Dota 2 Workshop Tools/Scripting: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 16: Line 16:
* [[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

Examples

Lua Resources