Dota 2 Workshop Tools/Scripting: Difference between revisions
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* [[Dota 2 Workshop Tools/Scripting/API|Dota 2 Scripting API]] | * [[Dota 2 Workshop Tools/Scripting/API|Dota 2 Scripting API]] | ||
* [[Dota 2 Workshop Tools/Scripting/Constants|Dota 2 Scripting Constants]] | * [[Dota 2 Workshop Tools/Scripting/Constants|Dota 2 Scripting Constants]] | ||
* [[Dota 2 Workshop_Tools/Scripting/Built-In_Engine_Events|Dota 2 Built-In Engine Events (warning: many broken)]] | |||
* [[Dota 2 Workshop Tools/Scripting/Built-In Engine Events|Built-In Engine Events]] | * [[Dota 2 Workshop Tools/Scripting/Built-In Engine Events|Built-In Engine Events]] | ||
* [[Dota 2 Workshop Tools/Scripting/Built-In Ability Names|Built-In Ability Names]] | * [[Dota 2 Workshop Tools/Scripting/Built-In Ability Names|Built-In Ability Names]] |
Revision as of 14:49, 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
- Dota 2 Built-In Engine Events (warning: many broken)
- Built-In Engine Events
- Built-In Ability Names
- Built-In Modifier Names
- Heroes Internal Names