Dota 2 Workshop Tools/Scripting: Difference between revisions
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== Reference == | == Reference == | ||
* [[Dota 2 Workshop Tools/Scripting/API| | * [[Dota 2 Workshop Tools/Scripting/API|Scripting API]] | ||
* [[Dota 2 Workshop Tools/Scripting/Constants| | * [[Dota 2 Workshop Tools/Scripting/Constants|Scripting Constants]] | ||
* [[Dota 2 | * [[Dota 2 Workshop Tools/Scripting/Built-In Engine Events|Built-In Engine Events (warning: many broken)]] | ||
* [[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]] | ||
* [[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]] |
Revision as of 15:08, 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
- Scripting API
- Scripting Constants
- Built-In Engine Events (warning: many broken)
- Built-In Ability Names
- Built-In Modifier Names
- Heroes Internal Names