line 1,597: | Line 1,616: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamageType|GetAbilityDamageType}} | ||
| <code>int GetAbilityDamageType() </code> | | <code>int GetAbilityDamageType() </code> | ||
Line 1,605: | Line 1,624: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityIndex|GetAbilityIndex}} | ||
| <code>int GetAbilityIndex() </code> | | <code>int GetAbilityIndex() </code> | ||
Line 1,613: | Line 1,632: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityName|GetAbilityName}} | ||
| <code>string GetAbilityName() </code> | | <code>string GetAbilityName() </code> | ||
Line 1,621: | Line 1,640: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityKeyValues|GetAbilityKeyValues}} | ||
| <code>table GetAbilityKeyValues() </code> | |||
| No Description Set | |||
|- | |||
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetFlags|GetAbilityTargetFlags}} | |||
| <code>int GetAbilityTargetFlags() </code> | | <code>int GetAbilityTargetFlags() </code> | ||
Line 1,629: | Line 1,653: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetTeam|GetAbilityTargetTeam}} | ||
| <code>int GetAbilityTargetTeam() </code> | | <code>int GetAbilityTargetTeam() </code> | ||
Line 1,637: | Line 1,661: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetType|GetAbilityTargetType}} | ||
| <code>int GetAbilityTargetType() </code> | | <code>int GetAbilityTargetType() </code> | ||
Line 1,645: | Line 1,669: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityType|GetAbilityType}} | ||
| <code>int GetAbilityType() </code> | | <code>int GetAbilityType() </code> | ||
Line 1,653: | Line 1,677: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAnimationIgnoresModelScale|GetAnimationIgnoresModelScale}} | ||
| <code>bool GetAnimationIgnoresModelScale() </code> | | <code>bool GetAnimationIgnoresModelScale() </code> | ||
Line 1,661: | Line 1,685: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}} | ||
| <code>string GetAssociatedPrimaryAbilities() </code> | | <code>string GetAssociatedPrimaryAbilities() </code> | ||
Line 1,669: | Line 1,693: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}} | ||
| <code>string GetAssociatedSecondaryAbilities() </code> | | <code>string GetAssociatedSecondaryAbilities() </code> | ||
Line 1,677: | Line 1,701: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAutoCastState|GetAutoCastState}} | ||
| <code>bool GetAutoCastState() </code> | | <code>bool GetAutoCastState() </code> | ||
Line 1,685: | Line 1,709: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBackswingTime|GetBackswingTime}} | ||
| <code>float GetBackswingTime() </code> | | <code>float GetBackswingTime() </code> | ||
Line 1,693: | Line 1,717: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBehavior|GetBehavior}} | ||
| <code>int GetBehavior() </code> | | <code>int GetBehavior() </code> | ||
Line 1,701: | Line 1,725: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCaster|GetCaster}} | ||
| <code>handle GetCaster() </code> | | <code>handle GetCaster() </code> | ||
Line 1,709: | Line 1,733: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastPoint|GetCastPoint}} | ||
| <code>float GetCastPoint() </code> | | <code>float GetCastPoint() </code> | ||
Line 1,717: | Line 1,741: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastRange|GetCastRange}} | ||
| <code>int GetCastRange() </code> | | <code>int GetCastRange(Vector vLocation, handle hTarget) </code> | ||
| Returns the cast range of this ability. | | Returns the cast range of this ability. | ||
Line 1,725: | Line 1,749: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}} | ||
| <code>int GetChannelledManaCostPerSecond(int a) </code> | | <code>int GetChannelledManaCostPerSecond(int a) </code> | ||
Line 1,733: | Line 1,757: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelStartTime|GetChannelStartTime}} | ||
| <code>float GetChannelStartTime() </code> | | <code>float GetChannelStartTime() </code> | ||
Line 1,741: | Line 1,765: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelTime|GetChannelTime}} | ||
| <code>float GetChannelTime() </code> | | <code>float GetChannelTime() </code> | ||
Line 1,749: | Line 1,773: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCloneSource|GetCloneSource}} | ||
| <code>handle GetCloneSource() </code> | | <code>handle GetCloneSource() </code> | ||
Line 1,757: | Line 1,781: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetConceptRecipientType|GetConceptRecipientType}} | ||
| <code>int GetConceptRecipientType() </code> | | <code>int GetConceptRecipientType() </code> | ||
Line 1,765: | Line 1,789: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldown|GetCooldown}} | ||
| <code>float GetCooldown(int a) </code> | | <code>float GetCooldown(int a) </code> | ||
Line 1,772: | Line 1,796: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTime|GetCooldownTime}} | ||
| <code>float GetCooldownTime() </code> | | <code>float GetCooldownTime() </code> | ||
Line 1,780: | Line 1,804: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTimeRemaining|GetCooldownTimeRemaining}} | ||
| <code>float GetCooldownTimeRemaining() </code> | | <code>float GetCooldownTimeRemaining() </code> | ||
Line 1,788: | Line 1,812: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorPosition|GetCursorPosition}} | ||
| <code>Vector GetCursorPosition() </code> | | <code>Vector GetCursorPosition() </code> | ||
Line 1,796: | Line 1,820: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTarget|GetCursorTarget}} | ||
| <code>handle GetCursorTarget() </code> | | <code>handle GetCursorTarget() </code> | ||
Line 1,804: | Line 1,828: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTargetingNothing|GetCursorTargetingNothing}} | ||
| <code>bool GetCursorTargetingNothing() </code> | | <code>bool GetCursorTargetingNothing() </code> | ||
Line 1,812: | Line 1,836: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetDuration|GetDuration}} | ||
| <code>float GetDuration() </code> | | <code>float GetDuration() </code> | ||
Line 1,820: | Line 1,844: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCost|GetGoldCost}} | ||
| <code>int GetGoldCost(int a) </code> | | <code>int GetGoldCost(int a) </code> | ||
Line 1,828: | Line 1,852: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCostForUpgrade|GetGoldCostForUpgrade}} | ||
| <code>int GetGoldCostForUpgrade(int a) </code> | | <code>int GetGoldCostForUpgrade(int a) </code> | ||
Line 1,836: | Line 1,860: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetHeroLevelRequiredToUpgrade|GetHeroLevelRequiredToUpgrade}} | ||
| <code>int GetHeroLevelRequiredToUpgrade() </code> | | <code>int GetHeroLevelRequiredToUpgrade() </code> | ||
Line 1,844: | Line 1,868: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetIntrinsicModifierName|GetIntrinsicModifierName}} | ||
| <code>string GetIntrinsicModifierName() </code> | | <code>string GetIntrinsicModifierName() </code> | ||
Line 1,852: | Line 1,876: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevel|GetLevel}} | ||
| <code>int GetLevel() </code> | | <code>int GetLevel() </code> | ||
Line 1,859: | Line 1,883: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevelSpecialValueFor|GetLevelSpecialValueFor}} | ||
| <code>table GetLevelSpecialValueFor(string a, int b) </code> | | <code>table GetLevelSpecialValueFor(string a, int b) </code> | ||
Line 1,867: | Line 1,891: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetManaCost|GetManaCost}} | ||
| <code>int GetManaCost(int a) </code> | | <code>int GetManaCost(int a) </code> | ||
Line 1,875: | Line 1,899: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetMaxLevel|GetMaxLevel}} | ||
| <code>int GetMaxLevel() </code> | | <code>int GetMaxLevel() </code> | ||
Line 1,883: | Line 1,907: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValue|GetModifierValue}} | ||
| <code>float GetModifierValue() </code> | | <code>float GetModifierValue() </code> | ||
Line 1,891: | Line 1,915: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValueBonus|GetModifierValueBonus}} | ||
| <code>float GetModifierValueBonus() </code> | | <code>float GetModifierValueBonus() </code> | ||
Line 1,899: | Line 1,923: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetPlaybackRateOverride|GetPlaybackRateOverride}} | ||
| <code>float GetPlaybackRateOverride() </code> | | <code>float GetPlaybackRateOverride() </code> | ||
Line 1,907: | Line 1,931: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSharedCooldownName|GetSharedCooldownName}} | ||
| <code>string GetSharedCooldownName() </code> | | <code>string GetSharedCooldownName() </code> | ||
Line 1,915: | Line 1,939: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSpecialValueFor|GetSpecialValueFor}} | ||
| <code>table GetSpecialValueFor(string a) </code> | | <code>table GetSpecialValueFor(string a) </code> | ||
Line 1,923: | Line 1,947: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetStolenActivityModifier|GetStolenActivityModifier}} | ||
| <code>string GetStolenActivityModifier() </code> | | <code>string GetStolenActivityModifier() </code> | ||
Line 1,931: | Line 1,955: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetToggleState|GetToggleState}} | ||
| <code>bool GetToggleState() </code> | | <code>bool GetToggleState() </code> | ||
Line 1,939: | Line 1,963: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.HeroXPChange|HeroXPChange}} | ||
| <code>bool HeroXPChange(float a) </code> | | <code>bool HeroXPChange(float a) </code> | ||
Line 1,947: | Line 1,971: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IncrementModifierRefCount|IncrementModifierRefCount}} | ||
| <code>void IncrementModifierRefCount() </code> | | <code>void IncrementModifierRefCount() </code> | ||
Line 1,955: | Line 1,979: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsActivated|IsActivated}} | ||
| <code>bool IsActivated() </code> | | <code>bool IsActivated() </code> | ||
Line 1,963: | Line 1,987: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsAttributeBonus|IsAttributeBonus}} | ||
| <code>bool IsAttributeBonus() </code> | | <code>bool IsAttributeBonus() </code> | ||
Line 1,971: | Line 1,995: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsChanneling|IsChanneling}} | ||
| <code>bool IsChanneling() </code> | | <code>bool IsChanneling() </code> | ||
Line 1,978: | Line 2,002: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCooldownReady|IsCooldownReady}} | ||
| <code>bool IsCooldownReady() </code> | | <code>bool IsCooldownReady() </code> | ||
Line 1,986: | Line 2,010: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCosmetic|IsCosmetic}} | ||
| <code>bool IsCosmetic() </code> | | <code>bool IsCosmetic(handle hEntity) </code> | ||
| No Description Set | | No Description Set | ||
Line 1,994: | Line 2,018: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsFullyCastable|IsFullyCastable}} | ||
| <code>bool IsFullyCastable() </code> | | <code>bool IsFullyCastable() </code> | ||
Line 2,001: | Line 2,025: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHidden|IsHidden}} | ||
| <code>bool IsHidden() </code> | | <code>bool IsHidden() </code> | ||
Line 2,009: | Line 2,033: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHiddenWhenStolen|IsHiddenWhenStolen}} | ||
| <code>bool IsHiddenWhenStolen() </code> | | <code>bool IsHiddenWhenStolen() </code> | ||
Line 2,017: | Line 2,041: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsInAbilityPhase|IsInAbilityPhase}} | ||
| <code>bool IsInAbilityPhase() </code> | | <code>bool IsInAbilityPhase() </code> | ||
Line 2,024: | Line 2,048: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsItem|IsItem}} | ||
| <code>bool IsItem() </code> | | <code>bool IsItem() </code> | ||
Line 2,032: | Line 2,056: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnough|IsOwnersGoldEnough}} | ||
| <code>bool IsOwnersGoldEnough(int a) </code> | | <code>bool IsOwnersGoldEnough(int a) </code> | ||
Line 2,040: | Line 2,064: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade|IsOwnersGoldEnoughForUpgrade}} | ||
| <code>bool IsOwnersGoldEnoughForUpgrade() </code> | | <code>bool IsOwnersGoldEnoughForUpgrade() </code> | ||
Line 2,048: | Line 2,072: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersManaEnough|IsOwnersManaEnough}} | ||
| <code>bool IsOwnersManaEnough() </code> | | <code>bool IsOwnersManaEnough() </code> | ||
Line 2,056: | Line 2,080: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsPassive|IsPassive}} | ||
| <code>bool IsPassive() </code> | | <code>bool IsPassive() </code> | ||
Line 2,064: | Line 2,088: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsSharedWithTeammates|IsSharedWithTeammates}} | ||
| <code>bool IsSharedWithTeammates() </code> | | <code>bool IsSharedWithTeammates() </code> | ||
Line 2,072: | Line 2,096: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStealable|IsStealable}} | ||
| <code>bool IsStealable() </code> | | <code>bool IsStealable() </code> | ||
Line 2,080: | Line 2,104: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStolen|IsStolen}} | ||
| <code>bool IsStolen() </code> | | <code>bool IsStolen() </code> | ||
Line 2,088: | Line 2,112: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsToggle|IsToggle}} | ||
| <code>bool IsToggle() </code> | | <code>bool IsToggle() </code> | ||
Line 2,096: | Line 2,120: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsTrained|IsTrained}} | ||
| <code>bool IsTrained() </code> | | <code>bool IsTrained() </code> | ||
Line 2,104: | Line 2,128: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.MarkAbilityButtonDirty|MarkAbilityButtonDirty}} | ||
| <code>void MarkAbilityButtonDirty() </code> | | <code>void MarkAbilityButtonDirty() </code> | ||
Line 2,111: | Line 2,135: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.NumModifiersUsingAbility|NumModifiersUsingAbility}} | ||
| <code>int NumModifiersUsingAbility() </code> | | <code>int NumModifiersUsingAbility() </code> | ||
Line 2,119: | Line 2,143: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}} | ||
| <code>void OnAbilityPhaseInterrupted() </code> | | <code>void OnAbilityPhaseInterrupted() </code> | ||
Line 2,127: | Line 2,151: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseStart|OnAbilityPhaseStart}} | ||
| <code>bool OnAbilityPhaseStart() </code> | | <code>bool OnAbilityPhaseStart() </code> | ||
Line 2,135: | Line 2,159: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPinged|OnAbilityPinged}} | ||
| <code>void OnAbilityPinged() </code> | | <code>void OnAbilityPinged() </code> | ||
Line 2,143: | Line 2,167: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelFinish|OnChannelFinish}} | ||
| <code>void OnChannelFinish(bool a) </code> | | <code>void OnChannelFinish(bool a) </code> | ||
Line 2,151: | Line 2,175: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelThink|OnChannelThink}} | ||
| <code>void OnChannelThink(float a) </code> | | <code>void OnChannelThink(float a) </code> | ||
Line 2,159: | Line 2,183: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}} | ||
| <code>void OnHeroCalculateStatBonus() </code> | | <code>void OnHeroCalculateStatBonus() </code> | ||
Line 2,167: | Line 2,191: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroLevelUp|OnHeroLevelUp}} | ||
| <code>void OnHeroLevelUp() </code> | | <code>void OnHeroLevelUp() </code> | ||
Line 2,175: | Line 2,199: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnInventoryContentsChanged|OnInventoryContentsChanged}} | ||
| <code>void OnInventoryContentsChanged() </code> | | <code>void OnInventoryContentsChanged() </code> | ||
Line 2,183: | Line 2,207: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerDied|OnOwnerDied}} | ||
| <code>void OnOwnerDied() </code> | | <code>void OnOwnerDied() </code> | ||
Line 2,191: | Line 2,215: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerSpawned|OnOwnerSpawned}} | ||
| <code>void OnOwnerSpawned() </code> | | <code>void OnOwnerSpawned() </code> | ||
Line 2,199: | Line 2,223: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnSpellStart|OnSpellStart}} | ||
| <code>void OnSpellStart() </code> | | <code>void OnSpellStart() </code> | ||
Line 2,207: | Line 2,231: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnToggle|OnToggle}} | ||
| <code>void OnToggle() </code> | | <code>void OnToggle() </code> | ||
Line 2,215: | Line 2,239: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnUpgrade|OnUpgrade}} | ||
| <code>void OnUpgrade() </code> | | <code>void OnUpgrade() </code> | ||
Line 2,223: | Line 2,247: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCost|PayGoldCost}} | ||
| <code>void PayGoldCost() </code> | | <code>void PayGoldCost() </code> | ||
Line 2,231: | Line 2,255: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCostForUpgrade|PayGoldCostForUpgrade}} | ||
| <code>void PayGoldCostForUpgrade() </code> | | <code>void PayGoldCostForUpgrade() </code> | ||
Line 2,239: | Line 2,263: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayManaCost|PayManaCost}} | ||
| <code>void PayManaCost() </code> | | <code>void PayManaCost() </code> | ||
Line 2,247: | Line 2,271: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PlaysDefaultAnimWhenStolen|PlaysDefaultAnimWhenStolen}} | ||
| <code>bool PlaysDefaultAnimWhenStolen() </code> | | <code>bool PlaysDefaultAnimWhenStolen() </code> | ||
Line 2,255: | Line 2,279: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ProcsMagicStick|ProcsMagicStick}} | ||
| <code>bool ProcsMagicStick() </code> | | <code>bool ProcsMagicStick() </code> | ||
Line 2,263: | Line 2,287: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefCountsModifiers|RefCountsModifiers}} | ||
| <code>bool RefCountsModifiers() </code> | | <code>bool RefCountsModifiers() </code> | ||
Line 2,271: | Line 2,295: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefundManaCost|RefundManaCost}} | ||
| <code>void RefundManaCost() </code> | | <code>void RefundManaCost() </code> | ||
Line 2,279: | Line 2,303: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ResetToggleOnRespawn|ResetToggleOnRespawn}} | ||
| <code>bool ResetToggleOnRespawn() </code> | | <code>bool ResetToggleOnRespawn() </code> | ||
Line 2,287: | Line 2,311: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetAbilityIndex|SetAbilityIndex}} | ||
| <code>void SetAbilityIndex(int a) </code> | | <code>void SetAbilityIndex(int a) </code> | ||
Line 2,295: | Line 2,319: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetActivated|SetActivated}} | ||
| <code>void SetActivated(bool a) </code> | | <code>void SetActivated(bool a) </code> | ||
Line 2,303: | Line 2,327: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetChanneling|SetChanneling}} | ||
| <code>void SetChanneling(bool a) </code> | | <code>void SetChanneling(bool a) </code> | ||
Line 2,311: | Line 2,335: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetHidden|SetHidden}} | ||
| <code>void SetHidden(bool a) </code> | | <code>void SetHidden(bool a) </code> | ||
Line 2,319: | Line 2,343: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetInAbilityPhase|SetInAbilityPhase}} | ||
| <code>void SetInAbilityPhase(bool a) </code> | | <code>void SetInAbilityPhase(bool a) </code> | ||
Line 2,327: | Line 2,351: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetLevel|SetLevel}} | ||
| <code>void SetLevel(int a) </code> | | <code>void SetLevel(int a) </code> | ||
Line 2,334: | Line 2,358: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetOverrideCastPoint|SetOverrideCastPoint}} | ||
| <code>void SetOverrideCastPoint(float a) </code> | | <code>void SetOverrideCastPoint(float a) </code> | ||
Line 2,342: | Line 2,366: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetRefCountsModifiers|SetRefCountsModifiers}} | ||
| <code>void SetRefCountsModifiers(bool a) </code> | | <code>void SetRefCountsModifiers(bool a) </code> | ||
Line 2,350: | Line 2,374: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetStolen|SetStolen}} | ||
| <code>void SetStolen(bool a) </code> | | <code>void SetStolen(bool a) </code> | ||
Line 2,358: | Line 2,382: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ShouldUseResources|ShouldUseResources}} | ||
| <code>bool ShouldUseResources() </code> | | <code>bool ShouldUseResources() </code> | ||
Line 2,366: | Line 2,390: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakAbilityConcept|SpeakAbilityConcept}} | ||
| <code>void SpeakAbilityConcept(int a) </code> | | <code>void SpeakAbilityConcept(int a) </code> | ||
Line 2,374: | Line 2,398: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakTrigger|SpeakTrigger}} | ||
| <code>bool SpeakTrigger() </code> | | <code>bool SpeakTrigger() </code> | ||
Line 2,382: | Line 2,406: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.StartCooldown|StartCooldown}} | ||
| <code>void StartCooldown(float a) </code> | | <code>void StartCooldown(float a) </code> | ||
Line 2,389: | Line 2,413: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAbility|ToggleAbility}} | ||
| <code>void ToggleAbility() </code> | | <code>void ToggleAbility() </code> | ||
Line 2,397: | Line 2,421: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAutoCast|ToggleAutoCast}} | ||
| <code>void ToggleAutoCast() </code> | | <code>void ToggleAutoCast() </code> | ||
Line 2,405: | Line 2,429: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UpgradeAbility|UpgradeAbility}} | ||
| <code>void UpgradeAbility() </code> | | <code>void UpgradeAbility() </code> | ||
Line 2,413: | Line 2,437: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UseResources|UseResources}} | ||
| <code>void UseResources(bool a, bool b, bool c) </code> | | <code>void UseResources(bool a, bool b, bool c) </code> | ||
Line 2,439: | Line 2,463: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_Attack.SetPlaybackRate|SetPlaybackRate}} | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
Line 2,466: | Line 2,490: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_TailSpin.SetPlaybackRate|SetPlaybackRate}} | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
Line 2,494: | Line 2,518: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Leap.SetPlaybackRate|SetPlaybackRate}} | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
Line 2,522: | Line 2,546: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Dive.SetPlaybackRate|SetPlaybackRate}} | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
Line 2,550: | Line 2,574: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Roar.GetCastCount|GetCastCount}} | ||
| <code>int GetCastCount() </code> | | <code>int GetCastCount() </code> | ||
Line 2,577: | Line 2,601: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetContainer|GetContainer}} | ||
| <code>handle GetContainer()</code> | | <code>handle GetContainer()</code> | ||
| 获得物品所有者 | | 获得物品所有者 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCost|GetCost}} | ||
| <code>int GetCost()</code> | | <code>int GetCost()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCurrentCharges|GetCurrentCharges}} | ||
| <code>int GetCurrentCharges()</code> | | <code>int GetCurrentCharges()</code> | ||
| 获得物品的目前充能 | | 获得物品的目前充能 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetInitialCharges|GetInitialCharges}} | ||
| <code>int GetInitialCharges()</code> | | <code>int GetInitialCharges()</code> | ||
| 获得物品的初始充能 | | 获得物品的初始充能 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaser|GetPurchaser}} | ||
| <code>handle GetPurchaser()</code> | | <code>handle GetPurchaser()</code> | ||
| 获得物品的购买者 | | 获得物品的购买者 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaseTime|GetPurchaseTime}} | ||
| <code>float GetPurchaseTime()</code> | | <code>float GetPurchaseTime()</code> | ||
| 获得物品的购买时间 | | 获得物品的购买时间 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetShareability|GetShareability}} | ||
| <code>int GetShareability()</code> | | <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}} | |||
| <code>bool IsPermanent()</code> | | <code>bool IsPermanent()</code> | ||
| 判断物品是否非消耗品 | | 判断物品是否非消耗品 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsCastOnPickup|IsCastOnPickup}} | ||
| <code>bool IsCastOnPickup()</code> | | <code>bool IsCastOnPickup()</code> | ||
| 判断物品是否可以被捡起。 | | 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> | | <code>bool IsCombinable()</code> | ||
| 判断物品是否可以合成。 | | 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> | | <code>bool IsDisassemblable()</code> | ||
| 判断物品是否可以被拆分。 | | 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> | | <code>bool IsDroppable() </code> | ||
| 判断物品是否可以被丢弃。 | | 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> | | <code>bool IsItem()</code> | ||
| 判断是否是物品。 | | 判断是否是物品。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsKillable|IsKillable}} | ||
| <code>bool IsKillable()</code> | | <code>bool IsKillable()</code> | ||
| 判断是否可以被击杀。 | | 判断是否可以被击杀。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsMuted|IsMuted}} | ||
| <code>bool IsMuted()</code> | | <code>bool IsMuted()</code> | ||
| 判断是否可以被禁用(?) | | 判断是否可以被禁用(?) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent|IsPermanent}} | ||
| <code>bool IsPermanent()</code> | | <code>bool IsPermanent()</code> | ||
| 判断物品是否是永久性的 | | 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> | | <code>bool IsPurchasable()</code> | ||
| 判断物品是否可以被购买。 | | 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> | | <code>bool IsRecipe()</code> | ||
| 判断物品是否是卷轴。 | | 判断物品是否是卷轴。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsRecipeGenerated|IsRecipeGenerated}} | ||
| <code>bool IsRecipeGenerated()</code> | | <code>bool IsRecipeGenerated()</code> | ||
| 判断物品是否是由卷轴合成的。 | | 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> | | <code>bool IsSellable()</code> | ||
| 判断物品是否可以被出售。 | | 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> | | <code>bool IsStackable()</code> | ||
| 判断物品是否可以叠加。 | | 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 | | <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。 | | 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> | | <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。 | | 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> | | <code>bool RequiresCharges() </code> | ||
| 判断物品是否需要充能。 | | 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> | | <code>void SetCurrentCharges(int a)</code> | ||
| 设置物品的充能数 | | 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> | | <code>void SetPurchaser(handle a)</code> | ||
| 设置物品的购买者 | | 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> | | <code>void SetPurchaseTime(float a)</code> | ||
| 设置物品的购买时间 | | 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> | | <code>void SetStacksWithOtherOwners(bool a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.StacksWithOtherOwners|StacksWithOtherOwners}} | ||
| <code>bool StacksWithOtherOwners()</code> | | <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> | | <code>void Think()</code> | ||
| 判断此物品 | | 判断此物品 | ||
Line 2,714: | Line 2,742: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetContainedItem|GetContainedItem}} | ||
| <code>handle GetContainedItem() </code> | | <code>handle GetContainedItem() </code> | ||
Line 2,721: | Line 2,749: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetCreationTime|GetCreationTime}} | ||
| <code>float GetCreationTime() </code> | | <code>float GetCreationTime() </code> | ||
Line 2,728: | Line 2,756: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.SetContainedItem|SetContainedItem}} | ||
| <code>void SetContainedItem(handle a) </code> | | <code>void SetContainedItem(handle a) </code> | ||
Line 2,755: | Line 2,783: | ||
|- | |- | ||
| | | {{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> | | <code>void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) </code> | ||
Line 2,761: | Line 2,789: | ||
| 应用一个数据驱动的Mordifier。 | | 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> | | <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。 | | 应用一个数据驱动的计时器到指定地点。 | ||
Line 2,782: | Line 2,810: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetHorn|GetHorn}} | ||
| <code>handle GetHorn() </code> | | <code>handle GetHorn() </code> | ||
Line 2,789: | Line 2,817: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetTail|GetTail}} | ||
| <code>handle GetTail() </code> | | <code>handle GetTail() </code> | ||
Line 2,796: | Line 2,824: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsHornAlive|IsHornAlive}} | ||
| <code>bool IsHornAlive() </code> | | <code>bool IsHornAlive() </code> | ||
Line 2,803: | Line 2,831: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsTailAlive|IsTailAlive}} | ||
| <code>bool IsTailAlive() </code> | | <code>bool IsTailAlive() </code> | ||
Line 2,828: | Line 2,856: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.GetHMDAvatar|GetHMDAvatar}} | ||
| <code>handle GetHMDAvatar()</code> | | <code>handle GetHMDAvatar()</code> | ||
| Returns the HMD Avatar entity for this player if it exists. | | Returns the HMD Avatar entity for this player if it exists. | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsNoclipping|IsNoclipping}} | ||
| <code>bool IsNoclipping()</code> | | <code>bool IsNoclipping()</code> | ||
| 玩家处于穿墙模式(noclip mode)下返回true | | 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> | | <code>bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton)</code> | ||
| 当Steam控制按钮被按下时,返回True。 | | 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> | | <code>bool IsUsePressed()</code> | ||
| 当使用按钮被按下时,返回True。 | | 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> | | <code>bool IsVRControllerButtonPressed(int nButton)</code> | ||
| 当VR控制按钮被按下时,返回True。 | | 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> | | <code>void Quit()</code> | ||
| 从脚本中退出游戏。 | | 从脚本中退出游戏。 | ||
Line 2,869: | Line 2,897: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetAssignedHero|GetAssignedHero}} | ||
| <code>handle GetAssignedHero() </code> | | <code>handle GetAssignedHero() </code> | ||
Line 2,876: | Line 2,904: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetControlledRPGUnit|GetControlledRPGUnit}} | ||
| <code>handle GetControlledRPGUnit() </code> | | <code>handle GetControlledRPGUnit() </code> | ||
Line 2,883: | Line 2,911: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetPlayerID|GetPlayerID}} | ||
| <code>int GetPlayerID() </code> | | <code>int GetPlayerID() </code> | ||
Line 2,890: | Line 2,918: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.MakeRandomHeroSelection|MakeRandomHeroSelection}} | ||
| <code>void MakeRandomHeroSelection() </code> | | <code>void MakeRandomHeroSelection() </code> | ||
Line 2,897: | Line 2,925: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetKillCamUnit|SetKillCamUnit}} | ||
| <code>void SetKillCamUnit(handle a) </code> | | <code>void SetKillCamUnit(handle a) </code> | ||
Line 2,904: | Line 2,932: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetMusicStatus|SetMusicStatus}} | ||
| <code>void SetMusicStatus(int nMusicStatus, float flIntensity) </code> | | <code>void SetMusicStatus(int nMusicStatus, float flIntensity) </code> | ||
Line 2,935: | Line 2,963: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddAegisPickup|AddAegisPickup}} | ||
| <code>void AddAegisPickup(int a) </code> | | <code>void AddAegisPickup(int a) </code> | ||
Line 2,943: | Line 2,971: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddClaimedFarm|AddClaimedFarm}} | ||
| <code>void AddClaimedFarm(int a, float b) </code> | | <code>void AddClaimedFarm(int a, float b) </code> | ||
Line 2,951: | Line 2,979: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddGoldSpentOnSupport|AddGoldSpentOnSupport}} | ||
| <code>void AddGoldSpentOnSupport(int a, int b) </code> | | <code>void AddGoldSpentOnSupport(int a, int b) </code> | ||
Line 2,959: | Line 2,987: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddRunePickup|AddRunePickup}} | ||
| <code>void AddRunePickup(int a) </code> | | <code>void AddRunePickup(int a) </code> | ||
Line 2,967: | Line 2,995: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AreUnitsSharedWithPlayerID|AreUnitsSharedWithPlayerID}} | ||
| <code>bool AreUnitsSharedWithPlayerID(int a, int b) </code> | | <code>bool AreUnitsSharedWithPlayerID(int a, int b) </code> | ||
Line 2,975: | Line 3,003: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearKillsMatrix|ClearKillsMatrix}} | ||
| <code>void ClearKillsMatrix(int a) </code> | | <code>void ClearKillsMatrix(int a) </code> | ||
Line 2,983: | Line 3,011: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitMultikill|ClearLastHitMultikill}} | ||
| <code>void ClearLastHitMultikill(int a) </code> | | <code>void ClearLastHitMultikill(int a) </code> | ||
Line 2,991: | Line 3,019: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitStreak|ClearLastHitStreak}} | ||
| <code>void ClearLastHitStreak(int a) </code> | | <code>void ClearLastHitStreak(int a) </code> | ||
Line 2,999: | Line 3,027: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearRawPlayerDamageMatrix|ClearRawPlayerDamageMatrix}} | ||
| <code>void ClearRawPlayerDamageMatrix(int a) </code> | | <code>void ClearRawPlayerDamageMatrix(int a) </code> | ||
Line 3,007: | Line 3,035: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearStreak|ClearStreak}} | ||
| <code>void ClearStreak(int a) </code> | | <code>void ClearStreak(int a) </code> | ||
Line 3,015: | Line 3,043: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAegisPickups|GetAegisPickups}} | ||
| <code>int GetAegisPickups(int a) </code> | | <code>int GetAegisPickups(int a) </code> | ||
Line 3,023: | Line 3,051: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAssists|GetAssists}} | ||
| <code>int GetAssists(int a) </code> | | <code>int GetAssists(int a) </code> | ||
Line 3,031: | Line 3,059: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannel|GetBroadcasterChannel}} | ||
| <code> | | <code>unsigned GetBroadcasterChannel(int a) </code> | ||
| No Description Set | | No Description Set | ||
Line 3,039: | Line 3,067: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannelSlot|GetBroadcasterChannelSlot}} | ||
| <code> | | <code>unsigned GetBroadcasterChannelSlot(int a) </code> | ||
| No Description Set | | No Description Set | ||
Line 3,047: | Line 3,075: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedDenies|GetClaimedDenies}} | ||
| <code>int GetClaimedDenies(int a) </code> | | <code>int GetClaimedDenies(int a) </code> | ||
Line 3,055: | Line 3,083: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedFarm|GetClaimedFarm}} | ||
| <code>float GetClaimedFarm(int a) </code> | | <code>float GetClaimedFarm(int a) </code> | ||
Line 3,063: | Line 3,091: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedMisses|GetClaimedMisses}} | ||
| <code>int GetClaimedMisses(int a) </code> | | <code>int GetClaimedMisses(int a) </code> | ||
Line 3,071: | Line 3,099: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetConnectionState|GetConnectionState}} | ||
| <code> | | <code>int GetConnectionState(int iPlayerID) </code> | ||
| | | 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> | | <code>int GetCreepDamageTaken(int a) </code> | ||
Line 3,087: | Line 3,115: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCooldown|GetCustomBuybackCooldown}} | ||
| <code>float GetCustomBuybackCooldown(int a) </code> | | <code>float GetCustomBuybackCooldown(int a) </code> | ||
Line 3,095: | Line 3,123: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCost|GetCustomBuybackCost}} | ||
| <code>int GetCustomBuybackCost(int a) </code> | | <code>int GetCustomBuybackCost(int a) </code> | ||
Line 3,103: | Line 3,131: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomTeamAssignment|GetCustomTeamAssignment}} | ||
| <code>int GetCustomTeamAssignment(int playerIndex) </code> | | <code>int GetCustomTeamAssignment(int playerIndex) </code> | ||
Line 3,110: | Line 3,138: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDamageDoneToHero|GetDamageDoneToHero}} | ||
| <code>int GetDamageDoneToHero(int a, int b) </code> | | <code>int GetDamageDoneToHero(int a, int b) </code> | ||
Line 3,118: | Line 3,146: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDeaths|GetDeaths}} | ||
| <code>int GetDeaths(int a) </code> | | <code>int GetDeaths(int a) </code> | ||
Line 3,126: | Line 3,154: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDenies|GetDenies}} | ||
| <code>int GetDenies(int a) </code> | | <code>int GetDenies(int a) </code> | ||
Line 3,134: | Line 3,162: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPointsForPlayerID|GetEventPointsForPlayerID}} | ||
| <code>int GetEventPointsForPlayerID(int a) </code> | | <code>int GetEventPointsForPlayerID(int a) </code> | ||
Line 3,142: | Line 3,170: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPremiumPointsGranted|GetEventPremiumPointsGranted}} | ||
| <code>int GetEventPremiumPointsGranted(int a) </code> | | <code>int GetEventPremiumPointsGranted(int a) </code> | ||
Line 3,150: | Line 3,178: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventRankGranted|GetEventRankGranted}} | ||
| <code>int GetEventRankGranted(int a) </code> | | <code>int GetEventRankGranted(int a) </code> | ||
Line 3,158: | Line 3,186: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGold|GetGold}} | ||
| <code>int GetGold(int playerID) </code> | | <code>int GetGold(int playerID) </code> | ||
Line 3,165: | Line 3,193: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldBagsCollected|GetGoldBagsCollected}} | ||
| <code>int GetGoldBagsCollected(int a) </code> | | <code>int GetGoldBagsCollected(int a) </code> | ||
Line 3,173: | Line 3,201: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldLostToDeath|GetGoldLostToDeath}} | ||
| <code>int GetGoldLostToDeath(int a) </code> | | <code>int GetGoldLostToDeath(int a) </code> | ||
Line 3,181: | Line 3,209: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldPerMin|GetGoldPerMin}} | ||
| <code>float GetGoldPerMin(int a) </code> | | <code>float GetGoldPerMin(int a) </code> | ||
Line 3,189: | Line 3,217: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnBuybacks|GetGoldSpentOnBuybacks}} | ||
| <code>int GetGoldSpentOnBuybacks(int a) </code> | | <code>int GetGoldSpentOnBuybacks(int a) </code> | ||
Line 3,197: | Line 3,225: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnConsumables|GetGoldSpentOnConsumables}} | ||
| <code>int GetGoldSpentOnConsumables(int a) </code> | | <code>int GetGoldSpentOnConsumables(int a) </code> | ||
Line 3,205: | Line 3,233: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnItems|GetGoldSpentOnItems}} | ||
| <code>int GetGoldSpentOnItems(int a) </code> | | <code>int GetGoldSpentOnItems(int a) </code> | ||
Line 3,213: | Line 3,241: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnSupport|GetGoldSpentOnSupport}} | ||
| <code>int GetGoldSpentOnSupport(int a) </code> | | <code>int GetGoldSpentOnSupport(int a) </code> | ||
Line 3,221: | Line 3,249: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHealing|GetHealing}} | ||
| <code>float GetHealing(int a) </code> | | <code>float GetHealing(int a) </code> | ||
Line 3,229: | Line 3,257: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHeroDamageTaken|GetHeroDamageTaken}} | ||
| <code>int GetHeroDamageTaken(int a) </code> | | <code>int GetHeroDamageTaken(int a) </code> | ||
Line 3,237: | Line 3,265: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKills|GetKills}} | ||
| <code>int GetKills(int playerID) </code> | | <code>int GetKills(int playerID) </code> | ||
Line 3,244: | Line 3,272: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKillsDoneToHero|GetKillsDoneToHero}} | ||
| <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code> | | <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code> | ||
Line 3,251: | Line 3,279: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitMultikill|GetLastHitMultikill}} | ||
| <code>int GetLastHitMultikill(int a) </code> | | <code>int GetLastHitMultikill(int a) </code> | ||
Line 3,259: | Line 3,287: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHits|GetLastHits}} | ||
| <code>int GetLastHits(int playerID) </code> | | <code>int GetLastHits(int playerID) </code> | ||
Line 3,267: | Line 3,295: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitStreak|GetLastHitStreak}} | ||
| <code>int GetLastHitStreak(int a) </code> | | <code>int GetLastHitStreak(int a) </code> | ||
Line 3,275: | Line 3,303: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLevel|GetLevel}} | ||
| <code>int GetLevel(int playerID) </code> | | <code>int GetLevel(int playerID) </code> | ||
Line 3,283: | Line 3,311: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetMisses|GetMisses}} | ||
| <code>int GetMisses(int a) </code> | | <code>int GetMisses(int a) </code> | ||
Line 3,291: | Line 3,319: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNearbyCreepDeaths|GetNearbyCreepDeaths}} | ||
| <code>int GetNearbyCreepDeaths(int a) </code> | | <code>int GetNearbyCreepDeaths(int a) </code> | ||
Line 3,299: | Line 3,327: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthCourierForTeam|GetNthCourierForTeam}} | ||
| <code>handle GetNthCourierForTeam(int a, int b) </code> | | <code>handle GetNthCourierForTeam(int a, int b) </code> | ||
Line 3,307: | Line 3,335: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthPlayerIDOnTeam|GetNthPlayerIDOnTeam}} | ||
| <code>int GetNthPlayerIDOnTeam(int a, int b) </code> | | <code>int GetNthPlayerIDOnTeam(int a, int b) </code> | ||
Line 3,315: | Line 3,343: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumConsumablesPurchased|GetNumConsumablesPurchased}} | ||
| <code>int GetNumConsumablesPurchased(int a) </code> | | <code>int GetNumConsumablesPurchased(int a) </code> | ||
Line 3,323: | Line 3,351: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumCouriersForTeam|GetNumCouriersForTeam}} | ||
| <code>int GetNumCouriersForTeam(int a) </code> | | <code>int GetNumCouriersForTeam(int a) </code> | ||
Line 3,331: | Line 3,359: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumItemsPurchased|GetNumItemsPurchased}} | ||
| <code>int GetNumItemsPurchased(int a) </code> | | <code>int GetNumItemsPurchased(int a) </code> | ||
Line 3,338: | Line 3,366: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetOriginalLobbyTeam|GetOriginalLobbyTeam}} | ||
| <code>int GetOriginalLobbyTeam(int iPlayerID) </code> | | <code>int GetOriginalLobbyTeam(int iPlayerID) </code> | ||
Line 3,346: | Line 3,374: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayer|GetPlayer}} | ||
| <code>handle GetPlayer(int playerID) </code> | | <code>handle GetPlayer(int playerID) </code> | ||
Line 3,354: | Line 3,382: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerCount|GetPlayerCount}} | ||
| <code>int GetPlayerCount() </code> | | <code>int GetPlayerCount() </code> | ||
Line 3,362: | Line 3,390: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerCountForTeam|GetPlayerCountForTeam}} | ||
| <code>int GetPlayerCountForTeam(int iTeam) </code> | | <code>int GetPlayerCountForTeam(int iTeam) </code> | ||
Line 3,370: | Line 3,398: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerLoadedCompletely|GetPlayerLoadedCompletely}} | ||
| <code>bool GetPlayerLoadedCompletely(int a) </code> | | <code>bool GetPlayerLoadedCompletely(int a) </code> | ||
Line 3,378: | Line 3,406: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerName|GetPlayerName}} | ||
| <code>string GetPlayerName(int a) </code> | | <code>string GetPlayerName(int a) </code> | ||
Line 3,386: | Line 3,414: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerReservedState|GetPlayerReservedState}} | ||
| <code>bool GetPlayerReservedState(int a) </code> | | <code>bool GetPlayerReservedState(int a) </code> | ||
Line 3,394: | Line 3,422: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRawPlayerDamage|GetRawPlayerDamage}} | ||
| <code>int GetRawPlayerDamage(int a) </code> | | <code>int GetRawPlayerDamage(int a) </code> | ||
Line 3,402: | Line 3,430: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetReliableGold|GetReliableGold}} | ||
| <code>int GetReliableGold(int playerID) </code> | | <code>int GetReliableGold(int playerID) </code> | ||
Line 3,409: | Line 3,437: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRespawnSeconds|GetRespawnSeconds}} | ||
| <code>int GetRespawnSeconds(int a) </code> | | <code>int GetRespawnSeconds(int a) </code> | ||
Line 3,417: | Line 3,445: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRoshanKills|GetRoshanKills}} | ||
| <code>int GetRoshanKills(int a) </code> | | <code>int GetRoshanKills(int a) </code> | ||
Line 3,425: | Line 3,453: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRunePickups|GetRunePickups}} | ||
| <code>int GetRunePickups(int a) </code> | | <code>int GetRunePickups(int a) </code> | ||
Line 3,433: | Line 3,461: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroEntity|GetSelectedHeroEntity}} | ||
| <code>handle GetSelectedHeroEntity(int a) </code> | | <code>handle GetSelectedHeroEntity(int a) </code> | ||
Line 3,441: | Line 3,469: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroID|GetSelectedHeroID}} | ||
| <code>int GetSelectedHeroID(int a) </code> | | <code>int GetSelectedHeroID(int a) </code> | ||
Line 3,449: | Line 3,477: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroName|GetSelectedHeroName}} | ||
| <code>string GetSelectedHeroName(int a) </code> | | <code>string GetSelectedHeroName(int a) </code> | ||
Line 3,457: | Line 3,485: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamAccountID|GetSteamAccountID}} | ||
| <code><> GetSteamAccountID(int a) </code> | | <code><> GetSteamAccountID(int a) </code> | ||
| | | 获取32位SteamID | ||
|- | |||
| {{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> | | <code>int GetStreak(int a) </code> | ||
Line 3,473: | Line 3,506: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStuns|GetStuns}} | ||
| <code>float GetStuns(int a) </code> | | <code>float GetStuns(int a) </code> | ||
Line 3,481: | Line 3,514: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeam|GetTeam}} | ||
| <code>int GetTeam(int a) </code> | | <code>int GetTeam(int a) </code> | ||
Line 3,489: | Line 3,522: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamKills|GetTeamKills}} | ||
| <code>int GetTeamKills(int a) </code> | | <code>int GetTeamKills(int a) </code> | ||
Line 3,497: | Line 3,530: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamPlayerCount|GetTeamPlayerCount}} | ||
| <code>int GetTeamPlayerCount() </code> | | <code>int GetTeamPlayerCount() </code> | ||
Line 3,505: | Line 3,538: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase|GetTimeOfLastConsumablePurchase}} | ||
| <code>float GetTimeOfLastConsumablePurchase(int a) </code> | | <code>float GetTimeOfLastConsumablePurchase(int a) </code> | ||
Line 3,513: | Line 3,546: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastDeath|GetTimeOfLastDeath}} | ||
| <code>float GetTimeOfLastDeath(int a) </code> | | <code>float GetTimeOfLastDeath(int a) </code> | ||
Line 3,521: | Line 3,554: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastItemPurchase|GetTimeOfLastItemPurchase}} | ||
| <code>float GetTimeOfLastItemPurchase(int a) </code> | | <code>float GetTimeOfLastItemPurchase(int a) </code> | ||
Line 3,529: | Line 3,562: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedGold|GetTotalEarnedGold}} | ||
| <code>int GetTotalEarnedGold(int a) </code> | | <code>int GetTotalEarnedGold(int a) </code> | ||
Line 3,537: | Line 3,570: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedXP|GetTotalEarnedXP}} | ||
| <code>int GetTotalEarnedXP(int a) </code> | | <code>int GetTotalEarnedXP(int a) </code> | ||
Line 3,545: | Line 3,578: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalGoldSpent|GetTotalGoldSpent}} | ||
| <code>int GetTotalGoldSpent(int a) </code> | | <code>int GetTotalGoldSpent(int a) </code> | ||
Line 3,553: | Line 3,586: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerDamageTaken|GetTowerDamageTaken}} | ||
| <code>int GetTowerDamageTaken(int a) </code> | | <code>int GetTowerDamageTaken(int a) </code> | ||
Line 3,561: | Line 3,594: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerKills|GetTowerKills}} | ||
| <code>int GetTowerKills(int a) </code> | | <code>int GetTowerKills(int a) </code> | ||
Line 3,569: | Line 3,602: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnitShareMaskForPlayer|GetUnitShareMaskForPlayer}} | ||
| <code>int GetUnitShareMaskForPlayer(int a, int b) </code> | | <code>int GetUnitShareMaskForPlayer(int a, int b) </code> | ||
Line 3,577: | Line 3,610: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnreliableGold|GetUnreliableGold}} | ||
| <code>int GetUnreliableGold(int playerID) </code> | | <code>int GetUnreliableGold(int playerID) </code> | ||
Line 3,584: | Line 3,617: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetXPPerMin|GetXPPerMin}} | ||
| <code>float GetXPPerMin(int a) </code> | | <code>float GetXPPerMin(int a) </code> | ||
Line 3,592: | Line 3,625: | ||
|- | |- | ||
| | | {{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>bool HasRandomed(int a) </code> | | <code>bool HasRandomed(int a) </code> | ||
Line 3,600: | Line 3,638: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRepicked|HasRepicked}} | ||
| <code>bool HasRepicked(int playerID) </code> | | <code>bool HasRepicked(int playerID) </code> | ||
Line 3,608: | Line 3,646: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasSelectedHero|HasSelectedHero}} | ||
| <code>bool HasSelectedHero(int a) </code> | | <code>bool HasSelectedHero(int a) </code> | ||
Line 3,616: | Line 3,654: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HaveAllPlayersJoined|HaveAllPlayersJoined}} | ||
| <code>bool HaveAllPlayersJoined() </code> | | <code>bool HaveAllPlayersJoined() </code> | ||
Line 3,624: | Line 3,662: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HeroLevelUp|HeroLevelUp}} | ||
| <code>void HeroLevelUp(int a) </code> | | <code>void HeroLevelUp(int a) </code> | ||
Line 3,632: | Line 3,670: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementAssists|IncrementAssists}} | ||
| <code>void IncrementAssists(int playerID) </code> | | <code>void IncrementAssists(int playerID) </code> | ||
Line 3,640: | Line 3,678: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedDenies|IncrementClaimedDenies}} | ||
| <code>void IncrementClaimedDenies(int a) </code> | | <code>void IncrementClaimedDenies(int a) </code> | ||
Line 3,648: | Line 3,686: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedMisses|IncrementClaimedMisses}} | ||
| <code>void IncrementClaimedMisses(int a) </code> | | <code>void IncrementClaimedMisses(int a) </code> | ||
Line 3,656: | Line 3,694: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDeaths|IncrementDeaths}} | ||
| <code>void IncrementDeaths(int playerID) </code> | | <code>void IncrementDeaths(int playerID) </code> | ||
Line 3,664: | Line 3,702: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDenies|IncrementDenies}} | ||
| <code>void IncrementDenies(int a) </code> | | <code>void IncrementDenies(int a) </code> | ||
Line 3,672: | Line 3,710: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementGoldBagsCollected|IncrementGoldBagsCollected}} | ||
| <code>void IncrementGoldBagsCollected(int a) </code> | | <code>void IncrementGoldBagsCollected(int a) </code> | ||
Line 3,680: | Line 3,718: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementKills|IncrementKills}} | ||
| <code>void IncrementKills(int playerID, int kills) </code> | | <code>void IncrementKills(int playerID, int kills) </code> | ||
Line 3,688: | Line 3,726: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitMultikill|IncrementLastHitMultikill}} | ||
| <code>void IncrementLastHitMultikill(int a) </code> | | <code>void IncrementLastHitMultikill(int a) </code> | ||
Line 3,696: | Line 3,734: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHits|IncrementLastHits}} | ||
| <code>void IncrementLastHits(int a) </code> | | <code>void IncrementLastHits(int a) </code> | ||
Line 3,704: | Line 3,742: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitStreak|IncrementLastHitStreak}} | ||
| <code>void IncrementLastHitStreak(int a) </code> | | <code>void IncrementLastHitStreak(int a) </code> | ||
Line 3,712: | Line 3,750: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementMisses|IncrementMisses}} | ||
| <code>void IncrementMisses(int a) </code> | | <code>void IncrementMisses(int a) </code> | ||
Line 3,720: | Line 3,758: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementNearbyCreepDeaths|IncrementNearbyCreepDeaths}} | ||
| <code>void IncrementNearbyCreepDeaths(int a) </code> | | <code>void IncrementNearbyCreepDeaths(int a) </code> | ||
Line 3,728: | Line 3,766: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementStreak|IncrementStreak}} | ||
| <code>void IncrementStreak(int a) </code> | | <code>void IncrementStreak(int a) </code> | ||
Line 3,736: | Line 3,774: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementTotalEarnedXP|IncrementTotalEarnedXP}} | ||
| <code>void IncrementTotalEarnedXP(int a, int b) </code> | | <code>void IncrementTotalEarnedXP(int a, int b) </code> | ||
Line 3,744: | Line 3,782: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsBroadcaster|IsBroadcaster}} | ||
| <code>bool IsBroadcaster(int a) </code> | | <code>bool IsBroadcaster(int a) </code> | ||
Line 3,752: | Line 3,790: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsDisableHelpSetForPlayerID|IsDisableHelpSetForPlayerID}} | ||
| <code>bool IsDisableHelpSetForPlayerID(int a, int b) </code> | | <code>bool IsDisableHelpSetForPlayerID(int a, int b) </code> | ||
Line 3,760: | Line 3,798: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsFakeClient|IsFakeClient}} | ||
| <code>bool IsFakeClient(int a) </code> | | <code>bool IsFakeClient(int a) </code> | ||
Line 3,768: | Line 3,806: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSelected|IsHeroSelected}} | ||
| <code>bool IsHeroSelected(string a) </code> | | <code>bool IsHeroSelected(string a) </code> | ||
Line 3,776: | Line 3,814: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSharedWithPlayerID|IsHeroSharedWithPlayerID}} | ||
| <code>bool IsHeroSharedWithPlayerID(int a, int b) </code> | | <code>bool IsHeroSharedWithPlayerID(int a, int b) </code> | ||
Line 3,784: | Line 3,822: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayer|IsValidPlayer}} | ||
| <code>bool IsValidPlayer(int playerID) </code> | | <code>bool IsValidPlayer(int playerID) </code> | ||
Line 3,792: | Line 3,830: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayerID|IsValidPlayerID}} | ||
| <code>bool IsValidPlayerID(int playerID) </code> | | <code>bool IsValidPlayerID(int playerID) </code> | ||
Line 3,800: | Line 3,838: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayer|IsValidTeamPlayer}} | ||
| <code>bool IsValidTeamPlayer(int playerID) </code> | | <code>bool IsValidTeamPlayer(int playerID) </code> | ||
Line 3,808: | Line 3,846: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayerID|IsValidTeamPlayerID}} | ||
| <code>bool IsValidTeamPlayerID(int playerID) </code> | | <code>bool IsValidTeamPlayerID(int playerID) </code> | ||
Line 3,816: | Line 3,854: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ModifyGold|ModifyGold}} | ||
| <code>int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) </code> | | <code>int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) </code> | ||
Line 3,824: | Line 3,862: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ReplaceHeroWith|ReplaceHeroWith}} | ||
| <code>handle ReplaceHeroWith(int a, string b, int c, int d) </code> | | <code>handle ReplaceHeroWith(int a, string b, int c, int d) </code> | ||
Line 3,831: | Line 3,869: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetBuybackCostTime|ResetBuybackCostTime}} | ||
| <code>void ResetBuybackCostTime(int a) </code> | | <code>void ResetBuybackCostTime(int a) </code> | ||
Line 3,839: | Line 3,877: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetTotalEarnedGold|ResetTotalEarnedGold}} | ||
| <code>void ResetTotalEarnedGold(int a) </code> | | <code>void ResetTotalEarnedGold(int a) </code> | ||
Line 3,847: | Line 3,885: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackCooldownTime|SetBuybackCooldownTime}} | ||
| <code>void SetBuybackCooldownTime(int a, float b) </code> | | <code>void SetBuybackCooldownTime(int a, float b) </code> | ||
Line 3,855: | Line 3,893: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackGoldLimitTime|SetBuybackGoldLimitTime}} | ||
| <code>void SetBuybackGoldLimitTime(int a, float b) </code> | | <code>void SetBuybackGoldLimitTime(int a, float b) </code> | ||
Line 3,863: | Line 3,901: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCameraTarget|SetCameraTarget}} | ||
| <code>void SetCameraTarget(int a, handle b) </code> | | <code>void SetCameraTarget(int a, handle b) </code> | ||
Line 3,870: | Line 3,908: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCooldown|SetCustomBuybackCooldown}} | ||
| <code>void SetCustomBuybackCooldown(int a, float b) </code> | | <code>void SetCustomBuybackCooldown(int a, float b) </code> | ||
Line 3,877: | Line 3,915: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCost|SetCustomBuybackCost}} | ||
| <code>void SetCustomBuybackCost(int a, int b) </code> | | <code>void SetCustomBuybackCost(int a, int b) </code> | ||
Line 3,885: | Line 3,923: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomPlayerColor|SetCustomPlayerColor}} | ||
| <code>void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) </code> | | <code>void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) </code> | ||
Line 3,893: | Line 3,931: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomTeamAssignment|SetCustomTeamAssignment}} | ||
| <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code> | | <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code> | ||
Line 3,900: | Line 3,938: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetGold|SetGold}} | ||
| <code>void SetGold(int playerID, int amount, bool reliableGold) </code> | | <code>void SetGold(int playerID, int amount, bool reliableGold) </code> | ||
Line 3,907: | Line 3,945: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRandomed|SetHasRandomed}} | ||
| <code>void SetHasRandomed(int playerID) </code> | | <code>void SetHasRandomed(int playerID) </code> | ||
Line 3,915: | Line 3,953: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRepicked|SetHasRepicked}} | ||
| <code>void SetHasRepicked(int playerID) </code> | | <code>void SetHasRepicked(int playerID) </code> | ||
Line 3,923: | Line 3,961: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetLastBuybackTime|SetLastBuybackTime}} | ||
| <code>void SetLastBuybackTime(int a, int b) </code> | | <code>void SetLastBuybackTime(int a, int b) </code> | ||
Line 3,931: | Line 3,969: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetOverrideSelectionEntity|SetOverrideSelectionEntity}} | ||
| <code>void SetOverrideSelectionEntity(int nPlayerID, handle hEntity) | | <code>void SetOverrideSelectionEntity(int nPlayerID, handle hEntity) </code> | ||
| 强制玩家选择实体。 | | 强制玩家选择实体。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetPlayerReservedState|SetPlayerReservedState}} | ||
| <code>void SetPlayerReservedState(int a, bool b) </code> | | <code>void SetPlayerReservedState(int a, bool b) </code> | ||
Line 3,946: | Line 3,984: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetUnitShareMaskForPlayer|SetUnitShareMaskForPlayer}} | ||
| <code>void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) </code> | | <code>void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) </code> | ||
Line 3,954: | Line 3,992: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SpendGold|SpendGold}} | ||
| <code>void SpendGold(int playerID, int amount, int reason) </code> | | <code>void SpendGold(int playerID, int amount, int reason) </code> | ||
Line 3,962: | Line 4,000: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.UpdateTeamSlot|UpdateTeamSlot}} | ||
| <code>void UpdateTeamSlot(int a, int b) </code> | | <code>void UpdateTeamSlot(int a, int b) </code> | ||
Line 3,970: | Line 4,008: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.WhoSelectedHero|WhoSelectedHero}} | ||
| <code>int WhoSelectedHero(string a) </code> | | <code>int WhoSelectedHero(string a) </code> | ||
Line 3,994: | Line 4,032: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddAbility|AddAbility}} | ||
| <code>handle AddAbility(string a)</code> | | <code>handle AddAbility(string a)</code> | ||
| 以技能名称为该单位新增技能,并且返回该技能句柄。 | | 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> | | <code>handle AddItem(handle a)</code>v | ||
| 增加物品到该单位的库存 。 | | 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> | | <code>handle AddItemByName(string pszItemName)</code> | ||
| 向玩家的库存添加一个物品。 | | 向玩家的库存添加一个物品。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNewModifier|AddNewModifier}} | ||
| <code> | | <code>handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)</code> | ||
| 为该单位增加修改器。 | | 为该单位增加修改器。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNoDraw|AddNoDraw}} | ||
| <code>void AddNoDraw()</code> | | <code>void AddNoDraw()</code> | ||
| 为单位添加No Draw的flag。 | | 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> | | <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)。 | | 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> | | <code>void AlertNearbyUnits(handle hAttacker, handle hAbility)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AngerNearbyUnits|AngerNearbyUnits}} | ||
| <code>void AngerNearbyUnits()</code> | | <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> | | <code>void AttackNoEarlierThan(float a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackReady|AttackReady}} | ||
| <code>bool AttackReady()</code> | | <code>bool AttackReady()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.BoundingRadius2D|BoundingRadius2D}} | ||
| <code>float BoundingRadius2D()</code> | | <code>float BoundingRadius2D()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanEntityBeSeenByMyTeam|CanEntityBeSeenByMyTeam}} | ||
| <code>bool CanEntityBeSeenByMyTeam(handle a)</code> | | <code>bool CanEntityBeSeenByMyTeam(handle a)</code> | ||
| Check FoW to see if an entity is visible. | | Check FoW to see if an entity is visible. | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanSellItems|CanSellItems}} | ||
| <code>bool CanSellItems()</code> | | <code>bool CanSellItems()</code> | ||
| Query if this unit can sell items. | | 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> | | <code>void CastAbilityImmediately(handle ability, int playerIndex)</code> | ||
| 技能立即施法。 | | 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> | | <code>void CastAbilityNoTarget(handle ability, int playerIndex)</code> | ||
| 无目标的施放技能 ( hAbility, iPlayerIndex ) 。 | | 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> | | <code>void CastAbilityOnPosition(Vector a, handle b, int c)</code> | ||
| 对一地点施放技能。 | | 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> | | <code>void CastAbilityOnTarget(handle target, handle ability, int playerIndex)</code> | ||
| 对一实体施放技能。 | | 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> | | <code>void CastAbilityToggle(handle a, int b)</code> | ||
| 切换技能 ( hAbility, iPlayerIndex ) 。 | | 切换技能 ( hAbility, iPlayerIndex ) 。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DestroyAllSpeechBubbles|DestroyAllSpeechBubbles}} | ||
| <code>void DestroyAllSpeechBubbles()</code> | | <code>void DestroyAllSpeechBubbles()</code> | ||
| | | | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DisassembleItem|DisassembleItem}} | ||
| <code>void DisassembleItem(handle a)</code> | | <code>void DisassembleItem(handle a)</code> | ||
| 拆解该单位库存中过时的物品 | | 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> | | <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> | | <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> | | <code>void EjectItemFromStash(handle a)</code> | ||
| 自库存栏丢落指定的物品。 | | 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> | | <code>handle FindAbilityByName(string a)</code> | ||
| 以名称寻找技能。 | | 以名称寻找技能。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAllModifiers|FindAllModifiers}} | ||
| <code>table FindAllModifiers() </code> | | <code>table FindAllModifiers() </code> | ||
| 以table形式返回该单位所具有的所有Modifier。 | | 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> | | <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。 | | 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> | | <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。 | | 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> | | <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。 | | 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> | | <code>void ForceKill(bool a)</code> | ||
| 强制击杀该单位。 | | 强制击杀该单位。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityByIndex|GetAbilityByIndex}} | ||
| <code>handle GetAbilityByIndex(int a)</code> | | <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> | | <code>int GetAbilityCount()</code> | ||
| 获取拥有的技能数量。 | | 获取拥有的技能数量。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAcquisitionRange|GetAcquisitionRange}} | ||
| <code>float GetAcquisitionRange()</code> | | <code>float GetAcquisitionRange()</code> | ||
| 获取单位的自动收集距离。 | | 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> | | <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。 | | 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> | | <code>handle GetAggroTarget()Returns this unit's aggro target. </code> | ||
| 获取该单位的仇恨目标。 | | 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> | | <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> | | <code>int GetAttackCapability() </code> | ||
| 获取单位的攻击力。 | | 获取单位的攻击力。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackDamage|GetAttackDamage}} | ||
| <code>int GetAttackDamage()</code> | | <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。 | | 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> | | <code>float GetAttackRange()</code> | ||
| 获取单位当前的攻击距离。 | | 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> | | <code>float GetAttackRangeBuffer()</code> | ||
| 获取状态增加的攻击距离。 | | 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> | | <code>float GetAttackSpeed()</code> | ||
| 获取该单位的攻速。 | | 获取该单位的攻速。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttacksPerSecond|GetAttacksPerSecond}} | ||
| <code>float GetAttacksPerSecond()</code> | | <code>float GetAttacksPerSecond()</code> | ||
| 获取APS值(每秒能够打几下)。 | | 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> | | <code>handle GetAttackTarget()</code> | ||
| 返回该单位的攻击目标。 | | 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> | | <code>int GetAverageTrueAttackDamage()</code> | ||
| 获取该单位最大伤害值与最小伤害值的平均数。 | | 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> | | <code>int GetBaseAttackRange()</code> | ||
| 获取单位的基础攻击距离(修改器不列入计算)。 | | 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> | | <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> | | <code>int GetBaseDamageMax()</code> | ||
| 获取最大伤害值。 | | 获取最大伤害值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMin|GetBaseDamageMin}} | ||
| <code>int GetBaseDamageMin()</code> | | <code>int GetBaseDamageMin()</code> | ||
| 获取最小伤害值。 | | 获取最小伤害值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDayTimeVisionRange|GetBaseDayTimeVisionRange}} | ||
| <code>int GetBaseDayTimeVisionRange()</code> | | <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)。 | | 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> | | <code>float GetBaseHealthRegen()</code> | ||
| 获取单位的基础血量恢复值。 | | 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> | | <code>float GetBaseMagicalResistanceValue()</code> | ||
| 获取单位的基础魔法抗性值。 | | 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> | | <code>float GetBaseMaxHealth()</code> | ||
| 获取基础血量值。 | | 获取基础血量值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMoveSpeed|GetBaseMoveSpeed}} | ||
| <code>float GetBaseMoveSpeed()</code> | | <code>float GetBaseMoveSpeed()</code> | ||
| 获取基础跑速。 | | 获取基础跑速。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseNightTimeVisionRange|GetBaseNightTimeVisionRange}} | ||
| <code>int GetBaseNightTimeVisionRange()</code> | | <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)。 | | 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> | | <code>float GetCastPoint(bool a)</code> | ||
| Parameter: bAttack | | Parameter: bAttack | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCloneSource|GetCloneSource}} | ||
| <code>handle GetCloneSource()</code> | | <code>handle GetCloneSource()</code> | ||
| 获取米波的主身(如果这个单位是米波)。 | | 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> | | <code>float GetCollisionPadding()</code> | ||
| 返回该单位的碰撞体积。 | | 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> | | <code>float GetConstantBasedManaRegen()</code> | ||
| 获取基础的魔力恢复值常数。 | | 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> | | <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> | | <code>handle GetCurrentActiveAbility()</code> | ||
| 获取该单位正在使用中的法术。 | | 获取该单位正在使用中的法术。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentVisionRange|GetCurrentVisionRange}} | ||
| <code>int GetCurrentVisionRange()</code> | | <code>int GetCurrentVisionRange()</code> | ||
| 获取当前的视野距离。 | | 获取当前的视野距离。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorCastTarget|GetCursorCastTarget}} | ||
| <code>handle GetCursorCastTarget()</code> | | <code>handle GetCursorCastTarget()</code> | ||
| 获取鼠标指定的施法目标。 | | 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> | | <code>Vector GetCursorPosition()</code> | ||
| 获取鼠标位置。 | | 获取鼠标位置。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorTargetingNothing|GetCursorTargetingNothing}} | ||
| <code>bool GetCursorTargetingNothing()</code> | | <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> | | <code>int GetDayTimeVisionRange()</code> | ||
| 获取该单位的日间视野(将修改器并入计算)。 | | 获取该单位的日间视野(将修改器并入计算)。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDeathXP|GetDeathXP}} | ||
| <code>int GetDeathXP()</code> | | <code>int GetDeathXP()</code> | ||
| 获取该单位的击杀经验值奖赏。 | | 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> | | <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> | | <code>int GetGoldBounty()</code> | ||
| 获取该单位的击杀金钱奖赏。 | | 获取该单位的击杀金钱奖赏。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHasteFactor|GetHasteFactor}} | ||
| <code>float GetHasteFactor()</code> | | <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> | | <code>int GetHealth()</code> | ||
| 获取该单位的血量。 | | 获取该单位的血量。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthDeficit|GetHealthDeficit}} | ||
| <code>int GetHealthDeficit()</code> | | <code>int GetHealthDeficit()</code> | ||
| 返回损失的血量 (最大血量 - 当前血量)。 | | 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> | | <code>int GetHealthPercent()</code> | ||
| 获取该单位当前的血量百分比。 | | 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> | | <code>float GetHealthRegen()</code> | ||
| 获取该单位当前的血量恢复值。 | | 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> | | <code>float GetHullRadius()</code> | ||
| 获取该单位的碰撞体积半径。 | | 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> | | <code>float GetIdealSpeed()</code> | ||
| 获取该单位的跑速(将修改器并入计算)。 | | 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> | | <code>float GetIncreasedAttackSpeed()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetInitialGoalEntity|GetInitialGoalEntity}} | ||
| <code>handle GetInitialGoalEntity()</code> | | <code>handle GetInitialGoalEntity()</code> | ||
| 返回该单位初始的路径点。 | | 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> | | <code>handle GetItemInSlot(int a)</code> | ||
| 以下标值获取物品栏中的物品。 | | 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> | | <code>float GetLastIdleChangeTime()</code> | ||
| 获取该单位最后 进入/离开 闲置状态的时间。 | | 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> | | <code>int GetLevel()</code> | ||
| 返回该单位当前的等级。 | | 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> | | <code>float GetMagicalArmorValue()</code> | ||
| 返回该单位当前的魔法抗性值。 | | 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> | | <code>int GetMainControllingPlayer()</code> | ||
| 返回控制该单位的玩家ID。 | | 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> | | <code>float GetMana()</code> | ||
| 获取该单位的魔力值。 | | 获取该单位的魔力值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaPercent|GetManaPercent}} | ||
| <code>int GetManaPercent()</code> | | <code>int GetManaPercent()</code> | ||
| 获取该单位的剩余魔力值百分比。 | | 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> | | <code>float GetManaRegen()</code> | ||
| 获取该单位的魔力恢复值。 | | 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> | | <code>int GetMaxHealth()</code> | ||
| 获取该单位的最大血量。 | | 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> | | <code>float GetMaxMana()</code> | ||
| 获取该单位的最大魔力。 | | 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> | | <code>int GetMaximumGoldBounty()</code> | ||
| 获取击杀该单位所得的最大金钱。 | | 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> | | <code>float GetMaxMana()</code> | ||
| 获取单位的最大法力值。 | | 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> | | <code>int GetMinimumGoldBounty()</code> | ||
| 获取击杀该单位所得的最小金钱。 | | 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> | | <code>float GetModelRadius()</code> | ||
| 获取模型大小半径。 | | 获取模型大小半径。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierCount|GetModifierCount}} | ||
| <code>int GetModifierCount()</code> | | <code>int GetModifierCount()</code> | ||
| 返回该单位所拥有的修改器数量。 | | 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> | | <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。 | | 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> | | <code>int GetModifierStackCount(string modifierName, handle b)</code> | ||
| Gets the stack count of a given modifier. | | 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> | | <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> | | <code>bool GetMustReachEachGoalEntity()</code> | ||
| 该单位是否被要求走访每个路径点? | | 该单位是否被要求走访每个路径点? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetNightTimeVisionRange|GetNightTimeVisionRange}} | ||
| <code>int GetNightTimeVisionRange()</code> | | <code>int GetNightTimeVisionRange()</code> | ||
| 返回夜间视野距离(将修改器并入计算)。 | | 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> | | <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> | | <code>float GetPaddedCollisionRadius()</code> | ||
| 获取单位碰撞体积半径。 | | 获取单位碰撞体积半径。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPercentageBasedManaRegen|GetPercentageBasedManaRegen}} | ||
| <code>float GetPercentageBasedManaRegen()</code> | | <code>float GetPercentageBasedManaRegen()</code> | ||
| 获取基础魔力恢复值百分比。 | | 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> | | <code>float GetPhysicalArmorBaseValue()</code> | ||
| 返回基础护甲值。 | | 返回基础护甲值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorValue|GetPhysicalArmorValue}} | ||
| <code>float GetPhysicalArmorValue()</code> | | <code>float GetPhysicalArmorValue()</code> | ||
| 返回当前的护甲值。 | | 返回当前的护甲值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwner|GetPlayerOwner}} | ||
| <code>handle GetPlayerOwner()</code> | | <code>handle GetPlayerOwner()</code> | ||
| 获取拥有此单位的玩家实体。 | | 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> | | <code>int GetPlayerOwnerID()</code> | ||
| 获取拥有此单位的玩家ID。 | | 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> | | <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> | | <code>float GetRangeToUnit(handle a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetSecondsPerAttack|GetSecondsPerAttack}} | ||
| <code>float GetSecondsPerAttack()</code> | | <code>float GetSecondsPerAttack()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetStatsBasedManaRegen|GetStatsBasedManaRegen}} | ||
| <code>float GetStatsBasedManaRegen()</code> | | <code>float GetStatsBasedManaRegen()</code> | ||
| 获取因智慧而增加的魔法恢复值。 | | 获取因智慧而增加的魔法恢复值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTeamNumber|GetTeamNumber}} | ||
| <code>int GetTeamNumber()</code> | | <code>int GetTeamNumber()</code> | ||
| 获取该单位所属的队伍ID。 | | 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> | | <code>int GetTotalPurchasedUpgradeGoldCost()</code> | ||
| 获取用在升级的金钱。 | | 获取用在升级的金钱。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitLabel|GetUnitLabel}} | ||
| <code>string GetUnitLabel()</code> | | <code>string GetUnitLabel()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitName|GetUnitName}} | ||
| <code>string GetUnitName()</code> | | <code>string GetUnitName()</code> | ||
| 获取单位名称。 | | 获取单位名称。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GiveMana|GiveMana}} | ||
| <code>void GiveMana(float a)</code> | | <code>void GiveMana(float a)</code> | ||
| 给予此单位指定的魔法值。(Giff me mana!) | | 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> | | <code>bool HasAbility(string a)</code> | ||
| 以技能名称搜寻该单位是否拥有此技能。 | | 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> | | <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> | | <code>bool HasFlyingVision()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyMovementCapability|HasFlyMovementCapability}} | ||
| <code>bool HasFlyMovementCapability()</code> | | <code>bool HasFlyMovementCapability()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasGroundMovementCapability|HasGroundMovementCapability}} | ||
| <code>bool HasGroundMovementCapability()</code> | | <code>bool HasGroundMovementCapability()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasInventory|HasInventory}} | ||
| <code>bool HasInventory()</code> | | <code>bool HasInventory()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasItemInInventory|HasItemInInventory}} | ||
| <code>bool HasItemInInventory(string a)</code> | | <code>bool HasItemInInventory(string a)</code> | ||
| 以物品名称搜寻该单位是否拥有此物品。 | | 以物品名称搜寻该单位是否拥有此物品。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasModifier|HasModifier}} | ||
| <code>bool HasModifier(string a)</code> | | <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。 | | 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> | | <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> | | <code>bool HasScepter()</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> | | <code>void Heal(float amount, handle source)</code> | ||
| 治疗该单位。 | | 治疗该单位。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Hold|Hold}} | ||
| <code>void Hold()</code> | | <code>void Hold()</code> | ||
| 命令单位在原地待命。 | | 命令单位在原地待命。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Interrupt|Interrupt}} | ||
| <code>void Interrupt()</code> | | <code>void Interrupt()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptChannel|InterruptChannel}} | ||
| <code>void InterruptChannel()</code> | | <code>void InterruptChannel()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptMotionControllers|InterruptMotionControllers}} | ||
| <code>void InterruptMotionControllers(bool a)</code> | | <code>void InterruptMotionControllers(bool a)</code> | ||
| Parameter boolean determines finding clear space. | | Parameter boolean determines finding clear space. | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAlive|IsAlive}} | ||
| <code>bool IsAlive()</code> | | <code>bool IsAlive()</code> | ||
| 此单位是否还活着? | | 此单位是否还活着? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAncient|IsAncient}} | ||
| <code>bool IsAncient()</code> | | <code>bool IsAncient()</code> | ||
| 该生物是否为远古野怪? | | 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> | | <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> | | <code>bool IsAttacking()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackingEntity|IsAttackingEntity}} | ||
| <code>bool IsAttackingEntity(handle a)</code> | | <code>bool IsAttackingEntity(handle a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlind|IsBlind}} | ||
| <code>bool IsBlind()</code> | | <code>bool IsBlind()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlockDisabled|IsBlockDisabled}} | ||
| <code>bool IsBlockDisabled()</code> | | <code>bool IsBlockDisabled()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCommandRestricted|IsCommandRestricted}} | ||
| <code>bool IsCommandRestricted()</code> | | <code>bool IsCommandRestricted()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsControllableByAnyPlayer|IsControllableByAnyPlayer}} | ||
| <code>bool IsControllableByAnyPlayer()</code> | | <code>bool IsControllableByAnyPlayer()</code> | ||
| 该单位是否为非Bot玩家所控制? | | 该单位是否为非Bot玩家所控制? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCreature|IsCreature}} | ||
| <code>bool IsCreature()</code> | | <code>bool IsCreature()</code> | ||
| 此单位是否为怪物类型单位? | | 此单位是否为怪物类型单位? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDeniable|IsDeniable}} | ||
| <code>bool IsDeniable()</code> | | <code>bool IsDeniable()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDisarmed|IsDisarmed}} | ||
| <code>bool IsDisarmed()</code> | | <code>bool IsDisarmed()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDominated|IsDominated}} | ||
| <code>bool IsDominated()</code> | | <code>bool IsDominated()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsEvadeDisabled|IsEvadeDisabled}} | ||
| <code>bool IsEvadeDisabled()</code> | | <code>bool IsEvadeDisabled()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsFrozen|IsFrozen}} | ||
| <code>bool IsFrozen()</code> | | <code>bool IsFrozen()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHardDisarmed|IsHardDisarmed}} | ||
| <code>bool IsHardDisarmed()</code> | | <code>bool IsHardDisarmed()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHero|IsHero}} | ||
| <code>bool IsHero()</code> | | <code>bool IsHero()</code> | ||
| 此单位是否为英雄或英雄幻象? | | 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> | | <code>bool IsHexed()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIdle|IsIdle}} | ||
| <code>bool IsIdle()</code> | | <code>bool IsIdle()</code> | ||
| 该生物是否处于闲置状态? | | 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> | | <code>bool IsIllusion()</code> | ||
| 该单位是否为幻象单位? | | 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> | | <code>bool IsInvisible()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvulnerable|IsInvulnerable}} | ||
| <code>bool IsInvulnerable()</code> | | <code>bool IsInvulnerable()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsLowAttackPriority|IsLowAttackPriority}} | ||
| <code>bool IsLowAttackPriority()</code> | | <code>bool IsLowAttackPriority()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMagicImmune|IsMagicImmune}} | ||
| <code>bool IsMagicImmune()</code> | | <code>bool IsMagicImmune()</code> | ||
| 该单位是否魔法免疫? | | 该单位是否魔法免疫? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMechanical|IsMechanical}} | ||
| <code>bool IsMechanical()</code> | | <code>bool IsMechanical()</code> | ||
| 该单位是否为机械单位? | | 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> | | <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> | | <code>bool IsMuted()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNeutralUnitType|IsNeutralUnitType}} | ||
| <code>bool IsNeutralUnitType()</code> | | <code>bool IsNeutralUnitType()</code> | ||
| 该单位是否为野怪? | | 该单位是否为野怪? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNightmared|IsNightmared}} | ||
| <code>bool IsNightmared()</code> | | <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> | | <code>bool IsOpposingTeam(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOutOfGame|IsOutOfGame}} | ||
| <code>bool IsOutOfGame()</code> | | <code>bool IsOutOfGame()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOwnedByAnyPlayer|IsOwnedByAnyPlayer}} | ||
| <code>bool IsOwnedByAnyPlayer()</code> | | <code>bool IsOwnedByAnyPlayer()</code> | ||
| 该单位是否为非Bot之玩家所有? | | 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> | | <code>bool IsPhantom()</code> | ||
| 该单位是否为幻象单位? | | 该单位是否为幻象单位? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantomBlocker|IsPhantomBlocker}} | ||
| <code>bool IsPhantomBlocker()</code> | | <code>bool IsPhantomBlocker()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhased|IsPhased}} | ||
| <code>bool IsPhased()</code> | | <code>bool IsPhased()</code> | ||
| 是否在相位状态? | | 是否在相位状态? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPositionInRange|IsPositionInRange}} | ||
| <code>bool IsPositionInRange(Vector a, float b)</code> | | <code>bool IsPositionInRange(Vector a, float b)</code> | ||
| 是否在某点的范围内 | | 是否在某点的范围内 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRangedAttacker|IsRangedAttacker}} | ||
| <code>bool IsRangedAttacker()</code> | | <code>bool IsRangedAttacker()</code> | ||
| 该单位攻击类型是否为远程攻击? | | 该单位攻击类型是否为远程攻击? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRealHero|IsRealHero}} | ||
| <code>bool IsRealHero()</code> | | <code>bool IsRealHero()</code> | ||
| 返回该单位是否为真正的英雄单位,而非小兵或是幻象。 | | 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}} | ||
| <code>bool IsRooted()</code> | | <code>bool IsRooted()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSilenced|IsSilenced}} | ||
| <code>bool IsSilenced()</code> | | <code>bool IsSilenced()</code> | ||
| 该单位是否被沉默? | | 该单位是否被沉默? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSoftDisarmed|IsSoftDisarmed}} | ||
| <code>bool IsSoftDisarmed()</code> | | <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> | | <code>bool IsSpeciallyDeniable()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsStunned|IsStunned}} | ||
| <code>bool IsStunned()</code> | | <code>bool IsStunned()</code> | ||
| 该单位是否被晕眩了? | | 该单位是否被晕眩了? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSummoned|IsSummoned}} | ||
| <code>bool IsSummoned()</code> | | <code>bool IsSummoned()</code> | ||
| 此单位是否为召唤物? | | 此单位是否为召唤物? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsTower|IsTower}} | ||
| <code>bool IsTower()</code> | | <code>bool IsTower()</code> | ||
| 此单位是否为塔? | | 此单位是否为塔? | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnableToMiss|IsUnableToMiss}} | ||
| <code>bool IsUnableToMiss()</code> | | <code>bool IsUnableToMiss()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnselectable|IsUnselectable}} | ||
| <code>bool IsUnselectable()</code> | | <code>bool IsUnselectable()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Kill|Kill}} | ||
| <code>void Kill(handle a, handle b)</code> | | <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。 | | 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> | | <code>void MakeIllusion()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakePhantomBlocker|MakePhantomBlocker}} | ||
| <code>void MakePhantomBlocker()</code> | | <code>void MakePhantomBlocker()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleDueToAttack|MakeVisibleDueToAttack}} | ||
| <code>void MakeVisibleDueToAttack(int a)</code> | | <code>void MakeVisibleDueToAttack(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleToTeam|MakeVisibleToTeam}} | ||
| <code>void MakeVisibleToTeam(int a, float b)</code> | | <code>void MakeVisibleToTeam(int a, float b)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ManageModelChanges|ManageModelChanges}} | ||
| <code>void ManageModelChanges()</code> | | <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> | | <code>void ModifyHealth(int a, handle b, bool c, int d)</code> | ||
| 设置血量为所指定的值 | | 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> | | <code>void MoveToNPC(handle a)</code> | ||
| 移动至指定的单位。 | | 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> | | <code>void MoveToNPCToGiveItem(handle npc, handle item)</code> | ||
| 将身上的物品丢给指定的单位。 | | 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> | | <code>void MoveToPosition(Vector a)</code> | ||
| 移动到指定的位置。 | | 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> | | <code>void MoveToPositionAggressive(Vector a)</code> | ||
| 移动到指定的位置。 | | 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> | | <code>void MoveToTargetToAttack(handle a)</code> | ||
| 移动至指定的单位,并且发动攻击。 | | 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> | | <code>bool NoHealthBar()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamMoveTo|NoTeamMoveTo}} | ||
| <code>bool NoTeamMoveTo()</code> | | <code>bool NoTeamMoveTo()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamSelect|NoTeamSelect}} | ||
| <code>bool NoTeamSelect()</code> | | <code>bool NoTeamSelect()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotifyWearablesOfModelChange|NotifyWearablesOfModelChange}} | ||
| <code>void NotifyWearablesOfModelChange(bool bOriginalModel) </code> | | <code>void NotifyWearablesOfModelChange(bool bOriginalModel) </code> | ||
| 通知模型的可穿戴性发生了改变。 | | 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> | | <code>bool NotOnMinimap()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimapForEnemies|NotOnMinimapForEnemies}} | ||
| <code>bool NotOnMinimapForEnemies()</code> | | <code>bool NotOnMinimapForEnemies()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoUnitCollision|NoUnitCollision}} | ||
| <code>bool NoUnitCollision()</code> | | <code>bool NoUnitCollision()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PassivesDisabled|PassivesDisabled}} | ||
| <code>bool PassivesDisabled()</code> | | <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 | | <code>void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile)</code> | ||
| 对一单位执行攻击。 | | 对一单位执行攻击。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupDroppedItem|PickupDroppedItem}} | ||
| <code>void PickupDroppedItem(handle a)</code> | | <code>void PickupDroppedItem(handle a)</code> | ||
| 捡起掉落的物品。 | | 捡起掉落的物品。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupRune|PickupRune}} | ||
| <code>void PickupRune(handle a)</code> | | <code>void PickupRune(handle a)</code> | ||
| 捡起神符。 | | 捡起神符。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ProvidesVision|ProvidesVision}} | ||
| <code>bool ProvidesVision()</code> | | <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> | | <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。 | | (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> | | <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。 | | 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> | | <code>void RemoveAbility(string a)</code> | ||
| 以技能名称移除该单位相应的技能。 | | 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> | | <code>void RemoveGesture(int nActivity) </code> | ||
| 移除某个动作。 | | 移除某个动作。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveHorizontalMotionController|RemoveHorizontalMotionController}} | ||
| <code>void RemoveHorizontalMotionController(handle hBuff) </code> | | <code>void RemoveHorizontalMotionController(handle hBuff) </code> | ||
| 移除水平方向上的运动控制器。 | | 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> | | <code>void RemoveItem(handle a)</code> | ||
| 将该单位库存中的过期物品移除。 | | 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> | | <code>void RemoveModifierByName(string a)</code> | ||
| 以名称移除修改器。 | | 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> | | <code>void RemoveModifierByNameAndCaster(string a, handle b)</code> | ||
| 以施法者与修改器名称移除修改器。 | | 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> | | <code>void RemoveNoDraw()</code> | ||
| Remove the no draw flag. | | Remove the no draw flag. | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveVerticalMotionController|RemoveVerticalMotionController}} | ||
| <code>void RemoveVerticalMotionController(handle hBuff)</code> | | <code>void RemoveVerticalMotionController(handle hBuff)</code> | ||
| 移除垂直方向上的运动控制器。 | | 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> | | <code>void RespawnUnit()</code> | ||
| 复活该单位。 | | 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}} | |||
| <code>void SellItem(handle a)</code> | | <code>void SellItem(handle a)</code> | ||
| 卖出该单位的物品。 | | 卖出该单位的物品。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAbilityByIndex|SetAbilityByIndex}} | ||
| <code>void SetAbilityByIndex(handle hAbility, int iIndex) </code> | |||
| 改变技能Index | |||
|- | |||
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAcquisitionRange|SetAcquisitionRange}} | |||
| <code>void SetAcquisitionRange(float a)</code> | | <code>void SetAcquisitionRange(float a)</code> | ||
| Sets acquisition range | | Sets acquisition range | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAdditionalBattleMusicWeight|SetAdditionalBattleMusicWeight}} | ||
| <code>void SetAdditionalBattleMusicWeight(float a)</code> | | <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。 | | 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> | | <code>void SetAggroTarget(handle hAggroTarget)</code> | ||
| 将这个单位的仇恨目标设为某个单位。 | | 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> | | <code>void SetAttackCapability(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttacking|SetAttacking}} | ||
| <code>void SetAttacking(handle a)</code> | | <code>void SetAttacking(handle a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseAttackTime|SetBaseAttackTime}} | ||
| <code>void SetBaseAttackTime(float a)</code> | | <code>void SetBaseAttackTime(float a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMax|SetBaseDamageMax}} | ||
| <code>void SetBaseDamageMax(int a)</code> | | <code>void SetBaseDamageMax(int a)</code> | ||
| 设置基础最大攻击力。 | | 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> | | <code>void SetBaseDamageMin(int a)</code> | ||
| 设置基础最小攻击力。 | | 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> | | <code>void SetBaseHealthRegen(float a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMagicalResistanceValue|SetBaseMagicalResistanceValue}} | ||
| <code>void SetBaseMagicalResistanceValue(float a)</code> | | <code>void SetBaseMagicalResistanceValue(float a)</code> | ||
| 设置基础魔法抗性值。 | | 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> | | <code>void SetBaseManaRegen(float a)</code> | ||
| 设置基础魔力恢复值。 | | 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> | | <code>void SetBaseMaxHealth(float a)</code> | ||
| 设置基础最大血量。 | | 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> | | <code>void SetBaseMoveSpeed(int a)</code> | ||
| 设置基础跑速。 | | 设置基础跑速。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCanSellItems|SetCanSellItems}} | ||
| <code>void SetCanSellItems(bool bCanSell)</code> | | <code>void SetCanSellItems(bool bCanSell)</code> | ||
| 设置这个单位是否能出售物品。 | | 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> | | <code>void SetControllableByPlayer(int a, bool b)</code> | ||
| 以玩家ID设置该单位的控制权。 | | 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> | | <code>void SetCursorCastTarget(handle a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorPosition|SetCursorPosition}} | ||
| <code>void SetCursorPosition(Vector a)</code> | | <code>void SetCursorPosition(Vector a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorTargetingNothing|SetCursorTargetingNothing}} | ||
| <code>void SetCursorTargetingNothing(bool a)</code> | | <code>void SetCursorTargetingNothing(bool a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDayTimeVisionRange|SetDayTimeVisionRange}} | ||
| <code>void SetDayTimeVisionRange(int a)</code> | | <code>void SetDayTimeVisionRange(int a)</code> | ||
| 设置基础的视间视野距离。 | | 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> | | <code>void SetDeathXP(int a)</code> | ||
| 设置该单位的击杀经验值奖赏。 | | 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> | | <code>void SetDeathXP(int iXPBounty)</code> | ||
| Set the XP bounty on this unit | | Set the XP bounty on this unit | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetForceAttackTarget|SetForceAttackTarget}} | ||
| <code>void SetForceAttackTarget(handle a)</code> | | <code>void SetForceAttackTarget(handle a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHasInventory|SetHasInventory}} | ||
| <code>void SetHasInventory(bool a)</code> | | <code>void SetHasInventory(bool a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHullRadius|SetHullRadius}} | ||
| <code>void SetHullRadius(float a)</code> | | <code>void SetHullRadius(float a)</code> | ||
| 设置该单位的碰撞半径。 | | 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> | | <code>void SetIdleAcquire(bool a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetInitialGoalEntity|SetInitialGoalEntity}} | ||
| <code>void SetInitialGoalEntity(handle a)</code> | | <code>void SetInitialGoalEntity(handle a)</code> | ||
| 设置该单位的初始路径点。 | | 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> | | <code>void SetMana(float a)</code> | ||
| 设置该单位的魔力值。 | | 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> | | <code>void SetMaximumGoldBounty(int a)</code> | ||
| 设置该单位的最高赏金。 | | 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> | | <code>void SetMinimumGoldBounty(int a)</code> | ||
| 设置该单位的最低赏金。 | | 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> | | <code>void SetModifierStackCount(string modifierName, handle b, int modifierCount)</code> | ||
| Sets the stack count of a given modifier. | | 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> | | <code>void SetMoveCapability(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMustReachEachGoalEntity|SetMustReachEachGoalEntity}} | ||
| <code>void SetMustReachEachGoalEntity(bool a)</code> | | <code>void SetMustReachEachGoalEntity(bool a)</code> | ||
| 设置该单位是否要走访每个路径点。 | | 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> | | <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。 | | 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> | | <code>void SetNightTimeVisionRange(int a)</code> | ||
| 设置基础夜间视野距离。 | | 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> | | <code>void SetOrigin(Vector vLocation)</code> | ||
| 设置单位位置。 | | 设置单位位置。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOriginalModel|SetOriginalModel}} | ||
| <code>void SetOriginalModel(string originalModel)</code> | | <code>void SetOriginalModel(string originalModel)</code> | ||
| 设置单位原模型。 | | 设置单位原模型。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetPhysicalArmorBaseValue|SetPhysicalArmorBaseValue}} | ||
| <code>void SetPhysicalArmorBaseValue(float a)</code> | | <code>void SetPhysicalArmorBaseValue(float a)</code> | ||
| 设置基础护甲值。 | | 设置基础护甲值。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRangedProjectileName|SetRangedProjectileName}} | ||
| <code>void SetRangedProjectileName(string a)</code> | | <code>void SetRangedProjectileName(string a)</code> | ||
| No Description Set | | 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> | | <code>void SetStolenScepter(bool a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetUnitName|SetUnitName}} | ||
| <code>void SetUnitName(string a)</code> | | <code>void SetUnitName(string a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ShouldIdleAcquire|ShouldIdleAcquire}} | ||
| <code>bool ShouldIdleAcquire()</code> | | <code>bool ShouldIdleAcquire()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SpendMana|SpendMana}} | ||
| <code>void SpendMana(float a, handle b)</code> | | <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。 | | 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> | | <code>void StartGesture(int nActivity)</code> | ||
| 向单位添加给定的动作。 | | 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> | | <code>void Stop()</code> | ||
| 使该单位暂停当前动作。 | | 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> | | <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。 | | 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> | | <code>void SwapItems(int nSlot1, int nSlot2)</code> | ||
| 交换两个物品的位置。 | | 交换两个物品的位置。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TimeUntilNextAttack|TimeUntilNextAttack}} | ||
| <code>float TimeUntilNextAttack()</code> | | <code>float TimeUntilNextAttack()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerModifierDodge|TriggerModifierDodge}} | ||
| <code>bool TriggerModifierDodge()</code> | | <code>bool TriggerModifierDodge()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellAbsorb|TriggerSpellAbsorb}} | ||
| <code>bool TriggerSpellAbsorb(handle a)</code> | | <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 | | 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> | | <code>void TriggerSpellReflect(handle hAbility)</code> | ||
| 触发类似于清莲宝珠一样的效果。 | | 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> | | <code>bool UnitCanRespawn()</code> | ||
| No Description Set | | No Description Set | ||
Line 5,054: | Line 5,108: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.AddExperience|AddExperience}} | ||
| <code>bool AddExperience(float amount, bool applyBotDifficultyScaling)</code> | | <code>bool AddExperience(float amount, bool applyBotDifficultyScaling)</code> | ||
| 给单位增加经验值 | | 给单位增加经验值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.Buyback|Buyback}} | ||
| <code>void Buyback()</code> | | <code>void Buyback()</code> | ||
| 花费金钱并买活英雄 | | 花费金钱并买活英雄 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CalculateStatBonus|CalculateStatBonus}} | ||
| <code>void CalculateStatBonus()</code> | | <code>void CalculateStatBonus()</code> | ||
| 英雄返回属性后,重新计算全部属性 | | 英雄返回属性后,重新计算全部属性 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CanEarnGold|CanEarnGold}} | ||
| <code>bool CanEarnGold()</code> | | <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.....) | | 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.....) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitMultikill|ClearLastHitMultikill}} | ||
| <code>void ClearLastHitMultikill()</code> | | <code>void ClearLastHitMultikill()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 数值存储在玩家资源(PlayerResource)中 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitStreak|ClearLastHitStreak}} | ||
| <code>void ClearLastHitStreak()</code> | | <code>void ClearLastHitStreak()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 数值存储在玩家资源(PlayerResource)中 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearStreak|ClearStreak}} | ||
| <code>void ClearStreak()</code> | | <code>void ClearStreak()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 数值存储在玩家资源(PlayerResource)中 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAbilityPoints|GetAbilityPoints}} | ||
| <code>int GetAbilityPoints()</code> | | <code>int GetAbilityPoints()</code> | ||
| 返回未分配的技能点数 | | 返回未分配的技能点数 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAdditionalOwnedUnits|GetAdditionalOwnedUnits}} | ||
| <code>table GetAdditionalOwnedUnits()</code> | | <code>table GetAdditionalOwnedUnits()</code> | ||
| 返回玩家拥有的额外单位 | | 返回玩家拥有的额外单位 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgility|GetAgility}} | ||
| <code>float GetAgility()</code> | | <code>float GetAgility()</code> | ||
| 返回敏捷值 | | 返回敏捷值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgilityGain|GetAgilityGain}} | ||
| <code>float GetAgilityGain()</code> | | <code>float GetAgilityGain()</code> | ||
| 返回敏捷成长 | | 返回敏捷成长 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAssists|GetAssists}} | ||
| <code>int GetAssists()</code> | | <code>int GetAssists()</code> | ||
| 返回助攻数,数值存储在玩家资源(PlayerResource)中 | | 返回助攻数,数值存储在玩家资源(PlayerResource)中 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAttacker|GetAttacker}} | ||
| <code>int GetAttacker(int a)</code> | | <code>int GetAttacker(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseAgility|GetBaseAgility}} | ||
| <code>float GetBaseAgility()</code> | | <code>float GetBaseAgility()</code> | ||
| 返回基础敏捷 | | 返回基础敏捷 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMax|GetBaseDamageMax}} | ||
| <code>int GetBaseDamageMax()</code> | | <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 | | 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 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMin|GetBaseDamageMin}} | ||
| <code>int GetBaseDamageMin()</code> | | <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 | | 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 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseIntellect|GetBaseIntellect}} | ||
| <code>float GetBaseIntellect()</code> | | <code>float GetBaseIntellect()</code> | ||
| 返回基础智力 | | 返回基础智力 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseStrength|GetBaseStrength}} | ||
| <code>float GetBaseStrength()</code> | | <code>float GetBaseStrength()</code> | ||
| 返回基础力量 | | 返回基础力量 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat|GetBonusDamageFromPrimaryStat}} | ||
| <code>int GetBonusDamageFromPrimaryStat()</code> | | <code>int GetBonusDamageFromPrimaryStat()</code> | ||
| 返回来自主属性奖励的攻击伤害值 | | 返回来自主属性奖励的攻击伤害值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCooldownTime|GetBuybackCooldownTime}} | ||
| <code>float GetBuybackCooldownTime()</code> | | <code>float GetBuybackCooldownTime()</code> | ||
| 返回该英雄买活CD的剩余时间 | | 返回该英雄买活CD的剩余时间 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCost|GetBuybackCost}} | ||
| <code>int GetBuybackCost()</code> | | <code>int GetBuybackCost()</code> | ||
| 返回买活所需金钱 | | 返回买活所需金钱 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime|GetBuybackGoldLimitTime}} | ||
| <code>float GetBuybackGoldLimitTime()</code> | | <code>float GetBuybackGoldLimitTime()</code> | ||
| 返回买活所带来的金钱惩罚剩余时间 | | 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> | | <code>int GetCurrentXP()</code> | ||
| 返回当前经验值 | | 返回当前经验值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeathGoldCost|GetDeathGoldCost}} | ||
| <code>int GetDeathGoldCost()</code> | | <code>int GetDeathGoldCost()</code> | ||
| 返回死亡损失金钱 | | 返回死亡损失金钱 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeaths|GetDeaths}} | ||
| <code>int GetDeaths()</code> | | <code>int GetDeaths()</code> | ||
| 返回死亡次数 | | 返回死亡次数 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDenies|GetDenies}} | ||
| <code>int GetDenies()</code> | | <code>int GetDenies()</code> | ||
| 返回反补次数 | | 返回反补次数 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGold|GetGold}} | ||
| <code>int GetGold()</code> | | <code>int GetGold()</code> | ||
| 返回该英雄拥有者所有的金钱数量 | | 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> | | <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> | | <code>float GetHealthRegen()</code> | ||
| 返回每秒生命回复,英雄生命回复受到属性影响 | | 返回每秒生命回复,英雄生命回复受到属性影响 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed|GetIncreasedAttackSpeed}} | ||
| <code>float GetIncreasedAttackSpeed()</code> | | <code>float GetIncreasedAttackSpeed()</code> | ||
| 返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响 | | 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> | | <code>float GetIntellect()</code> | ||
| 返回智力值 | | 返回智力值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellectGain|GetIntellectGain}} | ||
| <code>float GetIntellectGain()</code> | | <code>float GetIntellectGain()</code> | ||
| 返回智力成长 | | 返回智力成长 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetKills|GetKills}} | ||
| <code>int GetKills()</code> | | <code>int GetKills()</code> | ||
| 返回击杀数,数值存储在玩家资源(PlayerResource)中 | | 返回击杀数,数值存储在玩家资源(PlayerResource)中 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetLastHits|GetLastHits}} | ||
| <code>int GetLastHits()</code> | | <code>int GetLastHits()</code> | ||
| 返回正补数,数值存储在玩家资源(PlayerResource)中 | | 返回正补数,数值存储在玩家资源(PlayerResource)中 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetManaRegen|GetManaRegen}} | ||
| <code>float GetManaRegen()</code> | | <code>float GetManaRegen()</code> | ||
| 返回每秒魔法回复,英雄魔法回复受到属性影响 | | 返回每秒魔法回复,英雄魔法回复受到属性影响 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMostRecentDamageTime|GetMostRecentDamageTime}} | ||
| <code>float GetMostRecentDamageTime()</code> | | <code>float GetMostRecentDamageTime()</code> | ||
| 返回最近一次伤害时间 | | 返回最近一次伤害时间 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMultipleKillCount|GetMultipleKillCount}} | ||
| <code>int GetMultipleKillCount()</code> | | <code>int GetMultipleKillCount()</code> | ||
| 返回多杀计数 | | 返回多杀计数 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumAttackers|GetNumAttackers}} | ||
| <code>int GetNumAttackers()</code> | | <code>int GetNumAttackers()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumItemsInInventory|GetNumItemsInInventory}} | ||
| <code>int GetNumItemsInInventory()</code> | | <code>int GetNumItemsInInventory()</code> | ||
| 返回玩家拥有的物品数量。 | | 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> | | <code>int GetNumItemsInStash()</code> | ||
| 返回玩家储藏处内 | | 返回玩家储藏处内 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPhysicalArmorValue|GetPhysicalArmorValue}} | ||
| <code>float GetPhysicalArmorValue()</code> | | <code>float GetPhysicalArmorValue()</code> | ||
| 返回护甲值,英雄护甲受到属性影响 | | 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> | | <code>int GetPlayerID()</code> | ||
| 返回英雄拥有者的ID | | 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> | | <code>int GetPrimaryAttribute()</code> | ||
| 返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力. | | 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> | | <code>float GetPrimaryStatValue()</code> | ||
| 返回主属性值 | | 返回主属性值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnsDisabled|GetRespawnsDisabled}} | ||
| <code>bool GetRespawnsDisabled()</code> | | <code>bool GetRespawnsDisabled()</code> | ||
| 返回该英雄是否被禁止复活。 | | 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> | | <code>float GetRespawnTime()</code> | ||
| 返回复活时间 | | 返回复活时间 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen|GetStatsBasedManaRegen}} | ||
| <code>float GetStatsBasedManaRegen()</code> | | <code>float GetStatsBasedManaRegen()</code> | ||
| 返回属性提供的魔法回复 | | 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> | | <code>int GetStreak()</code> | ||
| 返回连杀数 | | 返回连杀数 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrength|GetStrength}} | ||
| <code>float GetStrength()</code> | | <code>float GetStrength()</code> | ||
| 返回力量值 | | 返回力量值 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrengthGain|GetStrengthGain}} | ||
| <code>float GetStrengthGain()</code> | | <code>float GetStrengthGain()</code> | ||
| 返回力量成长 | | 返回力量成长 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTimeUntilRespawn|GetTimeUntilRespawn}} | ||
| <code>float GetTimeUntilRespawn()</code> | | <code>float GetTimeUntilRespawn()</code> | ||
| 返回复活所需的时间 | | 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> | | <code>handle GetTogglableWearable(int nSlotType)</code> | ||
| 返回物品栏中可佩带(可切换)的物品。 | | 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> | | <code>bool HasAnyAvailableInventorySpace()</code> | ||
| 返回是否有可用物品栏空间 | | 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> | | <code>bool HasFlyingVision()</code> | ||
| 返回是否拥有空中视野 | | 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> | | <code>bool HasOwnerAbandoned()</code> | ||
| No Description Set | | 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> | | <code>int HasRoomForItem(string a, bool b, bool c)</code> | ||
| 参数: const char pItemName, bool bIncludeStashCombines, bool bAllowSelling | | 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> | | <code>void HeroLevelUp(bool a)</code> | ||
| 升级英雄, 参数决定是否播放升级效果. | | 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> | | <code>void IncrementAssists()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>void IncrementDeaths()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>void IncrementDenies()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <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 | | 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> | | <code>void IncrementLastHitMultikill()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>void IncrementLastHits()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>void IncrementLastHitStreak()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>void IncrementNearbyCreepDeaths()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>void IncrementStreak()</code> | ||
| 数值存储在玩家资源(PlayerResource)中 | | 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> | | <code>bool IsBuybackDisabledByReapersScythe()</code> | ||
| 是否被死神镰刀禁止买活 | | 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> | | <code>bool IsReincarnating()</code> | ||
| 是否处于重生中 | | 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> | | <code>void KilledHero(handle a, handle b)</code> | ||
| 参数: 英雄, 加害者 | | 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> | | <code>void ModifyAgility(float a)</code> | ||
| 增加指定值到英雄基础敏捷,随后调用CalculateStatBonus | | 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> | | <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 | | 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> | | <code>void ModifyIntellect(float a)</code> | ||
| 增加指定值到英雄基础智力,随后调用CalculateStatBonus | | 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> | | <code>void ModifyStrength(float a)</code> | ||
| 增加指定值到英雄基础力量,随后调用CalculateStatBonus | | 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> | | <code>void PerformTaunt()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RecordLastHit|RecordLastHit}} | ||
| <code>void RecordLastHit()</code> | | <code>void RecordLastHit()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RespawnHero|RespawnHero}} | ||
| <code>void RespawnHero(bool buyback, bool | | <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> | | <code>void SetAbilityPoints(int a)</code> | ||
| 设置当前可用技能点 | | 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> | | <code>void SetBaseAgility(float a)</code> | ||
| 设置基础敏捷 | | 设置基础敏捷 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseIntellect|SetBaseIntellect}} | ||
| <code>void SetBaseIntellect(float a)</code> | | <code>void SetBaseIntellect(float a)</code> | ||
| 设置基础智力 | | 设置基础智力 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseStrength|SetBaseStrength}} | ||
| <code>void SetBaseStrength(float a)</code> | | <code>void SetBaseStrength(float a)</code> | ||
| 设置基础力量 | | 设置基础力量 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBotDifficulty|SetBotDifficulty}} | ||
| <code>void SetBotDifficulty(int nDifficulty)</code> | | <code>void SetBotDifficulty(int nDifficulty)</code> | ||
| 设置人机对战的难度。 | | 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> | | <code>void SetBuybackCooldownTime(float a)</code> | ||
| 设置买活冷却时间 | | 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> | | <code>void SetBuyBackDisabledByReapersScythe(bool a)</code> | ||
| 设置是否被死神镰刀禁止买活 | | 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> | | <code>void SetBuybackGoldLimitTime(float a)</code> | ||
| 设置买活后金钱惩罚时间 | | 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> | | <code>void SetCustomDeathXP(int a)</code> | ||
| GameRules boolean must be set for this to work!}} | | 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> | | <code>void SetGold(int amount, bool reliableGold)</code> | ||
| 设置英雄拥有者的金钱 | | 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> | | <code>void SetPlayerID(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPrimaryAttribute|SetPrimaryAttribute}} | ||
| <code>void SetPrimaryAttribute(int nPrimaryAttribute)</code> | | <code>void SetPrimaryAttribute(int nPrimaryAttribute)</code> | ||
| 设置英雄的主属性值。 | | 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> | | <code>void SetRespawnPosition(Vector a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnsDisabled|SetRespawnsDisabled}} | ||
| <code>void SetRespawnsDisabled(bool bDisableRespawns)</code> | | <code>void SetRespawnsDisabled(bool bDisableRespawns)</code> | ||
| 禁止英雄复活。 | | 禁止英雄复活。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetTimeUntilRespawn|SetTimeUntilRespawn}} | ||
| <code>void SetTimeUntilRespawn(float a)</code> | | <code>void SetTimeUntilRespawn(float a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual|ShouldDoFlyHeightVisual}} | ||
| <code>bool ShouldDoFlyHeightVisual()</code> | | <code>bool ShouldDoFlyHeightVisual()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SpendGold|SpendGold}} | ||
| <code>void SpendGold(int amount, int reason)</code> | | <code>void SpendGold(int amount, int reason)</code> | ||
| 参数: int 金钱, int 原因 | | 参数: int 金钱, int 原因 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UnitCanRespawn|UnitCanRespawn}} | ||
| <code>bool UnitCanRespawn()</code> | | <code>bool UnitCanRespawn()</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UpgradeAbility|UpgradeAbility}} | ||
| <code>void UpgradeAbility(handle a)</code> | | <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 | | 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> | | <code>bool WillReincarnate()</code> | ||
| No Description Set | | No Description Set | ||
Line 5,455: | Line 5,509: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.AddItemDrop|AddItemDrop}} | ||
| <code>void AddItemDrop(handle a) </code> | | <code>void AddItemDrop(handle a) </code> | ||
Line 5,462: | Line 5,516: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.CreatureLevelUp|CreatureLevelUp}} | ||
| <code>void CreatureLevelUp(int a) </code> | | <code>void CreatureLevelUp(int a) </code> | ||
Line 5,469: | Line 5,523: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.IsChampion|IsChampion}} | ||
| <code>bool IsChampion() </code> | | <code>bool IsChampion() </code> | ||
Line 5,476: | Line 5,530: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetArmorGain|SetArmorGain}} | ||
| <code>void SetArmorGain(float a) </code> | | <code>void SetArmorGain(float a) </code> | ||
Line 5,483: | Line 5,537: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetAttackTimeGain|SetAttackTimeGain}} | ||
| <code>void SetAttackTimeGain(float a) </code> | | <code>void SetAttackTimeGain(float a) </code> | ||
Line 5,490: | Line 5,544: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetBountyGain|SetBountyGain}} | ||
| <code>void SetBountyGain(int a) </code> | | <code>void SetBountyGain(int a) </code> | ||
Line 5,497: | Line 5,551: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetChampion|SetChampion}} | ||
| <code>void SetChampion(bool a) </code> | | <code>void SetChampion(bool a) </code> | ||
Line 5,504: | Line 5,558: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDamageGain|SetDamageGain}} | ||
| <code>void SetDamageGain(int a) </code> | | <code>void SetDamageGain(int a) </code> | ||
Line 5,511: | Line 5,565: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDisableResistanceGain|SetDisableResistanceGain}} | ||
| <code>void SetDisableResistanceGain(float a) </code> | | <code>void SetDisableResistanceGain(float a) </code> | ||
Line 5,518: | Line 5,572: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPGain|SetHPGain}} | ||
| <code>void SetHPGain(int a) </code> | | <code>void SetHPGain(int a) </code> | ||
Line 5,525: | Line 5,579: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPRegenGain|SetHPRegenGain}} | ||
| <code>void SetHPRegenGain(float a) </code> | | <code>void SetHPRegenGain(float a) </code> | ||
Line 5,532: | Line 5,586: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMagicResistanceGain|SetMagicResistanceGain}} | ||
| <code>void SetMagicResistanceGain(float a) </code> | | <code>void SetMagicResistanceGain(float a) </code> | ||
Line 5,539: | Line 5,593: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaGain|SetManaGain}} | ||
| <code>void SetManaGain(int a) </code> | | <code>void SetManaGain(int a) </code> | ||
Line 5,546: | Line 5,600: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaRegenGain|SetManaRegenGain}} | ||
| <code>void SetManaRegenGain(float a) </code> | | <code>void SetManaRegenGain(float a) </code> | ||
Line 5,553: | Line 5,607: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMoveSpeedGain|SetMoveSpeedGain}} | ||
| <code>void SetMoveSpeedGain(int a) </code> | | <code>void SetMoveSpeedGain(int a) </code> | ||
Line 5,560: | Line 5,614: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetXPGain|SetXPGain}} | ||
| <code>void SetXPGain(int a) </code> | | <code>void SetXPGain(int a) </code> | ||
Line 5,587: | Line 5,641: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.GetInvulnCount|GetInvulnCount}} | ||
| <code>int GetInvulnCount() </code> | | <code>int GetInvulnCount() </code> | ||
Line 5,594: | Line 5,648: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.SetInvulnCount|SetInvulnCount}} | ||
| <code>void SetInvulnCount(int a) </code> | | <code>void SetInvulnCount(int a) </code> | ||
Line 5,619: | Line 5,673: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ActionState|ActionState}} | ||
| <code>handle ActionState() </code> | | <code>handle ActionState() </code> | ||
Line 5,626: | Line 5,680: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ClearMovementTarget|ClearMovementTarget}} | ||
| <code>void ClearMovementTarget() </code> | | <code>void ClearMovementTarget() </code> | ||
Line 5,633: | Line 5,687: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.FindSensedEnemies|FindSensedEnemies}} | ||
| <code>table FindSensedEnemies() </code> | | <code>table FindSensedEnemies() </code> | ||
Line 5,640: | Line 5,694: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxSpeed|GetMaxSpeed}} | ||
| <code>float GetMaxSpeed() </code> | | <code>float GetMaxSpeed() </code> | ||
Line 5,647: | Line 5,701: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxStamina|GetMaxStamina}} | ||
| <code>float GetMaxStamina() </code> | | <code>float GetMaxStamina() </code> | ||
Line 5,654: | Line 5,708: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMovementTargetEntity|GetMovementTargetEntity}} | ||
| <code>handle GetMovementTargetEntity() </code> | | <code>handle GetMovementTargetEntity() </code> | ||
Line 5,661: | Line 5,715: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSensingSphereRange|GetSensingSphereRange}} | ||
| <code>float GetSensingSphereRange() </code> | | <code>float GetSensingSphereRange() </code> | ||
Line 5,668: | Line 5,722: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeAngle|GetSightConeAngle}} | ||
| <code>float GetSightConeAngle() </code> | | <code>float GetSightConeAngle() </code> | ||
Line 5,675: | Line 5,729: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeRange|GetSightConeRange}} | ||
| <code>float GetSightConeRange() </code> | | <code>float GetSightConeRange() </code> | ||
Line 5,682: | Line 5,736: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetStamina|GetStamina}} | ||
| <code>float GetStamina() </code> | | <code>float GetStamina() </code> | ||
Line 5,689: | Line 5,743: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetTurnRate|GetTurnRate}} | ||
| <code>float GetTurnRate() </code> | | <code>float GetTurnRate() </code> | ||
Line 5,696: | Line 5,750: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetUnitName|GetUnitName}} | ||
| <code>string GetUnitName() </code> | | <code>string GetUnitName() </code> | ||
Line 5,703: | Line 5,757: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GrantItem|GrantItem}} | ||
| <code>void GrantItem(string a, bool b) </code> | | <code>void GrantItem(string a, bool b) </code> | ||
Line 5,710: | Line 5,764: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsBlocking|IsBlocking}} | ||
| <code>bool IsBlocking() </code> | | <code>bool IsBlocking() </code> | ||
Line 5,717: | Line 5,771: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsFacing|IsFacing}} | ||
| <code>bool IsFacing(Vector a, float b) </code> | | <code>bool IsFacing(Vector a, float b) </code> | ||
Line 5,724: | Line 5,778: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetBlocking|SetBlocking}} | ||
| <code>void SetBlocking(bool a) </code> | | <code>void SetBlocking(bool a) </code> | ||
Line 5,731: | Line 5,785: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMaxSpeed|SetMaxSpeed}} | ||
| <code>void SetMaxSpeed(float a) </code> | | <code>void SetMaxSpeed(float a) </code> | ||
Line 5,738: | Line 5,792: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetEntity|SetMovementTargetEntity}} | ||
| <code>void SetMovementTargetEntity(handle a, float b) </code> | | <code>void SetMovementTargetEntity(handle a, float b) </code> | ||
Line 5,745: | Line 5,799: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetPosition|SetMovementTargetPosition}} | ||
| <code>void SetMovementTargetPosition(Vector a, float b) </code> | | <code>void SetMovementTargetPosition(Vector a, float b) </code> | ||
Line 5,752: | Line 5,806: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSensingSphereRange|SetSensingSphereRange}} | ||
| <code>void SetSensingSphereRange(float a) </code> | | <code>void SetSensingSphereRange(float a) </code> | ||
Line 5,759: | Line 5,813: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeAngle|SetSightConeAngle}} | ||
| <code>void SetSightConeAngle(float a) </code> | | <code>void SetSightConeAngle(float a) </code> | ||
Line 5,766: | Line 5,820: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeRange|SetSightConeRange}} | ||
| <code>void SetSightConeRange(float a) </code> | | <code>void SetSightConeRange(float a) </code> | ||
Line 5,773: | Line 5,827: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetTurnRate|SetTurnRate}} | ||
| <code>void SetTurnRate(float a) </code> | | <code>void SetTurnRate(float a) </code> | ||
Line 5,799: | Line 5,853: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearAbilityTuningValueFilter|ClearAbilityTuningValueFilter}} | ||
| <code>void ClearAbilityTuningValueFilter()</code> | | <code>void ClearAbilityTuningValueFilter()</code> | ||
| 清除脚本过滤器--有关技能中所用到的调整值的 | | 清除脚本过滤器--有关技能中所用到的调整值的 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearBountyRunePickupFilter|ClearBountyRunePickupFilter}} | ||
| <code>void ClearBountyRunePickupFilter()</code> | | <code>void ClearBountyRunePickupFilter()</code> | ||
| 清除脚本过滤器--控制触发赏金符时的行为的 | | 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> | | <code>void ClearDamageFilter()</code> | ||
| 清除脚本过滤器--控制单位造成伤害 | | 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> | | <code>void ClearExecuteOrderFilter()</code> | ||
| 清除脚本过滤器--在单位捡起物品时生效的 | | 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> | | <code>void ClearModifierGainedFilter()</code> | ||
| 清除脚本过滤器--控制Modifier控制器的 | | 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> | | <code>void ClearModifyExperienceFilter()</code> | ||
| 清除脚本过滤器--控制单位的经验机制的 | | 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> | | <code>void ClearModifyGoldFilter()</code> | ||
| 清除脚本过滤器--控制英雄金钱机制的 | | 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> | | <code>void ClearRuneSpawnFilter()</code> | ||
| 清除脚本过滤器--控制神符刷新的 | | 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> | | <code>void ClearTrackingProjectileFilter()</code> | ||
| 清除脚本过滤器--控制追踪投射物的 | | 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> | | <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 | | 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 | |||
|- | |||
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAlwaysShowPlayerInventory|GetAlwaysShowPlayerInventory}} | |||
| <code>bool GetAlwaysShowPlayerInventory()</code> | | <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 | | 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 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAnnouncerDisabled|GetAnnouncerDisabled}} | ||
| <code>bool GetAnnouncerDisabled()</code> | | <code>bool GetAnnouncerDisabled()</code> | ||
| 返回游戏内播音员是否被禁用 | | 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> | | <code>float GetCameraDistanceOverride()</code> | ||
| 返回是否设置摄像机距离Dota内的默认值为1134 | | 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> | | <code>bool GetCustomBuybackCooldownEnabled()</code> | ||
| 返回是否允许自定义的买活CD | | 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> | | <code>bool GetCustomBuybackCostEnabled()</code> | ||
| 返回是否允许自定义的买活金钱 | | 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> | | <code>int GetCustomHeroMaxLevel()</code> | ||
| 返回是否允许改变英雄的最高等级(默认25) | | 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> | | <code>float GetFixedRespawnTime() </code> | ||
| 返回是否返回固定的复活时间 | | 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> | | <code>bool GetFogOfWarDisabled()</code> | ||
| 返回是否关闭/开启战争迷雾 | | 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> | | <code>bool GetGoldSoundDisabled()</code> | ||
| 返回是否开启/关闭获得金钱时的音效 | | 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> | | <code>int GetMaximumAttackSpeed()</code> | ||
| 获取单位的最大攻击速度 | | 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> | | <code>int GetMinimumAttackSpeed()</code> | ||
| 获取单位的最小攻击速度 | | 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> | | <code>bool GetRecommendedItemsDisabled()</code> | ||
| 返回是否开启/关闭推荐出装在商店中的显示 | | 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> | | <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 | | 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> | | <code>bool GetStickyItemDisabled()</code> | ||
| 返回是否隐藏快速购买处的物品 | | 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> | | <code>bool GetTopBarTeamValuesOverride()</code> | ||
| 返回是否覆盖游戏界面顶部的队伍比分 | | 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> | | <code>bool GetTopBarTeamValuesVisible()</code> | ||
| 返回是否关闭/开启游戏界面顶部的队伍比分 | | 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> | | <code>bool GetTowerBackdoorProtectionEnabled()</code> | ||
| 返回是否启用/禁用偷塔保护 | | 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> | | <code>bool GetUseCustomHeroLevels()</code> | ||
| 返回自定义经验机制是否被使用 | | 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> | | <code>bool IsBuybackEnabled()</code> | ||
| 返回是否启用/禁用买活 | | 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> | | <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) | | 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 | |||
|- | |||
| {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerInventory|SetAlwaysShowPlayerInventory}} | |||
| <code>void SetAlwaysShowPlayerInventory(bool bAlwaysShow)</code> | | <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 | | 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> | | <code>void SetAnnouncerDisabled(bool enabled)</code> | ||
| 禁用播音员 | | 禁用播音员 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsAlwaysPushWithHuman|SetBotsAlwaysPushWithHuman}} | ||
| <code>void SetBotsAlwaysPushWithHuman(bool bAlwaysPush)</code> | | <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 | | 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> | | <code>void SetBotsInLateGame(bool bLateGame)</code> | ||
| Set if bots should enable their late game behavior. | | 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> | | <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) | | 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> | | <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 | | 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> | | <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) | | 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> | | <code>void SetBuybackEnabled(bool a)</code> | ||
| 完全允许/禁止买活 | | 完全允许/禁止买活 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCameraDistanceOverride|SetCameraDistanceOverride}} | ||
| <code>void SetCameraDistanceOverride(float a)</code> | | <code>void SetCameraDistanceOverride(float a)</code> | ||
| 设置默认的镜头距离Dota默认为1134 | | 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> | | <code>void SetCustomBuybackCooldownEnabled(bool a)</code> | ||
| 开启该选项来允许自定义买活冷却时间 | | 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> | | <code>void SetCustomBuybackCostEnabled(bool a)</code> | ||
| 开启该选项来允许自定义买活花费 | | 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> | | <code>void SetCustomGameForceHero(string pHeroName)</code> | ||
| 强制单人游戏英雄的选择 | | 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> | | <code>void SetCustomHeroMaxLevel(int maxLevel)</code> | ||
| 定义最大英雄等级(默认为25) | | 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> | | <code>void SetCustomXPRequiredToReachNextLevel(handle a)</code> | ||
| 定义英雄经验值表(table) | | 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> | | <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) | | 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> | | <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) | | 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> | | <code>void SetFixedRespawnTime(float time)</code> | ||
| Sets the dota respawn time. -1 for default behavior | | 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> | | <code>void SetFogOfWarDisabled(bool a)</code> | ||
| 开关战争迷雾 | | 开关战争迷雾 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainConstantManaRegen|SetFountainConstantManaRegen}} | ||
| <code>void SetFountainConstantManaRegen(float flConstantManaRegen)</code> | | <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) | | 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> | | <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) | | 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> | | <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) | | 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> | | <code>void SetGoldSoundDisabled(bool a)</code> | ||
| 是否禁止获取金钱时的声音提示 | | 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> | | <code>void SetHUDVisible(int iHUDElement, bool bVisible)</code> | ||
| 设置HUD元素是否可见 | | 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> | | <code>void SetLoseGoldOnDeath(bool bEnabled)</code> | ||
| 设置禁用死亡时损失金钱 | | 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> | | <code>void SetMaximumAttackSpeed(int nMaxSpeed)</code> | ||
| 设置单位的最大攻击速度 | | 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> | | <code>void SetMinimumAttackSpeed(int nMinSpeed)</code> | ||
| 设置单位的最小攻击速度 | | 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> | | <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 | | 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> | | <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) | | 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> | | <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) | | 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> | | <code>void SetOverrideSelectionEntity(handle unit)</code> | ||
| 覆盖默认选择实体,替代所有玩家的英雄 | | 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> | | <code>void SetRecommendedItemsDisabled(bool a)</code> | ||
| 是否禁止显示商店中的推荐购买物品 | | 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> | | <code>void SetRemoveIllusionsOnDeath(bool a)</code> | ||
| 使幻象死亡时立即消失,而不是延迟数秒 | | 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> | | <code>void SetRuneEnabled(int nRune, bool bEnabled)</code> | ||
| 设定某种神符是否启用 | | 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> | | <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) | | 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> | | <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 | | 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> | | <code>void SetStickyItemDisabled(bool bDisabled)</code> | ||
| 隐藏快速购买处的物品 | | 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> | | <code>void SetTopBarTeamValue(int a, int b)</code> | ||
| 设置顶端的队伍数值 | | 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> | | <code>void SetTopBarTeamValuesOverride(bool a)</code> | ||
| 是否覆盖顶端的队伍数值 | | 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> | | <code>void SetTopBarTeamValuesVisible(bool a)</code> | ||
| 开关顶端的队伍数值 | | 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> | | <code>void SetTowerBackdoorProtectionEnabled(bool a)</code> | ||
| 开关偷塔保护 | | 开关偷塔保护 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTrackingProjectileFilter|SetTrackingProjectileFilter}} | ||
| <code>void SetTrackingProjectileFilter(handle hFunction, handle hContext)</code> | | <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) | | 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> | | <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 | | 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> | | <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 | | 开关自定义英雄英雄经验表,该表必须提前被定义 | ||
Line 6,108: | Line 6,178: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.AddSubquest|AddSubquest}} | ||
| <code>void AddSubquest(handle a) </code> | | <code>void AddSubquest(handle a) </code> | ||
Line 6,115: | Line 6,185: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.CompleteQuest|CompleteQuest}} | ||
| <code>void CompleteQuest() </code> | | <code>void CompleteQuest() </code> | ||
Line 6,122: | Line 6,192: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquest|GetSubquest}} | ||
| <code>handle GetSubquest(int a) </code> | | <code>handle GetSubquest(int a) </code> | ||
Line 6,129: | Line 6,199: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquestByName|GetSubquestByName}} | ||
| <code>handle GetSubquestByName(string a) </code> | | <code>handle GetSubquestByName(string a) </code> | ||
Line 6,136: | Line 6,206: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.RemoveSubquest|RemoveSubquest}} | ||
| <code>void RemoveSubquest(handle a) </code> | | <code>void RemoveSubquest(handle a) </code> | ||
Line 6,143: | Line 6,213: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceString|SetTextReplaceString}} | ||
| <code>void SetTextReplaceString(string a) </code> | | <code>void SetTextReplaceString(string a) </code> | ||
Line 6,150: | Line 6,220: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceValue|SetTextReplaceValue}} | ||
| <code>void SetTextReplaceValue(int a, int b) </code> | | <code>void SetTextReplaceValue(int a, int b) </code> | ||
Line 6,177: | Line 6,247: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.CompleteSubquest|CompleteSubquest}} | ||
| <code>void CompleteSubquest() </code> | | <code>void CompleteSubquest() </code> | ||
Line 6,184: | Line 6,254: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceString|SetTextReplaceString}} | ||
| <code>void SetTextReplaceString(string a) </code> | | <code>void SetTextReplaceString(string a) </code> | ||
Line 6,191: | Line 6,261: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceValue|SetTextReplaceValue}} | ||
| <code>void SetTextReplaceValue(int a, int b) </code> | | <code>void SetTextReplaceValue(int a, int b) </code> | ||
Line 6,216: | Line 6,286: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsComponent.ExpensiveInstantRayCast|ExpensiveInstantRayCast}} | ||
| <code>bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) </code> | | <code>bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) </code> | ||
Line 6,241: | Line 6,311: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.DeleteCreatedSpawnGroups|DeleteCreatedSpawnGroups}} | ||
| <code>void DeleteCreatedSpawnGroups() </code> | | <code>void DeleteCreatedSpawnGroups() </code> | ||
Line 6,248: | Line 6,318: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.ForceSpawn|ForceSpawn}} | ||
| <code>void ForceSpawn() </code> | | <code>void ForceSpawn() </code> | ||
Line 6,255: | Line 6,325: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.GetSpawnedEntities|GetSpawnedEntities}} | ||
| <code>handle GetSpawnedEntities() </code> | | <code>handle GetSpawnedEntities() </code> | ||
Line 6,262: | Line 6,332: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.SetSpawnCallback|SetSpawnCallback}} | ||
| <code>void SetSpawnCallback(handle a, handle b) </code> | | <code>void SetSpawnCallback(handle a, handle b) </code> | ||
Line 6,287: | Line 6,357: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddImpulseAtPosition|AddImpulseAtPosition}} | ||
| <code>void AddImpulseAtPosition(Vector a, Vector b) </code> | | <code>void AddImpulseAtPosition(Vector a, Vector b) </code> | ||
Line 6,294: | Line 6,364: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddVelocity|AddVelocity}} | ||
| <code>void AddVelocity(Vector a, Vector b) </code> | | <code>void AddVelocity(Vector a, Vector b) </code> | ||
Line 6,301: | Line 6,371: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.DetachFromParent|DetachFromParent}} | ||
| <code>void DetachFromParent() </code> | | <code>void DetachFromParent() </code> | ||
Line 6,308: | Line 6,378: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.GetSequence|GetSequence}} | ||
| <code><> GetSequence() </code> | | <code><unknown> GetSequence() </code> | ||
| 返回激活的序列(sequence) | | 返回激活的序列(sequence) | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.IsAttachedToParent|IsAttachedToParent}} | ||
| <code>bool IsAttachedToParent() </code> | | <code>bool IsAttachedToParent() </code> | ||
Line 6,322: | Line 6,392: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.LookupSequence|LookupSequence}} | ||
| <code><> LookupSequence(string a) </code> | | <code><unknown> LookupSequence(string a) </code> | ||
| 输入名字返回序列(sequence)ID | | 输入名字返回序列(sequence)ID | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SequenceDuration|SequenceDuration}} | ||
| <code>float SequenceDuration(string a) </code> | | <code>float SequenceDuration(string a) </code> | ||
Line 6,336: | Line 6,406: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAngularVelocity|SetAngularVelocity}} | ||
| <code>void SetAngularVelocity(Vector a) </code> | | <code>void SetAngularVelocity(Vector a) </code> | ||
Line 6,344: | Line 6,414: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAnimation|SetAnimation}} | ||
| <code>void SetAnimation(string a) </code> | | <code>void SetAnimation(string a) </code> | ||
Line 6,351: | Line 6,421: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetBodyGroup|SetBodyGroup}} | ||
| <code>void SetBodyGroup(string a) </code> | | <code>void SetBodyGroup(string a) </code> | ||
Line 6,359: | Line 6,429: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetMaterialGroup|SetMaterialGroup}} | ||
| <code>void SetMaterialGroup(utlstringtoken a) </code> | | <code>void SetMaterialGroup(utlstringtoken a) </code> | ||
Line 6,367: | Line 6,437: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetVelocity|SetVelocity}} | ||
| <code>void SetVelocity(Vector velocity) </code> | | <code>void SetVelocity(Vector velocity) </code> | ||
Line 6,395: | Line 6,465: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentAngles|GetAttachmentAngles}} | ||
| <code>Vector GetAttachmentAngles(int a) </code> | | <code>Vector GetAttachmentAngles(int a) </code> | ||
Line 6,402: | Line 6,472: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentOrigin|GetAttachmentOrigin}} | ||
| <code>Vector GetAttachmentOrigin(int a) </code> | | <code>Vector GetAttachmentOrigin(int a) </code> | ||
Line 6,409: | Line 6,479: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetModelScale|GetModelScale}} | ||
| <code>float GetModelScale() </code> | | <code>float GetModelScale() </code> | ||
Line 6,415: | Line 6,485: | ||
| 获取实体的模型比例。 | | 获取实体的模型比例。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.IsSequenceFinished|IsSequenceFinished}} | ||
| <code>bool IsSequenceFinished() </code> | | <code>bool IsSequenceFinished() </code> | ||
Line 6,424: | Line 6,494: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.ScriptLookupAttachment|ScriptLookupAttachment}} | ||
| <code>int ScriptLookupAttachment(string a) </code> | | <code>int ScriptLookupAttachment(string a) </code> | ||
Line 6,431: | Line 6,501: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetBodygroup|SetBodygroup}} | ||
| <code>void SetBodygroup(int a, int b) </code> | | <code>void SetBodygroup(int a, int b) </code> | ||
Line 6,438: | Line 6,508: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetModelScale|SetModelScale}} | ||
| <code>void SetModelScale(float scale) </code> | | <code>void SetModelScale(float scale) </code> | ||
Line 6,445: | Line 6,515: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetPoseParameter|SetPoseParameter}} | ||
| <code>float SetPoseParameter(string a, float b) </code> | | <code>float SetPoseParameter(string a, float b) </code> | ||
Line 6,466: | Line 6,536: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetEquippedWeapons|GetEquippedWeapons}} | ||
| <code>table GetEquippedWeapons() </code> | | <code>table GetEquippedWeapons() </code> | ||
Line 6,473: | Line 6,543: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetWeaponCount|GetWeaponCount}} | ||
| <code>int GetWeaponCount() </code> | | <code>int GetWeaponCount() </code> | ||
Line 6,498: | Line 6,568: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile|CreateLinearProjectile}} | ||
| <code>int CreateLinearProjectile(table infoTable) </code> | | <code>int CreateLinearProjectile(table infoTable) </code> | ||
Line 6,505: | Line 6,575: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateTrackingProjectile|CreateTrackingProjectile}} | ||
| <code>void CreateTrackingProjectile(handle a) </code> | | <code>void CreateTrackingProjectile(handle a) </code> | ||
Line 6,512: | Line 6,582: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.DestroyLinearProjectile|DestroyLinearProjectile}} | ||
| <code>void DestroyLinearProjectile(int a) </code> | | <code>void DestroyLinearProjectile(int a) </code> | ||
Line 6,519: | Line 6,589: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.GetLinearProjectileVelocity|GetLinearProjectileVelocity}} | ||
| <code>Vector GetLinearProjectileVelocity(int int_1) </code> | | <code>Vector GetLinearProjectileVelocity(int int_1) </code> | ||
Line 6,526: | Line 6,596: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.ProjectileDodge|ProjectileDodge}} | ||
| <code>void ProjectileDodge(handle a) </code> | | <code>void ProjectileDodge(handle a) </code> | ||
Line 6,549: | Line 6,619: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Disable|Disable}} | ||
| <code>void Disable() </code> | | <code>void Disable() </code> | ||
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|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Enable|Enable}} | ||
| <code>void Enable() </code> | | <code>void Enable() </code> | ||
Line 6,563: | Line 6,633: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.IsTouching|IsTouching}} | ||
| <code>bool IsTouching(handle a) </code> | | <code>bool IsTouching(handle a) </code> | ||
Line 6,590: | Line 6,660: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntity|SpawnEntity}} | ||
| <code>void SpawnEntity() </code> | | <code>void SpawnEntity() </code> | ||
Line 6,597: | Line 6,667: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtEntityOrigin|SpawnEntityAtEntityOrigin}} | ||
| <code>void SpawnEntityAtEntityOrigin(handle a) </code> | | <code>void SpawnEntityAtEntityOrigin(handle a) </code> | ||
Line 6,604: | Line 6,674: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtLocation|SpawnEntityAtLocation}} | ||
| <code>void SpawnEntityAtLocation(Vector a, Vector b) </code> | | <code>void SpawnEntityAtLocation(Vector a, Vector b) </code> | ||
Line 6,611: | Line 6,681: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin|SpawnEntityAtNamedEntityOrigin}} | ||
| <code>void SpawnEntityAtNamedEntityOrigin(string a) </code> | | <code>void SpawnEntityAtNamedEntityOrigin(string a) </code> | ||
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|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAVoteSystem.StartVote|StartVote}} | ||
| <code>void StartVote(handle a) </code> | | <code>void StartVote(handle a) </code> | ||
Line 6,661: | Line 6,731: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CMarkupVolumeTagged.HasTag|HasTag}} | ||
| <code>bool HasTag(string a) </code> | | <code>bool HasTag(string a) </code> | ||
Line 6,686: | Line 6,756: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.AddResource|AddResource}} | ||
| <code>void AddResource(string a) </code> | | <code>void AddResource(string a) </code> | ||
Line 6,693: | Line 6,763: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.GetValue|GetValue}} | ||
| <code>table GetValue(string a) </code> | | <code>table GetValue(string a) </code> | ||
Line 6,718: | Line 6,788: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptKeyValues.GetValue|GetValue}} | ||
| <code>table GetValue(string a) </code> | | <code>table GetValue(string a) </code> | ||
Line 6,748: | Line 6,818: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticle|CreateParticle}} | ||
| <code>int CreateParticle(string particleName, int particleAttach, handle owningEntity)</code> | | <code>int CreateParticle(string particleName, int particleAttach, handle owningEntity)</code> | ||
| 创建一个新的粒子特效 | | 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> | | <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 | | 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> | | <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。 | | 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> | | <code>void DestroyParticle(int particleID, bool immediately)</code> | ||
| 清除粒子。 | | 清除粒子。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.GetParticleReplacement|GetParticleReplacement}} | ||
| <code>string GetParticleReplacement(string a, handle b)</code> | | <code>string GetParticleReplacement(string a, handle b)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.ReleaseParticleIndex|ReleaseParticleIndex}} | ||
| <code>void ReleaseParticleIndex(int particleId)</code> | | <code>void ReleaseParticleIndex(int particleId)</code> | ||
| 施放指定粒子特效索引号 | | 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> | | <code>void SetParticleAlwaysSimulate(int a)</code> | ||
| No Description Set | | No Description Set | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControl|SetParticleControl}} | ||
| <code>void SetParticleControl(int particleId, int controlIndex, Vector controlData)</code> | | <code>void SetParticleControl(int particleId, int controlIndex, Vector controlData)</code> | ||
| 设置控制粒子特效的控制点数据 | | 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> | | <code>void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g)</code> | ||
| No Description Set | | 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> | | <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 | | 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> | | <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。 | | 设置粒子的三向运动。 | ||
Line 6,811: | Line 6,881: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetAllHeroes|GetAllHeroes}} | ||
| <code>table GetAllHeroes() </code> | | <code>table GetAllHeroes() </code> | ||
Line 6,818: | Line 6,888: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHero|GetHero}} | ||
| <code>handle GetHero(int heroId) </code> | | <code>handle GetHero(int heroId) </code> | ||
Line 6,825: | Line 6,895: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHeroCount|GetHeroCount}} | ||
| <code>int GetHeroCount() </code> | | <code>int GetHeroCount() </code> | ||
Line 6,850: | Line 6,920: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.AddOutput|AddOutput}} | ||
| <code>void AddOutput(string a, string b) </code> | | <code>void AddOutput(string a, string b) </code> | ||
Line 6,857: | Line 6,927: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.Init|Init}} | ||
| <code>void Init(int a) </code> | | <code>void Init(int a) </code> | ||
Line 6,884: | Line 6,954: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetFarRange|SetFarRange}} | ||
| <code>void SetFarRange(float a) </code> | | <code>void SetFarRange(float a) </code> | ||
Line 6,891: | Line 6,961: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetLinearAttenuation|SetLinearAttenuation}} | ||
| <code>void SetLinearAttenuation(float a) </code> | | <code>void SetLinearAttenuation(float a) </code> | ||
Line 6,898: | Line 6,968: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetNearRange|SetNearRange}} | ||
| <code>void SetNearRange(float a) </code> | | <code>void SetNearRange(float a) </code> | ||
Line 6,905: | Line 6,975: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetQuadraticAttenuation|SetQuadraticAttenuation}} | ||
| <code>void SetQuadraticAttenuation(float a) </code> | | <code>void SetQuadraticAttenuation(float a) </code> | ||
Line 6,912: | Line 6,982: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetVolumetrics|SetVolumetrics}} | ||
| <code>void SetVolumetrics(bool a, float b, float c, int d, float e) </code> | | <code>void SetVolumetrics(bool a, float b, float c, int d, float e) </code> | ||
Line 6,937: | Line 7,007: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryColor|QueryColor}} | ||
| <code>Vector QueryColor(utlstringtoken a, Vector b) </code> | | <code>Vector QueryColor(utlstringtoken a, Vector b) </code> | ||
Line 6,944: | Line 7,014: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryFloat|QueryFloat}} | ||
| <code>float QueryFloat(utlstringtoken a, float b) </code> | | <code>float QueryFloat(utlstringtoken a, float b) </code> | ||
Line 6,951: | Line 7,021: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryInt|QueryInt}} | ||
| <code>int QueryInt(utlstringtoken a, int b) </code> | | <code>int QueryInt(utlstringtoken a, int b) </code> | ||
Line 6,958: | Line 7,028: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryNumber|QueryNumber}} | ||
| <code>float QueryNumber(utlstringtoken a, float b) </code> | | <code>float QueryNumber(utlstringtoken a, float b) </code> | ||
Line 6,965: | Line 7,035: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryString|QueryString}} | ||
| <code>string QueryString(utlstringtoken a, string b) </code> | | <code>string QueryString(utlstringtoken a, string b) </code> | ||
Line 6,972: | Line 7,042: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryVector|QueryVector}} | ||
| <code>Vector QueryVector(utlstringtoken a, Vector b) </code> | | <code>Vector QueryVector(utlstringtoken a, Vector b) </code> | ||
Line 6,997: | Line 7,067: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.DisableMotion|DisableMotion}} | ||
| <code>void DisableMotion() </code> | | <code>void DisableMotion() </code> | ||
Line 7,004: | Line 7,074: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.EnableMotion|EnableMotion}} | ||
| <code>void EnableMotion() </code> | | <code>void EnableMotion() </code> | ||
Line 7,033: | Line 7,103: | ||
|- | |- | ||
| | | {{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>void AddMinimapDebugPoint(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7)</code> | ||
| 在小地图上增加一个点。 | | 在小地图上增加一个点。 | ||
|- | |- | ||
| | | {{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> | | <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。 | | 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> | | <code>void Defeated()</code> | ||
| 摧毁遗迹等 | | 摧毁遗迹等 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.DidMatchSignoutTimeOut|DidMatchSignoutTimeOut}} | ||
| <code>bool DidMatchSignoutTimeOut()</code> | | <code>bool DidMatchSignoutTimeOut()</code> | ||
| 当游戏结束,等待弹窗时为真 | | 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> | | <code>void EnableCustomGameSetupAutoLaunch(bool bool_1)</code> | ||
| 启用 (true)或禁用 (false) 自定义游戏的自动设置。 | | 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> | | <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。 | | 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> | | <code>int GetCustomGameDifficulty()</code> | ||
| 返回自定义游戏难度。 | | 返回自定义游戏难度。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty|GetCustomGameDifficulty}} | ||
| <code>int GetCustomGameDifficulty()</code> | | <code>int GetCustomGameDifficulty()</code> | ||
| 返回自定义游戏模式难度 | | 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> | | <code>int GetDifficulty()</code> | ||
| 返回游戏难度 | | 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> | | <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)。 | | 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> | | <code>handle GetDroppedItem(int dropIndex)</code> | ||
| 获得第X个掉落物品 | | 获得第X个掉落物品 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameModeEntity|GetGameModeEntity}} | ||
| <code>handle GetGameModeEntity()</code> | | <code>handle GetGameModeEntity()</code> | ||
| 设置游戏模式实体 | | 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> | | <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)。 | | 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> | | <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 | | 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> | | <code>bool GetMatchSignoutComplete()</code> | ||
| 是否已经接受包含回报信息的弹窗 | | 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> | | <code>float GetNianFightStartTime()</code> | ||
| 获得年兽大战开始时间 | | 获得年兽大战开始时间 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianTotalDamageTaken|GetNianTotalDamageTaken}} | ||
| <code>int GetNianTotalDamageTaken()</code> | | <code>int GetNianTotalDamageTaken()</code> | ||
| 芳晓活动,获得年兽受到的总伤害 | | 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> | | <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 | | 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> | | <code>float GetTimeOfDay()</code> | ||
| 获取一天中的时间(游戏时间) | | 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> | | <code>bool IsDaytime()</code> | ||
| 是否是白天 | | 是否是白天 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsGamePaused|IsGamePaused}} | ||
| <code>bool IsGamePaused()</code> | | <code>bool IsGamePaused()</code> | ||
| 返回游戏是否被暂停了。 | | 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> | | <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。 | | 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> | | <code>void MakeTeamLose(int team)</code> | ||
| 使指定队伍失败 | | 使指定队伍失败 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.NumDroppedItems|NumDroppedItems}} | ||
| <code>int NumDroppedItems()</code> | | <code>int NumDroppedItems()</code> | ||
| 返回当前掉落在地面的物品数量 | | 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> | | <code>bool PlayerHasCustomGameHostPrivileges(handle handle_1)</code> | ||
| 返回玩家是否具有主机特权 (洗牌等)。 | | 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> | | <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 | | 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> | | <code>void ResetDefeated()</code> | ||
| 遗迹摧毁后重新开始 | | 遗迹摧毁后重新开始 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetToHeroSelection|ResetToHeroSelection}} | ||
| <code>void ResetToHeroSelection()</code> | | <code>void ResetToHeroSelection()</code> | ||
| 重新开始时选择英雄 | | 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> | | <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<;) | | 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> | | <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。 | | 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> | | <code>void SetCreepMinimapIconScale(float scale)</code> | ||
| 在小地图上缩放中立生物图标 | | 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> | | <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)。 | | 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> | | <code>void SetCustomGameDifficulty(int a)</code> | ||
| 设置自定义游戏模式难度等级 | | 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> | | <code>void SetCustomGameEndDelay(float delay)</code> | ||
| 设置游戏完全结束前的等待时间。 | | 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> | | <code>void SetCustomGameSetupAutoLaunchDelay(float float_1)</code> | ||
| 设置自动开始前的等待时间。 | | 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> | | <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。 | | 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> | | <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) | | 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> | | <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 | | 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> | | <code>void SetCustomVictoryMessage(string string_1)</code> | ||
| 设置胜利信息。 | | 设置胜利信息。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessageDuration|SetCustomVictoryMessageDuration}} | ||
| <code>void SetCustomVictoryMessageDuration(float duration)</code> | | <code>void SetCustomVictoryMessageDuration(float duration)</code> | ||
| 设置自订胜利信息将会持续多长时间。 | | 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> | | <code>void SetFirstBloodActive(bool a)</code> | ||
| 设置第一滴血是否已经产生 | | 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> | | <code>void SetGameWinner(int team)</code> | ||
| 使指定队伍胜利 | | 使指定队伍胜利 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldPerTick|SetGoldPerTick}} | ||
| <code>void SetGoldPerTick(int a)</code> | | <code>void SetGoldPerTick(int a)</code> | ||
| 设置每个时间间隔获得的金币 | | 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> | | <code>void SetGoldTickTime(float a)</code> | ||
| 设置获得金币的时间周期 | | 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> | | <code>void SetHeroMinimapIconScale(int iconSize)</code> | ||
| 设置小地图英雄图标尺寸 | | 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> | | <code>void SetHeroRespawnEnabled(bool canRespawn)</code> | ||
| 设置是否使用默认英雄复活规则 | | 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> | | <code>void SetHeroSelectionTime(float time)</code> | ||
| 设置选择英雄的时间 | | 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> | | <code>void SetHideKillMessageHeaders(bool hide)</code> | ||
| 设置是否隐藏击杀提示。 | | 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> | | <code>void SetNianFightStartTime(float a)</code> | ||
| 设置年兽大战开始时间 | | 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> | | <code>void SetOverlayHealthBarUnit(handle unit, int style)</code> | ||
| 在前端蒙版生命条上显示单位生命值 | | 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> | | <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 | | 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> | | <code>void SetPreGameTime(float time)</code> | ||
| 设置选择英雄与开始游戏之间的时间 | | 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> | | <code>void SetRuneMinimapIconScale(float scale)</code> | ||
| 缩放小地图神符图标 | | 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> | | <code>void SetRuneSpawnTime(float time)</code> | ||
| 设置神符刷新时间 | | 设置神符刷新时间 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSafeToLeave|SetSafeToLeave}} | ||
| <code>void SetSafeToLeave(bool safeToLeave)</code> | | <code>void SetSafeToLeave(bool safeToLeave)</code> | ||
| 标记游戏可安全离开 | | 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> | | <code>void SetSameHeroSelectionEnabled(bool enabled)</code> | ||
| 允许选择重复英雄 | | 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> | | <code>void SetStartingGold(int int_1)</code> | ||
| 设置初始金钱。 | | 设置初始金钱。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTimeOfDay|SetTimeOfDay}} | ||
| <code>void SetTimeOfDay(float time)</code> | | <code>void SetTimeOfDay(float time)</code> | ||
| 设置一天中的时间(游戏时间) | | 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> | | <code>void SetTreeRegrowTime(float time)</code> | ||
| 设置树重新生长的时间(秒) | | 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> | | <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 | | 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> | | <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) | | 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> | | <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 | | 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> | | <code><> State_Get()</code> | ||
| 获取当前游戏规则状态 | | 获取当前游戏规则状态 | ||
Line 7,300: | Line 7,374: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetBloomScale|GetBloomScale}} | ||
| <code>float GetBloomScale() </code> | | <code>float GetBloomScale() </code> | ||
Line 7,307: | Line 7,381: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMaxExposure|GetMaxExposure}} | ||
| <code>float GetMaxExposure() </code> | | <code>float GetMaxExposure() </code> | ||
Line 7,314: | Line 7,388: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMinExposure|GetMinExposure}} | ||
| <code>float GetMinExposure() </code> | | <code>float GetMinExposure() </code> | ||
Line 7,321: | Line 7,395: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetBloomScale|SetBloomScale}} | ||
| <code>void SetBloomScale(float a) </code> | | <code>void SetBloomScale(float a) </code> | ||
Line 7,328: | Line 7,402: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMaxExposure|SetMaxExposure}} | ||
| <code>void SetMaxExposure(float a) </code> | | <code>void SetMaxExposure(float a) </code> | ||
Line 7,335: | Line 7,409: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMinExposure|SetMinExposure}} | ||
| <code>void SetMinExposure(float a) </code> | | <code>void SetMinExposure(float a) </code> | ||
Line 7,360: | Line 7,434: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Axis|Axis}} | ||
| <code>void Axis(Vector a, Quaternion b, float c, bool d, float e) </code> | | <code>void Axis(Vector a, Quaternion b, float c, bool d, float e) </code> | ||
Line 7,367: | Line 7,441: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code> | ||
Line 7,374: | Line 7,448: | ||
|- | |- | ||
| | | {{L|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> | | <code>void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) </code> | ||
Line 7,381: | Line 7,455: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
Line 7,388: | Line 7,462: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
Line 7,395: | Line 7,469: | ||
|- | |- | ||
| | | {{L|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> | | <code>void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
Line 7,402: | Line 7,476: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
Line 7,409: | Line 7,483: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
Line 7,416: | Line 7,490: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
Line 7,423: | Line 7,497: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
Line 7,430: | Line 7,504: | ||
|- | |- | ||
| | | {{L|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> | | <code>void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) </code> | ||
Line 7,437: | Line 7,511: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAttachments|EntityAttachments}} | ||
| <code>void EntityAttachments(ehandle | | <code>void EntityAttachments(ehandle ehandle_1, float float_2, float float_3) </code> | ||
| 绘制实体附件 | | 绘制实体附件 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAxis|EntityAxis}} | ||
| <code>void EntityAxis(ehandle a, float b, bool c, float d) </code> | | <code>void EntityAxis(ehandle a, float b, bool c, float d) </code> | ||
Line 7,451: | Line 7,525: | ||
|- | |- | ||
| | | {{L|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> | | <code>void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) </code> | ||
Line 7,458: | Line 7,532: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntitySkeleton|EntitySkeleton}} | ||
| <code>void EntitySkeleton(ehandle a, float b) </code> | | <code>void EntitySkeleton(ehandle a, float b) </code> | ||
Line 7,465: | Line 7,539: | ||
|- | |- | ||
| | | {{L|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> | | <code>void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) </code> | ||
Line 7,472: | Line 7,546: | ||
|- | |- | ||
| | | {{L|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> | | <code>void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code> | ||
Line 7,479: | Line 7,553: | ||
|- | |- | ||
| | | {{L|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> | | <code>void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
Line 7,486: | Line 7,560: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code> | ||
Line 7,493: | Line 7,567: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code> | ||
Line 7,500: | Line 7,574: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PopDebugOverlayScope|PopDebugOverlayScope}} | ||
| <code>void PopDebugOverlayScope() </code> | | <code>void PopDebugOverlayScope() </code> | ||
Line 7,507: | Line 7,581: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope|PushAndClearDebugOverlayScope}} | ||
| <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code> | | <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code> | ||
Line 7,514: | Line 7,588: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushDebugOverlayScope|PushDebugOverlayScope}} | ||
| <code>void PushDebugOverlayScope(utlstringtoken a) </code> | | <code>void PushDebugOverlayScope(utlstringtoken a) </code> | ||
Line 7,521: | Line 7,595: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.RemoveAllInScope|RemoveAllInScope}} | ||
| <code>void RemoveAllInScope(utlstringtoken a) </code> | | <code>void RemoveAllInScope(utlstringtoken a) </code> | ||
Line 7,528: | Line 7,602: | ||
|- | |- | ||
| | | {{L|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> | | <code>void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
Line 7,535: | Line 7,609: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
Line 7,542: | Line 7,616: | ||
|- | |- | ||
| | | {{L|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> | | <code>void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) </code> | ||
Line 7,549: | Line 7,623: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) </code> | ||
Line 7,556: | Line 7,630: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j) </code> | ||
Line 7,563: | Line 7,637: | ||
|- | |- | ||
| | | {{L|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> | | <code>void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) </code> | ||
Line 7,570: | Line 7,644: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType|UnitTestCycleOverlayRenderType}} | ||
| <code>void UnitTestCycleOverlayRenderType() </code> | | <code>void UnitTestCycleOverlayRenderType() </code> | ||
Line 7,577: | Line 7,651: | ||
|- | |- | ||
| | | {{L|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> | | <code>void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) </code> | ||
Line 7,584: | Line 7,658: | ||
|- | |- | ||
| | | {{L|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> | | <code>void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
Line 7,591: | Line 7,665: | ||
|- | |- | ||
| | | {{L|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> | | <code>void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
Line 7,618: | Line 7,692: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetCurrentScene|GetCurrentScene}} | ||
| <code>handle GetCurrentScene() </code> | | <code>handle GetCurrentScene() </code> | ||
Line 7,625: | Line 7,699: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetSceneByIndex|GetSceneByIndex}} | ||
| <code>handle GetSceneByIndex(int a) </code> | | <code>handle GetSceneByIndex(int a) </code> | ||
Line 7,652: | Line 7,726: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.AddBroadcastTeamTarget|AddBroadcastTeamTarget}} | ||
| <code>void AddBroadcastTeamTarget(int a) </code> | | <code>void AddBroadcastTeamTarget(int a) </code> | ||
Line 7,659: | Line 7,733: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Cancel|Cancel}} | ||
| <code>void Cancel() </code> | | <code>void Cancel() </code> | ||
Line 7,666: | Line 7,740: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.EstimateLength|EstimateLength}} | ||
| <code>float EstimateLength() </code> | | <code>float EstimateLength() </code> | ||
Line 7,673: | Line 7,747: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindCamera|FindCamera}} | ||
| <code>handle FindCamera() </code> | | <code>handle FindCamera() </code> | ||
Line 7,680: | Line 7,754: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindNamedEntity|FindNamedEntity}} | ||
| <code>handle FindNamedEntity(string a) </code> | | <code>handle FindNamedEntity(string a) </code> | ||
Line 7,687: | Line 7,761: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPaused|IsPaused}} | ||
| <code>bool IsPaused() </code> | | <code>bool IsPaused() </code> | ||
Line 7,694: | Line 7,768: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPlayingBack|IsPlayingBack}} | ||
| <code>bool IsPlayingBack() </code> | | <code>bool IsPlayingBack() </code> | ||
Line 7,701: | Line 7,775: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.LoadSceneFromString|LoadSceneFromString}} | ||
| <code>bool LoadSceneFromString(string a, string b) </code> | | <code>bool LoadSceneFromString(string a, string b) </code> | ||
Line 7,708: | Line 7,782: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.RemoveBroadcastTeamTarget|RemoveBroadcastTeamTarget}} | ||
| <code>void RemoveBroadcastTeamTarget(int a) </code> | | <code>void RemoveBroadcastTeamTarget(int a) </code> | ||
Line 7,715: | Line 7,789: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Start|Start}} | ||
| <code>void Start(handle a) </code> | | <code>void Start(handle a) </code> | ||
Line 7,739: | Line 7,813: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.CanFindPath|CanFindPath}} | ||
| <code>bool CanFindPath(Vector Vector_1, Vector Vector_2)</code> | | <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) | | 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> | | <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 | | 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> | | <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 ) | | 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> | | <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). | | 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}} | ||
| <code>float GridPosToWorldCenterX(int a) </code> | | <code>float GridPosToWorldCenterX(int a) </code> | ||
Line 7,762: | Line 7,836: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterY|GridPosToWorldCenterY}} | ||
| <code>float GridPosToWorldCenterY(int a) </code> | | <code>float GridPosToWorldCenterY(int a) </code> | ||
Line 7,769: | Line 7,843: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsBlocked|IsBlocked}} | ||
| <code>bool IsBlocked(Vector a) </code> | | <code>bool IsBlocked(Vector a) </code> | ||
Line 7,776: | Line 7,850: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsNearbyTree|IsNearbyTree}} | ||
| <code>bool IsNearbyTree(Vector position, float radius, bool c) </code> | | <code>bool IsNearbyTree(Vector position, float radius, bool c) </code> | ||
Line 7,784: | Line 7,858: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsTraversable|IsTraversable}} | ||
| <code>bool IsTraversable(Vector a) </code> | | <code>bool IsTraversable(Vector a) </code> | ||
Line 7,791: | Line 7,865: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.RegrowAllTrees|RegrowAllTrees}} | ||
| <code>void RegrowAllTrees() </code> | | <code>void RegrowAllTrees() </code> | ||
Line 7,799: | Line 7,873: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosX|WorldToGridPosX}} | ||
| <code>int WorldToGridPosX(float a) </code> | | <code>int WorldToGridPosX(float a) </code> | ||
Line 7,806: | Line 7,880: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosY|WorldToGridPosY}} | ||
| <code>int WorldToGridPosY(float a) </code> | | <code>int WorldToGridPosY(float a) </code> | ||
Line 7,831: | Line 7,905: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetBool|GetBool}} | ||
| <code>table GetBool(string variableName) </code> | | <code>table GetBool(string variableName) </code> | ||
Line 7,838: | Line 7,912: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetCommandClient|GetCommandClient}} | ||
| <code>handle GetCommandClient() </code> | | <code>handle GetCommandClient() </code> | ||
Line 7,845: | Line 7,919: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetDOTACommandClient|GetDOTACommandClient}} | ||
| <code>handle GetDOTACommandClient() </code> | | <code>handle GetDOTACommandClient() </code> | ||
Line 7,852: | Line 7,926: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetFloat|GetFloat}} | ||
| <code>table GetFloat(string name) </code> | | <code>table GetFloat(string name) </code> | ||
Line 7,859: | Line 7,933: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetInt|GetInt}} | ||
| <code>table GetInt(string a) </code> | | <code>table GetInt(string a) </code> | ||
Line 7,866: | Line 7,940: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetStr|GetStr}} | ||
| <code>table GetStr(string variableName) </code> | | <code>table GetStr(string variableName) </code> | ||
Line 7,873: | Line 7,947: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.RegisterCommand|RegisterCommand}} | ||
| <code>void RegisterCommand(string variableName, handle function, string helpText, int flags) </code> | | <code>void RegisterCommand(string variableName, handle function, string helpText, int flags) </code> | ||
Line 7,880: | Line 7,954: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.RegisterConvar|RegisterConvar}} | ||
| <code>void RegisterConvar(string name, string defaultValue, string helpText, int flags) </code> | | <code>void RegisterConvar(string name, string defaultValue, string helpText, int flags) </code> | ||
Line 7,887: | Line 7,961: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetBool|SetBool}} | ||
| <code>void SetBool(string variableName, bool value) </code> | | <code>void SetBool(string variableName, bool value) </code> | ||
Line 7,894: | Line 7,968: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetFloat|SetFloat}} | ||
| <code>void SetFloat(string variableName, float value) </code> | | <code>void SetFloat(string variableName, float value) </code> | ||
Line 7,901: | Line 7,975: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetInt|SetInt}} | ||
| <code>void SetInt(string a, int b) </code> | | <code>void SetInt(string a, int b) </code> | ||
Line 7,908: | Line 7,982: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.SetStr|SetStr}} | ||
| <code>void SetStr(string a, string b) </code> | | <code>void SetStr(string a, string b) </code> | ||
Line 7,937: | Line 8,011: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__add|__add}} | ||
| <code>Vector __add(Vector a, Vector b) </code> | | <code>Vector __add(Vector a, Vector b) </code> | ||
Line 7,944: | Line 8,018: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__div|__div}} | ||
| <code>Vector __div(Vector a, Vector b) </code> | | <code>Vector __div(Vector a, Vector b) </code> | ||
Line 7,951: | Line 8,025: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__eq|__eq}} | ||
| <code>bool __eq(Vector a, Vector b) </code> | | <code>bool __eq(Vector a, Vector b) </code> | ||
Line 7,958: | Line 8,032: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__len|__len}} | ||
| <code>float __len() </code> | | <code>float __len() </code> | ||
Line 7,965: | Line 8,039: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__mul|__mul}} | ||
| <code>Vector __mul(Vector a, Vector b) </code> | | <code>Vector __mul(Vector a, Vector b) </code> | ||
Line 7,972: | Line 8,046: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__sub|__sub}} | ||
| <code>Vector __sub(Vector a, Vector b) </code> | | <code>Vector __sub(Vector a, Vector b) </code> | ||
Line 7,979: | Line 8,053: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__tostring|__tostring}} | ||
| <code>string __tostring() </code> | | <code>string __tostring() </code> | ||
Line 7,986: | Line 8,060: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__unm|__unm}} | ||
| <code>Vector __unm() </code> | | <code>Vector __unm() </code> | ||
Line 7,993: | Line 8,067: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Cross|Cross}} | ||
| <code>Vector Cross(Vector a, Vector b) </code> | | <code>Vector Cross(Vector a, Vector b) </code> | ||
Line 8,000: | Line 8,074: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Dot|Dot}} | ||
| <code>float Dot(Vector a, Vector b) </code> | | <code>float Dot(Vector a, Vector b) </code> | ||
Line 8,007: | Line 8,081: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Length|Length}} | ||
| <code>float Length() </code> | | <code>float Length() </code> | ||
Line 8,014: | Line 8,088: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Length2D|Length2D}} | ||
| <code>float Length2D() </code> | | <code>float Length2D() </code> | ||
Line 8,021: | Line 8,095: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Normalized|Normalized}} | ||
| <code>Vector Normalized() </code> | | <code>Vector Normalized() </code> | ||
Line 8,048: | Line 8,122: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDown|CutDown}} | ||
| <code>void CutDown(int TeamNumberKnownTo ) </code> | | <code>void CutDown(int TeamNumberKnownTo ) </code> | ||
Line 8,056: | Line 8,130: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDownRegrowAfter|CutDownRegrowAfter}} | ||
| <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code> | | <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code> | ||
Line 8,064: | Line 8,138: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.GrowBack|GrowBack}} | ||
| <code>void GrowBack() </code> | | <code>void GrowBack() </code> | ||
Line 8,072: | Line 8,146: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.IsStanding|IsStanding}} | ||
| <code>bool IsStanding() </code> | | <code>bool IsStanding() </code> | ||
Line 8,096: | Line 8,170: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.IsEnabled|IsEnabled}} | ||
| <code>bool IsEnabled() </code> | | <code>bool IsEnabled() </code> | ||
Line 8,104: | Line 8,178: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.SetEnabled|SetEnabled}} | ||
| <code>void SetEnabled(bool enabled, bool b) </code> | | <code>void SetEnabled(bool enabled, bool b) </code> | ||
Line 8,125: | Line 8,199: | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Courier.UpgradeToFlyingCourier|UpgradeToFlyingCourier}} | ||
| <code> | | <code>bool UpgradeToFlyingCourier()</code> | ||
| 升级为飞行信使。 | | 升级为飞行信使。 | ||
Line 8,141: | Line 8,215: | ||
! 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> | | <code>handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable) </code> | ||
| 获取单位的攻击力。 | | 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> | | <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。 | | 在指定地点应用一个数据驱动thinker。 | ||
Line 8,159: | Line 8,233: | ||
! Description | ! Description | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetLightGroup|SetLightGroup}} | ||
| <code>void SetLightGroup(string pLightGroup) </code> | | <code>void SetLightGroup(string pLightGroup) </code> | ||
| SetLightGroup( string ): 设置实体所属的光照组。 | | SetLightGroup( string ): 设置实体所属的光照组。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetModel|SetModel}} | ||
| <code>void SetModel(string pModelName) </code> | | <code>void SetModel(string pModelName) </code> | ||
| 设置模型 | | 设置模型 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetRenderColor|SetRenderColor}} | ||
| <code>void SetRenderColor(int r, int g, int b) </code> | | <code>void SetRenderColor(int r, int g, int b) </code> | ||
| SetRenderColor( r, g, b ): 设置实体的渲染颜色。 | | 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> | | <code>void SetRenderMode(int nMode) </code> | ||
| SetRenderMode( int ): 设置实体的渲染模式。 | | 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> | | <code>void SetSize(Vector mins, Vector maxs) </code> | ||
| 设置尺寸。 | | 设置尺寸。 | ||
|} | |} | ||
=== CCustomGameEventManager === | |||
''No Description Set'' | |||
''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。 | |||
|} | |||
=== CCustomNetTableManager === | |||
''No Description Set'' | |||
''Global accessor variable:'' <code>CustomNetTables</code> | |||
{| class="standard-table" style="width: 100%;" | |||
! 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 ) | |||
|} | |||
=== CDOTATutorial === | === CDOTATutorial === | ||
Line 8,189: | Line 8,313: | ||
! 解释 | ! 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> | | <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。 | | 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> | | <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。 | | 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> | | <code>void AddShopWhitelistItem(string string_1)</code> | ||
| 向商店白名单中添加一个物品。 | | 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> | | <code>void CompleteQuest(string string_1)</code> | ||
| 完成一个任务。 | | 完成一个任务。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.CreateLocationTask|CreateLocationTask}} | ||
| <code>void CreateLocationTask(Vector Vector_1)</code> | | <code>void CreateLocationTask(Vector Vector_1)</code> | ||
| 增加一个移动到指定地点的任务。 | | 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> | | <code>void EnableCreepAggroViz(bool bool_1)</code> | ||
| 当小兵对英雄产生仇恨时提醒玩家。 | | 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> | | <code>void EnablePlayerOffscreenTip(bool bool_1) </code> | ||
| 启用提醒玩家找到其英雄的提示。 | | 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> | | <code>void EnableTowerAggroViz(bool bool_1)</code> | ||
| 当防御塔对英雄产生仇恨时提醒玩家。 | | 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> | | <code>void FinishTutorial()</code> | ||
| 结束教程。 | | 结束教程。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.ForceGameStart|ForceGameStart}} | ||
| <code>void ForceGameStart()</code> | | <code>void ForceGameStart()</code> | ||
| 强制开始游戏。 | | 强制开始游戏。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.GetTimeFrozen|GetTimeFrozen}} | ||
| <code>bool GetTimeFrozen()</code> | | <code>bool GetTimeFrozen()</code> | ||
| 返回时间是否停止。 | | 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> | | <code>bool IsItemInWhiteList(string string_1)</code> | ||
| 返回物品是否在白名单中。 | | 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> | | <code>void RemoveShopWhitelistItem(string string_1)</code> | ||
| 从白名单中移除一个物品。 | | 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> | | <code>void SelectHero(string string_1)</code> | ||
| 为本地玩家选取一个英雄。 | | 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> | | <code>void SelectPlayerTeam(string string_1)</code> | ||
| 为本地玩家选取一个队伍。 | | 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> | | <code>void SetItemGuide(string string_1) </code> | ||
| 设置当前的物品指南。 | | 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> | | <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。 | | 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> | | <code>void SetQuickBuy(string string_1)</code> | ||
| 设置快速购买。 | | 设置快速购买。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetShopOpen|SetShopOpen}} | ||
| <code>void SetShopOpen(bool bool_1)</code> | | <code>void SetShopOpen(bool bool_1)</code> | ||
| 设置打开/关闭商店。 | | 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> | | <code>void SetTimeFrozen(bool bool_1)</code> | ||
| 设置是否停止时间。 | | 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> | | <code>void SetTutorialConvar(string string_1, string string_2)</code> | ||
| Set a tutorial convar | | Set a tutorial convar | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTutorialUI|SetTutorialUI}} | ||
| <code>void SetTutorialUI(int int_1)</code> | | <code>void SetTutorialUI(int int_1)</code> | ||
| 设置教学UI,以简化界面并突出一些元素。 | | 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> | | <code>void SetWhiteListEnabled(bool bool_1)</code> | ||
| 设置是否将商店物品加入白名单。 | | 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> | | <code>void StartTutorialMode() </code> | ||
| 初始化教学模式。 | | 初始化教学模式。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.UpgradePlayerAbility|UpgradePlayerAbility}} | ||
| <code>void UpgradePlayerAbility(string string_1)</code> | | <code>void UpgradePlayerAbility(string string_1)</code> | ||
| 为本地英雄升级某个技能。 | | 为本地英雄升级某个技能。 | ||
Line 8,299: | Line 8,423: | ||
! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResult|CastFilterResult}} | ||
| <code>int CastFilterResult()</code> | | <code>int CastFilterResult()</code> | ||
| 判断一个无目标的命令是否有效 | | 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> | | <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 | | (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> | | <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 | | (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> | | <code>string GetAssociatedPrimaryAbilities()</code> | ||
| 获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality. | | 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> | | <code>string GetAssociatedSecondaryAbilities()</code> | ||
| Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities. | | 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> | | <code>int GetBehavior()</code> | ||
| 返回技能的施法动作类型 | | 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> | | <code>int GetCastAnimation()</code> | ||
| 返回技能的施法动画 | | 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> | | <code>int GetCastRange(Vector vLocation, handle hTarget)</code> | ||
| 返回技能的施法范围 | | 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> | | <code>int GetChannelAnimation()</code> | ||
| 返回技能的持续施法动画 | | 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> | | <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) | | 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> | | <code>float GetChannelTime()</code> | ||
| 返回技能的持续施法时间 | | 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> | | <code>int GetConceptRecipientType()</code> | ||
| 返回该技能被释放时将听到语音的单位 | | 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> | | <code>float GetCooldown(int iLevel)</code> | ||
| 返回技能的CD | | 返回技能的CD | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastError|GetCustomCastError}} | ||
| <code>string GetCustomCastError()</code> | | <code>string GetCustomCastError()</code> | ||
| 返回一条失效的无目标命令的错误信息 | | 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> | | <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 | | (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> | | <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 | | (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> | | <code>int GetGoldCost(int iLevel)</code> | ||
| 返回某等级的金钱花费(当前为-1) | | 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> | | <code>string GetIntrinsicModifierName()</code> | ||
| 返回被该技能被动施加的Mordifier | | 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> | | <code>int GetManaCost(int iLevel)</code> | ||
| 返回某等级的魔法消耗(当前为-1) | | 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> | | <code>float GetPlaybackRateOverride()</code> | ||
| 返回施法动画的播放速度 | | 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> | | <code>bool IsHiddenAbilityCastable()</code> | ||
| 返回当该技能不在动作面板上时是否能使用 | | 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> | | <code>bool IsHiddenWhenStolen()</code> | ||
| 返回该技能被技能窃取后是否是隐藏的 | | 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> | | <code>bool IsRefreshable()</code> | ||
| 返回该技能是否能被刷新球刷新 | | 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> | | <code>bool IsStealable()</code> | ||
| 返回该技能是否能被窃取 | | 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> | | <code>void OnAbilityPhaseInterrupted()</code> | ||
| 施法被打断 | | 施法被打断 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnAbilityPhaseStart|OnAbilityPhaseStart}} | ||
| <code>bool OnAbilityPhaseStart()</code> | | <code>bool OnAbilityPhaseStart()</code> | ||
| 施法开始(施法成功时返回True) | | 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> | | <code>void OnChannelFinish(bool bInterrupted)</code> | ||
| (bool bInterrupted) 持续施法完成 | | (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> | | <code>void OnChannelThink(float flInterval)</code> | ||
| (float flInterval) 持续施法开始 | | (float flInterval) 持续施法开始 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}} | ||
| <code>void OnHeroCalculateStatBonus()</code> | | <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. | | 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> | | <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 | | 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> | | <code>void OnHeroLevelUp()</code> | ||
| 施法者升级 | | 施法者升级 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnInventoryContentsChanged|OnInventoryContentsChanged}} | ||
| <code>void OnInventoryContentsChanged()</code> | | <code>void OnInventoryContentsChanged()</code> | ||
| 施法者物品库存发生变化 | | 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> | | <code>void OnItemEquipped(handle hItem)</code> | ||
| ( HSCRIPT hItem ) 施法者装备了物品 | | ( 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> | | <code>void OnOwnerDied()</code> | ||
| 施法者死亡 | | 施法者死亡 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnOwnerSpawned|OnOwnerSpawned}} | ||
| <code>void OnOwnerSpawned()</code> | | <code>void OnOwnerSpawned()</code> | ||
| 施法者第一次出生或重生 | | 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> | | <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) | | (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> | | <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) | | (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> | | <code>void OnProjectileThink(Vector vLocation)</code> | ||
| (Vector vLocation) 投射物正在运动 | | (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> | | <code>void OnProjectileThink_ExtraData(Vector vLocation, handle table)</code> | ||
| (Vector vLocation, table kv ) 投射物正在运动 | | (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> | | <code>void OnSpellStart()</code> | ||
| 施法前摇结束,技能效果开始 | | 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> | | <code>void OnStolen(handle hSourceAbility)</code> | ||
| ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为 | | ( 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> | | <code>void OnToggle()</code> | ||
| Ability is toggled on/off. 技能被开启/关闭 | | 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> | | <code>void OnUnStolen()</code> | ||
| 当技能未被(成功)窃取时,进行的某特殊行为 | | 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> | | <code>void OnUpgrade()</code> | ||
| 技能升级 | | 技能升级 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.ProcsMagicStick|ProcsMagicStick}} | ||
| <code>bool ProcsMagicStick() </code> | | <code>bool ProcsMagicStick() </code> | ||
| 返回该技能是否会增加周围单位的魔棒点数 | | 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> | | <code>int SpeakTrigger()</code> | ||
| 返回所使用的语音类型 | | 返回所使用的语音类型 | ||
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! 解释 | ! 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> | | <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 */ ) | | 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> | | <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 ) | | 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> | | <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 ) | | 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> | | <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 ) | | 切换已有的用户见面元素的可见性。 ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible ) | ||
Line 8,518: | Line 8,642: | ||
! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPropHMDAvatar.GetVRHand|GetVRHand}} | ||
| <code>handle GetVRHand(int nHandID) </code> | | <code>handle GetVRHand(int nHandID) </code> | ||
| 根据ID获取VR | | 根据ID获取VR | ||
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! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CPropVRHand.GetAttachment|GetAttachment}} | ||
| <code>handle GetAttachment() </code> | | <code>handle GetAttachment() </code> | ||
| 获取这只手上的附件。 | | 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> | | <code>void SetAttachment(handle hAttachment) </code> | ||
| 设置这只手上的附件。 | | 设置这只手上的附件。 | ||
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! 解释 | ! 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> | | <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。 | | 增加粒子。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.DecrementStackCount|DecrementStackCount}} | ||
| <code>void DecrementStackCount()</code> | | <code>void DecrementStackCount()</code> | ||
| 将Mordifier的叠加层数-1 | | 将Mordifier的叠加层数-1 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.Destroy|Destroy}} | ||
| <code>void Destroy()</code> | | <code>void Destroy()</code> | ||
| 运行所有相关的移除函数来移除这个Mordifier。 | | 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> | | <code>void ForceRefresh()</code> | ||
| 运行所有相关的刷新函数,使Mordifier恢复到初始 | | 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> | | <code>handle GetAbility()</code> | ||
| 获取产生这个Mordifier的技能。 | | 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> | | <code>handle GetCaster()</code> | ||
| 获取产生这个Mordifier的单位。 | | 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> | | <code>string GetClass()</code> | ||
| 获取这个Mordifier所属的类。 | | 获取这个Mordifier所属的类。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetCreationTime|GetCreationTime}} | ||
| <code>float GetCreationTime()</code> | | <code>float GetCreationTime()</code> | ||
| 获取这个Mordifier的创建时间。 | | 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> | | <code>float GetDieTime()</code> | ||
| 获取这个Mordifier的终止时间。 | | 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> | | <code>float GetDuration()</code> | ||
| 获取这个Mordifier的持续时间。 | | 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> | | <code>float GetElapsedTime()</code> | ||
| 获取这个Mordifier的消失时间。 | | 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> | | <code>string GetName()</code> | ||
| 获取这个Mordifier的名称。 | | 获取这个Mordifier的名称。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetParent|GetParent}} | ||
| <code>handle GetParent()</code> | | <code>handle GetParent()</code> | ||
| 获取这个Mordifier所继承的单位。 | | 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> | | <code>float GetRemainingTime()</code> | ||
| 获取这个Mordifier的剩余时间。 | | 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> | | <code>int GetStackCount() </code> | ||
| 获取这个Mordifier的叠加层数。 | | 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> | | <code>void IncrementStackCount()Increase this modifier's stack count by 1. </code> | ||
| 使Mordifier的叠加层数+1。 | | 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> | | <code>void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients) </code> | ||
| 设置持续时间。 | | 设置持续时间。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.SetStackCount|SetStackCount}} | ||
| <code>void SetStackCount(int iCount)</code> | | <code>void SetStackCount(int iCount)</code> | ||
| 设置叠加层数。 | | 设置叠加层数。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.StartIntervalThink|StartIntervalThink}} | ||
| <code>void StartIntervalThink(float flInterval)</code> | | <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。 | | 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。 | ||
Line 8,636: | Line 8,760: | ||
! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.AllowIllusionDuplicate|AllowIllusionDuplicate}} | ||
| <code>bool AllowIllusionDuplicate()</code> | | <code>bool AllowIllusionDuplicate()</code> | ||
| 幻象是否继承这个Mordifier | | 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> | | <code>bool DestroyOnExpire()</code> | ||
| Buff是否会在Mordifier到期时被移除 | | 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> | | <code>int GetAttributes()</code> | ||
| 返回被应用到Mordifier上的属性类别 | | 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> | | <code>bool GetAuraEntityReject(handle hEntity)</code> | ||
| 返回实体是否在某些条件下获得光环 | | 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> | | <code>int GetAuraRadius()</code> | ||
| 返回光环半径 | | 返回光环半径 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchFlags|GetAuraSearchFlags}} | ||
| <code>int GetAuraSearchFlags()</code> | | <code>int GetAuraSearchFlags()</code> | ||
| 返回光环施加效果时的Flag | | 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> | | <code>int GetAuraSearchTeam()</code> | ||
| 返回光环效果将施加的队伍 | | 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> | | <code>int GetAuraSearchType()</code> | ||
| 返回光环效果将施加的单位类型 | | 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> | | <code>int GetEffectAttachType()</code> | ||
| 通过GetEffectName获取将添加的粒子特效类型 | | 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> | | <code>string GetEffectName()</code> | ||
| 返回Mordifier运行时所产生的粒子特效的名称 | | 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> | | <code>string GetHeroEffectName()</code> | ||
| 返回Mordifier运行时所产生的英雄粒子特效的名称 | | 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> | | <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) | | 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> | | <code>string GetStatusEffectName()</code> | ||
| 返回Mordifier运行时所产生的状态粒子特效的名称 | | 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> | | <code>string GetTexture()</code> | ||
| 返回Mordifier的图标 | | 返回Mordifier的图标 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.HeroEffectPriority|HeroEffectPriority}} | ||
| <code>int HeroEffectPriority()</code> | | <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) | | 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> | | <code>bool IsAura()</code> | ||
| 这个Mordifier是否是光环 | | 这个Mordifier是否是光环 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsAuraActiveOnDeath|IsAuraActiveOnDeath}} | ||
| <code>bool IsAuraActiveOnDeath()</code> | | <code>bool IsAuraActiveOnDeath()</code> | ||
| 返回携带单位死后其光环是否有效 | | 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> | | <code>bool IsDebuff()</code> | ||
| 返回这个Mordifier是否是Debuff | | 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> | | <code>bool IsHidden()</code> | ||
| 返回这个Mordifier是否在状态栏中显示 | | 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> | | <code>bool IsPurgable()</code> | ||
| 返回这个Mordifier是否能被清除 | | 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> | | <code>bool IsPurgeException()</code> | ||
| 返回这个Mordifier是否能被强力驱散清除 | | 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> | | <code>bool IsStunDebuff()</code> | ||
| 返回这个Mordifier是否是眩晕类Debuff | | 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> | | <code>void OnCreated(handle table)</code> | ||
| 在Mordifier被创建时运行 | | 在Mordifier被创建时运行 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnDestroy|OnDestroy}} | ||
| <code>void OnDestroy()</code> | | <code>void OnDestroy()</code> | ||
| 在Mordifier清楚时运行 | | 在Mordifier清楚时运行 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnIntervalThink|OnIntervalThink}} | ||
| <code>void OnIntervalThink()</code> | | <code>void OnIntervalThink()</code> | ||
| 当计时器间隔开始时 | | 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> | | <code>void OnRefresh(handle table)</code> | ||
| 当Mordifier被刷新时运行 | | 当Mordifier被刷新时运行 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.RemoveOnDeath|RemoveOnDeath}} | ||
| <code>bool RemoveOnDeath()</code> | | <code>bool RemoveOnDeath()</code> | ||
| 返回持有者死亡时Mordifier是否被移除 | | 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> | | <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) | | 状态特效的显示优先级 (更高的数字在Buff栏中被优先显示) | ||
Line 8,758: | Line 8,882: | ||
! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.ApplyHorizontalMotionController|ApplyHorizontalMotionController}} | ||
| <code>bool ApplyHorizontalMotionController() </code> | | <code>bool ApplyHorizontalMotionController() </code> | ||
| 启动水平运动控制器的特效。启动成功后返回True。 | | 启动水平运动控制器的特效。启动成功后返回True。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.GetPriority|GetPriority}} | ||
| <code>int GetPriority() </code> | | <code>int GetPriority() </code> | ||
| 获取优先级。 | | 获取优先级。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.OnHorizontalMotionInterrupted|OnHorizontalMotionInterrupted}} | ||
| <code>void OnHorizontalMotionInterrupted() </code> | | <code>void OnHorizontalMotionInterrupted() </code> | ||
| 当运动被打断时进行回调。 | | 当运动被打断时进行回调。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.SetPriority|SetPriority}} | ||
| <code>void SetPriority(int nMotionPriority) </code> | | <code>void SetPriority(int nMotionPriority) </code> | ||
| 设置优先级。 | | 设置优先级。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.UpdateHorizontalMotion|UpdateHorizontalMotion}} | ||
| <code>void UpdateHorizontalMotion(handle me, float dt) </code> | | <code>void UpdateHorizontalMotion(handle me, float dt) </code> | ||
| 根据给定的间隔对NPC施加水平运动 | | 根据给定的间隔对NPC施加水平运动 | ||
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! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.ApplyHorizontalMotionController|ApplyHorizontalMotionController}} | ||
| <code>bool ApplyHorizontalMotionController() </code> | | <code>bool ApplyHorizontalMotionController() </code> | ||
| 启动水平运动控制器的特效。启动成功后返回True。 | | 启动水平运动控制器的特效。启动成功后返回True。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.ApplyVerticalMotionController|ApplyVerticalMotionController}} | ||
| <code>bool ApplyVerticalMotionController() </code> | | <code>bool ApplyVerticalMotionController() </code> | ||
| 启动垂直运动控制器的特效。启动成功后返回True。 | | 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_Motion_Both.GetPriority|GetPriority}} | ||
| <code>int GetPriority() </code> | | <code>int GetPriority() </code> | ||
| 获取优先级。 | | 获取优先级。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.OnHorizontalMotionInterrupted|OnHorizontalMotionInterrupted}} | ||
| <code>void OnHorizontalMotionInterrupted() </code> | | <code>void OnHorizontalMotionInterrupted() </code> | ||
| 当水平运动被打断时进行回调。 | | 当水平运动被打断时进行回调。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.OnVerticalMotionInterrupted|OnVerticalMotionInterrupted}} | ||
| <code>void OnVerticalMotionInterrupted() </code> | | <code>void OnVerticalMotionInterrupted() </code> | ||
| 当竖直运动被打断时进行回调。 | | 当竖直运动被打断时进行回调。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.SetPriority|SetPriority}} | ||
| <code>void SetPriority(int nMotionPriority) </code> | | <code>void SetPriority(int nMotionPriority) </code> | ||
| 设置优先级。 | | 设置优先级。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.UpdateHorizontalMotion|UpdateHorizontalMotion}} | ||
| <code>void UpdateHorizontalMotion(handle me, float dt) </code> | | <code>void UpdateHorizontalMotion(handle me, float dt) </code> | ||
| 根据给定的间隔对NPC施加水平运动。 | | 根据给定的间隔对NPC施加水平运动。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.UpdateVerticalMotion|UpdateVerticalMotion}} | ||
| <code>void UpdateVerticalMotion(handle me, float dt) </code> | | <code>void UpdateVerticalMotion(handle me, float dt) </code> | ||
| 根据给定的间隔对NPC施加竖直运动。 | | 根据给定的间隔对NPC施加竖直运动。 | ||
Line 8,830: | Line 8,954: | ||
! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.ApplyVerticalMotionController|ApplyVerticalMotionController}} | ||
| <code>bool ApplyVerticalMotionController() </code> | | <code>bool ApplyVerticalMotionController() </code> | ||
| 启动垂直运动控制器的特效。启动成功后返回True。 | | 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> | | <code>int GetMotionPriority() </code> | ||
| 获取优先级。 | | 获取优先级。 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.OnVerticalMotionInterrupted|OnVerticalMotionInterrupted}} | ||
| <code>void OnVerticalMotionInterrupted() </code> | | <code>void OnVerticalMotionInterrupted() </code> | ||
| 当竖直运动被打断时进行回调 | | 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> | | <code>void SetMotionPriority(int nMotionPriority) </code> | ||
| 设置优先级。 | | 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> | | <code>void UpdateVerticalMotion(handle me, float dt) </code> | ||
| 根据给定的间隔对NPC施加竖直运动。 | | 根据给定的间隔对NPC施加竖直运动。 | ||
Line 8,860: | Line 8,984: | ||
! 解释 | ! 解释 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResult|CastFilterResult}} | ||
| <code>int CastFilterResult()</code> | | <code>int CastFilterResult()</code> | ||
| 判断一个无目标的命令是否有效 | | 判断一个无目标的命令是否有效 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResultLocation|CastFilterResultLocation}} | ||
| <code>int CastFilterResultLocation(Vector vLocation)</code> | | <code>int CastFilterResultLocation(Vector vLocation)</code> | ||
| (Vector vLocation)判断一个作用于地点的命令是否有效 | | (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}} | ||
| <code>int CastFilterResultTarget(handle hTarget)</code> | | <code>int CastFilterResultTarget(handle hTarget)</code> | ||
| (HSCRIPT hTarget) 判断一个作用于目标的命令是否有效 | | (HSCRIPT hTarget) 判断一个作用于目标的命令是否有效 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}} | ||
| <code>string GetAssociatedPrimaryAbilities()</code> | | <code>string GetAssociatedPrimaryAbilities()</code> | ||
| Returns abilities that are stolen simultaneously, or otherwise related in functionality. | | 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> | | <code>string GetAssociatedSecondaryAbilities()</code> | ||
| Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities. | | 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> | | <code>int GetBehavior()</code> | ||
| 返回技能的施法动作类型 | | 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> | | <code>int GetCastRange(Vector vLocation, handle hTarget)</code> | ||
| 返回技能的施法范围 | | 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> | | <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) | | 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> | | <code>float GetChannelTime()</code> | ||
| 返回技能的持续施法时间 | | 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> | | <code>int GetConceptRecipientType()</code> | ||
| 返回该技能被释放时将听到语音的单位 | | 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> | | <code>float GetCooldown(int iLevel)</code> | ||
| 返回技能的CD | | 返回技能的CD | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastError|GetCustomCastError}} | ||
| <code>string GetCustomCastError()</code> | | <code>string GetCustomCastError()</code> | ||
| 返回一条失效的无目标命令的错误信息 | | 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> | | <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 | | (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> | | <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 | | (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> | | <code>int GetGoldCost(int iLevel)</code> | ||
| 返回某等级的金钱花费(当前为-1) | | 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> | | <code>string GetIntrinsicModifierName()</code> | ||
| 返回被该技能被动地施加的Mordifier | | 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> | | <code>int GetManaCost(int iLevel)</code> | ||
| 返回某等级的魔法消耗(当前为-1) | | 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> | | <code>float GetPlaybackRateOverride()</code> | ||
| 返回施法动画的播放速度 | | 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> | | <code>bool IsHiddenAbilityCastable()</code> | ||
| 返回当该技能不在动作面板上时是否能使用 | | 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> | | <code>bool IsHiddenWhenStolen()</code> | ||
| 返回该技能被技能窃取后是否是隐藏的 | | 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> | | <code>bool IsRefreshable()</code> | ||
| 返回该技能是否能被刷新球刷新 | | 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> | | <code>bool IsStealable()</code> | ||
| 返回该技能是否能被窃取 | | 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> | | <code>void OnAbilityPhaseInterrupted()</code> | ||
| 施法被打断 | | 施法被打断 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnAbilityPhaseStart|OnAbilityPhaseStart}} | ||
| <code>bool OnAbilityPhaseStart()</code> | | <code>bool OnAbilityPhaseStart()</code> | ||
| 施法开始(施法成功时返回True) | | 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> | | <code>void OnChannelFinish(bool bInterrupted)</code> | ||
| (bool bInterrupted) 持续施法完成 | | (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> | | <code>void OnChannelThink(float flInterval)</code> | ||
| (float flInterval)持续施法开始 | | (float flInterval)持续施法开始 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}} | ||
| <code>void OnHeroCalculateStatBonus()</code> | | <code>void OnHeroCalculateStatBonus()</code> | ||
| Caster (hero only) gained a level, skilled an ability, or received a new stat bonus. | | 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> | | <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 | | 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> | | <code>void OnHeroLevelUp()</code> | ||
| 施法者升级 | | 施法者升级 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnInventoryContentsChanged|OnInventoryContentsChanged}} | ||
| <code>void OnInventoryContentsChanged()</code> | | <code>void OnInventoryContentsChanged()</code> | ||
| 施法者物品库存发生变化 | | 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> | | <code>void OnItemEquipped(handle hItem)</code> | ||
| ( HSCRIPT hItem ) 施法者装备了物品 | | ( 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> | | <code>void OnOwnerDied()</code> | ||
| 施法者死亡 | | 施法者死亡 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnOwnerSpawned|OnOwnerSpawned}} | ||
| <code>void OnOwnerSpawned()</code> | | <code>void OnOwnerSpawned()</code> | ||
| 施法者第一次出生或重生 | | 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> | | <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) | | (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> | | <code>void OnProjectileThink(Vector vLocation)</code> | ||
| (Vector vLocation) 投射物正在运动 | | (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> | | <code>void OnSpellStart()</code> | ||
| 施法前摇结束,技能效果开始 | | 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> | | <code>void OnStolen(handle hSourceAbility)</code> | ||
| ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为 | | ( 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> | | <code>void OnToggle()</code> | ||
| 技能被开启/关闭 | | 技能被开启/关闭 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnUnStolen|OnUnStolen}} | ||
| <code>void OnUnStolen()</code> | | <code>void OnUnStolen()</code> | ||
| 当技能未被窃取时,进行的某特殊行为 | | 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> | | <code>void OnUpgrade()</code> | ||
| 技能升级 | | 技能升级 | ||
|- | |- | ||
| | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.ProcsMagicStick|ProcsMagicStick}} | ||
| <code>bool ProcsMagicStick()</code> | | <code>bool ProcsMagicStick()</code> | ||
| 返回该技能是否会增加周围单位的魔棒点数 | | 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> | | <code>int SpeakTrigger()</code> | ||
| 返回所使用的语音类型 | | 返回所使用的语音类型 | ||
|} | |} | ||
{{shortpagetitle}} | |||
[[Category: Dota 2 Workshop Tools]] |
Latest revision as of 07:54, 11 July 2024

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 | 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 | float AngleDiff(float ang1, float ang2)
|
返回两个偏航角度之差 |
AppendToLogFile | void AppendToLogFile(string a, string b)
|
在服务器日志文件上增加一个string |
ApplyDamage | float ApplyDamage(handle DamageTable)
|
对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability |
AxisAngleToQuaternion | 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 | Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)
|
计算实体的OBB上最接近的两个点。 |
CalcDistanceBetweenEntityOBB | 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 | void CancelEntityIOEvents(ehandle a)
|
为特定的实体创建所有输入/输出事件 |
ClearTeamCustomHealthbarColor | void ClearTeamCustomHealthbarColor(int int_1)( teamNumber )
|
清除自定义血条颜色。 |
CreateEffect | bool CreateEffect(handle a)
|
传递table - 输入:实体,效果 |
CreateHeroForPlayer | 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 | handle CreateHTTPRequest(string string_1, string string_2)
|
生成一个HTTP请求。 |
CreateItem | 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 | 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 | handle CreateItemOnPositionSync(Vector a, handle b)
|
在给定位置创建一个可见的物品 |
CreateModifierThinker | 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 | void CreateTempTree(Vector Vector_1, float float_2)
|
生成一颗临时存在的树。 (vLocation, flDuration). |
CreateTrigger | handle CreateTrigger(Vector a, Vector b, Vector c)
|
CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器 |
CreateTriggerRadiusApproximate | 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 | 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 | 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 | hscript CreateUnitFromTable(table unitProperties)
|
Creates a new data-driven entity with the given table |
cvar_getf | float cvar_getf(string a)
|
获取给定cvar的值,返回float. |
cvar_setf | bool cvar_setf(string a, float b)
|
设置给定cvar的值, 传递float. |
DebugBreak | void DebugBreak()
|
在debugger(调试模式)中停止运行 |
DebugDrawBox | 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 | 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 | 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 | void DebugDrawClear()
|
尝试清理所有debug overlay信息 |
DebugDrawLine | 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 | 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 | 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 | 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 | void DebugDrawText(Vector a, string b, bool c, float d)
|
显示3d文字(origin, text, bViewCheck, duration) |
DebugScreenTextPretty | 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 | 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 | 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 | 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 | bool DoIncludeScript(string a, handle b)
|
运行一个内部脚本 |
DoScriptAssert | 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 | 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 | void EmitAnnouncerSound(string string_1)
|
对所有玩家播放播音员的声音。 |
EmitAnnouncerSoundForPlayer | void EmitAnnouncerSoundForPlayer(string string_1, int int_2)
|
对一位玩家播放播音员的音效。 |
EmitAnnouncerSoundForTeam | void EmitAnnouncerSoundForTeam(string string_1, int int_2)
|
对一方队伍成员播放播音员的音效。 |
EmitAnnouncerSoundForTeamOnLocation | 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 | void EmitGlobalSound(string a)
|
为所有玩家播放给定名称的音效 |
EmitSoundOn | void EmitSoundOn(string a, handle b)
|
在一个实体上播放给定名称的音效 |
EmitSoundOnClient | void EmitSoundOnClient(string a, handle b)
|
为指定玩家播放给定名称的音效 |
EmitSoundOnLocationForAllies | 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 | 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 | 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 | void ExecuteOrderFromTable(handle a)
|
从一个Script表发布命令 |
ExponentialDecay | float ExponentialDecay(float a, float b, float c)平
|
滑的曲线,接近0时减少较慢 |
FileToString | 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 | void FindClearSpaceForUnit(handle a, Vector b, bool c)
|
在未被占用的地方创建单位 |
FindUnitsInRadius | 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 | 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 | void FireEntityIOInputNameOnly(ehandle a, string b)
|
触发实体的动作输入w/no数据 |
FireEntityIOInputString | 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 | 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 | 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 | void FireGameEventLocal(string a, handle b)
|
触发一个游戏事件但不广播给客户端 |
FrameTime | float FrameTime()
|
获取上一帧在服务器上花费的时间 |
GetEntityIndexForTreeId | <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 | int GetFrameCount()
|
返回引擎当然的帧数 |
GetFrostyBoostAmount | float GetFrostyBoostAmount(int a, int b)
|
No Description Set |
GetFrostyPointsForRound | int GetFrostyPointsForRound(int a, int b, int c)
|
No Description Set |
GetGoldFrostyBoostAmount | float GetGoldFrostyBoostAmount(int a, int b)
|
No Description Set |
GetGoldFrostyPointsForRound | int GetGoldFrostyPointsForRound(int a, int b, int c)
|
No Description Set |
GetGroundHeight | float GetGroundHeight(Vector Vector_1, handle handle_2)
|
|
GetGroundPosition | 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 | int GetItemCost(string string_1)
|
通过名称获取一个物品的价格。 |
GetListenServerHost | handle GetListenServerHost()
|
在广播服务器获取本地玩家 |
GetMapName | string GetMapName()
|
获取地图的名字 |
GetMaxOutputDelay | float GetMaxOutputDelay(ehandle a, string b)
|
获取输出事件的最大延迟 |
GetPhysAngularVelocity | Vector GetPhysAngularVelocity(handle a)
|
获取VPHYS或普通物体的角速度 |
GetPhysVelocity | Vector GetPhysVelocity(handle a)
|
获取VPHYS或普通物体的速度 |
GetSystemDate | string GetSystemDate()
|
获取真实世界的日期 |
GetSystemTime | string GetSystemTime()
|
获取真实世界的时间 |
GetTeamHeroKills | int GetTeamHeroKills(int int_1)
|
( int teamID ) |
GetTeamName | string GetTeamName(int teamNumber)
|
Returns the team name |
GetTreeIdForEntityIndex | int GetTreeIdForEntityIndex(int int_1)
|
获取已给定实体索引的树的ID |
GetWorldMaxX | float GetWorldMaxX()
|
获取地图X坐标最大值 |
GetWorldMaxY | float GetWorldMaxY()
|
获取地图Y坐标最大值 |
GetWorldMinX | float GetWorldMinX()
|
获取地图X坐标最小值 |
GetWorldMinY | float GetWorldMinY()
|
获取地图Y坐标最小值 |
InitLogFile | 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 | bool IsClient()
|
Returns true if this is lua running from the client.dll. |
IsDedicatedServer | bool IsDedicatedServer()
|
如果服务器开放返回true |
IsMarkedForDeletion | bool IsMarkedForDeletion(handle a)
|
如果实体有效并被标记为删除返回true |
IsServer | bool IsServer()
|
当Lua代码是从Server.dll中被运行的时候,返回True。 |
IsValidEntity | bool IsValidEntity(handle a)
|
检查给定hScript是否为有效实体 |
IsInToolsMode | 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 | void LimitPathingSearchDepth(float float_1)
|
设置寻路系统的搜索范围(应该是对于深度) |
LinkLuaModifier | 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 | 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 | table LoadKeyValues(string a)
|
用给定的关键字文件创建table |
LoadKeyValuesFromString | table LoadKeyValuesFromString(string a)
|
用给定的关键字string创建table |
MakeStringToken | int MakeStringToken(string a)
|
检查给定的hScript是否是有效实体(?) |
MinimapEvent | 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 | void Msg(string a)
|
输出信息 |
PauseGame | void PauseGame(bool a)
|
暂停/开始游戏 |
PlayerInstanceFromIndex | handle PlayerInstanceFromIndex(int a)
|
通过索引获取玩家的脚本实例 |
PrecacheEntityFromTable | void PrecacheEntityFromTable(string a, handle b, handle c)
|
用关键字从table中预缓存一个实体 |
PrecacheEntityListFromTable | void PrecacheEntityListFromTable(handle a, handle b)
|
预缓存一个实体关键字列表 |
PrecacheItemByNameAsync | 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 | void PrecacheItemByNameSync(string a, handle b)
|
用DOTA物品的dota_npc_items.txt名称预缓存它 |
PrecacheModel | void PrecacheModel(string a, handle b)( modelName, context ) -
|
手动预缓存一个单一模型 |
PrecacheResource | void PrecacheResource(string precacheMode, string resource, handle context)
|
手动预缓存一个单一资源 |
PrecacheUnitByNameAsync | 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 | void PrecacheUnitByNameSync(string a, handle b)
|
用DOTA单位的dota_npc_units.txt名称预缓存它 |
PrintLinkedConsoleMessage | void PrintLinkedConsoleMessage(string a, string b)
|
Print a console message with a linked console command |
RandomFloat | float RandomFloat(float a, float b)
|
获取范围内随机float |
RandomInt | int RandomInt(int a, int b)
|
获取范围内随机int |
RandomVector | Vector RandomVector(float maxLength)
|
获取随机二维矢量 |
RegisterSpawnGroupFilterProxy | 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 | void ReloadMOTD()
|
重载MotD文件 |
RemoveSpawnGroupFilterProxy | 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 | 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 | 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 | QAngle RotateOrientation(QAngle a, QAngle b)
|
旋转一个QAngle,用另一个QAngle |
RotateQuaternionByAxisAngle | Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c)
|
围绕给定vector轴线旋转一个四元数 |
RotationDelta | QAngle RotationDelta(QAngle a, QAngle b)
|
两个QAngle间的delta值 |
rr_AddDecisionRule | bool rr_AddDecisionRule(handle a)
|
给决定数据库增加一个规则 |
rr_CommitAIResponse | 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 | 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 | 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 | void Say(handle entity, string message, bool teamOnly)
|
让实体说string,是否仅限队友可见 |
ScreenShake | 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 | void SendFrostivusTimeElapsedToGC()
|
No Description Set |
SendFrostyPointsMessageToGC | void SendFrostyPointsMessageToGC(handle a)
|
No Description Set |
SendOverheadEventMessage | 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 | void SendToConsole(string a)
|
给控制台发送string作为客户端命令 |
SendToServerConsole | void SendToServerConsole(string a)
|
给控制台发送string作为服务器命令 |
SetOpvarFloatAll | void SetOpvarFloatAll(string a, string b, string c, float d)
|
为所有玩家设置opvar值 |
SetOpvarFloatPlayer | 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 | void SetQuestName(string a)
|
设置当前任务名 |
SetQuestPhase | void SetQuestPhase(int a)
|
设置当前任务阶段 |
SetRenderingEnabled | void SetRenderingEnabled(ehandle a, bool b)
|
为ehandle设置rendering(渲染)开/关 |
SetTeamCustomHealthbarColor | void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4)
|
( teamNumber, r, g, b ) |
ShowCustomHeaderMessage | void ShowCustomHeaderMessage(string message, int player, int value, float time)
|
Displays a header message from player |
ShowGenericPopup | 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 | 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 | oid ShowMessage(string a)
|
在所有客户端显示hud信息 |
SpawnEntityFromTableSynchronous | handle SpawnEntityFromTableSynchronous(string a, handle b)
|
从table同步生成一个实体 |
SpawnEntityGroupFromTable | 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 | 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 | handle SpawnEntityListFromTableSynchronous(handle a)
|
从一个生成表列表同步生成一个实体组. |
SplineQuaternions | 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 | 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 | void StartSoundEvent(string a, handle b)
|
开始音效事件 |
StartSoundEventFromPosition | void StartSoundEventFromPosition(string string_1, Vector Vector_2)
|
在某个位置开始音效事件。 |
StartSoundEventFromPositionReliable | 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 | 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 | void StartSoundEventReliable(string string_1, handle handle_2)
|
通过可靠的传递,开始音效事件。 |
StartSoundEventUnreliable | void StartSoundEventUnreliable(string string_1, handle handle_2)
|
通过随意的传递,开始音效事件。 |
StopEffect | void StopEffect(handle a, string b)
|
(hEntity, szEffectName) |
StopListeningToAllGameEvents | void StopListeningToAllGameEvents(handle a)
|
停止listen在给定内容内的所有游戏事件 |
StopListeningToGameEvent | bool StopListeningToGameEvent(int a)
|
停止listen特定的游戏事件 |
StopSoundEvent | void StopSoundEvent(string a, handle b)
|
停止音效事件 |
StopSoundOn | void StopSoundOn(string soundName, handle playingEntity)
|
停止实体上的命名音效 |
StringToFile | 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 | float Time()
|
获取当前服务器时间 |
TraceCollideable | bool TraceCollideable(handle a)
|
传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal |
TraceHull | bool TraceHull(handle a)
|
传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid |
TraceLine | bool TraceLine(handle a)
|
传递table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid |
UnitFilter | 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 | void UnloadSpawnGroup(string a)
|
通过名称去除生成组 |
UnloadSpawnGroupByHandle | void UnloadSpawnGroupByHandle(int a)
|
通过handle去除生成组 |
UpdateEventPoints | void UpdateEventPoints(handle a)
|
No Description Set |
UTIL_MessageText | 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 | 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 | 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 | 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 | void UTIL_Remove(handle a)
|
删除给定实体 |
UTIL_RemoveImmediate | void UTIL_RemoveImmediate(handle a)
|
立即删除给定实体 |
UTIL_ResetMessageText | void UTIL_ResetMessageText(int playerId)
|
对某个玩家重新设置信息文本。 |
UTIL_ResetMessageTextAll | void UTIL_ResetMessageTextAll()
|
对所有玩家重新设置信息文本。 |
VectorToAngles | QAngle VectorToAngles(Vector a)
|
为Vector获取Qangle(没有滚动) |
Warning | void Warning(string a)
|
输出警告 |
CBaseEntity
The base class for stuff
函数名 | 函数原型 | 解释 |
---|---|---|
ApplyAbsVelocityImpulse | void ApplyAbsVelocityImpulse(Vector a)
|
添加一个速度冲击 |
ApplyLocalAngularVelocityImpulse | void ApplyLocalAngularVelocityImpulse(Vector a)
|
添加一个角速度的冲击 |
EmitSound | void EmitSound(string soundName)
|
|
EmitSoundParams | 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 | QAngle EyeAngles()
|
获得这个实体的视角qangles |
EyePosition | Vector EyePosition()
|
获得指向视角位置的矢量,位置为绝对坐标 |
FirstMoveChild | handle FirstMoveChild()
|
No Description Set |
GatherCriteria | 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 | Vector GetAbsOrigin()
|
No Description Set |
GetAngles | QAngle GetAngles()
|
No Description Set |
GetAnglesAsVector | Vector GetAnglesAsVector()
|
获得实体的颠簸,偏航,摇晃的矢量 |
GetAngularVelocity | Vector GetAngularVelocity()
|
获得当前角速度,返回颠簸,偏航,摇晃的矢量 |
GetBaseVelocity | Vector GetBaseVelocity()
|
获得基础速度 |
GetBoundingMaxs | Vector GetBoundingMaxs()
|
获得一个包含最大范围,以物体为中心的矢量 |
GetBoundingMins | Vector GetBoundingMins()
|
获得一个包含最小范围,以物体为中心的矢量 |
GetBounds | table GetBounds()
|
获得一个以物体为中心,包含“Mins”和“Maxs”矢量的表 |
GetCenter | Vector GetCenter()
|
获得指向物体中心的矢量,以绝对坐标的形式 |
GetChildren | handle GetChildren()
|
获得继承这个实体的实体 |
GetContext | 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 | Vector GetForwardVector()
|
获得这个实体的前进矢量 |
GetHealth | int GetHealth()
|
No Description Set |
GetLocalAngularVelocity | QAngle GetLocalAngularVelocity()
|
可能为当前角速度 |
GetLocalVelocity | Vector GetLocalVelocity()
|
获得实体相对速度 |
GetMaxHealth | int GetMaxHealth()
|
No Description Set |
GetModelName | string GetModelName()
|
获得模型的名字 |
GetMoveParent | handle GetMoveParent()
|
如果在有继承对象,恢复实体所继承的对象 |
GetOrigin | Vector GetOrigin()
|
No Description Set |
GetOwner | handle GetOwner()
|
获得实体的所有者 |
GetOwnerEntity | handle GetOwnerEntity()
|
获得拥有者的实体,如果有的话 |
GetRightVector | Vector GetRightVector()
|
获得实体的右方矢量 |
GetRootMoveParent | 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 | 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 | int GetTeam()
|
No Description Set |
GetUpVector | Vector GetUpVector()
|
获得实体的上方矢量 |
GetVelocity | Vector GetVelocity()
|
No Description Set |
IsAlive | bool IsAlive()
|
No Description Set. |
IsPlayer | bool IsPlayer()
|
是否为玩家的实体 |
IsNull | bool IsNull()
|
检查实体是否被C++删除了。 |
Kill | void Kill()
|
No Description Set |
NextMovePeer | handle NextMovePeer()
|
No Description Set |
OverrideFriction | void OverrideFriction(float a, float b)
|
暂时重设阻力的持续时间和值 |
PrecacheScriptSound | void PrecacheScriptSound(string a)
|
预载声音文件 |
SetAbsOrigin | void SetAbsOrigin(Vector origin)
|
设置绝对来源 |
SetAngles | void SetAngles(float pitch, float yaw, float roll)
|
设置实体的颠簸,偏航,摇晃 |
SetAngularVelocity | 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 | 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 | 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 | 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 | void SetForwardVector(Vector forwardVec)
|
设置实体的方向为前进矢量 |
SetFriction | void SetFriction(float a)
|
设置玩家阻力,无视物体 |
SetGravity | void SetGravity(float a)
|
设置玩家引力,无视物体 |
SetHealth | void SetHealth(int hp)
|
No Description Set |
SetMaxHealth | void SetMaxHealth(int maxHP)
|
No Description Set |
SetModel | void SetModel(string modelName)
|
No Description Set |
SetOrigin | void SetOrigin(Vector origin)
|
No Description Set |
SetOwner | void SetOwner(handle owningEntity)
|
设定实体的所有者 |
SetParent | void SetParent(handle a, string b)
|
设定这个实体的所继承的父实体 |
SetRenderColor | void SetRenderColor(int a, int b, int c)
|
SetRenderColor( r, g, b ):设定实体的渲染颜色 |
SetSize | void SetSize(Vector a, Vector b)
|
No Description Set |
SetTeam | void SetTeam(int team)
|
No Description Set |
SetVelocity | void SetVelocity(Vector a)
|
No Description Set |
StopSound | void StopSound(string soundName)
|
停止播放这个实体的特定的声音 |
Trigger | 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 | handle CreateByClassname(string className)
|
用类名来创建一个实体 |
FindAllByClassname | 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 | 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 | table FindAllByModel(string modelName)
|
通过模型名字来找到对象. |
FindAllByName | 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 | table FindAllByNameWithin(string name, Vector origin, float maxRadius)
|
在半径范围内通过名字来寻找实体. |
FindAllByTarget | table FindAllByTarget(string targetName)
|
通过目标名字来寻找实体 |
FindAllInSphere | table FindAllInSphere(Vector origin, float maxRadius)
|
在(球形)范围内寻找实体 |
FindByClassname | 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 | handle FindByClassnameNearest(string className, Vector origin, float maxRadius)
|
在最近一个点通过类名寻找实体 |
FindByClassnameWithin | 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 | 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 | 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 | 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 | handle FindByNameNearest(string name, Vector origin, float maxRadius)
|
通过名字寻找最近原点的实体 |
FindByNameWithin | 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 | 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 | 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 | handle First()
|
在实体数组或表中开始一个迭代程序 |
Next | 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 | 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 | void Destroy()
|
No Description Set |
DisconnectOutput | 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 | 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 | int entindex()
|
No Description Set |
FireOutput | void FireOutput(string outputName, handle activator, handle caller, table args, float delay)
|
触发实体的输出 |
GetClassname | string GetClassname()
|
No Description Set |
GetDebugName | string GetDebugName()
|
如果没有定义的话获得实体名字的帮助 |
GetEntityHandle | ehandle GetEntityHandle()
|
获得这个实体的EHANDLE |
GetEntityIndex | int GetEntityIndex()
|
No Description Set |
GetIntAttr | int GetIntAttr(string a)
|
获得整型属性 |
GetName | string GetName()
|
No Description Set |
GetOrCreatePrivateScriptScope | 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 | handle GetOrCreatePublicScriptScope()
|
恢复实体相关的公用脚本数据,必要时会创建 |
GetPrivateScriptScope | handle GetPrivateScriptScope()
|
恢复实体相关的每个实例私有的脚本数据 |
GetPublicScriptScope | handle GetPublicScriptScope()
|
恢复实体相关的公用脚本数据 |
RedirectOutput | 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 | void RemoveSelf()
|
删除这个实体 |
SetIntAttr | 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 | void CastAbility()
|
No Description Set |
ContinueCasting | bool ContinueCasting()
|
No Description Set |
CreateVisibilityNode | void CreateVisibilityNode(Vector a, float b, float c)
|
No Description Set |
DecrementModifierRefCount | void DecrementModifierRefCount()
|
No Description Set |
EndChannel | void EndChannel(bool a)
|
参数: bool bInterrupted |
EndCooldown | void EndCooldown()
|
刷新这个技能 |
GetAbilityDamage | int GetAbilityDamage()
|
No Description Set |
GetAbilityDamageType | int GetAbilityDamageType()
|
No Description Set |
GetAbilityIndex | int GetAbilityIndex()
|
No Description Set |
GetAbilityName | string GetAbilityName()
|
No Description Set |
GetAbilityKeyValues | table GetAbilityKeyValues()
|
No Description Set |
GetAbilityTargetFlags | int GetAbilityTargetFlags()
|
No Description Set |
GetAbilityTargetTeam | int GetAbilityTargetTeam()
|
No Description Set |
GetAbilityTargetType | int GetAbilityTargetType()
|
No Description Set |
GetAbilityType | int GetAbilityType()
|
No Description Set |
GetAnimationIgnoresModelScale | bool GetAnimationIgnoresModelScale()
|
No Description Set |
GetAssociatedPrimaryAbilities | string GetAssociatedPrimaryAbilities()
|
No Description Set |
GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities()
|
No Description Set |
GetAutoCastState | bool GetAutoCastState()
|
No Description Set |
GetBackswingTime | float GetBackswingTime()
|
No Description Set |
GetBehavior | int GetBehavior()
|
No Description Set |
GetCaster | handle GetCaster()
|
No Description Set |
GetCastPoint | float GetCastPoint()
|
Returns the cast point of this ability. |
GetCastRange | int GetCastRange(Vector vLocation, handle hTarget)
|
Returns the cast range of this ability. |
GetChannelledManaCostPerSecond | int GetChannelledManaCostPerSecond(int a)
|
Returns the channeled mana cost per second of this ability if it's a channeling ability. |
GetChannelStartTime | float GetChannelStartTime()
|
No Description Set |
GetChannelTime | float GetChannelTime()
|
No Description Set |
GetCloneSource | handle GetCloneSource()
|
No Description Set |
GetConceptRecipientType | int GetConceptRecipientType()
|
No Description Set |
GetCooldown | 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 | float GetCooldownTime()
|
No Description Set |
GetCooldownTimeRemaining | float GetCooldownTimeRemaining()
|
No Description Set |
GetCursorPosition | Vector GetCursorPosition()
|
Returns the target point vector from the last cast of this point-targeting ability . |
GetCursorTarget | handle GetCursorTarget()
|
Returns the target unit from the last cast of this unit-targeting ability. |
GetCursorTargetingNothing | bool GetCursorTargetingNothing()
|
No Description Set |
GetDuration | float GetDuration()
|
No Description Set |
GetGoldCost | int GetGoldCost(int a)
|
No Description Set |
GetGoldCostForUpgrade | int GetGoldCostForUpgrade(int a)
|
No Description Set |
GetHeroLevelRequiredToUpgrade | int GetHeroLevelRequiredToUpgrade()
|
No Description Set |
GetIntrinsicModifierName | string GetIntrinsicModifierName()
|
No Description Set |
GetLevel | int GetLevel()
|
获得技能目前的等级 |
GetLevelSpecialValueFor | table GetLevelSpecialValueFor(string a, int b)
|
No Description Set |
GetManaCost | int GetManaCost(int a)
|
No Description Set |
GetMaxLevel | int GetMaxLevel()
|
No Description Set |
GetModifierValue | float GetModifierValue()
|
No Description Set |
GetModifierValueBonus | float GetModifierValueBonus()
|
No Description Set |
GetPlaybackRateOverride | float GetPlaybackRateOverride()
|
No Description Set |
GetSharedCooldownName | string GetSharedCooldownName()
|
No Description Set |
GetSpecialValueFor | table GetSpecialValueFor(string a)
|
No Description Set |
GetStolenActivityModifier | string GetStolenActivityModifier()
|
No Description Set |
GetToggleState | bool GetToggleState()
|
No Description Set |
HeroXPChange | bool HeroXPChange(float a)
|
No Description Set |
IncrementModifierRefCount | void IncrementModifierRefCount()
|
No Description Set |
IsActivated | bool IsActivated()
|
No Description Set |
IsAttributeBonus | bool IsAttributeBonus()
|
No Description Set |
IsChanneling | bool IsChanneling()
|
返回目前技能是否在施法状态 |
IsCooldownReady | bool IsCooldownReady()
|
No Description Set |
IsCosmetic | bool IsCosmetic(handle hEntity)
|
No Description Set |
IsFullyCastable | bool IsFullyCastable()
|
返回技能能否被释放 |
IsHidden | bool IsHidden()
|
No Description Set |
IsHiddenWhenStolen | bool IsHiddenWhenStolen()
|
No Description Set |
IsInAbilityPhase | bool IsInAbilityPhase()
|
返回技能目前是否在被释放 |
IsItem | bool IsItem()
|
Returns whether this is an ability attached to an item. |
IsOwnersGoldEnough | bool IsOwnersGoldEnough(int a)
|
No Description Set |
IsOwnersGoldEnoughForUpgrade | bool IsOwnersGoldEnoughForUpgrade()
|
No Description Set |
IsOwnersManaEnough | bool IsOwnersManaEnough()
|
No Description Set |
IsPassive | bool IsPassive()
|
Returns whether this is a passive ability. |
IsSharedWithTeammates | bool IsSharedWithTeammates()
|
No Description Set |
IsStealable | bool IsStealable()
|
Returns whether this ability can be stealed (by Rubick's ultimate). |
IsStolen | bool IsStolen()
|
Returns whether this ability has been stolen. |
IsToggle | bool IsToggle()
|
No Description Set |
IsTrained | bool IsTrained()
|
No Description Set |
MarkAbilityButtonDirty | void MarkAbilityButtonDirty()
|
标记这个技能图标表示需要刷新 |
NumModifiersUsingAbility | int NumModifiersUsingAbility()
|
No Description Set |
OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted()
|
No Description Set |
OnAbilityPhaseStart | bool OnAbilityPhaseStart()
|
No Description Set |
OnAbilityPinged | void OnAbilityPinged()
|
No Description Set |
OnChannelFinish | void OnChannelFinish(bool a)
|
No Description Set |
OnChannelThink | void OnChannelThink(float a)
|
No Description Set |
OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus()
|
No Description Set |
OnHeroLevelUp | void OnHeroLevelUp()
|
No Description Set |
OnInventoryContentsChanged | void OnInventoryContentsChanged()
|
No Description Set |
OnOwnerDied | void OnOwnerDied()
|
No Description Set |
OnOwnerSpawned | void OnOwnerSpawned()
|
No Description Set |
OnSpellStart | void OnSpellStart()
|
No Description Set |
OnToggle | void OnToggle()
|
No Description Set |
OnUpgrade | void OnUpgrade()
|
No Description Set |
PayGoldCost | void PayGoldCost()
|
No Description Set |
PayGoldCostForUpgrade | void PayGoldCostForUpgrade()
|
No Description Set |
PayManaCost | void PayManaCost()
|
No Description Set |
PlaysDefaultAnimWhenStolen | bool PlaysDefaultAnimWhenStolen()
|
No Description Set |
ProcsMagicStick | bool ProcsMagicStick()
|
Returns whether this ability procs magic stick. |
RefCountsModifiers | bool RefCountsModifiers()
|
No Description Set |
RefundManaCost | void RefundManaCost()
|
No Description Set |
ResetToggleOnRespawn | bool ResetToggleOnRespawn()
|
No Description Set |
SetAbilityIndex | void SetAbilityIndex(int a)
|
No Description Set |
SetActivated | void SetActivated(bool a)
|
No Description Set |
SetChanneling | void SetChanneling(bool a)
|
No Description Set |
SetHidden | void SetHidden(bool a)
|
No Description Set |
SetInAbilityPhase | void SetInAbilityPhase(bool a)
|
No Description Set |
SetLevel | void SetLevel(int a)
|
设置这个技能的等级 |
SetOverrideCastPoint | void SetOverrideCastPoint(float a)
|
No Description Set |
SetRefCountsModifiers | void SetRefCountsModifiers(bool a)
|
No Description Set |
SetStolen | void SetStolen(bool a)
|
No Description Set |
ShouldUseResources | bool ShouldUseResources()
|
No Description Set |
SpeakAbilityConcept | void SpeakAbilityConcept(int a)
|
No Description Set |
SpeakTrigger | bool SpeakTrigger()
|
No Description Set |
StartCooldown | void StartCooldown(float a)
|
参数:fl冷却时间? |
ToggleAbility | void ToggleAbility()
|
No Description Set |
ToggleAutoCast | void ToggleAutoCast()
|
No Description Set |
UpgradeAbility | void UpgradeAbility()
|
No Description Set |
UseResources | 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 | 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 | 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 | 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 | 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 | 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 | handle GetContainer()
|
获得物品所有者 |
GetCost | int GetCost()
|
No Description Set |
GetCurrentCharges | int GetCurrentCharges()
|
获得物品的目前充能 |
GetInitialCharges | int GetInitialCharges()
|
获得物品的初始充能 |
GetPurchaser | handle GetPurchaser()
|
获得物品的购买者 |
GetPurchaseTime | float GetPurchaseTime()
|
获得物品的购买时间 |
GetShareability | int GetShareability()
|
No Description Set |
IsAlertableItem | bool IsAlertableItem()
|
|
IsPermanent | bool IsPermanent()
|
判断物品是否非消耗品 |
IsCastOnPickup | bool IsCastOnPickup()
|
判断物品是否可以被捡起。 |
IsCombinable | bool IsCombinable()
|
判断物品是否可以合成。 |
IsDisassemblable | bool IsDisassemblable()
|
判断物品是否可以被拆分。 |
IsDroppable | bool IsDroppable()
|
判断物品是否可以被丢弃。 |
IsItem | bool IsItem()
|
判断是否是物品。 |
IsKillable | bool IsKillable()
|
判断是否可以被击杀。 |
IsMuted | bool IsMuted()
|
判断是否可以被禁用(?) |
IsPermanent | bool IsPermanent()
|
判断物品是否是永久性的 |
IsPurchasable | bool IsPurchasable()
|
判断物品是否可以被购买。 |
IsRecipe | bool IsRecipe()
|
判断物品是否是卷轴。 |
IsRecipeGenerated | bool IsRecipeGenerated()
|
判断物品是否是由卷轴合成的。 |
IsSellable | bool IsSellable()
|
判断物品是否可以被出售。 |
IsStackable | bool IsStackable()
|
判断物品是否可以叠加。 |
LaunchLoot | 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 | 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 | bool RequiresCharges()
|
判断物品是否需要充能。 |
SetCurrentCharges | void SetCurrentCharges(int a)
|
设置物品的充能数 |
SetPurchaser | void SetPurchaser(handle a)
|
设置物品的购买者 |
SetPurchaseTime | void SetPurchaseTime(float a)
|
设置物品的购买时间 |
SetStacksWithOtherOwners | void SetStacksWithOtherOwners(bool a)
|
No Description Set |
StacksWithOtherOwners | bool StacksWithOtherOwners()
|
No Description Set |
Think | 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 | handle GetContainedItem()
|
返回禁用的物品? |
GetCreationTime | float GetCreationTime()
|
返回物品第一次出现在地图上的时间 |
SetContainedItem | 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 | void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs)
|
应用一个数据驱动的Mordifier。 |
ApplyDataDrivenThinker | 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 | handle GetHorn()
|
获取年兽角 |
GetTail | handle GetTail()
|
获取年兽尾巴 |
IsHornAlive | bool IsHornAlive()
|
年兽的角巴是否损坏? |
IsTailAlive | 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 | handle GetHMDAvatar()
|
Returns the HMD Avatar entity for this player if it exists. |
IsNoclipping | bool IsNoclipping()
|
玩家处于穿墙模式(noclip mode)下返回true |
IsSteamControllerButtonPressed | bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton)
|
当Steam控制按钮被按下时,返回True。 |
IsUsePressed | bool IsUsePressed()
|
当使用按钮被按下时,返回True。 |
IsVRControllerButtonPressed | bool IsVRControllerButtonPressed(int nButton)
|
当VR控制按钮被按下时,返回True。 |
Quit | 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 | handle GetAssignedHero()
|
获取该玩家的英雄 |
GetControlledRPGUnit | handle GetControlledRPGUnit()
|
获取该玩家控制的RPG单位 |
GetPlayerID | 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 | void MakeRandomHeroSelection()
|
随机该玩家的英雄 |
SetKillCamUnit | void SetKillCamUnit(handle a)
|
设置英雄的击杀镜头单位(kill cam unit) |
SetMusicStatus | 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 | void AddAegisPickup(int a)
|
No Description Set |
AddClaimedFarm | void AddClaimedFarm(int a, float b)
|
No Description Set |
AddGoldSpentOnSupport | void AddGoldSpentOnSupport(int a, int b)
|
No Description Set |
AddRunePickup | void AddRunePickup(int a)
|
No Description Set |
AreUnitsSharedWithPlayerID | bool AreUnitsSharedWithPlayerID(int a, int b)
|
No Description Set |
ClearKillsMatrix | void ClearKillsMatrix(int a)
|
No Description Set |
ClearLastHitMultikill | void ClearLastHitMultikill(int a)
|
No Description Set |
ClearLastHitStreak | void ClearLastHitStreak(int a)
|
No Description Set |
ClearRawPlayerDamageMatrix | void ClearRawPlayerDamageMatrix(int a)
|
No Description Set |
ClearStreak | void ClearStreak(int a)
|
No Description Set |
GetAegisPickups | int GetAegisPickups(int a)
|
No Description Set |
GetAssists | int GetAssists(int a)
|
No Description Set |
GetBroadcasterChannel | unsigned GetBroadcasterChannel(int a)
|
No Description Set |
GetBroadcasterChannelSlot | unsigned GetBroadcasterChannelSlot(int a)
|
No Description Set |
GetClaimedDenies | int GetClaimedDenies(int a)
|
No Description Set |
GetClaimedFarm | float GetClaimedFarm(int a)
|
No Description Set |
GetClaimedMisses | int GetClaimedMisses(int a)
|
No Description Set |
GetConnectionState | 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 | int GetCreepDamageTaken(int a)
|
No Description Set |
GetCustomBuybackCooldown | float GetCustomBuybackCooldown(int a)
|
No Description Set |
GetCustomBuybackCost | int GetCustomBuybackCost(int a)
|
No Description Set |
GetCustomTeamAssignment | int GetCustomTeamAssignment(int playerIndex)
|
返回玩家要加入的队伍编号 |
GetDamageDoneToHero | int GetDamageDoneToHero(int a, int b)
|
No Description Set |
GetDeaths | int GetDeaths(int a)
|
No Description Set |
GetDenies | int GetDenies(int a)
|
No Description Set |
GetEventPointsForPlayerID | int GetEventPointsForPlayerID(int a)
|
No Description Set |
GetEventPremiumPointsGranted | int GetEventPremiumPointsGranted(int a)
|
No Description Set |
GetEventRankGranted | int GetEventRankGranted(int a)
|
No Description Set |
GetGold | int GetGold(int playerID)
|
返回指定玩家现有金钱量 |
GetGoldBagsCollected | int GetGoldBagsCollected(int a)
|
No Description Set |
GetGoldLostToDeath | int GetGoldLostToDeath(int a)
|
No Description Set |
GetGoldPerMin | float GetGoldPerMin(int a)
|
No Description Set |
GetGoldSpentOnBuybacks | int GetGoldSpentOnBuybacks(int a)
|
No Description Set |
GetGoldSpentOnConsumables | int GetGoldSpentOnConsumables(int a)
|
No Description Set |
GetGoldSpentOnItems | int GetGoldSpentOnItems(int a)
|
No Description Set |
GetGoldSpentOnSupport | int GetGoldSpentOnSupport(int a)
|
No Description Set |
GetHealing | float GetHealing(int a)
|
No Description Set |
GetHeroDamageTaken | int GetHeroDamageTaken(int a)
|
No Description Set |
GetKills | int GetKills(int playerID)
|
返回指定玩家击杀次数 |
GetKillsDoneToHero | 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 | int GetLastHitMultikill(int a)
|
No Description Set |
GetLastHits | int GetLastHits(int playerID)
|
No Description Set |
GetLastHitStreak | int GetLastHitStreak(int a)
|
No Description Set |
GetLevel | int GetLevel(int playerID)
|
No Description Set |
GetMisses | int GetMisses(int a)
|
No Description Set |
GetNearbyCreepDeaths | int GetNearbyCreepDeaths(int a)
|
No Description Set |
GetNthCourierForTeam | handle GetNthCourierForTeam(int a, int b)
|
No Description Set |
GetNthPlayerIDOnTeam | int GetNthPlayerIDOnTeam(int a, int b)
|
No Description Set |
GetNumConsumablesPurchased | int GetNumConsumablesPurchased(int a)
|
No Description Set |
GetNumCouriersForTeam | int GetNumCouriersForTeam(int a)
|
No Description Set |
GetNumItemsPurchased | int GetNumItemsPurchased(int a)
|
No Description Set |
GetOriginalLobbyTeam | 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 | handle GetPlayer(int playerID)
|
No Description Set |
GetPlayerCount | int GetPlayerCount()
|
获取未加入队伍的观战者和玩家数量。 |
GetPlayerCountForTeam | int GetPlayerCountForTeam(int iTeam)
|
获取队伍中的玩家数量。 |
GetPlayerLoadedCompletely | bool GetPlayerLoadedCompletely(int a)
|
No Description Set |
GetPlayerName | string GetPlayerName(int a)
|
No Description Set |
GetPlayerReservedState | bool GetPlayerReservedState(int a)
|
No Description Set |
GetRawPlayerDamage | int GetRawPlayerDamage(int a)
|
No Description Set |
GetReliableGold | int GetReliableGold(int playerID)
|
返回指定玩家现有可靠金钱量 |
GetRespawnSeconds | int GetRespawnSeconds(int a)
|
No Description Set |
GetRoshanKills | int GetRoshanKills(int a)
|
No Description Set |
GetRunePickups | int GetRunePickups(int a)
|
No Description Set |
GetSelectedHeroEntity | handle GetSelectedHeroEntity(int a)
|
No Description Set |
GetSelectedHeroID | int GetSelectedHeroID(int a)
|
No Description Set |
GetSelectedHeroName | string GetSelectedHeroName(int a)
|
No Description Set |
GetSteamAccountID | <> GetSteamAccountID(int a)
|
获取32位SteamID |
GetSteamID | unsigned GetSteamID(int iPlayerID)
|
获取64位SteamID |
GetStreak | int GetStreak(int a)
|
No Description Set |
GetStuns | float GetStuns(int a)
|
No Description Set |
GetTeam | int GetTeam(int a)
|
No Description Set |
GetTeamKills | int GetTeamKills(int a)
|
No Description Set |
GetTeamPlayerCount | 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 | float GetTimeOfLastConsumablePurchase(int a)
|
No Description Set |
GetTimeOfLastDeath | float GetTimeOfLastDeath(int a)
|
No Description Set |
GetTimeOfLastItemPurchase | float GetTimeOfLastItemPurchase(int a)
|
No Description Set |
GetTotalEarnedGold | int GetTotalEarnedGold(int a)
|
No Description Set |
GetTotalEarnedXP | int GetTotalEarnedXP(int a)
|
No Description Set |
GetTotalGoldSpent | int GetTotalGoldSpent(int a)
|
No Description Set |
GetTowerDamageTaken | int GetTowerDamageTaken(int a)
|
No Description Set |
GetTowerKills | int GetTowerKills(int a)
|
No Description Set |
GetUnitShareMaskForPlayer | int GetUnitShareMaskForPlayer(int a, int b)
|
No Description Set |
GetUnreliableGold | int GetUnreliableGold(int playerID)
|
返回指定玩家现有不可靠金钱量 |
GetXPPerMin | float GetXPPerMin(int a)
|
No Description Set |
HasCustomGameTicketForPlayerID | bool HasCustomGameTicketForPlayerID(int iPlayerID)
|
当玩家拥有通行证时返回true |
HasRandomed | bool HasRandomed(int a)
|
No Description Set |
HasRepicked | bool HasRepicked(int playerID)
|
No Description Set |
HasSelectedHero | bool HasSelectedHero(int a)
|
No Description Set |
HaveAllPlayersJoined | bool HaveAllPlayersJoined()
|
No Description Set |
HeroLevelUp | void HeroLevelUp(int a)
|
No Description Set |
IncrementAssists | void IncrementAssists(int playerID)
|
No Description Set |
IncrementClaimedDenies | void IncrementClaimedDenies(int a)
|
No Description Set |
IncrementClaimedMisses | void IncrementClaimedMisses(int a)
|
No Description Set |
IncrementDeaths | void IncrementDeaths(int playerID)
|
No Description Set |
IncrementDenies | void IncrementDenies(int a)
|
No Description Set |
IncrementGoldBagsCollected | void IncrementGoldBagsCollected(int a)
|
No Description Set |
IncrementKills | void IncrementKills(int playerID, int kills)
|
No Description Set |
IncrementLastHitMultikill | void IncrementLastHitMultikill(int a)
|
No Description Set |
IncrementLastHits | void IncrementLastHits(int a)
|
No Description Set |
IncrementLastHitStreak | void IncrementLastHitStreak(int a)
|
No Description Set |
IncrementMisses | void IncrementMisses(int a)
|
No Description Set |
IncrementNearbyCreepDeaths | void IncrementNearbyCreepDeaths(int a)
|
No Description Set |
IncrementStreak | void IncrementStreak(int a)
|
No Description Set |
IncrementTotalEarnedXP | void IncrementTotalEarnedXP(int a, int b)
|
No Description Set |
IsBroadcaster | bool IsBroadcaster(int a)
|
No Description Set |
IsDisableHelpSetForPlayerID | bool IsDisableHelpSetForPlayerID(int a, int b)
|
No Description Set |
IsFakeClient | bool IsFakeClient(int a)
|
No Description Set |
IsHeroSelected | bool IsHeroSelected(string a)
|
No Description Set |
IsHeroSharedWithPlayerID | bool IsHeroSharedWithPlayerID(int a, int b)
|
No Description Set |
IsValidPlayer | bool IsValidPlayer(int playerID)
|
No Description Set |
IsValidPlayerID | bool IsValidPlayerID(int playerID)
|
No Description Set |
IsValidTeamPlayer | bool IsValidTeamPlayer(int playerID)
|
No Description Set |
IsValidTeamPlayerID | bool IsValidTeamPlayerID(int playerID)
|
No Description Set |
ModifyGold | int ModifyGold(int playerID, int goldAmmt, bool reliable, int d)
|
No Description Set |
ReplaceHeroWith | 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 | void ResetBuybackCostTime(int a)
|
No Description Set |
ResetTotalEarnedGold | void ResetTotalEarnedGold(int a)
|
No Description Set |
SetBuybackCooldownTime | void SetBuybackCooldownTime(int a, float b)
|
No Description Set |
SetBuybackGoldLimitTime | void SetBuybackGoldLimitTime(int a, float b)
|
No Description Set |
SetCameraTarget | void SetCameraTarget(int a, handle b)
|
(玩家ID,实体) - 强制玩家镜头跟随目标实体 |
SetCustomBuybackCooldown | void SetCustomBuybackCooldown(int a, float b)
|
设置玩家买活冷却时间 |
SetCustomBuybackCost | void SetCustomBuybackCost(int a, int b)
|
设置玩家买活花费 |
SetCustomPlayerColor | 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 | void SetCustomTeamAssignment(int playerIndex, int teamToJoin)
|
设置玩家要加入的队伍 |
SetGold | void SetGold(int playerID, int amount, bool reliableGold)
|
设置玩家的可靠/不可靠金钱数 |
SetHasRandomed | void SetHasRandomed(int playerID)
|
No Description Set |
SetHasRepicked | void SetHasRepicked(int playerID)
|
No Description Set |
SetLastBuybackTime | void SetLastBuybackTime(int a, int b)
|
No Description Set |
SetOverrideSelectionEntity | void SetOverrideSelectionEntity(int nPlayerID, handle hEntity)
|
强制玩家选择实体。 |
SetPlayerReservedState | void SetPlayerReservedState(int a, bool b)
|
No Description Set |
SetUnitShareMaskForPlayer | void SetUnitShareMaskForPlayer(int a, int b, int c, bool d)
|
No Description Set |
SpendGold | void SpendGold(int playerID, int amount, int reason)
|
No Description Set |
UpdateTeamSlot | void UpdateTeamSlot(int a, int b)
|
No Description Set |
WhoSelectedHero | int WhoSelectedHero(string a)
|
No Description Set |
CDOTA_BaseNPC
- extends CBaseFlex
'
函数名 | 函数原型 | 解释 |
---|---|---|
AddAbility | 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 | handle AddItem(handle a) v
|
增加物品到该单位的库存 。 |
AddItemByName | handle AddItemByName(string pszItemName)
|
向玩家的库存添加一个物品。 |
AddNewModifier | handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)
|
为该单位增加修改器。 |
AddNoDraw | void AddNoDraw()
|
为单位添加No Draw的flag。 |
AddSpeechBubble | 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 | void AlertNearbyUnits(handle hAttacker, handle hAbility)
|
No Description Set |
AngerNearbyUnits | void AngerNearbyUnits()
|
No Description Set |
AttackNoEarlierThan | void AttackNoEarlierThan(float a)
|
No Description Set |
AttackReady | bool AttackReady()
|
No Description Set |
BoundingRadius2D | float BoundingRadius2D()
|
No Description Set |
CanEntityBeSeenByMyTeam | bool CanEntityBeSeenByMyTeam(handle a)
|
Check FoW to see if an entity is visible. |
CanSellItems | bool CanSellItems()
|
Query if this unit can sell items. |
CastAbilityImmediately | void CastAbilityImmediately(handle ability, int playerIndex)
|
技能立即施法。 |
CastAbilityNoTarget | void CastAbilityNoTarget(handle ability, int playerIndex)
|
无目标的施放技能 ( hAbility, iPlayerIndex ) 。 |
CastAbilityOnPosition | void CastAbilityOnPosition(Vector a, handle b, int c)
|
对一地点施放技能。 |
CastAbilityOnTarget | void CastAbilityOnTarget(handle target, handle ability, int playerIndex)
|
对一实体施放技能。 |
CastAbilityToggle | void CastAbilityToggle(handle a, int b)
|
切换技能 ( hAbility, iPlayerIndex ) 。 |
DestroyAllSpeechBubbles | void DestroyAllSpeechBubbles()
|
|
DisassembleItem | void DisassembleItem(handle a)
|
拆解该单位库存中过时的物品 |
DropItemAtPosition | void DropItemAtPosition(Vector a, handle b)
|
将物品扔在指定地点。 |
DropItemAtPositionImmediate | void DropItemAtPositionImmediate(handle a, Vector b)
|
立即将物品扔在指定地点。 |
EjectItemFromStash | void EjectItemFromStash(handle a)
|
自库存栏丢落指定的物品。 |
FindAbilityByName | handle FindAbilityByName(string a)
|
以名称寻找技能。 |
FindAllModifiers | table FindAllModifiers()
|
以table形式返回该单位所具有的所有Modifier。 |
FindAllModifiersByName | 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 | 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 | 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 | void ForceKill(bool a)
|
强制击杀该单位。 |
GetAbilityByIndex | handle GetAbilityByIndex(int a)
|
以下标值检索该单位的技能。0是第一个技能 |
GetAbilityCount | int GetAbilityCount()
|
获取拥有的技能数量。 |
GetAcquisitionRange | float GetAcquisitionRange()
|
获取单位的自动收集距离。 |
GetAdditionalBattleMusicWeight | float GetAdditionalBattleMusicWeight()
|
获取当与该单位战斗时将会计算的战斗音乐权重。 |
GetAggroTarget | handle GetAggroTarget()Returns this unit's aggro target.
|
获取该单位的仇恨目标。 |
GetAttackAnimationPoint | float GetAttackAnimationPoint()
|
No Description Set |
GetAttackCapability | int GetAttackCapability()
|
获取单位的攻击力。 |
GetAttackDamage | int GetAttackDamage()
|
获取该单位伤害最大值与最小值之间的随机整数。 |
GetAttackRange | float GetAttackRange()
|
获取单位当前的攻击距离。 |
GetAttackRangeBuffer | float GetAttackRangeBuffer()
|
获取状态增加的攻击距离。 |
GetAttackSpeed | float GetAttackSpeed()
|
获取该单位的攻速。 |
GetAttacksPerSecond | float GetAttacksPerSecond()
|
获取APS值(每秒能够打几下)。 |
GetAttackTarget | handle GetAttackTarget()
|
返回该单位的攻击目标。 |
GetAverageTrueAttackDamage | int GetAverageTrueAttackDamage()
|
获取该单位最大伤害值与最小伤害值的平均数。 |
GetBaseAttackRange | int GetBaseAttackRange()
|
获取单位的基础攻击距离(修改器不列入计算)。 |
GetBaseAttackTime | float GetBaseAttackTime()
|
No Description Set |
GetBaseDamageMax | int GetBaseDamageMax()
|
获取最大伤害值。 |
GetBaseDamageMin | int GetBaseDamageMin()
|
获取最小伤害值。 |
GetBaseDayTimeVisionRange | int GetBaseDayTimeVisionRange()
|
获取单位的基础日间视野距离(修改器不列入计算)。 |
GetBaseHealthRegen | float GetBaseHealthRegen()
|
获取单位的基础血量恢复值。 |
GetBaseMagicalResistanceValue | float GetBaseMagicalResistanceValue()
|
获取单位的基础魔法抗性值。 |
GetBaseMaxHealth | float GetBaseMaxHealth()
|
获取基础血量值。 |
GetBaseMoveSpeed | float GetBaseMoveSpeed()
|
获取基础跑速。 |
GetBaseNightTimeVisionRange | int GetBaseNightTimeVisionRange()
|
获取单位基础的夜间视野距离(修改器不列入计算)。 |
GetCastPoint | float GetCastPoint(bool a)
|
Parameter: bAttack |
GetCloneSource | handle GetCloneSource()
|
获取米波的主身(如果这个单位是米波)。 |
GetCollisionPadding | float GetCollisionPadding()
|
返回该单位的碰撞体积。 |
GetConstantBasedManaRegen | float GetConstantBasedManaRegen()
|
获取基础的魔力恢复值常数。 |
GetCreationTime | float GetCreationTime()
|
No Description Set |
GetCurrentActiveAbility | handle GetCurrentActiveAbility()
|
获取该单位正在使用中的法术。 |
GetCurrentVisionRange | int GetCurrentVisionRange()
|
获取当前的视野距离。 |
GetCursorCastTarget | handle GetCursorCastTarget()
|
获取鼠标指定的施法目标。 |
GetCursorPosition | Vector GetCursorPosition()
|
获取鼠标位置。 |
GetCursorTargetingNothing | bool GetCursorTargetingNothing()
|
No Description Set |
GetDayTimeVisionRange | int GetDayTimeVisionRange()
|
获取该单位的日间视野(将修改器并入计算)。 |
GetDeathXP | int GetDeathXP()
|
获取该单位的击杀经验值奖赏。 |
GetForceAttackTarget | handle GetForceAttackTarget()
|
No Description Set |
GetGoldBounty | int GetGoldBounty()
|
获取该单位的击杀金钱奖赏。 |
GetHasteFactor | float GetHasteFactor()
|
No Description Set |
GetHealth | int GetHealth()
|
获取该单位的血量。 |
GetHealthDeficit | int GetHealthDeficit()
|
返回损失的血量 (最大血量 - 当前血量)。 |
GetHealthPercent | int GetHealthPercent()
|
获取该单位当前的血量百分比。 |
GetHealthRegen | float GetHealthRegen()
|
获取该单位当前的血量恢复值。 |
GetHullRadius | float GetHullRadius()
|
获取该单位的碰撞体积半径。 |
GetIdealSpeed | float GetIdealSpeed()
|
获取该单位的跑速(将修改器并入计算)。 |
GetIncreasedAttackSpeed | float GetIncreasedAttackSpeed()
|
No Description Set |
GetInitialGoalEntity | handle GetInitialGoalEntity()
|
返回该单位初始的路径点。 |
GetItemInSlot | handle GetItemInSlot(int a)
|
以下标值获取物品栏中的物品。 |
GetLastIdleChangeTime | float GetLastIdleChangeTime()
|
获取该单位最后 进入/离开 闲置状态的时间。 |
GetLevel | int GetLevel()
|
返回该单位当前的等级。 |
GetMagicalArmorValue | float GetMagicalArmorValue()
|
返回该单位当前的魔法抗性值。 |
GetMainControllingPlayer | int GetMainControllingPlayer()
|
返回控制该单位的玩家ID。 |
GetMana | float GetMana()
|
获取该单位的魔力值。 |
GetManaPercent | int GetManaPercent()
|
获取该单位的剩余魔力值百分比。 |
GetManaRegen | float GetManaRegen()
|
获取该单位的魔力恢复值。 |
GetMaxHealth | int GetMaxHealth()
|
获取该单位的最大血量。 |
GetMaxMana | float GetMaxMana()
|
获取该单位的最大魔力。 |
GetMaximumGoldBounty | int GetMaximumGoldBounty()
|
获取击杀该单位所得的最大金钱。 |
GetMaxMana | float GetMaxMana()
|
获取单位的最大法力值。 |
GetMinimumGoldBounty | int GetMinimumGoldBounty()
|
获取击杀该单位所得的最小金钱。 |
GetModelRadius | float GetModelRadius()
|
获取模型大小半径。 |
GetModifierCount | int GetModifierCount()
|
返回该单位所拥有的修改器数量。 |
GetModifierNameByIndex | 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 | int GetModifierStackCount(string modifierName, handle b)
|
Gets the stack count of a given modifier. |
GetMoveSpeedModifier | float GetMoveSpeedModifier(float a)
|
No Description Set |
GetMustReachEachGoalEntity | bool GetMustReachEachGoalEntity()
|
该单位是否被要求走访每个路径点? |
GetNightTimeVisionRange | int GetNightTimeVisionRange()
|
返回夜间视野距离(将修改器并入计算)。 |
GetOpposingTeamNumber | int GetOpposingTeamNumber()
|
No Description Set |
GetPaddedCollisionRadius | float GetPaddedCollisionRadius()
|
获取单位碰撞体积半径。 |
GetPercentageBasedManaRegen | float GetPercentageBasedManaRegen()
|
获取基础魔力恢复值百分比。 |
GetPhysicalArmorBaseValue | float GetPhysicalArmorBaseValue()
|
返回基础护甲值。 |
GetPhysicalArmorValue | float GetPhysicalArmorValue()
|
返回当前的护甲值。 |
GetPlayerOwner | handle GetPlayerOwner()
|
获取拥有此单位的玩家实体。 |
GetPlayerOwnerID | int GetPlayerOwnerID()
|
获取拥有此单位的玩家ID。 |
GetProjectileSpeed | int GetProjectileSpeed()
|
No Description Set |
GetRangeToUnit | float GetRangeToUnit(handle a)
|
No Description Set |
GetSecondsPerAttack | float GetSecondsPerAttack()
|
No Description Set |
GetStatsBasedManaRegen | float GetStatsBasedManaRegen()
|
获取因智慧而增加的魔法恢复值。 |
GetTeamNumber | int GetTeamNumber()
|
获取该单位所属的队伍ID。 |
GetTotalPurchasedUpgradeGoldCost | int GetTotalPurchasedUpgradeGoldCost()
|
获取用在升级的金钱。 |
GetUnitLabel | string GetUnitLabel()
|
No Description Set |
GetUnitName | string GetUnitName()
|
获取单位名称。 |
GiveMana | void GiveMana(float a)
|
给予此单位指定的魔法值。(Giff me mana!) |
HasAbility | bool HasAbility(string a)
|
以技能名称搜寻该单位是否拥有此技能。 |
HasAttackCapability | bool HasAttackCapability()
|
No Description Set |
HasFlyingVision | bool HasFlyingVision()
|
No Description Set |
HasFlyMovementCapability | bool HasFlyMovementCapability()
|
No Description Set |
HasGroundMovementCapability | bool HasGroundMovementCapability()
|
No Description Set |
HasInventory | bool HasInventory()
|
No Description Set |
HasItemInInventory | bool HasItemInInventory(string a)
|
以物品名称搜寻该单位是否拥有此物品。 |
HasModifier | bool HasModifier(string a)
|
以修改器名称搜寻该单位是否拥有此修改器。 |
HasMovementCapability | bool HasMovementCapability()
|
No Description Set |
HasScepter | bool HasScepter()
|
No Description Set |
Heal | void Heal(float amount, handle source)
|
治疗该单位。 |
Hold | void Hold()
|
命令单位在原地待命。 |
Interrupt | void Interrupt()
|
No Description Set |
InterruptChannel | void InterruptChannel()
|
No Description Set |
InterruptMotionControllers | void InterruptMotionControllers(bool a)
|
Parameter boolean determines finding clear space. |
IsAlive | bool IsAlive()
|
此单位是否还活着? |
IsAncient | bool IsAncient()
|
该生物是否为远古野怪? |
IsAttackImmune | bool IsAttackImmune()
|
No Description Set |
IsAttacking | bool IsAttacking()
|
No Description Set |
IsAttackingEntity | bool IsAttackingEntity(handle a)
|
No Description Set |
IsBlind | bool IsBlind()
|
No Description Set |
IsBlockDisabled | bool IsBlockDisabled()
|
No Description Set |
IsCommandRestricted | bool IsCommandRestricted()
|
No Description Set |
IsControllableByAnyPlayer | bool IsControllableByAnyPlayer()
|
该单位是否为非Bot玩家所控制? |
IsCreature | bool IsCreature()
|
此单位是否为怪物类型单位? |
IsDeniable | bool IsDeniable()
|
No Description Set |
IsDisarmed | bool IsDisarmed()
|
No Description Set |
IsDominated | bool IsDominated()
|
No Description Set |
IsEvadeDisabled | bool IsEvadeDisabled()
|
No Description Set |
IsFrozen | bool IsFrozen()
|
No Description Set |
IsHardDisarmed | bool IsHardDisarmed()
|
No Description Set |
IsHero | bool IsHero()
|
此单位是否为英雄或英雄幻象? |
IsHexed | bool IsHexed()
|
No Description Set |
IsIdle | bool IsIdle()
|
该生物是否处于闲置状态? |
IsIllusion | bool IsIllusion()
|
该单位是否为幻象单位? |
IsInvisible | bool IsInvisible()
|
No Description Set |
IsInvulnerable | bool IsInvulnerable()
|
No Description Set |
IsLowAttackPriority | bool IsLowAttackPriority()
|
No Description Set |
IsMagicImmune | bool IsMagicImmune()
|
该单位是否魔法免疫? |
IsMechanical | bool IsMechanical()
|
该单位是否为机械单位? |
IsMovementImpaired | bool IsMovementImpaired()
|
No Description Set |
IsMuted | bool IsMuted()
|
No Description Set |
IsNeutralUnitType | bool IsNeutralUnitType()
|
该单位是否为野怪? |
IsNightmared | bool IsNightmared()
|
No Description Set |
IsOpposingTeam | bool IsOpposingTeam(int a)
|
No Description Set |
IsOutOfGame | bool IsOutOfGame()
|
No Description Set |
IsOwnedByAnyPlayer | bool IsOwnedByAnyPlayer()
|
该单位是否为非Bot之玩家所有? |
IsPhantom | bool IsPhantom()
|
该单位是否为幻象单位? |
IsPhantomBlocker | bool IsPhantomBlocker()
|
No Description Set |
IsPhased | bool IsPhased()
|
是否在相位状态? |
IsPositionInRange | bool IsPositionInRange(Vector a, float b)
|
是否在某点的范围内 |
IsRangedAttacker | bool IsRangedAttacker()
|
该单位攻击类型是否为远程攻击? |
IsRealHero | 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 | bool IsRooted()
|
No Description Set |
IsSilenced | bool IsSilenced()
|
该单位是否被沉默? |
IsSoftDisarmed | bool IsSoftDisarmed()
|
No Description Set |
IsSpeciallyDeniable | bool IsSpeciallyDeniable()
|
No Description Set |
IsStunned | bool IsStunned()
|
该单位是否被晕眩了? |
IsSummoned | bool IsSummoned()
|
此单位是否为召唤物? |
IsTower | bool IsTower()
|
此单位是否为塔? |
IsUnableToMiss | bool IsUnableToMiss()
|
No Description Set |
IsUnselectable | bool IsUnselectable()
|
No Description Set |
Kill | 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 | void MakeIllusion()
|
No Description Set |
MakePhantomBlocker | void MakePhantomBlocker()
|
No Description Set |
MakeVisibleDueToAttack | void MakeVisibleDueToAttack(int a)
|
No Description Set |
MakeVisibleToTeam | void MakeVisibleToTeam(int a, float b)
|
No Description Set |
ManageModelChanges | void ManageModelChanges()
|
|
ModifyHealth | void ModifyHealth(int a, handle b, bool c, int d)
|
设置血量为所指定的值 |
MoveToNPC | void MoveToNPC(handle a)
|
移动至指定的单位。 |
MoveToNPCToGiveItem | void MoveToNPCToGiveItem(handle npc, handle item)
|
将身上的物品丢给指定的单位。 |
MoveToPosition | void MoveToPosition(Vector a)
|
移动到指定的位置。 |
MoveToPositionAggressive | void MoveToPositionAggressive(Vector a)
|
移动到指定的位置。 |
MoveToTargetToAttack | void MoveToTargetToAttack(handle a)
|
移动至指定的单位,并且发动攻击。 |
NoHealthBar | bool NoHealthBar()
|
No Description Set |
NoTeamMoveTo | bool NoTeamMoveTo()
|
No Description Set |
NoTeamSelect | bool NoTeamSelect()
|
No Description Set |
NotifyWearablesOfModelChange | void NotifyWearablesOfModelChange(bool bOriginalModel)
|
通知模型的可穿戴性发生了改变。 |
NotOnMinimap | bool NotOnMinimap()
|
No Description Set |
NotOnMinimapForEnemies | bool NotOnMinimapForEnemies()
|
No Description Set |
NoUnitCollision | bool NoUnitCollision()
|
No Description Set |
PassivesDisabled | bool PassivesDisabled()
|
No Description Set |
PerformAttack | void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile)
|
对一单位执行攻击。 |
PickupDroppedItem | void PickupDroppedItem(handle a)
|
捡起掉落的物品。 |
PickupRune | void PickupRune(handle a)
|
捡起神符。 |
ProvidesVision | bool ProvidesVision()
|
No Description Set |
Purge | 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 | 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 | void RemoveAbility(string a)
|
以技能名称移除该单位相应的技能。 |
RemoveGesture | void RemoveGesture(int nActivity)
|
移除某个动作。 |
RemoveHorizontalMotionController | void RemoveHorizontalMotionController(handle hBuff)
|
移除水平方向上的运动控制器。 |
RemoveItem | void RemoveItem(handle a)
|
将该单位库存中的过期物品移除。 |
RemoveModifierByName | void RemoveModifierByName(string a)
|
以名称移除修改器。 |
RemoveModifierByNameAndCaster | void RemoveModifierByNameAndCaster(string a, handle b)
|
以施法者与修改器名称移除修改器。 |
RemoveNoDraw | void RemoveNoDraw()
|
Remove the no draw flag. |
RemoveVerticalMotionController | void RemoveVerticalMotionController(handle hBuff)
|
移除垂直方向上的运动控制器。 |
RespawnUnit | void RespawnUnit()
|
复活该单位。 |
TakeItem | void TakeItem(handle hItem)
|
隐藏物品 |
SellItem | void SellItem(handle a)
|
卖出该单位的物品。 |
SetAbilityByIndex | void SetAbilityByIndex(handle hAbility, int iIndex)
|
改变技能Index |
SetAcquisitionRange | void SetAcquisitionRange(float a)
|
Sets acquisition range |
SetAdditionalBattleMusicWeight | 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 | void SetAggroTarget(handle hAggroTarget)
|
将这个单位的仇恨目标设为某个单位。 |
SetAttackCapability | void SetAttackCapability(int a)
|
No Description Set |
SetAttacking | void SetAttacking(handle a)
|
No Description Set |
SetBaseAttackTime | void SetBaseAttackTime(float a)
|
No Description Set |
SetBaseDamageMax | void SetBaseDamageMax(int a)
|
设置基础最大攻击力。 |
SetBaseDamageMin | void SetBaseDamageMin(int a)
|
设置基础最小攻击力。 |
SetBaseHealthRegen | void SetBaseHealthRegen(float a)
|
No Description Set |
SetBaseMagicalResistanceValue | void SetBaseMagicalResistanceValue(float a)
|
设置基础魔法抗性值。 |
SetBaseManaRegen | void SetBaseManaRegen(float a)
|
设置基础魔力恢复值。 |
SetBaseMaxHealth | void SetBaseMaxHealth(float a)
|
设置基础最大血量。 |
SetBaseMoveSpeed | void SetBaseMoveSpeed(int a)
|
设置基础跑速。 |
SetCanSellItems | void SetCanSellItems(bool bCanSell)
|
设置这个单位是否能出售物品。 |
SetControllableByPlayer | void SetControllableByPlayer(int a, bool b)
|
以玩家ID设置该单位的控制权。 |
SetCursorCastTarget | void SetCursorCastTarget(handle a)
|
No Description Set |
SetCursorPosition | void SetCursorPosition(Vector a)
|
No Description Set |
SetCursorTargetingNothing | void SetCursorTargetingNothing(bool a)
|
No Description Set |
SetDayTimeVisionRange | void SetDayTimeVisionRange(int a)
|
设置基础的视间视野距离。 |
SetDeathXP | void SetDeathXP(int a)
|
设置该单位的击杀经验值奖赏。 |
SetDeathXP | void SetDeathXP(int iXPBounty)
|
Set the XP bounty on this unit |
SetForceAttackTarget | void SetForceAttackTarget(handle a)
|
No Description Set |
SetHasInventory | void SetHasInventory(bool a)
|
No Description Set |
SetHullRadius | void SetHullRadius(float a)
|
设置该单位的碰撞半径。 |
SetIdleAcquire | void SetIdleAcquire(bool a)
|
No Description Set |
SetInitialGoalEntity | void SetInitialGoalEntity(handle a)
|
设置该单位的初始路径点。 |
SetMana | void SetMana(float a)
|
设置该单位的魔力值。 |
SetMaximumGoldBounty | void SetMaximumGoldBounty(int a)
|
设置该单位的最高赏金。 |
SetMinimumGoldBounty | void SetMinimumGoldBounty(int a)
|
设置该单位的最低赏金。 |
SetModifierStackCount | void SetModifierStackCount(string modifierName, handle b, int modifierCount)
|
Sets the stack count of a given modifier. |
SetMoveCapability | void SetMoveCapability(int a)
|
No Description Set |
SetMustReachEachGoalEntity | void SetMustReachEachGoalEntity(bool a)
|
设置该单位是否要走访每个路径点。 |
SetNeverMoveToClearSpace | 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 | void SetNightTimeVisionRange(int a)
|
设置基础夜间视野距离。 |
SetOrigin | void SetOrigin(Vector vLocation)
|
设置单位位置。 |
SetOriginalModel | void SetOriginalModel(string originalModel)
|
设置单位原模型。 |
SetPhysicalArmorBaseValue | void SetPhysicalArmorBaseValue(float a)
|
设置基础护甲值。 |
SetRangedProjectileName | void SetRangedProjectileName(string a)
|
No Description Set |
SetRenderAlpha | void SetRenderAlpha( int alpha )
|
No Description Set |
SetStolenScepter | void SetStolenScepter(bool a)
|
No Description Set |
SetUnitName | void SetUnitName(string a)
|
No Description Set |
ShouldIdleAcquire | bool ShouldIdleAcquire()
|
No Description Set |
SpendMana | void SpendMana(float a, handle b)
|
消耗魔力,可以用在技能消耗或使用物品。 |
StartGesture | void StartGesture(int nActivity)
|
向单位添加给定的动作。 |
StartGestureWithPlaybackRate | 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 | void Stop()
|
使该单位暂停当前动作。 |
SwapAbilities | 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 | void SwapItems(int nSlot1, int nSlot2)
|
交换两个物品的位置。 |
TimeUntilNextAttack | float TimeUntilNextAttack()
|
No Description Set |
TriggerModifierDodge | bool TriggerModifierDodge()
|
No Description Set |
TriggerSpellAbsorb | 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 | void TriggerSpellReflect(handle hAbility)
|
触发类似于清莲宝珠一样的效果。 |
UnitCanRespawn | bool UnitCanRespawn()
|
No Description Set |
CDOTA_BaseNPC_Hero
- extends CDOTA_BaseNPC
'
函数名 | 函数原型 | 解释 |
---|---|---|
AddExperience | bool AddExperience(float amount, bool applyBotDifficultyScaling)
|
给单位增加经验值 |
Buyback | void Buyback()
|
花费金钱并买活英雄 |
CalculateStatBonus | void CalculateStatBonus()
|
英雄返回属性后,重新计算全部属性 |
CanEarnGold | 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 | void ClearLastHitMultikill()
|
数值存储在玩家资源(PlayerResource)中 |
ClearLastHitStreak | void ClearLastHitStreak()
|
数值存储在玩家资源(PlayerResource)中 |
ClearStreak | void ClearStreak()
|
数值存储在玩家资源(PlayerResource)中 |
GetAbilityPoints | int GetAbilityPoints()
|
返回未分配的技能点数 |
GetAdditionalOwnedUnits | table GetAdditionalOwnedUnits()
|
返回玩家拥有的额外单位 |
GetAgility | float GetAgility()
|
返回敏捷值 |
GetAgilityGain | float GetAgilityGain()
|
返回敏捷成长 |
GetAssists | int GetAssists()
|
返回助攻数,数值存储在玩家资源(PlayerResource)中 |
GetAttacker | int GetAttacker(int a)
|
No Description Set |
GetBaseAgility | float GetBaseAgility()
|
返回基础敏捷 |
GetBaseDamageMax | 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 | 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 | float GetBaseIntellect()
|
返回基础智力 |
GetBaseStrength | float GetBaseStrength()
|
返回基础力量 |
GetBonusDamageFromPrimaryStat | int GetBonusDamageFromPrimaryStat()
|
返回来自主属性奖励的攻击伤害值 |
GetBuybackCooldownTime | float GetBuybackCooldownTime()
|
返回该英雄买活CD的剩余时间 |
GetBuybackCost | int GetBuybackCost()
|
返回买活所需金钱 |
GetBuybackGoldLimitTime | float GetBuybackGoldLimitTime()
|
返回买活所带来的金钱惩罚剩余时间 |
GetCurrentXP | int GetCurrentXP()
|
返回当前经验值 |
GetDeathGoldCost | int GetDeathGoldCost()
|
返回死亡损失金钱 |
GetDeaths | int GetDeaths()
|
返回死亡次数 |
GetDenies | int GetDenies()
|
返回反补次数 |
GetGold | int GetGold()
|
返回该英雄拥有者所有的金钱数量 |
GetGoldBounty | int GetGoldBounty()
|
No Description Set |
GetHealthRegen | float GetHealthRegen()
|
返回每秒生命回复,英雄生命回复受到属性影响 |
GetIncreasedAttackSpeed | 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 | float GetIntellect()
|
返回智力值 |
GetIntellectGain | float GetIntellectGain()
|
返回智力成长 |
GetKills | int GetKills()
|
返回击杀数,数值存储在玩家资源(PlayerResource)中 |
GetLastHits | int GetLastHits()
|
返回正补数,数值存储在玩家资源(PlayerResource)中 |
GetManaRegen | float GetManaRegen()
|
返回每秒魔法回复,英雄魔法回复受到属性影响 |
GetMostRecentDamageTime | float GetMostRecentDamageTime()
|
返回最近一次伤害时间 |
GetMultipleKillCount | int GetMultipleKillCount()
|
返回多杀计数 |
GetNumAttackers | int GetNumAttackers()
|
No Description Set |
GetNumItemsInInventory | int GetNumItemsInInventory()
|
返回玩家拥有的物品数量。 |
GetNumItemsInStash | int GetNumItemsInStash()
|
返回玩家储藏处内 |
GetPhysicalArmorValue | float GetPhysicalArmorValue()
|
返回护甲值,英雄护甲受到属性影响 |
GetPlayerID | int GetPlayerID()
|
返回英雄拥有者的ID |
GetPrimaryAttribute | int GetPrimaryAttribute()
|
返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力. |
GetPrimaryStatValue | float GetPrimaryStatValue()
|
返回主属性值 |
GetRespawnsDisabled | bool GetRespawnsDisabled()
|
返回该英雄是否被禁止复活。 |
GetRespawnTime | float GetRespawnTime()
|
返回复活时间 |
GetStatsBasedManaRegen | float GetStatsBasedManaRegen()
|
返回属性提供的魔法回复 |
GetStreak | int GetStreak()
|
返回连杀数 |
GetStrength | float GetStrength()
|
返回力量值 |
GetStrengthGain | float GetStrengthGain()
|
返回力量成长 |
GetTimeUntilRespawn | float GetTimeUntilRespawn()
|
返回复活所需的时间 |
GetTogglableWearable | handle GetTogglableWearable(int nSlotType)
|
返回物品栏中可佩带(可切换)的物品。 |
HasAnyAvailableInventorySpace | bool HasAnyAvailableInventorySpace()
|
返回是否有可用物品栏空间 |
HasFlyingVision | bool HasFlyingVision()
|
返回是否拥有空中视野 |
HasOwnerAbandoned | bool HasOwnerAbandoned()
|
No Description Set |
HasRoomForItem | int HasRoomForItem(string a, bool b, bool c)
|
参数: const char pItemName, bool bIncludeStashCombines, bool bAllowSelling |
HeroLevelUp | void HeroLevelUp(bool a)
|
升级英雄, 参数决定是否播放升级效果. |
IncrementAssists | void IncrementAssists()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementDeaths | void IncrementDeaths()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementDenies | void IncrementDenies()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementKills | 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 | void IncrementLastHitMultikill()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementLastHits | void IncrementLastHits()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementLastHitStreak | void IncrementLastHitStreak()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementNearbyCreepDeaths | void IncrementNearbyCreepDeaths()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementStreak | void IncrementStreak()
|
数值存储在玩家资源(PlayerResource)中 |
IsBuybackDisabledByReapersScythe | bool IsBuybackDisabledByReapersScythe()
|
是否被死神镰刀禁止买活 |
IsReincarnating | bool IsReincarnating()
|
是否处于重生中 |
KilledHero | void KilledHero(handle a, handle b)
|
参数: 英雄, 加害者 |
ModifyAgility | void ModifyAgility(float a)
|
增加指定值到英雄基础敏捷,随后调用CalculateStatBonus |
ModifyGold | 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 | void ModifyIntellect(float a)
|
增加指定值到英雄基础智力,随后调用CalculateStatBonus |
ModifyStrength | void ModifyStrength(float a)
|
增加指定值到英雄基础力量,随后调用CalculateStatBonus |
PerformTaunt | void PerformTaunt()
|
No Description Set |
RecordLastHit | void RecordLastHit()
|
No Description Set |
RespawnHero | void RespawnHero(bool buyback, bool IsActuallyBeingSpawnedForTheFirstTime, bool RespawnPenalty)
|
|
SetAbilityPoints | void SetAbilityPoints(int a)
|
设置当前可用技能点 |
SetBaseAgility | void SetBaseAgility(float a)
|
设置基础敏捷 |
SetBaseIntellect | void SetBaseIntellect(float a)
|
设置基础智力 |
SetBaseStrength | void SetBaseStrength(float a)
|
设置基础力量 |
SetBotDifficulty | void SetBotDifficulty(int nDifficulty)
|
设置人机对战的难度。 |
SetBuybackCooldownTime | void SetBuybackCooldownTime(float a)
|
设置买活冷却时间 |
SetBuyBackDisabledByReapersScythe | void SetBuyBackDisabledByReapersScythe(bool a)
|
设置是否被死神镰刀禁止买活 |
SetBuybackGoldLimitTime | void SetBuybackGoldLimitTime(float a)
|
设置买活后金钱惩罚时间 |
SetCustomDeathXP | void SetCustomDeathXP(int a)
|
GameRules boolean must be set for this to work!}} |
SetGold | void SetGold(int amount, bool reliableGold)
|
设置英雄拥有者的金钱 |
SetPlayerID | void SetPlayerID(int a)
|
No Description Set |
SetPrimaryAttribute | void SetPrimaryAttribute(int nPrimaryAttribute)
|
设置英雄的主属性值。 |
SetRespawnPosition | void SetRespawnPosition(Vector a)
|
No Description Set |
SetRespawnsDisabled | void SetRespawnsDisabled(bool bDisableRespawns)
|
禁止英雄复活。 |
SetTimeUntilRespawn | void SetTimeUntilRespawn(float a)
|
No Description Set |
ShouldDoFlyHeightVisual | bool ShouldDoFlyHeightVisual()
|
No Description Set |
SpendGold | void SpendGold(int amount, int reason)
|
参数: int 金钱, int 原因 |
UnitCanRespawn | bool UnitCanRespawn()
|
No Description Set |
UpgradeAbility | void UpgradeAbility(handle a)
|
升级指定技能,需要英雄拥有该技能和技能点 |
WillReincarnate | bool WillReincarnate()
|
No Description Set |
CDOTA_BaseNPC_Creature
- extends CDOTA_BaseNPC
No Description Set
函数名 | 函数原型 | 解释 |
---|---|---|
AddItemDrop | void AddItemDrop(handle a)
|
为该生物添加特别的道具掉落 |
CreatureLevelUp | void CreatureLevelUp(int a)
|
升级目标生物指定级别 |
IsChampion | bool IsChampion()
|
是否为冠军生物 |
SetArmorGain | void SetArmorGain(float a)
|
设置该生物每级增加的护甲 |
SetAttackTimeGain | void SetAttackTimeGain(float a)
|
设置该生物每级增加的攻击速度 |
SetBountyGain | void SetBountyGain(int a)
|
设置该生物每级增加的奖励金币 |
SetChampion | void SetChampion(bool a)
|
将该生物标记为冠军生物 |
SetDamageGain | void SetDamageGain(int a)
|
设置该生物每级增加的攻击伤害 |
SetDisableResistanceGain | void SetDisableResistanceGain(float a)
|
设置该生物每级增加的控制抗性 |
SetHPGain | void SetHPGain(int a)
|
设置该生物每级增加的生命值 |
SetHPRegenGain | void SetHPRegenGain(float a)
|
设置该生物每级增加的生命回复 |
SetMagicResistanceGain | void SetMagicResistanceGain(float a)
|
设置该生物每级增加的魔法抗性 |
SetManaGain | void SetManaGain(int a)
|
设置该生物每级增加的魔法值 |
SetManaRegenGain | void SetManaRegenGain(float a)
|
设置该生物每级增加的魔法回复 |
SetMoveSpeedGain | void SetMoveSpeedGain(int a)
|
设置该生物每级增加的移动速度 |
SetXPGain | 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 | int GetInvulnCount()
|
返回建筑无敌计数 |
SetInvulnCount | 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 | handle ActionState()
|
返回该单位的ActionState物体 |
ClearMovementTarget | void ClearMovementTarget()
|
清除移动目标实体或点 |
FindSensedEnemies | 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 | float GetMaxSpeed()
|
返回最大移动速度 |
GetMaxStamina | float GetMaxStamina()
|
返回最大耐力值 |
GetMovementTargetEntity | handle GetMovementTargetEntity()
|
返回移动目标实体,如果已经设置移动目标实体 |
GetSensingSphereRange | float GetSensingSphereRange()
|
返回单位的360度感应球体范围 |
GetSightConeAngle | float GetSightConeAngle()
|
返回单位视野锥的夹角 |
GetSightConeRange | float GetSightConeRange()
|
返回单位视野锥的范围 |
GetStamina | float GetStamina()
|
返回当前耐力值 |
GetTurnRate | float GetTurnRate()
|
返回单位转身速度,单位为度每秒 |
GetUnitName | string GetUnitName()
|
返回单位名字 |
GrantItem | void GrantItem(string a, bool b)
|
授予单位物品 |
IsBlocking | bool IsBlocking()
|
单位是否正在格挡(不确定) |
IsFacing | 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 | void SetBlocking(bool a)
|
设置单位格挡状态(不确定) |
SetMaxSpeed | void SetMaxSpeed(float a)
|
设置单位最大速度 |
SetMovementTargetEntity | 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 | 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 | void SetSensingSphereRange(float a)
|
设置单位的360度感应球体范围 |
SetSightConeAngle | void SetSightConeAngle(float a)
|
设置单位的视野锥夹角 |
SetSightConeRange | void SetSightConeRange(float a)
|
设置单位的视野锥范围 |
SetTurnRate | 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 | void ClearAbilityTuningValueFilter()
|
清除脚本过滤器--有关技能中所用到的调整值的 |
ClearBountyRunePickupFilter | void ClearBountyRunePickupFilter()
|
清除脚本过滤器--控制触发赏金符时的行为的 |
ClearDamageFilter | void ClearDamageFilter()
|
清除脚本过滤器--控制单位造成伤害 |
ClearExecuteOrderFilter | void ClearExecuteOrderFilter()
|
清除脚本过滤器--在单位捡起物品时生效的 |
ClearItemAddedToInventoryFilter | void ClearItemAddedToInventoryFilter()
|
清除脚本过滤器--在物品放入物品栏时生效的 |
ClearModifierGainedFilter | void ClearModifierGainedFilter()
|
清除脚本过滤器--控制Modifier控制器的 |
ClearModifyExperienceFilter | void ClearModifyExperienceFilter()
|
清除脚本过滤器--控制单位的经验机制的 |
ClearModifyGoldFilter | void ClearModifyGoldFilter()
|
清除脚本过滤器--控制英雄金钱机制的 |
ClearRuneSpawnFilter | void ClearRuneSpawnFilter()
|
清除脚本过滤器--控制神符刷新的 |
ClearTrackingProjectileFilter | void ClearTrackingProjectileFilter()
|
清除脚本过滤器--控制追踪投射物的 |
ClientLoadGridNav | 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 | bool GetAlwaysShowPlayerNames()
|
No Description Set |
GetAlwaysShowPlayerInventory | 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 | bool GetAnnouncerDisabled()
|
返回游戏内播音员是否被禁用 |
GetCameraDistanceOverride | float GetCameraDistanceOverride()
|
返回是否设置摄像机距离Dota内的默认值为1134 |
GetCustomBuybackCooldownEnabled | bool GetCustomBuybackCooldownEnabled()
|
返回是否允许自定义的买活CD |
GetCustomBuybackCostEnabled | bool GetCustomBuybackCostEnabled()
|
返回是否允许自定义的买活金钱 |
GetCustomHeroMaxLevel | int GetCustomHeroMaxLevel()
|
返回是否允许改变英雄的最高等级(默认25) |
GetFixedRespawnTime | float GetFixedRespawnTime()
|
返回是否返回固定的复活时间 |
GetFogOfWarDisabled | bool GetFogOfWarDisabled()
|
返回是否关闭/开启战争迷雾 |
GetGoldSoundDisabled | bool GetGoldSoundDisabled()
|
返回是否开启/关闭获得金钱时的音效 |
GetMaximumAttackSpeed | int GetMaximumAttackSpeed()
|
获取单位的最大攻击速度 |
GetMinimumAttackSpeed | int GetMinimumAttackSpeed()
|
获取单位的最小攻击速度 |
GetRecommendedItemsDisabled | bool GetRecommendedItemsDisabled()
|
返回是否开启/关闭推荐出装在商店中的显示 |
GetStashPurchasingDisabled | 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 | bool GetStickyItemDisabled()
|
返回是否隐藏快速购买处的物品 |
GetTopBarTeamValuesOverride | bool GetTopBarTeamValuesOverride()
|
返回是否覆盖游戏界面顶部的队伍比分 |
GetTopBarTeamValuesVisible | bool GetTopBarTeamValuesVisible()
|
返回是否关闭/开启游戏界面顶部的队伍比分 |
GetTowerBackdoorProtectionEnabled | bool GetTowerBackdoorProtectionEnabled()
|
返回是否启用/禁用偷塔保护 |
GetUseCustomHeroLevels | bool GetUseCustomHeroLevels()
|
返回自定义经验机制是否被使用 |
IsBuybackEnabled | bool IsBuybackEnabled()
|
返回是否启用/禁用买活 |
SetAbilityTuningValueFilter | 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 | void SetAlwaysShowPlayerNames(bool bShow)
|
No Description Set |
SetAlwaysShowPlayerInventory | 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 | void SetAnnouncerDisabled(bool enabled)
|
禁用播音员 |
SetBotsAlwaysPushWithHuman | void SetBotsAlwaysPushWithHuman(bool bAlwaysPush)
|
设置Bot玩家是否总是跟从人类玩家进行推进 |
SetBotsInLateGame | void SetBotsInLateGame(bool bLateGame)
|
Set if bots should enable their late game behavior. |
SetBotsMaxPushTier | 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 | 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 | 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 | void SetBuybackEnabled(bool a)
|
完全允许/禁止买活 |
SetCameraDistanceOverride | void SetCameraDistanceOverride(float a)
|
设置默认的镜头距离Dota默认为1134 |
SetCustomBuybackCooldownEnabled | void SetCustomBuybackCooldownEnabled(bool a)
|
开启该选项来允许自定义买活冷却时间 |
SetCustomBuybackCostEnabled | void SetCustomBuybackCostEnabled(bool a)
|
开启该选项来允许自定义买活花费 |
SetCustomGameForceHero | void SetCustomGameForceHero(string pHeroName)
|
强制单人游戏英雄的选择 |
SetCustomHeroMaxLevel | void SetCustomHeroMaxLevel(int maxLevel)
|
定义最大英雄等级(默认为25) |
SetCustomXPRequiredToReachNextLevel | void SetCustomXPRequiredToReachNextLevel(handle a)
|
定义英雄经验值表(table) |
SetDamageFilter | 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 | 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 | void SetFixedRespawnTime(float time)
|
Sets the dota respawn time. -1 for default behavior |
SetFogOfWarDisabled | void SetFogOfWarDisabled(bool a)
|
开关战争迷雾 |
SetFountainConstantManaRegen | 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 | 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 | 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 | void SetGoldSoundDisabled(bool a)
|
是否禁止获取金钱时的声音提示 |
SetHUDVisible | void SetHUDVisible(int iHUDElement, bool bVisible)
|
设置HUD元素是否可见 |
SetItemAddedToInventoryFilter | 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 | void SetLoseGoldOnDeath(bool bEnabled)
|
设置禁用死亡时损失金钱 |
SetMaximumAttackSpeed | void SetMaximumAttackSpeed(int nMaxSpeed)
|
设置单位的最大攻击速度 |
SetMinimumAttackSpeed | void SetMinimumAttackSpeed(int nMinSpeed)
|
设置单位的最小攻击速度 |
SetModifierGainedFilter | 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 | 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 | 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 | void SetOverrideSelectionEntity(handle unit)
|
覆盖默认选择实体,替代所有玩家的英雄 |
SetRecommendedItemsDisabled | void SetRecommendedItemsDisabled(bool a)
|
是否禁止显示商店中的推荐购买物品 |
SetRemoveIllusionsOnDeath | void SetRemoveIllusionsOnDeath(bool a)
|
使幻象死亡时立即消失,而不是延迟数秒 |
SetRuneEnabled | void SetRuneEnabled(int nRune, bool bEnabled)
|
设定某种神符是否启用 |
SetRuneSpawnFilter | 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 | 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 | void SetStickyItemDisabled(bool bDisabled)
|
隐藏快速购买处的物品 |
SetTopBarTeamValue | void SetTopBarTeamValue(int a, int b)
|
设置顶端的队伍数值 |
SetTopBarTeamValuesOverride | void SetTopBarTeamValuesOverride(bool a)
|
是否覆盖顶端的队伍数值 |
SetTopBarTeamValuesVisible | void SetTopBarTeamValuesVisible(bool a)
|
开关顶端的队伍数值 |
SetTowerBackdoorProtectionEnabled | void SetTowerBackdoorProtectionEnabled(bool a)
|
开关偷塔保护 |
SetTrackingProjectileFilter | 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 | 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 | 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 | void AddSubquest(handle a)
|
为该任务添加子任务 |
CompleteQuest | void CompleteQuest()
|
标记该任务完成 |
GetSubquest | handle GetSubquest(int a)
|
用索引号找到该任务的子任务 |
GetSubquestByName | handle GetSubquestByName(string a)
|
用任务名称找到该任务的子任务 |
RemoveSubquest | void RemoveSubquest(handle a)
|
从该任务移除一个子任务 |
SetTextReplaceString | void SetTextReplaceString(string a)
|
设置该任务的文本取代字符串 |
SetTextReplaceValue | 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 | void CompleteSubquest()
|
完成子任务 |
SetTextReplaceString | void SetTextReplaceString(string a)
|
设置该子任务的文本取代字符串 |
SetTextReplaceValue | 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 | 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 | void DeleteCreatedSpawnGroups()
|
删除任何该点模板的刷新组。提示:并不删除点模板 |
ForceSpawn | void ForceSpawn()
|
强制刷新该点模板指向的全部实体 |
GetSpawnedEntities | handle GetSpawnedEntities()
|
获取最近被刷新的实体 |
SetSpawnCallback | 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 | void AddImpulseAtPosition(Vector a, Vector b)
|
在指定的世界位置施加一个物理推动 |
AddVelocity | void AddVelocity(Vector a, Vector b)
|
为物理物件增加一个线速度或角速度 |
DetachFromParent | void DetachFromParent()
|
从其父项(parent)中分离 |
GetSequence | <unknown> GetSequence()
|
返回激活的序列(sequence) |
IsAttachedToParent | bool IsAttachedToParent()
|
是否依附父项(parent) |
LookupSequence | <unknown> LookupSequence(string a)
|
输入名字返回序列(sequence)ID |
SequenceDuration | float SequenceDuration(string a)
|
按秒数返回指定序列(sequence)的持续时间 |
SetAngularVelocity | void SetAngularVelocity(Vector a)
|
No Description Set |
SetAnimation | void SetAnimation(string a)
|
输入动画名称播放动作,需要模型拥有该动画 |
SetBodyGroup | void SetBodyGroup(string a)
|
No Description Set |
SetMaterialGroup | void SetMaterialGroup(utlstringtoken a)
|
No Description Set |
SetVelocity | 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 | Vector GetAttachmentAngles(int a)
|
获得指定ID附件的角度,返回vector(p,y,r) |
GetAttachmentOrigin | Vector GetAttachmentOrigin(int a)
|
获得指定ID附件的源vector |
GetModelScale | float GetModelScale()
|
获取实体的模型比例。 |
IsSequenceFinished | bool IsSequenceFinished()
|
查询主序列是否播放结束 |
ScriptLookupAttachment | int ScriptLookupAttachment(string a)
|
获得指定名序列的ID |
SetBodygroup | void SetBodygroup(int a, int b)
|
设置一个bodygroup |
SetModelScale | 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 | 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 | table GetEquippedWeapons()
|
GetEquippedWeapons(): 获取一个装备武器的数组 |
GetWeaponCount | 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 | int CreateLinearProjectile(table infoTable)
|
创建一个线性投射物并返回其ID |
CreateTrackingProjectile | void CreateTrackingProjectile(handle a)
|
创建一个追踪投射物 |
DestroyLinearProjectile | void DestroyLinearProjectile(int a)
|
摧毁指定ID的线性投射物 |
GetLinearProjectileVelocity | Vector GetLinearProjectileVelocity(int int_1)
|
返回一个表示当前投射物速度的向量。 |
ProjectileDodge | 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 | void Disable()
|
禁止触发器 |
Enable | void Enable()
|
允许触发器 |
IsTouching | 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 | void SpawnEntity()
|
在生成器的位置创建一个实体 |
SpawnEntityAtEntityOrigin | void SpawnEntityAtEntityOrigin(handle a)
|
在指定实体的位置立刻创建一个实体 |
SpawnEntityAtLocation | 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 | 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 | 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 | 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 | void AddResource(string a)
|
预缓存指定资源 |
GetValue | 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 | 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 | int CreateParticle(string particleName, int particleAttach, handle owningEntity)
|
创建一个新的粒子特效 |
CreateParticleForPlayer | 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 | 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 | void DestroyParticle(int particleID, bool immediately)
|
清除粒子。 |
GetParticleReplacement | string GetParticleReplacement(string a, handle b)
|
No Description Set |
ReleaseParticleIndex | void ReleaseParticleIndex(int particleId)
|
施放指定粒子特效索引号 |
SetParticleAlwaysSimulate | void SetParticleAlwaysSimulate(int a)
|
No Description Set |
SetParticleControl | void SetParticleControl(int particleId, int controlIndex, Vector controlData)
|
设置控制粒子特效的控制点数据 |
SetParticleControlEnt | void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g)
|
No Description Set |
SetParticleControlForward | 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 | 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 | table GetAllHeroes()
|
返回当前世界全部英雄 |
GetHero | handle GetHero(int heroId)
|
获取英雄列表中第N位英雄 |
GetHeroCount | 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 | void AddOutput(string a, string b)
|
增加一个输出 |
Init | 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 | void SetFarRange(float a)
|
设置光照最大距离 |
SetLinearAttenuation | void SetLinearAttenuation(float a)
|
设置光照线性淡化值 |
SetNearRange | void SetNearRange(float a)
|
设置光照最小距离 |
SetQuadraticAttenuation | void SetQuadraticAttenuation(float a)
|
设置光照二次项淡化值 |
SetVolumetrics | 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 | Vector QueryColor(utlstringtoken a, Vector b)
|
查询该键值颜色数据 |
QueryFloat | float QueryFloat(utlstringtoken a, float b)
|
查询该键值浮点(float)数据 |
QueryInt | int QueryInt(utlstringtoken a, int b)
|
查询该键值整型(int)数据 |
QueryNumber | float QueryNumber(utlstringtoken a, float b)
|
查询该键值数值数据 |
QueryString | string QueryString(utlstringtoken a, string b)
|
查询该键值字符串(string)数据 |
QueryVector | 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 | void DisableMotion()
|
禁止该元件运动 |
EnableMotion | void EnableMotion()
|
允许该元件运动 |
CDOTAGamerules
'
Global accessor variable: GameRules
函数名 | 函数原型 | 解释 |
---|---|---|
AddMinimapDebugPoint | 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 | 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 | void Defeated()
|
摧毁遗迹等 |
DidMatchSignoutTimeOut | bool DidMatchSignoutTimeOut()
|
当游戏结束,等待弹窗时为真 |
EnableCustomGameSetupAutoLaunch | void EnableCustomGameSetupAutoLaunch(bool bool_1)
|
启用 (true)或禁用 (false) 自定义游戏的自动设置。 |
FinishCustomGameSetup | 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 | int GetCustomGameDifficulty()
|
返回自定义游戏难度。 |
GetCustomGameDifficulty | int GetCustomGameDifficulty()
|
返回自定义游戏模式难度 |
GetDifficulty | int GetDifficulty()
|
返回游戏难度 |
GetDOTATime | 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 | handle GetDroppedItem(int dropIndex)
|
获得第X个掉落物品 |
GetGameModeEntity | handle GetGameModeEntity()
|
设置游戏模式实体 |
GetGameSessionConfigValue | string GetGameSessionConfigValue(string string_1, string string_2)
|
从会话配置中获取字符串 (地图选项)。 |
GetGameTime | float GetGameTime()
|
返回游戏开始后经过的秒数,暂停时间不计算在内 |
GetMatchSignoutComplete | bool GetMatchSignoutComplete()
|
是否已经接受包含回报信息的弹窗 |
GetNianFightStartTime | float GetNianFightStartTime()
|
获得年兽大战开始时间 |
GetNianTotalDamageTaken | int GetNianTotalDamageTaken()
|
芳晓活动,获得年兽受到的总伤害 |
GetPlayerCustomGameAccountRecord | 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 | float GetTimeOfDay()
|
获取一天中的时间(游戏时间) |
IsDaytime | bool IsDaytime()
|
是否是白天 |
IsGamePaused | bool IsGamePaused()
|
返回游戏是否被暂停了。 |
IsCheatMode | bool IsCheatMode()
|
检测房间是否被设置为允许作弊或 sv_cheats 1. |
LockCustomGameSetupTeamAssignment | 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 | void MakeTeamLose(int team)
|
使指定队伍失败 |
NumDroppedItems | int NumDroppedItems()
|
返回当前掉落在地面的物品数量 |
PlayerHasCustomGameHostPrivileges | bool PlayerHasCustomGameHostPrivileges(handle handle_1)
|
返回玩家是否具有主机特权 (洗牌等)。 |
Playtesting_UpdateAddOnKeyValues | void Playtesting_UpdateAddOnKeyValues()
|
从磁盘数据中更新自定义英雄、单位、技能的键值 |
ResetDefeated | void ResetDefeated()
|
遗迹摧毁后重新开始 |
ResetToHeroSelection | void ResetToHeroSelection()
|
重新开始时选择英雄 |
SendCustomMessage | 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 | 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 | void SetCreepMinimapIconScale(float scale)
|
在小地图上缩放中立生物图标 |
SetCustomGameAccountRecordSaveFunction | 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 | void SetCustomGameDifficulty(int a)
|
设置自定义游戏模式难度等级 |
SetCustomGameEndDelay | void SetCustomGameEndDelay(float delay)
|
设置游戏完全结束前的等待时间。 |
SetCustomGameSetupAutoLaunchDelay | void SetCustomGameSetupAutoLaunchDelay(float float_1)
|
设置自动开始前的等待时间。 |
SetCustomGameSetupRemainingTime | 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 | 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 | 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 | void SetCustomVictoryMessage(string string_1)
|
设置胜利信息。 |
SetCustomVictoryMessageDuration | void SetCustomVictoryMessageDuration(float duration)
|
设置自订胜利信息将会持续多长时间。 |
SetFirstBloodActive | void SetFirstBloodActive(bool a)
|
设置第一滴血是否已经产生 |
SetGameWinner | void SetGameWinner(int team)
|
使指定队伍胜利 |
SetGoldPerTick | void SetGoldPerTick(int a)
|
设置每个时间间隔获得的金币 |
SetGoldTickTime | void SetGoldTickTime(float a)
|
设置获得金币的时间周期 |
SetHeroMinimapIconScale | void SetHeroMinimapIconScale(int iconSize)
|
设置小地图英雄图标尺寸 |
SetHeroRespawnEnabled | void SetHeroRespawnEnabled(bool canRespawn)
|
设置是否使用默认英雄复活规则 |
SetHeroSelectionTime | void SetHeroSelectionTime(float time)
|
设置选择英雄的时间 |
SetHideKillMessageHeaders | void SetHideKillMessageHeaders(bool hide)
|
设置是否隐藏击杀提示。 |
SetNianFightStartTime | void SetNianFightStartTime(float a)
|
设置年兽大战开始时间 |
SetOverlayHealthBarUnit | void SetOverlayHealthBarUnit(handle unit, int style)
|
在前端蒙版生命条上显示单位生命值 |
SetPostGameTime | 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 | void SetPreGameTime(float time)
|
设置选择英雄与开始游戏之间的时间 |
SetRuneMinimapIconScale | void SetRuneMinimapIconScale(float scale)
|
缩放小地图神符图标 |
SetRuneSpawnTime | void SetRuneSpawnTime(float time)
|
设置神符刷新时间 |
SetSafeToLeave | void SetSafeToLeave(bool safeToLeave)
|
标记游戏可安全离开 |
SetSameHeroSelectionEnabled | void SetSameHeroSelectionEnabled(bool enabled)
|
允许选择重复英雄 |
SetStartingGold | void SetStartingGold(int int_1)
|
设置初始金钱。 |
SetTimeOfDay | void SetTimeOfDay(float time)
|
设置一天中的时间(游戏时间) |
SetTreeRegrowTime | void SetTreeRegrowTime(float time)
|
设置树重新生长的时间(秒) |
SetUseBaseGoldBountyOnHeroes | 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 | void SetUseCustomHeroXPValues(bool a)
|
允许英雄提供指定数目的经验值(必须先设置) |
SetUseUniversalShopMode | 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 | <> 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 | float GetBloomScale()
|
获取该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale) |
GetMaxExposure | float GetMaxExposure()
|
获取该光泽贴图控制器(tonemap controller)的最大曝光(max exposure) |
GetMinExposure | float GetMinExposure()
|
获取该光泽贴图控制器(tonemap controller)的最小曝光(min exposure) |
SetBloomScale | void SetBloomScale(float a)
|
设置该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale) |
SetMaxExposure | void SetMaxExposure(float a)
|
设置该光泽贴图控制器(tonemap controller)的最大曝光(max exposure) |
SetMinExposure | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | void EntityAttachments(ehandle ehandle_1, float float_2, float float_3)
|
绘制实体附件 |
EntityAxis | void EntityAxis(ehandle a, float b, bool c, float d)
|
绘制实体源坐标轴 |
EntityBounds | void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g)
|
绘制实体边界 |
EntitySkeleton | void EntitySkeleton(ehandle a, float b)
|
绘制实体骨架 |
EntityText | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | void RemoveAllInScope(utlstringtoken a)
|
移除指定标记的全部蒙版,无视其生命周期 |
SolidCone | 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 | 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 | 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 | 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 | 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 | 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 | void UnitTestCycleOverlayRenderType()
|
转换蒙版混合类型, 用于单位测试 |
VectorText3D | 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 | 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 | 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 | handle GetCurrentScene()
|
返回最早激活的场景实体的实例(如果存在的话) |
GetSceneByIndex | 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 | void AddBroadcastTeamTarget(int a)
|
在记分板列表上增加一个组(使用索引号) |
Cancel | void Cancel()
|
取消场景重播 |
EstimateLength | float EstimateLength()
|
返回场景长度(秒) |
FindCamera | handle FindCamera()
|
获取镜头 |
FindNamedEntity | 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 | bool IsPaused()
|
场景是否被暂停 |
IsPlayingBack | bool IsPlayingBack()
|
场景是否正播放 |
LoadSceneFromString | bool LoadSceneFromString(string a, string b)
|
输入虚拟场景名和VCD字符串,载入场景 |
RemoveBroadcastTeamTarget | void RemoveBroadcastTeamTarget(int a)
|
从记分板列表上移除一个组(使用索引号) |
Start | void Start(handle a)
|
开始场景重播,参数为激活者实体(activatorEntity) |
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 | 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 | void DestroyTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)
|
砍掉区域内所有的树。(vPosition, flRadius, bFullCollision |
FindPathLength | 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 | 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 | 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 | 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 | bool IsBlocked(Vector a)
|
检查给定位置是否被阻挡 |
IsNearbyTree | bool IsNearbyTree(Vector position, float radius, bool c)
|
|
IsTraversable | bool IsTraversable(Vector a)
|
检查给予维持是否可通过 |
RegrowAllTrees | void RegrowAllTrees()
|
|
WorldToGridPosX | int WorldToGridPosX(float a)
|
获取指定世界X位置的X索引(世界到网格) |
WorldToGridPosY | 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 | table GetBool(string variableName)
|
GetBool(name) : 将指定的控制台变量(convar)作为boolean返回. |
GetCommandClient | handle GetCommandClient()
|
GetCommandClient() : 返回输入该控制台指令的玩家 |
GetDOTACommandClient | handle GetDOTACommandClient()
|
GetDOTACommandClient() : 返回输入该控制台智力的DOTA玩家 |
GetFloat | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Vector __add(Vector a, Vector b)
|
重载+.矢量加运算 |
__div | Vector __div(Vector a, Vector b)
|
重载/.矢量除运算 |
__eq | bool __eq(Vector a, Vector b)
|
重载==.矢量比较运算 |
__len | float __len()
|
重载#返回矢量长度 |
__mul | Vector __mul(Vector a, Vector b)
|
重载*返回矢量乘运算 |
__sub | Vector __sub(Vector a, Vector b)
|
重载-.矢量减运算 |
__tostring | string __tostring()
|
重载..转换矢量为字符串 |
__unm | Vector __unm()
|
重载- operator |
Cross | Vector Cross(Vector a, Vector b)
|
矢量叉积 |
Dot | float Dot(Vector a, Vector b)
|
矢量点积 |
Length | float Length()
|
矢量长度(模) |
Length2D | float Length2D()
|
矢量XY平面上长度(模) |
Normalized | 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 | void CutDown(int TeamNumberKnownTo )
|
砍掉这棵树 |
CutDownRegrowAfter | void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo )
|
砍掉这棵树,一段时间后再生 |
GrowBack | void GrowBack()
|
再生一棵被砍掉的树 |
IsStanding | 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 | bool IsEnabled()
|
Returns whether the obstruction is currently active |
SetEnabled | 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 | 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 | handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable)
|
获取单位的攻击力。 |
ApplyDataDrivenThinker | 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 | void SetLightGroup(string pLightGroup)
|
SetLightGroup( string ): 设置实体所属的光照组。 |
SetModel | void SetModel(string pModelName)
|
设置模型 |
SetRenderColor | void SetRenderColor(int r, int g, int b)
|
SetRenderColor( r, g, b ): 设置实体的渲染颜色。 |
SetRenderMode | void SetRenderMode(int nMode)
|
SetRenderMode( int ): 设置实体的渲染模式。 |
SetSize | void SetSize(Vector mins, Vector maxs)
|
设置尺寸。 |
CCustomGameEventManager
No Description Set
全局变量: CustomGameEventManager
Function | Signature | Description |
---|---|---|
RegisterListener | 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 | void Send_ServerToAllClients(string string_1, handle handle_2)
|
( string EventName, table EventData ) |
Send_ServerToPlayer | void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3)
|
( Entity Player, string EventName, table EventData ) |
Send_ServerToTeam | void Send_ServerToTeam(int int_1, string string_2, handle handle_3)
|
( int TeamNumber, string EventName, table EventData ) |
UnregisterListener | 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 | handle GetTableValue(string string_1, string string_2)
|
( string TableName, string KeyName ) |
SetTableValue | 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 | 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 | 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 | void AddShopWhitelistItem(string string_1)
|
向商店白名单中添加一个物品。 |
CompleteQuest | void CompleteQuest(string string_1)
|
完成一个任务。 |
CreateLocationTask | void CreateLocationTask(Vector Vector_1)
|
增加一个移动到指定地点的任务。 |
EnableCreepAggroViz | void EnableCreepAggroViz(bool bool_1)
|
当小兵对英雄产生仇恨时提醒玩家。 |
EnablePlayerOffscreenTip | void EnablePlayerOffscreenTip(bool bool_1)
|
启用提醒玩家找到其英雄的提示。 |
EnableTowerAggroViz | void EnableTowerAggroViz(bool bool_1)
|
当防御塔对英雄产生仇恨时提醒玩家。 |
FinishTutorial | void FinishTutorial()
|
结束教程。 |
ForceGameStart | void ForceGameStart()
|
强制开始游戏。 |
GetTimeFrozen | bool GetTimeFrozen()
|
返回时间是否停止。 |
IsItemInWhiteList | bool IsItemInWhiteList(string string_1)
|
返回物品是否在白名单中。 |
RemoveShopWhitelistItem | void RemoveShopWhitelistItem(string string_1)
|
从白名单中移除一个物品。 |
SelectHero | void SelectHero(string string_1)
|
为本地玩家选取一个英雄。 |
SelectPlayerTeam | void SelectPlayerTeam(string string_1)
|
为本地玩家选取一个队伍。 |
SetItemGuide | void SetItemGuide(string string_1)
|
设置当前的物品指南。 |
SetOrModifyPlayerGold | 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 | void SetQuickBuy(string string_1)
|
设置快速购买。 |
SetShopOpen | void SetShopOpen(bool bool_1)
|
设置打开/关闭商店。 |
SetTimeFrozen | void SetTimeFrozen(bool bool_1)
|
设置是否停止时间。 |
SetTutorialConvar | void SetTutorialConvar(string string_1, string string_2)
|
Set a tutorial convar |
SetTutorialUI | void SetTutorialUI(int int_1)
|
设置教学UI,以简化界面并突出一些元素。 |
SetWhiteListEnabled | void SetWhiteListEnabled(bool bool_1)
|
设置是否将商店物品加入白名单。 |
StartTutorialMode | void StartTutorialMode()
|
初始化教学模式。 |
UpgradePlayerAbility | 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 | int CastFilterResult()
|
判断一个无目标的命令是否有效 |
CastFilterResultLocation | 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 | 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 | string GetAssociatedPrimaryAbilities()
|
获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality. |
GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities()
|
Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities. |
GetBehavior | int GetBehavior()
|
返回技能的施法动作类型 |
GetCastAnimation | int GetCastAnimation()
|
返回技能的施法动画 |
GetCastRange | int GetCastRange(Vector vLocation, handle hTarget)
|
返回技能的施法范围 |
GetChannelAnimation | int GetChannelAnimation()
|
返回技能的持续施法动画 |
GetChannelledManaCostPerSecond | 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 | float GetChannelTime()
|
返回技能的持续施法时间 |
GetConceptRecipientType | int GetConceptRecipientType()
|
返回该技能被释放时将听到语音的单位 |
GetCooldown | float GetCooldown(int iLevel)
|
返回技能的CD |
GetCustomCastError | string GetCustomCastError()
|
返回一条失效的无目标命令的错误信息 |
GetCustomCastErrorLocation | 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 | 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 | int GetGoldCost(int iLevel)
|
返回某等级的金钱花费(当前为-1) |
GetIntrinsicModifierName | string GetIntrinsicModifierName()
|
返回被该技能被动施加的Mordifier |
GetManaCost | int GetManaCost(int iLevel)
|
返回某等级的魔法消耗(当前为-1) |
GetPlaybackRateOverride | float GetPlaybackRateOverride()
|
返回施法动画的播放速度 |
IsHiddenAbilityCastable | bool IsHiddenAbilityCastable()
|
返回当该技能不在动作面板上时是否能使用 |
IsHiddenWhenStolen | bool IsHiddenWhenStolen()
|
返回该技能被技能窃取后是否是隐藏的 |
IsRefreshable | bool IsRefreshable()
|
返回该技能是否能被刷新球刷新 |
IsStealable | bool IsStealable()
|
返回该技能是否能被窃取 |
OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted()
|
施法被打断 |
OnAbilityPhaseStart | bool OnAbilityPhaseStart()
|
施法开始(施法成功时返回True) |
OnChannelFinish | void OnChannelFinish(bool bInterrupted)
|
(bool bInterrupted) 持续施法完成 |
OnChannelThink | void OnChannelThink(float flInterval)
|
(float flInterval) 持续施法开始 |
OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus()
|
施法者(仅限英雄)升级,得到技能加点, 或 received a new stat bonus. |
OnHeroDiedNearby | 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 | void OnHeroLevelUp()
|
施法者升级 |
OnInventoryContentsChanged | void OnInventoryContentsChanged()
|
施法者物品库存发生变化 |
OnItemEquipped | void OnItemEquipped(handle hItem)
|
( HSCRIPT hItem ) 施法者装备了物品 |
OnOwnerDied | void OnOwnerDied()
|
施法者死亡 |
OnOwnerSpawned | void OnOwnerSpawned()
|
施法者第一次出生或重生 |
OnProjectileHit | 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 | 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 | void OnProjectileThink(Vector vLocation)
|
(Vector vLocation) 投射物正在运动 |
OnProjectileThink_ExtraData | void OnProjectileThink_ExtraData(Vector vLocation, handle table)
|
(Vector vLocation, table kv ) 投射物正在运动 |
OnSpellStart | void OnSpellStart()
|
施法前摇结束,技能效果开始 |
OnStolen | void OnStolen(handle hSourceAbility)
|
( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为 |
OnToggle | void OnToggle()
|
Ability is toggled on/off. 技能被开启/关闭 |
OnUnStolen | void OnUnStolen()
|
当技能未被(成功)窃取时,进行的某特殊行为 |
OnUpgrade | void OnUpgrade()
|
技能升级 |
ProcsMagicStick | bool ProcsMagicStick()
|
返回该技能是否会增加周围单位的魔棒点数 |
SpeakTrigger | 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 | 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 | 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 | 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 | 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 | 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 | handle GetAttachment()
|
获取这只手上的附件。 |
SetAttachment | 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 | 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 | void DecrementStackCount()
|
将Mordifier的叠加层数-1 |
Destroy | void Destroy()
|
运行所有相关的移除函数来移除这个Mordifier。 |
ForceRefresh | void ForceRefresh()
|
运行所有相关的刷新函数,使Mordifier恢复到初始 |
GetAbility | handle GetAbility()
|
获取产生这个Mordifier的技能。 |
GetCaster | handle GetCaster()
|
获取产生这个Mordifier的单位。 |
GetClass | string GetClass()
|
获取这个Mordifier所属的类。 |
GetCreationTime | float GetCreationTime()
|
获取这个Mordifier的创建时间。 |
GetDieTime | float GetDieTime()
|
获取这个Mordifier的终止时间。 |
GetDuration | float GetDuration()
|
获取这个Mordifier的持续时间。 |
GetElapsedTime | float GetElapsedTime()
|
获取这个Mordifier的消失时间。 |
GetName | string GetName()
|
获取这个Mordifier的名称。 |
GetParent | handle GetParent()
|
获取这个Mordifier所继承的单位。 |
GetRemainingTime | float GetRemainingTime()
|
获取这个Mordifier的剩余时间。 |
GetStackCount | int GetStackCount()
|
获取这个Mordifier的叠加层数。 |
IncrementStackCount | void IncrementStackCount()Increase this modifier's stack count by 1.
|
使Mordifier的叠加层数+1。 |
SetDuration | void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients)
|
设置持续时间。 |
SetStackCount | void SetStackCount(int iCount)
|
设置叠加层数。 |
StartIntervalThink | 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 | bool AllowIllusionDuplicate()
|
幻象是否继承这个Mordifier |
DestroyOnExpire | bool DestroyOnExpire()
|
Buff是否会在Mordifier到期时被移除 |
GetAttributes | int GetAttributes()
|
返回被应用到Mordifier上的属性类别 |
GetAuraEntityReject | bool GetAuraEntityReject(handle hEntity)
|
返回实体是否在某些条件下获得光环 |
GetAuraRadius | int GetAuraRadius()
|
返回光环半径 |
GetAuraSearchFlags | int GetAuraSearchFlags()
|
返回光环施加效果时的Flag |
GetAuraSearchTeam | int GetAuraSearchTeam()
|
返回光环效果将施加的队伍 |
GetAuraSearchType | int GetAuraSearchType()
|
返回光环效果将施加的单位类型 |
GetEffectAttachType | int GetEffectAttachType()
|
通过GetEffectName获取将添加的粒子特效类型 |
GetEffectName | string GetEffectName()
|
返回Mordifier运行时所产生的粒子特效的名称 |
GetHeroEffectName | string GetHeroEffectName()
|
返回Mordifier运行时所产生的英雄粒子特效的名称 |
GetModifierAura | 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 | string GetStatusEffectName()
|
返回Mordifier运行时所产生的状态粒子特效的名称 |
GetTexture | string GetTexture()
|
返回Mordifier的图标 |
HeroEffectPriority | 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 | bool IsAura()
|
这个Mordifier是否是光环 |
IsAuraActiveOnDeath | bool IsAuraActiveOnDeath()
|
返回携带单位死后其光环是否有效 |
IsDebuff | bool IsDebuff()
|
返回这个Mordifier是否是Debuff |
IsHidden | bool IsHidden()
|
返回这个Mordifier是否在状态栏中显示 |
IsPurgable | bool IsPurgable()
|
返回这个Mordifier是否能被清除 |
IsPurgeException | bool IsPurgeException()
|
返回这个Mordifier是否能被强力驱散清除 |
IsStunDebuff | bool IsStunDebuff()
|
返回这个Mordifier是否是眩晕类Debuff |
OnCreated | void OnCreated(handle table)
|
在Mordifier被创建时运行 |
OnDestroy | void OnDestroy()
|
在Mordifier清楚时运行 |
OnIntervalThink | void OnIntervalThink()
|
当计时器间隔开始时 |
OnRefresh | void OnRefresh(handle table)
|
当Mordifier被刷新时运行 |
RemoveOnDeath | bool RemoveOnDeath()
|
返回持有者死亡时Mordifier是否被移除 |
StatusEffectPriority | 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 | bool ApplyHorizontalMotionController()
|
启动水平运动控制器的特效。启动成功后返回True。 |
GetPriority | int GetPriority()
|
获取优先级。 |
OnHorizontalMotionInterrupted | void OnHorizontalMotionInterrupted()
|
当运动被打断时进行回调。 |
SetPriority | void SetPriority(int nMotionPriority)
|
设置优先级。 |
UpdateHorizontalMotion | 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 | bool ApplyHorizontalMotionController()
|
启动水平运动控制器的特效。启动成功后返回True。 |
ApplyVerticalMotionController | bool ApplyVerticalMotionController()
|
启动垂直运动控制器的特效。启动成功后返回True。 |
GetPriority | int GetPriority()
|
获取优先级。 |
OnHorizontalMotionInterrupted | void OnHorizontalMotionInterrupted()
|
当水平运动被打断时进行回调。 |
OnVerticalMotionInterrupted | void OnVerticalMotionInterrupted()
|
当竖直运动被打断时进行回调。 |
SetPriority | void SetPriority(int nMotionPriority)
|
设置优先级。 |
UpdateHorizontalMotion | void UpdateHorizontalMotion(handle me, float dt)
|
根据给定的间隔对NPC施加水平运动。 |
UpdateVerticalMotion | 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 | bool ApplyVerticalMotionController()
|
启动垂直运动控制器的特效。启动成功后返回True。 |
GetMotionPriority | int GetMotionPriority()
|
获取优先级。 |
OnVerticalMotionInterrupted | void OnVerticalMotionInterrupted()
|
当竖直运动被打断时进行回调 |
SetMotionPriority | void SetMotionPriority(int nMotionPriority)
|
设置优先级。 |
UpdateVerticalMotion | 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 | int CastFilterResult()
|
判断一个无目标的命令是否有效 |
CastFilterResultLocation | int CastFilterResultLocation(Vector vLocation)
|
(Vector vLocation)判断一个作用于地点的命令是否有效 |
CastFilterResultTarget | int CastFilterResultTarget(handle hTarget)
|
(HSCRIPT hTarget) 判断一个作用于目标的命令是否有效 |
GetAssociatedPrimaryAbilities | string GetAssociatedPrimaryAbilities()
|
Returns abilities that are stolen simultaneously, or otherwise related in functionality. |
GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities()
|
Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities. |
GetBehavior | int GetBehavior()
|
返回技能的施法动作类型 |
GetCastRange | int GetCastRange(Vector vLocation, handle hTarget)
|
返回技能的施法范围 |
GetChannelledManaCostPerSecond | 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 | float GetChannelTime()
|
返回技能的持续施法时间 |
GetConceptRecipientType | int GetConceptRecipientType()
|
返回该技能被释放时将听到语音的单位 |
GetCooldown | float GetCooldown(int iLevel)
|
返回技能的CD |
GetCustomCastError | string GetCustomCastError()
|
返回一条失效的无目标命令的错误信息 |
GetCustomCastErrorLocation | 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 | 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 | int GetGoldCost(int iLevel)
|
返回某等级的金钱花费(当前为-1) |
GetIntrinsicModifierName | string GetIntrinsicModifierName()
|
返回被该技能被动地施加的Mordifier |
GetManaCost | int GetManaCost(int iLevel)
|
返回某等级的魔法消耗(当前为-1) |
GetPlaybackRateOverride | float GetPlaybackRateOverride()
|
返回施法动画的播放速度 |
IsHiddenAbilityCastable | bool IsHiddenAbilityCastable()
|
返回当该技能不在动作面板上时是否能使用 |
IsHiddenWhenStolen | bool IsHiddenWhenStolen()
|
返回该技能被技能窃取后是否是隐藏的 |
IsRefreshable | bool IsRefreshable()
|
返回该技能是否能被刷新球刷新 |
IsStealable | bool IsStealable()
|
返回该技能是否能被窃取 |
OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted()
|
施法被打断 |
OnAbilityPhaseStart | bool OnAbilityPhaseStart()
|
施法开始(施法成功时返回True) |
OnChannelFinish | void OnChannelFinish(bool bInterrupted)
|
(bool bInterrupted) 持续施法完成 |
OnChannelThink | void OnChannelThink(float flInterval)
|
(float flInterval)持续施法开始 |
OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus()
|
Caster (hero only) gained a level, skilled an ability, or received a new stat bonus. |
OnHeroDiedNearby | 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 | void OnHeroLevelUp()
|
施法者升级 |
OnInventoryContentsChanged | void OnInventoryContentsChanged()
|
施法者物品库存发生变化 |
OnItemEquipped | void OnItemEquipped(handle hItem)
|
( HSCRIPT hItem ) 施法者装备了物品 |
OnOwnerDied | void OnOwnerDied()
|
施法者死亡 |
OnOwnerSpawned | void OnOwnerSpawned()
|
施法者第一次出生或重生 |
OnProjectileHit | 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 | void OnProjectileThink(Vector vLocation)
|
(Vector vLocation) 投射物正在运动 |
OnSpellStart | void OnSpellStart()
|
施法前摇结束,技能效果开始 |
OnStolen | void OnStolen(handle hSourceAbility)
|
( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为 |
OnToggle | void OnToggle()
|
技能被开启/关闭 |
OnUnStolen | void OnUnStolen()
|
当技能未被窃取时,进行的某特殊行为 |
OnUpgrade | void OnUpgrade()
|
技能升级 |
ProcsMagicStick | bool ProcsMagicStick()
|
返回该技能是否会增加周围单位的魔棒点数 |
SpeakTrigger | int SpeakTrigger()
|
返回所使用的语音类型 |