Dota 2 Workshop Tools/Scripting: Difference between revisions

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m (added the area check thing)
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* [[Dota 2 Workshop Tools/Scripting/Creating a Tower Example | Creating a Tower Example]]
* [[Dota 2 Workshop Tools/Scripting/Creating a Tower Example | Creating a Tower Example]]
* [[Dota 2 Workshop Tools/Scripting/Applying Data Driven Modifiers from script | Applying Data Driven Modifiers from script]]
* [[Dota 2 Workshop Tools/Scripting/Applying Data Driven Modifiers from script | Applying Data Driven Modifiers from script]]
* [https://github.com/zedor/SpellShop_UI Spell Shop Example]
* [https://github.com/zedor/CustomError Custom Error Message]
* [[Dota 2 Workshop Tools/Scripting/Detecting If Player Clicked Inside An Area | Detecting If Player Clicked Inside A Given Area When Using Items or Spells]]
* [[Dota 2 Workshop Tools/Scripting/Detecting If Player Clicked Inside An Area | Detecting If Player Clicked Inside A Given Area When Using Items or Spells]]



Revision as of 21:05, 28 August 2014

Template:Otherlang2 Scripting in Dota 2 is handled by the VScript virtual machine using 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

The documentation presented here assumes basic knowledge of Lua. If you're new to programming and Lua it's worth spending some time at the official Lua website learning some of the basic concepts. Additional resources are available at the bottom of the page for new users.

Scripting Abilities

Common Techniques

Reference

Examples

Lua Resources

See Also

VScript