Dota 2 Workshop Tools/Scripting: Difference between revisions
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* [[Dota 2 Workshop Tools/Scripting/Simple Trigger that calls Lua| Simple trigger that calls Lua]] | * [[Dota 2 Workshop Tools/Scripting/Simple Trigger that calls Lua| Simple trigger that calls Lua]] | ||
* [[Dota 2 Workshop Tools/Scripting/Abilities Scripted Example| Data driven item that drops upon death]] | * [[Dota 2 Workshop Tools/Scripting/Abilities Scripted Example| Data driven item that drops upon death]] | ||
* [[Dota 2 Workshop Tools/Scripting/Data Driven Motion Controller Example | Motion Controller Example]] | |||
== Lua Resources == | == Lua Resources == |
Revision as of 21:00, 13 August 2014
Template:Otherlang2 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
- Built-In Unit Names