Dota 2 Workshop Tools/Scripting: Difference between revisions
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* [[Dota 2 Workshop Tools/Scripting/Console Commands|Console Commands]] | * [[Dota 2 Workshop Tools/Scripting/Console Commands|Console Commands]] | ||
* [[Dota 2 Workshop Tools/Scripting/Dedicated VConsole Log Viewer|Dedicated VConsole Log Viewer]] | * [[Dota 2 Workshop Tools/Scripting/Dedicated VConsole Log Viewer|Dedicated VConsole Log Viewer]] | ||
== Reference == | == Reference == | ||
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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]] | ||
== Examples == | |||
* [[Dota 2 Workshop Tools/Scripting/Simple Trigger that calls Lua| Simple trigger that calls Lua]] | |||
* [[Dota 2 Workshop Tools/Scripting/Abilities Scripted Example| Moderate example on data driven item that drops upon death]] | |||
== Lua Resources == | == Lua Resources == |
Revision as of 10:26, 11 August 2014
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
- Dota 2 Scripting API
- Dota 2 Scripting Constants
- Built-In Engine Events
- Built-In Ability Names
- Built-In Modifier Names
- Heroes Internal Names