Dota 2 Workshop Tools/Scripting: Difference between revisions
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* [[Dota 2 Workshop Tools/Scripting/Built-In Modifier Names|Built-In Modifier Names]] | * [[Dota 2 Workshop Tools/Scripting/Built-In Modifier Names|Built-In Modifier Names]] | ||
* [[Dota 2 Workshop Tools/Scripting/Heroes_internal_names|Heroes Internal Names]] | * [[Dota 2 Workshop Tools/Scripting/Heroes_internal_names|Heroes Internal Names]] | ||
* [[Dota 2 Workshop Tools/Scripting/Built-In Unit Names|Built-In Unit Names]] | |||
== Examples == | == Examples == |
Revision as of 09:44, 12 August 2014
Template:Otherlang2 Scripting in Dota 2 is handled by the Lua programming language. Lua will be launched at run time when Dota 2 loads your add-on and can manipulate most facets of the game. Scripts can control the events that happen in game modes, game rules, abilities, hero interactions, neutrals , AI, and many more.
Getting Started
Scripting Abilities
Common Techniques
Reference
- Scripting API
- Scripting Constants
- Built-In Engine Events (warning: many broken)
- Built-In Ability Names
- Built-In Modifier Names
- Heroes Internal Names
- Built-In Unit Names