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==='''Accessing the DOTA 2 Scripting API from Lua=== | ==='''Accessing the DOTA 2 Scripting API from Lua=== | ||
While Lua is [http://en.wikipedia.org/wiki/Dynamically_typed dynamically typed], the DOTA 2 engine is written primarily in C++, which is [http://en.wikipedia.org/wiki/Type_system#Static_type-checking statically typed]. Thus, you'll need to be conscious of your data types when calling the API. (If you try to pass the wrong type to an API function, you'll get an error message in Vconsole telling you what you passed and what it was expecting.) | While Lua is [http://en.wikipedia.org/wiki/Dynamically_typed dynamically typed], the DOTA 2 engine is written primarily in C++, which is [http://en.wikipedia.org/wiki/Type_system#Static_type-checking statically typed]. Thus, you'll need to be conscious of your data types when calling the API. (If you try to pass the wrong type to an API function, you'll get an error message in Vconsole telling you what you passed and what it was expecting.) | ||
__TOC__ | __TOC__ | ||
=== Global === | === Global === | ||
''Global functions. These can be called without any class'' | ''Global functions. These can be called without any class'' | ||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.AngleDiff | AngleDiff]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.AngleDiff | AngleDiff]] | ||
| <code>float AngleDiff(float ang1, float ang2) </code> | | <code>float AngleDiff(float ang1, float ang2) </code> | ||
| | |||
| 返回两个偏航角度之差 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.AppendToLogFile | AppendToLogFile]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.AppendToLogFile | AppendToLogFile]] | ||
| <code>void AppendToLogFile(string a, string b) </code> | | <code>void AppendToLogFile(string a, string b) </code> | ||
| | |||
| 在服务器日志文件上增加一个string | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ApplyDamage | ApplyDamage]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ApplyDamage | ApplyDamage]] | ||
| <code>float ApplyDamage(handle DamageTable) </code> | | <code>float ApplyDamage(handle DamageTable) </code> | ||
| | |||
| 对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.AxisAngleToQuaternion | AxisAngleToQuaternion]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.AxisAngleToQuaternion | AxisAngleToQuaternion]] | ||
| <code>Quaternion AxisAngleToQuaternion(Vector a, float b) </code> | | <code>Quaternion AxisAngleToQuaternion(Vector a, float b) </code> | ||
| ( | |||
| (vector,float) 构造一个四元数,表现出围绕给定的vector 轴线的旋转角 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CancelEntityIOEvents | CancelEntityIOEvents]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CancelEntityIOEvents | CancelEntityIOEvents]] | ||
| <code>void CancelEntityIOEvents(ehandle a) </code> | | <code>void CancelEntityIOEvents(ehandle a) </code> | ||
| | |||
| 为特定的实体创建所有输入/输出事件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateEffect | CreateEffect]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateEffect | CreateEffect]] | ||
| <code>bool CreateEffect(handle a) </code> | | <code>bool CreateEffect(handle a) </code> | ||
| | |||
| 传递table - 输入:实体,效果 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateHeroForPlayer | CreateHeroForPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateHeroForPlayer | CreateHeroForPlayer]] | ||
| <code>handle CreateHeroForPlayer(string | |||
| | | <code>handle CreateHeroForPlayer(string unitName, handle player) </code> | ||
| 用DOTA英雄的dota_npc_units.txt中的名字创建它并把它设为给定玩家的控制英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateItem | CreateItem]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateItem | CreateItem]] | ||
| <code>handle CreateItem(string item_name, handle owner, handle owner) </code> | | <code>handle CreateItem(string item_name, handle owner, handle owner) </code> | ||
| | |||
| 用类名称item_name创建一个owner可以使用的物品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionSync | CreateItemOnPositionSync]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionSync | CreateItemOnPositionSync]] | ||
| <code>handle CreateItemOnPositionSync(Vector a, handle b) </code> | | <code>handle CreateItemOnPositionSync(Vector a, handle b) </code> | ||
| | |||
| 在给定位置创建一个可见的物品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateTrigger | CreateTrigger]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateTrigger | CreateTrigger]] | ||
| <code>handle CreateTrigger(Vector a, Vector b, Vector c) </code> | | <code>handle CreateTrigger(Vector a, Vector b, Vector c) </code> | ||
| CreateTrigger( vecMin, vecMax ) : | |||
| CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateTriggerRadiusApproximate | CreateTriggerRadiusApproximate]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateTriggerRadiusApproximate | CreateTriggerRadiusApproximate]] | ||
| <code>handle CreateTriggerRadiusApproximate(Vector a, float b) </code> | | <code>handle CreateTriggerRadiusApproximate(Vector a, float b) </code> | ||
| CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : | |||
| CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : 创建并返回一个比给定radius大的AABB触发器 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByName | CreateUnitByName]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByName | CreateUnitByName]] | ||
| <code>handle CreateUnitByName(string a, Vector b, bool c, handle d, handle e, int f) </code> | | <code>handle CreateUnitByName(string a, Vector b, bool c, handle d, handle e, int f) </code> | ||
| | |||
| 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber ) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByNameAsync | CreateUnitByNameAsync]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitByNameAsync | CreateUnitByNameAsync]] | ||
| <code>int CreateUnitByNameAsync(string a, Vector b, bool c, handle d, handle e, int f, handle g) </code> | | <code>int CreateUnitByNameAsync(string a, Vector b, bool c, handle d, handle e, int f, handle g) </code> | ||
| | |||
| 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback ) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitFromTable | CreateUnitFromTable]] | |||
| <code>hscript CreateUnitFromTable(table unitProperties) </code> | |||
| Creates a new data-driven entity with the given table | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.cvar_getf | cvar_getf]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.cvar_getf | cvar_getf]] | ||
| <code>float cvar_getf(string a) </code> | | <code>float cvar_getf(string a) </code> | ||
| | |||
| 获取给定cvar的值,返回float. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.cvar_setf | cvar_setf]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.cvar_setf | cvar_setf]] | ||
| <code>bool cvar_setf(string a, float b) </code> | | <code>bool cvar_setf(string a, float b) </code> | ||
| | |||
| 设置给定cvar的值, 传递float. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugBreak | DebugBreak]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugBreak | DebugBreak]] | ||
| <code>void DebugBreak() </code> | | <code>void DebugBreak() </code> | ||
| | |||
| 在debugger(调试模式)中停止运行 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBox | DebugDrawBox]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBox | DebugDrawBox]] | ||
| <code>void DebugDrawBox(Vector | |||
| | | <code>void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration) </code> | ||
| 显示一个debug overlay窗口(origin, mins, maxs, r, g, b, a, duration ) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBoxDirection | DebugDrawBoxDirection]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBoxDirection | DebugDrawBoxDirection]] | ||
| <code>void DebugDrawBoxDirection(Vector a, Vector b, Vector c, Vector d, Vector e, float f, float g) </code> | | <code>void DebugDrawBoxDirection(Vector a, Vector b, Vector c, Vector d, Vector e, float f, float g) </code> | ||
| | |||
| 显示一个debug forward窗口(cent, min, max, forward, vRgb, a, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawCircle | DebugDrawCircle]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawCircle | DebugDrawCircle]] | ||
| <code>void DebugDrawCircle(Vector a, Vector b, float c, float d, bool e, float f) </code> | | <code>void DebugDrawCircle(Vector a, Vector b, float c, float d, bool e, float f) </code> | ||
| | |||
| 显示一个debug圆(center, vRgb, a, rad, ztest, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawClear | DebugDrawClear]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawClear | DebugDrawClear]] | ||
| <code>void DebugDrawClear() </code> | | <code>void DebugDrawClear() </code> | ||
| | |||
| 尝试清理所有debug overlay信息 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine | DebugDrawLine]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine | DebugDrawLine]] | ||
| <code>void DebugDrawLine(Vector a, Vector b, int c, int d, int e, bool f, float g) </code> | | <code>void DebugDrawLine(Vector a, Vector b, int c, int d, int e, bool f, float g) </code> | ||
| | |||
| 显示一个debug overlay线段origin, target, r, g, b, ztest, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine_vCol | DebugDrawLine_vCol]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawLine_vCol | DebugDrawLine_vCol]] | ||
| <code>void DebugDrawLine_vCol(Vector a, Vector b, Vector c, bool d, float e) </code> | | <code>void DebugDrawLine_vCol(Vector a, Vector b, Vector c, bool d, float e) </code> | ||
| | |||
| 使用vec颜色显示一个debug线段(start, end, vRgb, a, ztest, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawScreenTextLine | DebugDrawScreenTextLine]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawScreenTextLine | DebugDrawScreenTextLine]] | ||
| <code>void DebugDrawScreenTextLine(float a, float b, int c, string d, int e, int f, int g, int h, float i) </code> | | <code>void DebugDrawScreenTextLine(float a, float b, int c, string d, int e, int f, int g, int h, float i) </code> | ||
| | |||
| 显示给定行间距(lineoffset)的文字(x, y, lineOffset, text, r, g, b, a, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawSphere | DebugDrawSphere]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawSphere | DebugDrawSphere]] | ||
| <code>void DebugDrawSphere(Vector a, Vector b, float c, float d, bool e, float f) </code> | | <code>void DebugDrawSphere(Vector a, Vector b, float c, float d, bool e, float f) </code> | ||
| | |||
| 显示一个debug球(center, vRgb, a, rad, ztest, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawText | DebugDrawText]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawText | DebugDrawText]] | ||
| <code>void DebugDrawText(Vector a, string b, bool c, float d) </code> | | <code>void DebugDrawText(Vector a, string b, bool c, float d) </code> | ||
| | |||
| 显示3d文字(origin, text, bViewCheck, duration) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DebugScreenTextPretty | DebugScreenTextPretty]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DebugScreenTextPretty | DebugScreenTextPretty]] | ||
| <code>void DebugScreenTextPretty(float a, float b, int c, string d, int e, int f, int g, int h, float i, string j, int k, bool l) </code> | | <code>void DebugScreenTextPretty(float a, float b, int c, string d, int e, int f, int g, int h, float i, string j, int k, bool l) </code> | ||
| | |||
| 显示漂亮的debug文字(x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoEntFire | DoEntFire]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DoEntFire | DoEntFire]] | ||
| <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f) </code> | | <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f) </code> | ||
| EntFire: | |||
| EntFire: 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller ) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoEntFireByInstanceHandle | DoEntFireByInstanceHandle]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DoEntFireByInstanceHandle | DoEntFireByInstanceHandle]] | ||
| <code>void DoEntFireByInstanceHandle(handle a, string b, string c, float d, handle e, handle f) </code> | | <code>void DoEntFireByInstanceHandle(handle a, string b, string c, float d, handle e, handle f) </code> | ||
| EntFireByHandle: | |||
| EntFireByHandle:构造一个实体的输入/输出事件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoIncludeScript | DoIncludeScript]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DoIncludeScript | DoIncludeScript]] | ||
| <code>bool DoIncludeScript(string a, handle b) </code> | | <code>bool DoIncludeScript(string a, handle b) </code> | ||
| | |||
| 运行一个内部脚本 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoScriptAssert | DoScriptAssert]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DoScriptAssert | DoScriptAssert]] | ||
| <code>void DoScriptAssert(bool a, string b) </code> | | <code>void DoScriptAssert(bool a, string b) </code> | ||
| ScriptAssert: | |||
| ScriptAssert:断言传入数据是数值,输出信息并显示断言对话框(参考编程中的Assert功能,主要用于调试,译者注) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.DoUniqueString | DoUniqueString]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.DoUniqueString | DoUniqueString]] | ||
| <code>string DoUniqueString(string a) </code> | | <code>string DoUniqueString(string a) </code> | ||
| UniqueString: | |||
| UniqueString:使用任意的根字符串构造一个保证在VM脚本运行周期内唯一的字符串。当给表增加数据但不确定已用关键字时有用 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.EmitGlobalSound | EmitGlobalSound]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.EmitGlobalSound | EmitGlobalSound]] | ||
| <code>void EmitGlobalSound(string a) </code> | | <code>void EmitGlobalSound(string a) </code> | ||
| | |||
| 为所有玩家播放给定名称的音效 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOn | EmitSoundOn]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOn | EmitSoundOn]] | ||
| <code>void EmitSoundOn(string a, handle b) </code> | | <code>void EmitSoundOn(string a, handle b) </code> | ||
| | |||
| 在一个实体上播放给定名称的音效 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnClient | EmitSoundOnClient]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnClient | EmitSoundOnClient]] | ||
| <code>void EmitSoundOnClient(string a, handle b) </code> | | <code>void EmitSoundOnClient(string a, handle b) </code> | ||
| | |||
| 为指定玩家播放给定名称的音效 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.EntIndexToHScript | EntIndexToHScript]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.EntIndexToHScript | EntIndexToHScript]] | ||
| <code>handle EntIndexToHScript(int a) </code> | | <code>handle EntIndexToHScript(int a) </code> | ||
| | |||
| 把一个实体的整数索引转化为表达该实体脚本实例的HScript | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ExecuteOrderFromTable | ExecuteOrderFromTable]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ExecuteOrderFromTable | ExecuteOrderFromTable]] | ||
| <code>void ExecuteOrderFromTable(handle a) </code> | | <code>void ExecuteOrderFromTable(handle a) </code> | ||
| | |||
| 从一个Script表发布命令 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ExponentialDecay | ExponentialDecay]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ExponentialDecay | ExponentialDecay]] | ||
| <code>float ExponentialDecay(float a, float b, float c) </code> | | <code>float ExponentialDecay(float a, float b, float c) </code> | ||
| | |||
| 平滑的曲线,接近0时减少较慢 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FileToString | FileToString]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FileToString | FileToString]] | ||
| <code>string FileToString(string a) </code> | | <code>string FileToString(string a) </code> | ||
| | |||
| 从文件读取字符串给脚本,目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件从C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems读取,函数的用途与StringToFile相反 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FindClearSpaceForUnit | FindClearSpaceForUnit]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FindClearSpaceForUnit | FindClearSpaceForUnit]] | ||
| <code>void FindClearSpaceForUnit(handle a, Vector b, bool c) </code> | | <code>void FindClearSpaceForUnit(handle a, Vector b, bool c) </code> | ||
| | |||
| 在未被占用的地方创建单位 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInRadius | FindUnitsInRadius]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInRadius | FindUnitsInRadius]] | ||
| <code>table FindUnitsInRadius(int | |||
| | | <code>table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache) </code> | ||
| 在给定范围内用给定flags搜索单位( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache ) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputNameOnly | FireEntityIOInputNameOnly]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputNameOnly | FireEntityIOInputNameOnly]] | ||
| <code>void FireEntityIOInputNameOnly(ehandle a, string b) </code> | | <code>void FireEntityIOInputNameOnly(ehandle a, string b) </code> | ||
| | |||
| 触发实体的动作输入w/no数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputString | FireEntityIOInputString]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputString | FireEntityIOInputString]] | ||
| <code>void FireEntityIOInputString(ehandle a, string b, string c) </code> | | <code>void FireEntityIOInputString(ehandle a, string b, string c) </code> | ||
| | |||
| 用给定字符串(由你分配内存)触发实体的动作输入 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputVec | FireEntityIOInputVec]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FireEntityIOInputVec | FireEntityIOInputVec]] | ||
| <code>void FireEntityIOInputVec(ehandle a, string b, Vector c) </code> | | <code>void FireEntityIOInputVec(ehandle a, string b, Vector c) </code> | ||
| | |||
| 用给定的Vector( hEntity, szActionName, vector )触发实体的动作输入 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireGameEvent | FireGameEvent]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FireGameEvent | FireGameEvent]] | ||
| <code>void FireGameEvent(string eventName, handle parameterTable) </code> | | <code>void FireGameEvent(string eventName, handle parameterTable) </code> | ||
| | |||
| 触发一个预定义事件,可以在custom_events.txt或dota的资源/*.res中找到 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FireGameEventLocal | FireGameEventLocal]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FireGameEventLocal | FireGameEventLocal]] | ||
| <code>void FireGameEventLocal(string a, handle b) </code> | | <code>void FireGameEventLocal(string a, handle b) </code> | ||
| | |||
| 触发一个游戏事件但不广播给客户端 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.FrameTime | FrameTime]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.FrameTime | FrameTime]] | ||
| <code>float FrameTime() </code> | | <code>float FrameTime() </code> | ||
| | |||
| 获取上一帧在服务器上花费的时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrameCount | GetFrameCount]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrameCount | GetFrameCount]] | ||
| <code>int GetFrameCount() </code> | | <code>int GetFrameCount() </code> | ||
| | |||
| 返回引擎当然的帧数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyBoostAmount | GetFrostyBoostAmount]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyBoostAmount | GetFrostyBoostAmount]] | ||
| <code>float GetFrostyBoostAmount(int a, int b) </code> | | <code>float GetFrostyBoostAmount(int a, int b) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyPointsForRound | GetFrostyPointsForRound]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetFrostyPointsForRound | GetFrostyPointsForRound]] | ||
| <code>int GetFrostyPointsForRound(int a, int b, int c) </code> | | <code>int GetFrostyPointsForRound(int a, int b, int c) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyBoostAmount | GetGoldFrostyBoostAmount]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyBoostAmount | GetGoldFrostyBoostAmount]] | ||
| <code>float GetGoldFrostyBoostAmount(int a, int b) </code> | | <code>float GetGoldFrostyBoostAmount(int a, int b) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyPointsForRound | GetGoldFrostyPointsForRound]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetGoldFrostyPointsForRound | GetGoldFrostyPointsForRound]] | ||
| <code>int GetGoldFrostyPointsForRound(int a, int b, int c) </code> | | <code>int GetGoldFrostyPointsForRound(int a, int b, int c) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetGroundPosition | GetGroundPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetGroundPosition | GetGroundPosition]] | ||
| <code>Vector GetGroundPosition(Vector a, handle b) </code> | | <code>Vector GetGroundPosition(Vector a, handle b) </code> | ||
| | |||
| 返回移动到地面的供给位置。第二个参数是一个NPC,用于测量碰撞体积 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetListenServerHost | GetListenServerHost]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetListenServerHost | GetListenServerHost]] | ||
| <code>handle GetListenServerHost() </code> | | <code>handle GetListenServerHost() </code> | ||
| | |||
| 在广播服务器获取本地玩家 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetMapName | GetMapName]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetMapName | GetMapName]] | ||
| <code>string GetMapName() </code> | | <code>string GetMapName() </code> | ||
| | |||
| 获取地图的名字 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetMaxOutputDelay | GetMaxOutputDelay]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetMaxOutputDelay | GetMaxOutputDelay]] | ||
| <code>float GetMaxOutputDelay(ehandle a, string b) </code> | | <code>float GetMaxOutputDelay(ehandle a, string b) </code> | ||
| | |||
| 获取输出事件的最大延迟 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetPhysAngularVelocity | GetPhysAngularVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetPhysAngularVelocity | GetPhysAngularVelocity]] | ||
| <code>Vector GetPhysAngularVelocity(handle a) </code> | | <code>Vector GetPhysAngularVelocity(handle a) </code> | ||
| | |||
| 获取VPHYS或普通物体的角速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetPhysVelocity | GetPhysVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetPhysVelocity | GetPhysVelocity]] | ||
| <code>Vector GetPhysVelocity(handle a) </code> | | <code>Vector GetPhysVelocity(handle a) </code> | ||
| | |||
| 获取VPHYS或普通物体的速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetSystemDate | GetSystemDate]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetSystemDate | GetSystemDate]] | ||
| <code>string GetSystemDate() </code> | | <code>string GetSystemDate() </code> | ||
| | |||
| 获取真实世界的日期 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetSystemTime | GetSystemTime]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetSystemTime | GetSystemTime]] | ||
| <code>string GetSystemTime() </code> | | <code>string GetSystemTime() </code> | ||
| | |||
| 获取真实世界的时间 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetTeamName | GetTeamName]] | |||
| <code>string GetTeamName(int teamNumber) </code> | |||
| Returns the team name | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxX | GetWorldMaxX]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxX | GetWorldMaxX]] | ||
| <code>float GetWorldMaxX() </code> | | <code>float GetWorldMaxX() </code> | ||
| | |||
| 获取地图X坐标最大值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxY | GetWorldMaxY]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMaxY | GetWorldMaxY]] | ||
| <code>float GetWorldMaxY() </code> | | <code>float GetWorldMaxY() </code> | ||
| | |||
| 获取地图Y坐标最大值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinX | GetWorldMinX]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinX | GetWorldMinX]] | ||
| <code>float GetWorldMinX() </code> | | <code>float GetWorldMinX() </code> | ||
| | |||
| 获取地图X坐标最小值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinY | GetWorldMinY]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.GetWorldMinY | GetWorldMinY]] | ||
| <code>float GetWorldMinY() </code> | | <code>float GetWorldMinY() </code> | ||
| | |||
| 获取地图Y坐标最小值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.InitLogFile | InitLogFile]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.InitLogFile | InitLogFile]] | ||
| <code>void InitLogFile(string a, string b) </code> | | <code>void InitLogFile(string a, string b) </code> | ||
| | |||
| 如果给定文件不存在,用给定内容创建它;如果存在则不做任何动作 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.IsDedicatedServer | IsDedicatedServer]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.IsDedicatedServer | IsDedicatedServer]] | ||
| <code>bool IsDedicatedServer() </code> | | <code>bool IsDedicatedServer() </code> | ||
| | |||
| 如果服务器开放返回true | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.IsMarkedForDeletion | IsMarkedForDeletion]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.IsMarkedForDeletion | IsMarkedForDeletion]] | ||
| <code>bool IsMarkedForDeletion(handle a) </code> | | <code>bool IsMarkedForDeletion(handle a) </code> | ||
| | |||
| 如果实体有效并被标记为删除返回true | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.IsValidEntity | IsValidEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.IsValidEntity | IsValidEntity]] | ||
| <code>bool IsValidEntity(handle a) </code> | | <code>bool IsValidEntity(handle a) </code> | ||
| | |||
| 检查给定hScript是否为有效实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ListenToGameEvent | ListenToGameEvent]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ListenToGameEvent | ListenToGameEvent]] | ||
| <code>int ListenToGameEvent(string | |||
| | | <code>int ListenToGameEvent(string EventName, handle functionNameToCall, handle context) </code> | ||
| 从脚本给游戏事件注册一个listner,Tip:另外,为listenstandard engine events,你也可以创建自己的事件,把它们放置在/scripts/custom_events.txt. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValues | LoadKeyValues]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValues | LoadKeyValues]] | ||
| <code>table LoadKeyValues(string a) </code> | | <code>table LoadKeyValues(string a) </code> | ||
| | |||
| 用给定的关键字文件创建table | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValuesFromString | LoadKeyValuesFromString]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.LoadKeyValuesFromString | LoadKeyValuesFromString]] | ||
| <code>table LoadKeyValuesFromString(string a) </code> | | <code>table LoadKeyValuesFromString(string a) </code> | ||
| | |||
| 用给定的关键字string创建table | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.MakeStringToken | MakeStringToken]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.MakeStringToken | MakeStringToken]] | ||
| <code>int MakeStringToken(string a) </code> | | <code>int MakeStringToken(string a) </code> | ||
| | |||
| 检查给定的hScript是否是有效实体(?) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.Msg | Msg]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.Msg | Msg]] | ||
| <code>void Msg(string a) </code> | | <code>void Msg(string a) </code> | ||
| | |||
| 输出信息 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PauseGame | PauseGame]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PauseGame | PauseGame]] | ||
| <code>void PauseGame(bool a) </code> | | <code>void PauseGame(bool a) </code> | ||
| | |||
| 暂停/开始游戏 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PlayerInstanceFromIndex | PlayerInstanceFromIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PlayerInstanceFromIndex | PlayerInstanceFromIndex]] | ||
| <code>handle PlayerInstanceFromIndex(int a) </code> | | <code>handle PlayerInstanceFromIndex(int a) </code> | ||
| | |||
| 通过索引获取玩家的脚本实例 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityFromTable | PrecacheEntityFromTable]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityFromTable | PrecacheEntityFromTable]] | ||
| <code>void PrecacheEntityFromTable(string a, handle b, handle c) </code> | | <code>void PrecacheEntityFromTable(string a, handle b, handle c) </code> | ||
| | |||
| 用关键字从table中预缓存一个实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityListFromTable | PrecacheEntityListFromTable]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheEntityListFromTable | PrecacheEntityListFromTable]] | ||
| <code>void PrecacheEntityListFromTable(handle a, handle b) </code> | | <code>void PrecacheEntityListFromTable(handle a, handle b) </code> | ||
| | |||
| 预缓存一个实体关键字列表 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameAsync | PrecacheItemByNameAsync]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameAsync | PrecacheItemByNameAsync]] | ||
| <code>void PrecacheItemByNameAsync(string a, handle b) </code> | | <code>void PrecacheItemByNameAsync(string a, handle b) </code> | ||
| | |||
| 用DOTA物品的dota_npc_items.txt名称异步预缓存它,结束时提供回调 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameSync | PrecacheItemByNameSync]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheItemByNameSync | PrecacheItemByNameSync]] | ||
| <code>void PrecacheItemByNameSync(string a, handle b) </code> | | <code>void PrecacheItemByNameSync(string a, handle b) </code> | ||
| | |||
| 用DOTA物品的dota_npc_items.txt名称预缓存它 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheModel | PrecacheModel]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheModel | PrecacheModel]] | ||
| <code>void PrecacheModel(string a, handle b) </code> | | <code>void PrecacheModel(string a, handle b) </code> | ||
| ( modelName, context ) - | |||
| ( modelName, context ) - 手动预缓存一个单一模型 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheResource | PrecacheResource]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheResource | PrecacheResource]] | ||
| <code>void PrecacheResource(string | |||
| | | <code>void PrecacheResource(string precacheMode, string resource, handle context) </code> | ||
| 手动预缓存一个单一资源 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameAsync | PrecacheUnitByNameAsync]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameAsync | PrecacheUnitByNameAsync]] | ||
| <code>void PrecacheUnitByNameAsync(string a, handle b) </code> | | <code>void PrecacheUnitByNameAsync(string a, handle b) </code> | ||
| | |||
| 用DOTA单位的dota_npc_units.txt名称异步预缓存它,结束时提供回调 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameSync | PrecacheUnitByNameSync]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrecacheUnitByNameSync | PrecacheUnitByNameSync]] | ||
| <code>void PrecacheUnitByNameSync(string a, handle b) </code> | | <code>void PrecacheUnitByNameSync(string a, handle b) </code> | ||
| | |||
| 用DOTA单位的dota_npc_units.txt名称预缓存它 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.PrintLinkedConsoleMessage | PrintLinkedConsoleMessage]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.PrintLinkedConsoleMessage | PrintLinkedConsoleMessage]] | ||
| <code>void PrintLinkedConsoleMessage(string a, string b) </code> | | <code>void PrintLinkedConsoleMessage(string a, string b) </code> | ||
| Print a console message with a linked console command | | Print a console message with a linked console command | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RandomFloat | RandomFloat]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RandomFloat | RandomFloat]] | ||
| <code>float RandomFloat(float a, float b) </code> | | <code>float RandomFloat(float a, float b) </code> | ||
| | |||
| 获取范围内随机float | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RandomInt | RandomInt]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RandomInt | RandomInt]] | ||
| <code>int RandomInt(int a, int b) </code> | | <code>int RandomInt(int a, int b) </code> | ||
| | |||
| 获取范围内随机int | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RandomVector | RandomVector]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RandomVector | RandomVector]] | ||
| <code>Vector RandomVector(float | |||
| | | <code>Vector RandomVector(float maxLength) </code> | ||
| 获取随机二维矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RegisterSpawnGroupFilterProxy | RegisterSpawnGroupFilterProxy]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RegisterSpawnGroupFilterProxy | RegisterSpawnGroupFilterProxy]] | ||
| <code>void RegisterSpawnGroupFilterProxy(string a) </code> | | <code>void RegisterSpawnGroupFilterProxy(string a) </code> | ||
| | |||
| 为一个脚本基础的生成单位过滤器创建一个C代理 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ReloadMOTD | ReloadMOTD]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ReloadMOTD | ReloadMOTD]] | ||
| <code>void ReloadMOTD() </code> | | <code>void ReloadMOTD() </code> | ||
| | |||
| 重载MotD文件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RemoveSpawnGroupFilterProxy | RemoveSpawnGroupFilterProxy]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RemoveSpawnGroupFilterProxy | RemoveSpawnGroupFilterProxy]] | ||
| <code>void RemoveSpawnGroupFilterProxy(string a) </code> | | <code>void RemoveSpawnGroupFilterProxy(string a) </code> | ||
| | |||
| 为一个脚本基础的生成单位过滤器删除一个C代理 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RollPercentage | RollPercentage]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RollPercentage | RollPercentage]] | ||
| <code>bool RollPercentage(int a) </code> | | <code>bool RollPercentage(int a) </code> | ||
| | |||
| 随机生成1-100内的数,小于等于给定数则返回true | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotateOrientation | RotateOrientation]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RotateOrientation | RotateOrientation]] | ||
| <code>QAngle RotateOrientation(QAngle a, QAngle b) </code> | | <code>QAngle RotateOrientation(QAngle a, QAngle b) </code> | ||
| | |||
| 旋转一个QAngle,用另一个QAngle | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotatePosition | RotatePosition]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RotatePosition | RotatePosition]] | ||
| <code>Vector RotatePosition(Vector a, QAngle b, Vector c) </code> | | <code>Vector RotatePosition(Vector a, QAngle b, Vector c) </code> | ||
| | |||
| 围绕点旋转一个Vector | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotateQuaternionByAxisAngle | RotateQuaternionByAxisAngle]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RotateQuaternionByAxisAngle | RotateQuaternionByAxisAngle]] | ||
| <code>Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c) </code> | | <code>Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c) </code> | ||
| | |||
| 围绕给定vector轴线旋转一个四元数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.RotationDelta | RotationDelta]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.RotationDelta | RotationDelta]] | ||
| <code>QAngle RotationDelta(QAngle a, QAngle b) </code> | | <code>QAngle RotationDelta(QAngle a, QAngle b) </code> | ||
| | |||
| 两个QAngle间的delta值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_AddDecisionRule | rr_AddDecisionRule]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.rr_AddDecisionRule | rr_AddDecisionRule]] | ||
| <code>bool rr_AddDecisionRule(handle a) </code> | | <code>bool rr_AddDecisionRule(handle a) </code> | ||
| | |||
| 给决定数据库增加一个规则 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_CommitAIResponse | rr_CommitAIResponse]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.rr_CommitAIResponse | rr_CommitAIResponse]] | ||
| <code>bool rr_CommitAIResponse(handle a, handle b) </code> | | <code>bool rr_CommitAIResponse(handle a, handle b) </code> | ||
| | |||
| 把QueryBestResponse的结果交付给定的实体播放,用参数调用(entity, airesponse) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_GetResponseTargets | rr_GetResponseTargets]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.rr_GetResponseTargets | rr_GetResponseTargets]] | ||
| <code>handle rr_GetResponseTargets() </code> | | <code>handle rr_GetResponseTargets() </code> | ||
| | |||
| 获取所有提供的表达者目标的table,格式为{ name : handle, name: handle }. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.rr_QueryBestResponse | rr_QueryBestResponse]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.rr_QueryBestResponse | rr_QueryBestResponse]] | ||
| <code>bool rr_QueryBestResponse(handle a, handle b, handle c) </code> | | <code>bool rr_QueryBestResponse(handle a, handle b, handle c) </code> | ||
| | |||
| 参数: ( hEnt, hQuery, hResult ) // 静态 : 对实体的回复系统测试 'query'并返回最佳回复(无回复返回nil) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.Say | Say]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.Say | Say]] | ||
| <code>void Say(handle entity, string message, bool teamOnly) </code> | | <code>void Say(handle entity, string message, bool teamOnly) </code> | ||
| | |||
| 让实体说string,是否仅限队友可见 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ScreenShake | ScreenShake]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ScreenShake | ScreenShake]] | ||
| <code>void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g) </code> | | <code>void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g) </code> | ||
| | |||
| 用下列参数开始镜头摇晃:vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendFrostivusTimeElapsedToGC | SendFrostivusTimeElapsedToGC]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SendFrostivusTimeElapsedToGC | SendFrostivusTimeElapsedToGC]] | ||
| <code>void SendFrostivusTimeElapsedToGC() </code> | | <code>void SendFrostivusTimeElapsedToGC() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendFrostyPointsMessageToGC | SendFrostyPointsMessageToGC]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SendFrostyPointsMessageToGC | SendFrostyPointsMessageToGC]] | ||
| <code>void SendFrostyPointsMessageToGC(handle a) </code> | | <code>void SendFrostyPointsMessageToGC(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendToConsole | SendToConsole]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SendToConsole | SendToConsole]] | ||
| <code>void SendToConsole(string a) </code> | | <code>void SendToConsole(string a) </code> | ||
| | |||
| 给控制台发送string作为客户端命令 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SendToServerConsole | SendToServerConsole]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SendToServerConsole | SendToServerConsole]] | ||
| <code>void SendToServerConsole(string a) </code> | | <code>void SendToServerConsole(string a) </code> | ||
| | |||
| 给控制台发送string作为服务器命令 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatAll | SetOpvarFloatAll]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatAll | SetOpvarFloatAll]] | ||
| <code>void SetOpvarFloatAll(string a, string b, string c, float d) </code> | | <code>void SetOpvarFloatAll(string a, string b, string c, float d) </code> | ||
| | |||
| 为所有玩家设置opvar值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatPlayer | SetOpvarFloatPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SetOpvarFloatPlayer | SetOpvarFloatPlayer]] | ||
| <code>void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e) </code> | | <code>void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e) </code> | ||
| | |||
| 为单一玩家设置opvar值( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt ) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetQuestName | SetQuestName]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SetQuestName | SetQuestName]] | ||
| <code>void SetQuestName(string a) </code> | | <code>void SetQuestName(string a) </code> | ||
| | |||
| 设置当前任务名 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetQuestPhase | SetQuestPhase]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SetQuestPhase | SetQuestPhase]] | ||
| <code>void SetQuestPhase(int a) </code> | | <code>void SetQuestPhase(int a) </code> | ||
| | |||
| 设置当前任务阶段 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SetRenderingEnabled | SetRenderingEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SetRenderingEnabled | SetRenderingEnabled]] | ||
| <code>void SetRenderingEnabled(ehandle a, bool b) </code> | | <code>void SetRenderingEnabled(ehandle a, bool b) </code> | ||
| | |||
| 为ehandle设置rendering(渲染)开/关 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowCustomHeaderMessage | ShowCustomHeaderMessage]] | |||
| <code>void ShowCustomHeaderMessage(string message, int player, int value, float time) </code> | |||
| Displays a header message from player | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopup | ShowGenericPopup]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopup | ShowGenericPopup]] | ||
| <code>void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType) </code> | | <code>void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType) </code> | ||
| | |||
| 对所有玩家显示通用的弹出窗口 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopupToPlayer | ShowGenericPopupToPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ShowGenericPopupToPlayer | ShowGenericPopupToPlayer]] | ||
| <code>void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f) </code> | | <code>void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f) </code> | ||
| | |||
| 对给定玩家显示通用的弹出窗口 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.ShowMessage | ShowMessage]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.ShowMessage | ShowMessage]] | ||
| <code>void ShowMessage(string a) </code> | | <code>void ShowMessage(string a) </code> | ||
| | |||
| 在所有客户端显示hud信息 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityFromTableSynchronous | SpawnEntityFromTableSynchronous]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityFromTableSynchronous | SpawnEntityFromTableSynchronous]] | ||
| <code>handle SpawnEntityFromTableSynchronous(string a, handle b) </code> | | <code>handle SpawnEntityFromTableSynchronous(string a, handle b) </code> | ||
| | |||
| 从table同步生成一个实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityGroupFromTable | SpawnEntityGroupFromTable]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityGroupFromTable | SpawnEntityGroupFromTable]] | ||
| <code>bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback) </code> | | <code>bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback) </code> | ||
| | |||
| 从一系列生成表中分级生成一个实体组 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableAsynchronous | SpawnEntityListFromTableAsynchronous]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableAsynchronous | SpawnEntityListFromTableAsynchronous]] | ||
| <code>int SpawnEntityListFromTableAsynchronous(handle a, handle b) </code> | | <code>int SpawnEntityListFromTableAsynchronous(handle a, handle b) </code> | ||
| | |||
| 从一个生成表列表异步生成一个实体组,生成完成后会触发一次回调 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableSynchronous | SpawnEntityListFromTableSynchronous]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SpawnEntityListFromTableSynchronous | SpawnEntityListFromTableSynchronous]] | ||
| <code>handle SpawnEntityListFromTableSynchronous(handle a) </code> | | <code>handle SpawnEntityListFromTableSynchronous(handle a) </code> | ||
| | |||
| 从一个生成表列表同步生成一个实体组. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SplineQuaternions | SplineQuaternions]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SplineQuaternions | SplineQuaternions]] | ||
| <code>Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c) </code> | | <code>Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c) </code> | ||
| (quaternion,quaternion, | |||
| (quaternion,quaternion,float)非常基础的v0到v1差值,t属于[0,1]为参数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.SplineVectors | SplineVectors]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.SplineVectors | SplineVectors]] | ||
| <code>Vector SplineVectors(Vector a, Vector b, float c) </code> | | <code>Vector SplineVectors(Vector a, Vector b, float c) </code> | ||
| ( | |||
| (vector,vector,float)非常基础的v0到v1差值,t属于[0,1]为参数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEvent | StartSoundEvent]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEvent | StartSoundEvent]] | ||
| <code>void StartSoundEvent(string a, handle b) </code> | | <code>void StartSoundEvent(string a, handle b) </code> | ||
| | |||
| 开始音效事件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StopEffect | StopEffect]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StopEffect | StopEffect]] | ||
| <code>void StopEffect(handle a, string b) </code> | | <code>void StopEffect(handle a, string b) </code> | ||
| (hEntity, szEffectName) | | (hEntity, szEffectName) | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToAllGameEvents | StopListeningToAllGameEvents]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToAllGameEvents | StopListeningToAllGameEvents]] | ||
| <code>void StopListeningToAllGameEvents(handle a) </code> | | <code>void StopListeningToAllGameEvents(handle a) </code> | ||
| | |||
| 停止listen在给定内容内的所有游戏事件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToGameEvent | StopListeningToGameEvent]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StopListeningToGameEvent | StopListeningToGameEvent]] | ||
| <code>bool StopListeningToGameEvent(int a) </code> | | <code>bool StopListeningToGameEvent(int a) </code> | ||
| | |||
| 停止listen特定的游戏事件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StopSoundEvent | StopSoundEvent]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StopSoundEvent | StopSoundEvent]] | ||
| <code>void StopSoundEvent(string a, handle b) </code> | | <code>void StopSoundEvent(string a, handle b) </code> | ||
| | |||
| 停止音效事件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StopSoundOn | StopSoundOn]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StopSoundOn | StopSoundOn]] | ||
| <code>void StopSoundOn(string soundName, handle playingEntity) </code> | | <code>void StopSoundOn(string soundName, handle playingEntity) </code> | ||
| | |||
| 停止实体上的命名音效 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.StringToFile | StringToFile]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.StringToFile | StringToFile]] | ||
| <code>bool StringToFile(string a, string b) </code> | | <code>bool StringToFile(string a, string b) </code> | ||
| | |||
| * 目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件名不能为空,也不能包含忽略字符,否则函数无效并返回false,一次只能保存一个字符串,每次调用文件都被覆盖,文件以一个NUL字符结尾,文件被保存在C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems,函数用途与FileToString相反 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.Time | Time]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.Time | Time]] | ||
| <code>float Time() </code> | | <code>float Time() </code> | ||
| | |||
| 获取当前服务器时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.TraceCollideable | TraceCollideable]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.TraceCollideable | TraceCollideable]] | ||
| <code>bool TraceCollideable(handle a) </code> | | <code>bool TraceCollideable(handle a) </code> | ||
| | |||
| 传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.TraceHull | TraceHull]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.TraceHull | TraceHull]] | ||
| <code>bool TraceHull(handle a) </code> | | <code>bool TraceHull(handle a) </code> | ||
| | |||
| 传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.TraceLine | TraceLine]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.TraceLine | TraceLine]] | ||
| <code>bool TraceLine(handle a) </code> | | <code>bool TraceLine(handle a) </code> | ||
| Pass | |||
| Pass table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroup | UnloadSpawnGroup]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroup | UnloadSpawnGroup]] | ||
| <code>void UnloadSpawnGroup(string a) </code> | | <code>void UnloadSpawnGroup(string a) </code> | ||
| | |||
| 通过名称去除生成组 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroupByHandle | UnloadSpawnGroupByHandle]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.UnloadSpawnGroupByHandle | UnloadSpawnGroupByHandle]] | ||
| <code>void UnloadSpawnGroupByHandle(int a) </code> | | <code>void UnloadSpawnGroupByHandle(int a) </code> | ||
| | |||
| 通过handle去除生成组 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UpdateEventPoints | UpdateEventPoints]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.UpdateEventPoints | UpdateEventPoints]] | ||
| <code>void UpdateEventPoints(handle a) </code> | | <code>void UpdateEventPoints(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageText | UTIL_MessageText]] | |||
| <code>void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a) </code> | |||
| Displays a message for a specific player | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageText_WithContext | UTIL_MessageText_WithContext]] | |||
| <code>void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context) </code> | |||
| Sends a message to a specific player in the message box with a context table | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageTextAll | UTIL_MessageTextAll]] | |||
| <code>void UTIL_MessageTextAll(string message, int r, int g, int b, int a) </code> | |||
| Sends a message to everyone in the message box | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_MessageTextAll_WithContext | UTIL_MessageTextAll_WithContext]] | |||
| <code>void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context) </code> | |||
| Sends a message to everyone in the message box with a context table | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_Remove | UTIL_Remove]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_Remove | UTIL_Remove]] | ||
| <code>void UTIL_Remove(handle a) </code> | | <code>void UTIL_Remove(handle a) </code> | ||
| | |||
| 删除给定实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_RemoveImmediate | UTIL_RemoveImmediate]] | | [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_RemoveImmediate | UTIL_RemoveImmediate]] | ||
| <code>void UTIL_RemoveImmediate(handle a) </code> | | <code>void UTIL_RemoveImmediate(handle a) </code> | ||
| | |||
| 立即删除给定实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global. | |||
| <code> | | [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageText | UTIL_ResetMessageText]] | ||
| | |||
| <code>void UTIL_ResetMessageText(int playerId) </code> | |||
| Resets the message text for the player | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageTextAll | UTIL_ResetMessageTextAll]] | |||
| <code>void UTIL_ResetMessageTextAll() </code> | |||
| Resets the message text for all players | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Global.VectorToAngles | VectorToAngles]] | |||
| <code>QAngle VectorToAngles(Vector a) </code> | |||
| 为Vector获取Qangle(没有滚动) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Global.Warning | Warning]] | |||
| <code>void Warning(string a) </code> | |||
| 输出警告 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyAbsVelocityImpulse | ApplyAbsVelocityImpulse]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyAbsVelocityImpulse | ApplyAbsVelocityImpulse]] | ||
| <code>void ApplyAbsVelocityImpulse(Vector a) </code> | | <code>void ApplyAbsVelocityImpulse(Vector a) </code> | ||
| | |||
| 添加一个速度冲击 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyLocalAngularVelocityImpulse | ApplyLocalAngularVelocityImpulse]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyLocalAngularVelocityImpulse | ApplyLocalAngularVelocityImpulse]] | ||
| <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code> | | <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code> | ||
| | |||
| 添加一个角速度的冲击 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSound | EmitSound]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSound | EmitSound]] | ||
| <code>void EmitSound(string soundName) </code> | | <code>void EmitSound(string soundName) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSoundParams | EmitSoundParams]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSoundParams | EmitSoundParams]] | ||
| <code>void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) </code> | | <code>void EmitSoundParams(string soundName, int pitch, float volume, float soundTime) </code> | ||
| | |||
| 播放/修改这个实体的声音.当音调,音量或播放时间大于零时改变声音 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyeAngles | EyeAngles]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyeAngles | EyeAngles]] | ||
| <code>QAngle EyeAngles() </code> | | <code>QAngle EyeAngles() </code> | ||
| | |||
| 获得这个实体的视角qangles | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyePosition | EyePosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyePosition | EyePosition]] | ||
| <code>Vector EyePosition() </code> | | <code>Vector EyePosition() </code> | ||
| | |||
| 获得指向视角位置的矢量,位置为绝对坐标 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.FirstMoveChild | FirstMoveChild]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.FirstMoveChild | FirstMoveChild]] | ||
| <code>handle FirstMoveChild() </code> | | <code>handle FirstMoveChild() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GatherCriteria | GatherCriteria]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GatherCriteria | GatherCriteria]] | ||
| <code>void GatherCriteria(handle a) </code> | | <code>void GatherCriteria(handle a) </code> | ||
| | |||
| 返回一个表包含用在这个实体的判定的标准.这个表等同于传入脚本方法的调用. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAbsOrigin | GetAbsOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAbsOrigin | GetAbsOrigin]] | ||
| <code>Vector GetAbsOrigin() </code> | | <code>Vector GetAbsOrigin() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngles | GetAngles]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngles | GetAngles]] | ||
| <code>QAngle GetAngles() </code> | | <code>QAngle GetAngles() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAnglesAsVector | GetAnglesAsVector]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAnglesAsVector | GetAnglesAsVector]] | ||
| <code>Vector GetAnglesAsVector() </code> | | <code>Vector GetAnglesAsVector() </code> | ||
| | |||
| 获得实体的颠簸,偏航,摇晃的矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngularVelocity | GetAngularVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngularVelocity | GetAngularVelocity]] | ||
| <code>Vector GetAngularVelocity() </code> | | <code>Vector GetAngularVelocity() </code> | ||
| | |||
| 获得当前角速度,返回颠簸,偏航,摇晃的矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBaseVelocity | GetBaseVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBaseVelocity | GetBaseVelocity]] | ||
| <code>Vector GetBaseVelocity() </code> | | <code>Vector GetBaseVelocity() </code> | ||
| | |||
| 获得基础速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMaxs | GetBoundingMaxs]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMaxs | GetBoundingMaxs]] | ||
| <code>Vector GetBoundingMaxs() </code> | | <code>Vector GetBoundingMaxs() </code> | ||
| | |||
| 获得一个包含最大范围,以物体为中心的矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMins | GetBoundingMins]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMins | GetBoundingMins]] | ||
| <code>Vector GetBoundingMins() </code> | | <code>Vector GetBoundingMins() </code> | ||
| | |||
| 获得一个包含最小范围,以物体为中心的矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBounds | GetBounds]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBounds | GetBounds]] | ||
| <code>table GetBounds() </code> | | <code>table GetBounds() </code> | ||
| | |||
| 获得一个以物体为中心,包含“Mins”和“Maxs”矢量的表 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetCenter | GetCenter]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetCenter | GetCenter]] | ||
| <code>Vector GetCenter() </code> | | <code>Vector GetCenter() </code> | ||
| | |||
| 获得指向物体中心的矢量,以绝对坐标的形式 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetChildren | GetChildren]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetChildren | GetChildren]] | ||
| <code>handle GetChildren() </code> | | <code>handle GetChildren() </code> | ||
| | |||
| 获得继承这个实体的实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetContext | GetContext]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetContext | GetContext]] | ||
| <code>table GetContext(string a) </code> | | <code>table GetContext(string a) </code> | ||
| GetContext( name ): | |||
| GetContext( name ):检查一个对象的状态然后返回对象是否可用.可能返回string,float,或nil(如果对象没有找到) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetForwardVector | GetForwardVector]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetForwardVector | GetForwardVector]] | ||
| <code>Vector GetForwardVector() </code> | | <code>Vector GetForwardVector() </code> | ||
| | |||
| 获得这个实体的前进矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetHealth | GetHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetHealth | GetHealth]] | ||
| <code>int GetHealth() </code> | | <code>int GetHealth() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalAngularVelocity | GetLocalAngularVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalAngularVelocity | GetLocalAngularVelocity]] | ||
| <code>QAngle GetLocalAngularVelocity() </code> | | <code>QAngle GetLocalAngularVelocity() </code> | ||
| | |||
| 可能为当前角速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalVelocity | GetLocalVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalVelocity | GetLocalVelocity]] | ||
| <code>Vector GetLocalVelocity() </code> | | <code>Vector GetLocalVelocity() </code> | ||
| | |||
| 获得实体相对速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMaxHealth | GetMaxHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMaxHealth | GetMaxHealth]] | ||
| <code>int GetMaxHealth() </code> | | <code>int GetMaxHealth() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetModelName | GetModelName]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetModelName | GetModelName]] | ||
| <code>string GetModelName() </code> | | <code>string GetModelName() </code> | ||
| | |||
| 获得模型的名字 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMoveParent | GetMoveParent]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMoveParent | GetMoveParent]] | ||
| <code>handle GetMoveParent() </code> | | <code>handle GetMoveParent() </code> | ||
| | |||
| 如果在有继承对象,恢复实体所继承的对象 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOrigin | GetOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOrigin | GetOrigin]] | ||
| <code>Vector GetOrigin() </code> | | <code>Vector GetOrigin() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwner | GetOwner]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwner | GetOwner]] | ||
| <code>handle GetOwner() </code> | | <code>handle GetOwner() </code> | ||
| | |||
| 获得实体的所有者 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwnerEntity | GetOwnerEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwnerEntity | GetOwnerEntity]] | ||
| <code>handle GetOwnerEntity() </code> | | <code>handle GetOwnerEntity() </code> | ||
| | |||
| 获得拥有者的实体,如果有的话 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRightVector | GetRightVector]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRightVector | GetRightVector]] | ||
| <code>Vector GetRightVector() </code> | | <code>Vector GetRightVector() </code> | ||
| | |||
| 获得实体的右方矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRootMoveParent | GetRootMoveParent]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRootMoveParent | GetRootMoveParent]] | ||
| <code>handle GetRootMoveParent() </code> | | <code>handle GetRootMoveParent() </code> | ||
| | |||
| 如果在继承关系里,在继承关系中寻找所继承的根源对象 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetSoundDuration | GetSoundDuration]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetSoundDuration | GetSoundDuration]] | ||
| <code>float GetSoundDuration(string soundName, string actormodelname) </code> | | <code>float GetSoundDuration(string soundName, string actormodelname) </code> | ||
| | |||
| 返回声音的播放时间.传入声音名字和可选的应用模型名字. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetTeam | GetTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetTeam | GetTeam]] | ||
| <code>int GetTeam() </code> | | <code>int GetTeam() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetUpVector | GetUpVector]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetUpVector | GetUpVector]] | ||
| <code>Vector GetUpVector() </code> | | <code>Vector GetUpVector() </code> | ||
| | |||
| 获得实体的上方矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetVelocity | GetVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetVelocity | GetVelocity]] | ||
| <code>Vector GetVelocity() </code> | | <code>Vector GetVelocity() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsAlive | IsAlive]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsAlive | IsAlive]] | ||
| <code>bool IsAlive() </code> | | <code>bool IsAlive() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsPlayer | IsPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsPlayer | IsPlayer]] | ||
| <code>bool IsPlayer() </code> | | <code>bool IsPlayer() </code> | ||
| | |||
| 是否为玩家的实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Kill | Kill]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Kill | Kill]] | ||
| <code>void Kill() </code> | | <code>void Kill() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.NextMovePeer | NextMovePeer]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.NextMovePeer | NextMovePeer]] | ||
| <code>handle NextMovePeer() </code> | | <code>handle NextMovePeer() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.OverrideFriction | OverrideFriction]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.OverrideFriction | OverrideFriction]] | ||
| <code>void OverrideFriction(float a, float b) </code> | | <code>void OverrideFriction(float a, float b) </code> | ||
| | |||
| 暂时重设阻力的持续时间和值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.PrecacheScriptSound | PrecacheScriptSound]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.PrecacheScriptSound | PrecacheScriptSound]] | ||
| <code>void PrecacheScriptSound(string a) </code> | | <code>void PrecacheScriptSound(string a) </code> | ||
| | |||
| 预载声音文件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAbsOrigin | SetAbsOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAbsOrigin | SetAbsOrigin]] | ||
| <code>void SetAbsOrigin(Vector origin) </code> | | <code>void SetAbsOrigin(Vector origin) </code> | ||
| | |||
| 设置绝对来源 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngles | SetAngles]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngles | SetAngles]] | ||
| <code>void SetAngles(float pitch, float yaw, float roll) </code> | | <code>void SetAngles(float pitch, float yaw, float roll) </code> | ||
| | |||
| 设置实体的颠簸,偏航,摇晃 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngularVelocity | SetAngularVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAngularVelocity | SetAngularVelocity]] | ||
| <code>void SetAngularVelocity(float pitch, float yaw, float roll) </code> | | <code>void SetAngularVelocity(float pitch, float yaw, float roll) </code> | ||
| | |||
| 设置当前角速度,使用实数颠簸,偏航,摇晃速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContext | SetContext]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContext | SetContext]] | ||
| <code>void SetContext(string a, string b, float c) </code> | | <code>void SetContext(string a, string b, float c) </code> | ||
| SetContext( | |||
| SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个字符串.持续一段时间.(0代表永久) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextNum | SetContextNum]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextNum | SetContextNum]] | ||
| <code>void SetContextNum(string a, float b, float c) </code> | | <code>void SetContextNum(string a, float b, float c) </code> | ||
| SetContext( | |||
| SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个数字(int或者float).持续一段时间.(0代表永久) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextThink | SetContextThink]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetContextThink | SetContextThink]] | ||
| <code>void SetContextThink(string a, handle b, float c) </code> | | <code>void SetContextThink(string a, handle b, float c) </code> | ||
| | |||
| 在这个实体上设置一个计时器/DescriptionCN><HowToCall><Parameter>a:名字,b:实体? c:时间</Parameter><Return></Return><PS></PS></HowToCall> | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetForwardVector | SetForwardVector]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetForwardVector | SetForwardVector]] | ||
| <code>void SetForwardVector(Vector forwardVec) </code> | | <code>void SetForwardVector(Vector forwardVec) </code> | ||
| | |||
| 设置实体的方向为前进矢量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetFriction | SetFriction]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetFriction | SetFriction]] | ||
| <code>void SetFriction(float a) </code> | | <code>void SetFriction(float a) </code> | ||
| | |||
| 设置玩家阻力,无视物体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetGravity | SetGravity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetGravity | SetGravity]] | ||
| <code>void SetGravity(float a) </code> | | <code>void SetGravity(float a) </code> | ||
| | |||
| 设置玩家引力,无视物体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetHealth | SetHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetHealth | SetHealth]] | ||
| <code>void SetHealth(int hp) </code> | | <code>void SetHealth(int hp) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetMaxHealth | SetMaxHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetMaxHealth | SetMaxHealth]] | ||
| <code>void SetMaxHealth(int maxHP) </code> | | <code>void SetMaxHealth(int maxHP) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetModel | SetModel]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetModel | SetModel]] | ||
| <code>void SetModel(string modelName) </code> | | <code>void SetModel(string modelName) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOrigin | SetOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOrigin | SetOrigin]] | ||
| <code>void SetOrigin(Vector origin) </code> | | <code>void SetOrigin(Vector origin) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOwner | SetOwner]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOwner | SetOwner]] | ||
| <code>void SetOwner(handle owningEntity) </code> | | <code>void SetOwner(handle owningEntity) </code> | ||
| | |||
| 设定实体的所有者 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetParent | SetParent]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetParent | SetParent]] | ||
| <code>void SetParent(handle a, string b) </code> | | <code>void SetParent(handle a, string b) </code> | ||
| | |||
| 设定这个实体的所继承的父实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetRenderColor | SetRenderColor]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetRenderColor | SetRenderColor]] | ||
| <code>void SetRenderColor(int a, int b, int c) </code> | | <code>void SetRenderColor(int a, int b, int c) </code> | ||
| SetRenderColor( r, g, b ): | |||
| SetRenderColor( r, g, b ):设定实体的渲染颜色 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetSize | SetSize]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetSize | SetSize]] | ||
| <code>void SetSize(Vector a, Vector b) </code> | | <code>void SetSize(Vector a, Vector b) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetTeam | SetTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetTeam | SetTeam]] | ||
| <code>void SetTeam(int team) </code> | | <code>void SetTeam(int team) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetVelocity | SetVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetVelocity | SetVelocity]] | ||
| <code>void SetVelocity(Vector a) </code> | | <code>void SetVelocity(Vector a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.StopSound | StopSound]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.StopSound | StopSound]] | ||
| <code>void StopSound(string soundName) </code> | | <code>void StopSound(string soundName) </code> | ||
| | |||
| 停止播放这个实体的特定的声音 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Trigger | Trigger]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Trigger | Trigger]] | ||
| <code>void Trigger() </code> | | <code>void Trigger() </code> | ||
| 触发这个实体的触发器 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.CreateByClassname | CreateByClassname]] | |||
| <code>handle CreateByClassname(string className) </code> | | <code>handle CreateByClassname(string className) </code> | ||
| | |||
| 用类名来创建一个实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassname | FindAllByClassname]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassname | FindAllByClassname]] | ||
| <code>table FindAllByClassname(string a) </code> | | <code>table FindAllByClassname(string a) </code> | ||
| | |||
| 通过类名来寻找所有实体.返回被找到实体的数组或表. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassnameWithin | FindAllByClassnameWithin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassnameWithin | FindAllByClassnameWithin]] | ||
| <code>table FindAllByClassnameWithin(string a, Vector b, float c) </code> | | <code>table FindAllByClassnameWithin(string a, Vector b, float c) </code> | ||
| | |||
| 在一个半径范围内通过类名寻找实体. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByModel | FindAllByModel]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByModel | FindAllByModel]] | ||
| <code>table FindAllByModel(string modelName) </code> | | <code>table FindAllByModel(string modelName) </code> | ||
| | |||
| 通过模型名字来找到对象. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByName | FindAllByName]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByName | FindAllByName]] | ||
| <code>table FindAllByName(string name) </code> | | <code>table FindAllByName(string name) </code> | ||
| | |||
| 通过名字来寻找所有实体.返回被找到实体的数组或表. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByNameWithin | FindAllByNameWithin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByNameWithin | FindAllByNameWithin]] | ||
| <code>table FindAllByNameWithin(string name, Vector origin, float maxRadius) </code> | | <code>table FindAllByNameWithin(string name, Vector origin, float maxRadius) </code> | ||
| | |||
| 在半径范围内通过名字来寻找实体. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByTarget | FindAllByTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByTarget | FindAllByTarget]] | ||
| <code>table FindAllByTarget(string targetName) </code> | | <code>table FindAllByTarget(string targetName) </code> | ||
| | |||
| 通过目标名字来寻找实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllInSphere | FindAllInSphere]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllInSphere | FindAllInSphere]] | ||
| <code>table FindAllInSphere(Vector origin, float maxRadius) </code> | | <code>table FindAllInSphere(Vector origin, float maxRadius) </code> | ||
| | |||
| 在(球形)范围内寻找实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassname | FindByClassname]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassname | FindByClassname]] | ||
| <code>handle FindByClassname(handle startFrom, string className) </code> | | <code>handle FindByClassname(handle startFrom, string className) </code> | ||
| | |||
| 通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameNearest | FindByClassnameNearest]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameNearest | FindByClassnameNearest]] | ||
| <code>handle FindByClassnameNearest(string className, Vector origin, float maxRadius) </code> | | <code>handle FindByClassnameNearest(string className, Vector origin, float maxRadius) </code> | ||
| | |||
| 在最近一个点通过类名寻找实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameWithin | FindByClassnameWithin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByClassnameWithin | FindByClassnameWithin]] | ||
| <code>handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) </code> | | <code>handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius) </code> | ||
| | |||
| 在半径范围内通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModel | FindByModel]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModel | FindByModel]] | ||
| <code>handle FindByModel(handle startFrom, string modelName) </code> | | <code>handle FindByModel(handle startFrom, string modelName) </code> | ||
| | |||
| 通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModelWithin | FindByModelWithin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByModelWithin | FindByModelWithin]] | ||
| <code>handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) </code> | | <code>handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius) </code> | ||
| | |||
| 在半径范围内通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByName | FindByName]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByName | FindByName]] | ||
| <code>handle FindByName(handle lastEnt, string searchString) </code> | | <code>handle FindByName(handle lastEnt, string searchString) </code> | ||
| | |||
| 通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameNearest | FindByNameNearest]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameNearest | FindByNameNearest]] | ||
| <code>handle FindByNameNearest(string name, Vector origin, float maxRadius) </code> | | <code>handle FindByNameNearest(string name, Vector origin, float maxRadius) </code> | ||
| | |||
| 通过名字寻找最近原点的实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameWithin | FindByNameWithin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByNameWithin | FindByNameWithin]] | ||
| <code>handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) </code> | | <code>handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius) </code> | ||
| | |||
| 在半径范围内通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByTarget | FindByTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindByTarget | FindByTarget]] | ||
| <code>handle FindByTarget(handle startFrom, string targetName) </code> | | <code>handle FindByTarget(handle startFrom, string targetName) </code> | ||
| | |||
| 通过目标名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindInSphere | FindInSphere]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.FindInSphere | FindInSphere]] | ||
| <code>handle FindInSphere(handle startFrom, Vector origin, float maxRadius) </code> | | <code>handle FindInSphere(handle startFrom, Vector origin, float maxRadius) </code> | ||
| | |||
| 在半径范围内寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.First | First]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.First | First]] | ||
| <code>handle First() </code> | | <code>handle First() </code> | ||
| | |||
| 在实体数组或表中开始一个迭代程序 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntities.Next | Next]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntities.Next | Next]] | ||
| <code>handle Next(handle startFrom) </code> | | <code>handle Next(handle startFrom) </code> | ||
| 从指定列表中的实体开始迭代 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.ConnectOutput | ConnectOutput]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.ConnectOutput | ConnectOutput]] | ||
| <code>void ConnectOutput(string a, string b) </code> | | <code>void ConnectOutput(string a, string b) </code> | ||
| | |||
| 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.Destroy | Destroy]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.Destroy | Destroy]] | ||
| <code>void Destroy() </code> | | <code>void Destroy() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectOutput | DisconnectOutput]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectOutput | DisconnectOutput]] | ||
| <code>void DisconnectOutput(string a, string b) </code> | | <code>void DisconnectOutput(string a, string b) </code> | ||
| | |||
| 从这个实体的I/O事件移除已连接的脚本方法 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectRedirectedOutput | DisconnectRedirectedOutput]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.DisconnectRedirectedOutput | DisconnectRedirectedOutput]] | ||
| <code>void DisconnectRedirectedOutput(string a, string b, handle c) </code> | | <code>void DisconnectRedirectedOutput(string a, string b, handle c) </code> | ||
| | |||
| 从传入实体的I/O事件移除已连接的脚本方法 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.entindex | entindex]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.entindex | entindex]] | ||
| <code>int entindex() </code> | | <code>int entindex() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.FireOutput | FireOutput]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.FireOutput | FireOutput]] | ||
| <code>void FireOutput(string | |||
| | | <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code> | ||
| 触发实体的输出 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetClassname | GetClassname]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetClassname | GetClassname]] | ||
| <code>string GetClassname() </code> | | <code>string GetClassname() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetDebugName | GetDebugName]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetDebugName | GetDebugName]] | ||
| <code>string GetDebugName() </code> | | <code>string GetDebugName() </code> | ||
| | |||
| 如果没有定义的话获得实体名字的帮助 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityHandle | GetEntityHandle]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityHandle | GetEntityHandle]] | ||
| <code>ehandle GetEntityHandle() </code> | | <code>ehandle GetEntityHandle() </code> | ||
| | |||
| 获得这个实体的EHANDLE | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityIndex | GetEntityIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityIndex | GetEntityIndex]] | ||
| <code>int GetEntityIndex() </code> | | <code>int GetEntityIndex() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetIntAttr | GetIntAttr]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetIntAttr | GetIntAttr]] | ||
| <code>int GetIntAttr(string a) </code> | | <code>int GetIntAttr(string a) </code> | ||
| | |||
| 获得整型属性 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetName | GetName]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetName | GetName]] | ||
| <code>string GetName() </code> | | <code>string GetName() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePrivateScriptScope | GetOrCreatePrivateScriptScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePrivateScriptScope | GetOrCreatePrivateScriptScope]] | ||
| <code>handle GetOrCreatePrivateScriptScope() </code> | | <code>handle GetOrCreatePrivateScriptScope() </code> | ||
| | |||
| 恢复实体相关的每个实例私有的脚本数据,必要时会创建 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePublicScriptScope | GetOrCreatePublicScriptScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePublicScriptScope | GetOrCreatePublicScriptScope]] | ||
| <code>handle GetOrCreatePublicScriptScope() </code> | | <code>handle GetOrCreatePublicScriptScope() </code> | ||
| | |||
| 恢复实体相关的公用脚本数据,必要时会创建 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPrivateScriptScope | GetPrivateScriptScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPrivateScriptScope | GetPrivateScriptScope]] | ||
| <code>handle GetPrivateScriptScope() </code> | | <code>handle GetPrivateScriptScope() </code> | ||
| | |||
| 恢复实体相关的每个实例私有的脚本数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPublicScriptScope | GetPublicScriptScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPublicScriptScope | GetPublicScriptScope]] | ||
| <code>handle GetPublicScriptScope() </code> | | <code>handle GetPublicScriptScope() </code> | ||
| | |||
| 恢复实体相关的公用脚本数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RedirectOutput | RedirectOutput]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RedirectOutput | RedirectOutput]] | ||
| <code>void RedirectOutput(string a, string b, handle c) </code> | | <code>void RedirectOutput(string a, string b, handle c) </code> | ||
| | |||
| 添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RemoveSelf | RemoveSelf]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RemoveSelf | RemoveSelf]] | ||
| <code>void RemoveSelf() </code> | | <code>void RemoveSelf() </code> | ||
| | |||
| 删除这个实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.SetIntAttr | SetIntAttr]] | | [[Dota 2 Workshop Tools/Scripting/API/CEntityInstance.SetIntAttr | SetIntAttr]] | ||
| <code>void SetIntAttr(string a, int b) </code> | | <code>void SetIntAttr(string a, int b) </code> | ||
| 设置整型属性 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CastAbility | CastAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CastAbility | CastAbility]] | ||
| <code>void CastAbility() </code> | | <code>void CastAbility() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ContinueCasting | ContinueCasting]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ContinueCasting | ContinueCasting]] | ||
| <code>bool ContinueCasting() </code> | | <code>bool ContinueCasting() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CreateVisibilityNode | CreateVisibilityNode]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CreateVisibilityNode | CreateVisibilityNode]] | ||
| <code>void CreateVisibilityNode(Vector a, float b, float c) </code> | | <code>void CreateVisibilityNode(Vector a, float b, float c) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.DecrementModifierRefCount | DecrementModifierRefCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.DecrementModifierRefCount | DecrementModifierRefCount]] | ||
| <code>void DecrementModifierRefCount() </code> | | <code>void DecrementModifierRefCount() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndChannel | EndChannel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndChannel | EndChannel]] | ||
| <code>void EndChannel(bool a) </code> | | <code>void EndChannel(bool a) </code> | ||
| | |||
| 参数: bool bInterrupted | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndCooldown | EndCooldown]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndCooldown | EndCooldown]] | ||
| <code>void EndCooldown() </code> | | <code>void EndCooldown() </code> | ||
| | |||
| 刷新这个技能 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamage | GetAbilityDamage]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamage | GetAbilityDamage]] | ||
| <code>int GetAbilityDamage() </code> | | <code>int GetAbilityDamage() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamageType | GetAbilityDamageType]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamageType | GetAbilityDamageType]] | ||
| <code>int GetAbilityDamageType() </code> | | <code>int GetAbilityDamageType() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityIndex | GetAbilityIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityIndex | GetAbilityIndex]] | ||
| <code>int GetAbilityIndex() </code> | | <code>int GetAbilityIndex() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityName | GetAbilityName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityName | GetAbilityName]] | ||
| <code>string GetAbilityName() </code> | | <code>string GetAbilityName() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetFlags | GetAbilityTargetFlags]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetFlags | GetAbilityTargetFlags]] | ||
| <code>int GetAbilityTargetFlags() </code> | | <code>int GetAbilityTargetFlags() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetTeam | GetAbilityTargetTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetTeam | GetAbilityTargetTeam]] | ||
| <code>int GetAbilityTargetTeam() </code> | | <code>int GetAbilityTargetTeam() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetType | GetAbilityTargetType]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetType | GetAbilityTargetType]] | ||
| <code>int GetAbilityTargetType() </code> | | <code>int GetAbilityTargetType() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityType | GetAbilityType]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityType | GetAbilityType]] | ||
| <code>int GetAbilityType() </code> | | <code>int GetAbilityType() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAnimationIgnoresModelScale | GetAnimationIgnoresModelScale]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAnimationIgnoresModelScale | GetAnimationIgnoresModelScale]] | ||
| <code>bool GetAnimationIgnoresModelScale() </code> | | <code>bool GetAnimationIgnoresModelScale() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedPrimaryAbilities | GetAssociatedPrimaryAbilities]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedPrimaryAbilities | GetAssociatedPrimaryAbilities]] | ||
| <code>string GetAssociatedPrimaryAbilities() </code> | | <code>string GetAssociatedPrimaryAbilities() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedSecondaryAbilities | GetAssociatedSecondaryAbilities]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedSecondaryAbilities | GetAssociatedSecondaryAbilities]] | ||
| <code>string GetAssociatedSecondaryAbilities() </code> | | <code>string GetAssociatedSecondaryAbilities() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAutoCastState | GetAutoCastState]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAutoCastState | GetAutoCastState]] | ||
| <code>bool GetAutoCastState() </code> | | <code>bool GetAutoCastState() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBackswingTime | GetBackswingTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBackswingTime | GetBackswingTime]] | ||
| <code>float GetBackswingTime() </code> | | <code>float GetBackswingTime() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBehavior | GetBehavior]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBehavior | GetBehavior]] | ||
| <code>int GetBehavior() </code> | | <code>int GetBehavior() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCaster | GetCaster]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCaster | GetCaster]] | ||
| <code>handle GetCaster() </code> | | <code>handle GetCaster() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastPoint | GetCastPoint]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastPoint | GetCastPoint]] | ||
| <code>float GetCastPoint() </code> | | <code>float GetCastPoint() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastRange | GetCastRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastRange | GetCastRange]] | ||
| <code>int GetCastRange() </code> | | <code>int GetCastRange() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelledManaCostPerSecond | GetChannelledManaCostPerSecond]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelledManaCostPerSecond | GetChannelledManaCostPerSecond]] | ||
| <code>int GetChannelledManaCostPerSecond(int a) </code> | | <code>int GetChannelledManaCostPerSecond(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelStartTime | GetChannelStartTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelStartTime | GetChannelStartTime]] | ||
| <code>float GetChannelStartTime() </code> | | <code>float GetChannelStartTime() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelTime | GetChannelTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelTime | GetChannelTime]] | ||
| <code>float GetChannelTime() </code> | | <code>float GetChannelTime() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCloneSource | GetCloneSource]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCloneSource | GetCloneSource]] | ||
| <code>handle GetCloneSource() </code> | | <code>handle GetCloneSource() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetConceptRecipientType | GetConceptRecipientType]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetConceptRecipientType | GetConceptRecipientType]] | ||
| <code>int GetConceptRecipientType() </code> | | <code>int GetConceptRecipientType() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldown | GetCooldown]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldown | GetCooldown]] | ||
| <code>float GetCooldown(int a) </code> | | <code>float GetCooldown(int a) </code> | ||
| | |||
| 获得技能在给出的等级设定上的冷却时间,而不是目前的剩余的冷却时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTime | GetCooldownTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTime | GetCooldownTime]] | ||
| <code>float GetCooldownTime() </code> | | <code>float GetCooldownTime() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTimeRemaining | GetCooldownTimeRemaining]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTimeRemaining | GetCooldownTimeRemaining]] | ||
| <code>float GetCooldownTimeRemaining() </code> | | <code>float GetCooldownTimeRemaining() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorPosition | GetCursorPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorPosition | GetCursorPosition]] | ||
| <code>Vector GetCursorPosition() </code> | | <code>Vector GetCursorPosition() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTarget | GetCursorTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTarget | GetCursorTarget]] | ||
| <code>handle GetCursorTarget() </code> | | <code>handle GetCursorTarget() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTargetingNothing | GetCursorTargetingNothing]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTargetingNothing | GetCursorTargetingNothing]] | ||
| <code>bool GetCursorTargetingNothing() </code> | | <code>bool GetCursorTargetingNothing() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetDuration | GetDuration]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetDuration | GetDuration]] | ||
| <code>float GetDuration() </code> | | <code>float GetDuration() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCost | GetGoldCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCost | GetGoldCost]] | ||
| <code>int GetGoldCost(int a) </code> | | <code>int GetGoldCost(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCostForUpgrade | GetGoldCostForUpgrade]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCostForUpgrade | GetGoldCostForUpgrade]] | ||
| <code>int GetGoldCostForUpgrade(int a) </code> | | <code>int GetGoldCostForUpgrade(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetHeroLevelRequiredToUpgrade | GetHeroLevelRequiredToUpgrade]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetHeroLevelRequiredToUpgrade | GetHeroLevelRequiredToUpgrade]] | ||
| <code>int GetHeroLevelRequiredToUpgrade() </code> | | <code>int GetHeroLevelRequiredToUpgrade() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetIntrinsicModifierName | GetIntrinsicModifierName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetIntrinsicModifierName | GetIntrinsicModifierName]] | ||
| <code>string GetIntrinsicModifierName() </code> | | <code>string GetIntrinsicModifierName() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevel | GetLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevel | GetLevel]] | ||
| <code>int GetLevel() </code> | | <code>int GetLevel() </code> | ||
| | |||
| 获得技能目前的等级 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevelSpecialValueFor | GetLevelSpecialValueFor]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevelSpecialValueFor | GetLevelSpecialValueFor]] | ||
| <code>table GetLevelSpecialValueFor(string a, int b) </code> | | <code>table GetLevelSpecialValueFor(string a, int b) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetManaCost | GetManaCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetManaCost | GetManaCost]] | ||
| <code>int GetManaCost(int a) </code> | | <code>int GetManaCost(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetMaxLevel | GetMaxLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetMaxLevel | GetMaxLevel]] | ||
| <code>int GetMaxLevel() </code> | | <code>int GetMaxLevel() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValue | GetModifierValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValue | GetModifierValue]] | ||
| <code>float GetModifierValue() </code> | | <code>float GetModifierValue() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValueBonus | GetModifierValueBonus]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValueBonus | GetModifierValueBonus]] | ||
| <code>float GetModifierValueBonus() </code> | | <code>float GetModifierValueBonus() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetPlaybackRateOverride | GetPlaybackRateOverride]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetPlaybackRateOverride | GetPlaybackRateOverride]] | ||
| <code>float GetPlaybackRateOverride() </code> | | <code>float GetPlaybackRateOverride() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSharedCooldownName | GetSharedCooldownName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSharedCooldownName | GetSharedCooldownName]] | ||
| <code>string GetSharedCooldownName() </code> | | <code>string GetSharedCooldownName() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSpecialValueFor | GetSpecialValueFor]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSpecialValueFor | GetSpecialValueFor]] | ||
| <code>table GetSpecialValueFor(string a) </code> | | <code>table GetSpecialValueFor(string a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetStolenActivityModifier | GetStolenActivityModifier]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetStolenActivityModifier | GetStolenActivityModifier]] | ||
| <code>string GetStolenActivityModifier() </code> | | <code>string GetStolenActivityModifier() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetToggleState | GetToggleState]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetToggleState | GetToggleState]] | ||
| <code>bool GetToggleState() </code> | | <code>bool GetToggleState() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.HeroXPChange | HeroXPChange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.HeroXPChange | HeroXPChange]] | ||
| <code>bool HeroXPChange(float a) </code> | | <code>bool HeroXPChange(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IncrementModifierRefCount | IncrementModifierRefCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IncrementModifierRefCount | IncrementModifierRefCount]] | ||
| <code>void IncrementModifierRefCount() </code> | | <code>void IncrementModifierRefCount() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsActivated | IsActivated]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsActivated | IsActivated]] | ||
| <code>bool IsActivated() </code> | | <code>bool IsActivated() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsAttributeBonus | IsAttributeBonus]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsAttributeBonus | IsAttributeBonus]] | ||
| <code>bool IsAttributeBonus() </code> | | <code>bool IsAttributeBonus() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsChanneling | IsChanneling]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsChanneling | IsChanneling]] | ||
| <code>bool IsChanneling() </code> | | <code>bool IsChanneling() </code> | ||
| | |||
| 返回目前技能是否在施法状态 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCooldownReady | IsCooldownReady]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCooldownReady | IsCooldownReady]] | ||
| <code>bool IsCooldownReady() </code> | | <code>bool IsCooldownReady() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCosmetic | IsCosmetic]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCosmetic | IsCosmetic]] | ||
| <code>bool IsCosmetic() </code> | | <code>bool IsCosmetic() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsFullyCastable | IsFullyCastable]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsFullyCastable | IsFullyCastable]] | ||
| <code>bool IsFullyCastable() </code> | | <code>bool IsFullyCastable() </code> | ||
| | |||
| 返回技能能否被释放 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHidden | IsHidden]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHidden | IsHidden]] | ||
| <code>bool IsHidden() </code> | | <code>bool IsHidden() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHiddenWhenStolen | IsHiddenWhenStolen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHiddenWhenStolen | IsHiddenWhenStolen]] | ||
| <code>bool IsHiddenWhenStolen() </code> | | <code>bool IsHiddenWhenStolen() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsInAbilityPhase | IsInAbilityPhase]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsInAbilityPhase | IsInAbilityPhase]] | ||
| <code>bool IsInAbilityPhase() </code> | | <code>bool IsInAbilityPhase() </code> | ||
| | |||
| 返回技能目前是否在被释放 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsItem | IsItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsItem | IsItem]] | ||
| <code>bool IsItem() </code> | | <code>bool IsItem() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnough | IsOwnersGoldEnough]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnough | IsOwnersGoldEnough]] | ||
| <code>bool IsOwnersGoldEnough(int a) </code> | | <code>bool IsOwnersGoldEnough(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade | IsOwnersGoldEnoughForUpgrade]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade | IsOwnersGoldEnoughForUpgrade]] | ||
| <code>bool IsOwnersGoldEnoughForUpgrade() </code> | | <code>bool IsOwnersGoldEnoughForUpgrade() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersManaEnough | IsOwnersManaEnough]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersManaEnough | IsOwnersManaEnough]] | ||
| <code>bool IsOwnersManaEnough() </code> | | <code>bool IsOwnersManaEnough() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsPassive | IsPassive]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsPassive | IsPassive]] | ||
| <code>bool IsPassive() </code> | | <code>bool IsPassive() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsSharedWithTeammates | IsSharedWithTeammates]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsSharedWithTeammates | IsSharedWithTeammates]] | ||
| <code>bool IsSharedWithTeammates() </code> | | <code>bool IsSharedWithTeammates() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStealable | IsStealable]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStealable | IsStealable]] | ||
| <code>bool IsStealable() </code> | | <code>bool IsStealable() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStolen | IsStolen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStolen | IsStolen]] | ||
| <code>bool IsStolen() </code> | | <code>bool IsStolen() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsToggle | IsToggle]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsToggle | IsToggle]] | ||
| <code>bool IsToggle() </code> | | <code>bool IsToggle() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsTrained | IsTrained]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsTrained | IsTrained]] | ||
| <code>bool IsTrained() </code> | | <code>bool IsTrained() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.MarkAbilityButtonDirty | MarkAbilityButtonDirty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.MarkAbilityButtonDirty | MarkAbilityButtonDirty]] | ||
| <code>void MarkAbilityButtonDirty() </code> | | <code>void MarkAbilityButtonDirty() </code> | ||
| | |||
| 标记这个技能图标表示需要刷新 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.NumModifiersUsingAbility | NumModifiersUsingAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.NumModifiersUsingAbility | NumModifiersUsingAbility]] | ||
| <code>int NumModifiersUsingAbility() </code> | | <code>int NumModifiersUsingAbility() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseInterrupted | OnAbilityPhaseInterrupted]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseInterrupted | OnAbilityPhaseInterrupted]] | ||
| <code>void OnAbilityPhaseInterrupted() </code> | | <code>void OnAbilityPhaseInterrupted() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseStart | OnAbilityPhaseStart]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseStart | OnAbilityPhaseStart]] | ||
| <code>bool OnAbilityPhaseStart() </code> | | <code>bool OnAbilityPhaseStart() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPinged | OnAbilityPinged]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPinged | OnAbilityPinged]] | ||
| <code>void OnAbilityPinged() </code> | | <code>void OnAbilityPinged() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelFinish | OnChannelFinish]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelFinish | OnChannelFinish]] | ||
| <code>void OnChannelFinish(bool a) </code> | | <code>void OnChannelFinish(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelThink | OnChannelThink]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelThink | OnChannelThink]] | ||
| <code>void OnChannelThink(float a) </code> | | <code>void OnChannelThink(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroCalculateStatBonus | OnHeroCalculateStatBonus]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroCalculateStatBonus | OnHeroCalculateStatBonus]] | ||
| <code>void OnHeroCalculateStatBonus() </code> | | <code>void OnHeroCalculateStatBonus() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroLevelUp | OnHeroLevelUp]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroLevelUp | OnHeroLevelUp]] | ||
| <code>void OnHeroLevelUp() </code> | | <code>void OnHeroLevelUp() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnInventoryContentsChanged | OnInventoryContentsChanged]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnInventoryContentsChanged | OnInventoryContentsChanged]] | ||
| <code>void OnInventoryContentsChanged() </code> | | <code>void OnInventoryContentsChanged() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerDied | OnOwnerDied]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerDied | OnOwnerDied]] | ||
| <code>void OnOwnerDied() </code> | | <code>void OnOwnerDied() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerSpawned | OnOwnerSpawned]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerSpawned | OnOwnerSpawned]] | ||
| <code>void OnOwnerSpawned() </code> | | <code>void OnOwnerSpawned() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnSpellStart | OnSpellStart]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnSpellStart | OnSpellStart]] | ||
| <code>void OnSpellStart() </code> | | <code>void OnSpellStart() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnToggle | OnToggle]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnToggle | OnToggle]] | ||
| <code>void OnToggle() </code> | | <code>void OnToggle() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnUpgrade | OnUpgrade]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnUpgrade | OnUpgrade]] | ||
| <code>void OnUpgrade() </code> | | <code>void OnUpgrade() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCost | PayGoldCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCost | PayGoldCost]] | ||
| <code>void PayGoldCost() </code> | | <code>void PayGoldCost() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCostForUpgrade | PayGoldCostForUpgrade]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCostForUpgrade | PayGoldCostForUpgrade]] | ||
| <code>void PayGoldCostForUpgrade() </code> | | <code>void PayGoldCostForUpgrade() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayManaCost | PayManaCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayManaCost | PayManaCost]] | ||
| <code>void PayManaCost() </code> | | <code>void PayManaCost() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PlaysDefaultAnimWhenStolen | PlaysDefaultAnimWhenStolen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PlaysDefaultAnimWhenStolen | PlaysDefaultAnimWhenStolen]] | ||
| <code>bool PlaysDefaultAnimWhenStolen() </code> | | <code>bool PlaysDefaultAnimWhenStolen() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ProcsMagicStick | ProcsMagicStick]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ProcsMagicStick | ProcsMagicStick]] | ||
| <code>bool ProcsMagicStick() </code> | | <code>bool ProcsMagicStick() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefCountsModifiers | RefCountsModifiers]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefCountsModifiers | RefCountsModifiers]] | ||
| <code>bool RefCountsModifiers() </code> | | <code>bool RefCountsModifiers() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefundManaCost | RefundManaCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefundManaCost | RefundManaCost]] | ||
| <code>void RefundManaCost() </code> | | <code>void RefundManaCost() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ResetToggleOnRespawn | ResetToggleOnRespawn]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ResetToggleOnRespawn | ResetToggleOnRespawn]] | ||
| <code>bool ResetToggleOnRespawn() </code> | | <code>bool ResetToggleOnRespawn() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetAbilityIndex | SetAbilityIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetAbilityIndex | SetAbilityIndex]] | ||
| <code>void SetAbilityIndex(int a) </code> | | <code>void SetAbilityIndex(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetActivated | SetActivated]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetActivated | SetActivated]] | ||
| <code>void SetActivated(bool a) </code> | | <code>void SetActivated(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetChanneling | SetChanneling]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetChanneling | SetChanneling]] | ||
| <code>void SetChanneling(bool a) </code> | | <code>void SetChanneling(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetHidden | SetHidden]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetHidden | SetHidden]] | ||
| <code>void SetHidden(bool a) </code> | | <code>void SetHidden(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetInAbilityPhase | SetInAbilityPhase]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetInAbilityPhase | SetInAbilityPhase]] | ||
| <code>void SetInAbilityPhase(bool a) </code> | | <code>void SetInAbilityPhase(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetLevel | SetLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetLevel | SetLevel]] | ||
| <code>void SetLevel(int a) </code> | | <code>void SetLevel(int a) </code> | ||
| | |||
| 设置这个技能的等级 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetOverrideCastPoint | SetOverrideCastPoint]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetOverrideCastPoint | SetOverrideCastPoint]] | ||
| <code>void SetOverrideCastPoint(float a) </code> | | <code>void SetOverrideCastPoint(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetRefCountsModifiers | SetRefCountsModifiers]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetRefCountsModifiers | SetRefCountsModifiers]] | ||
| <code>void SetRefCountsModifiers(bool a) </code> | | <code>void SetRefCountsModifiers(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetStolen | SetStolen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetStolen | SetStolen]] | ||
| <code>void SetStolen(bool a) </code> | | <code>void SetStolen(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ShouldUseResources | ShouldUseResources]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ShouldUseResources | ShouldUseResources]] | ||
| <code>bool ShouldUseResources() </code> | | <code>bool ShouldUseResources() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakAbilityConcept | SpeakAbilityConcept]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakAbilityConcept | SpeakAbilityConcept]] | ||
| <code>void SpeakAbilityConcept(int a) </code> | | <code>void SpeakAbilityConcept(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakTrigger | SpeakTrigger]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakTrigger | SpeakTrigger]] | ||
| <code>bool SpeakTrigger() </code> | | <code>bool SpeakTrigger() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.StartCooldown | StartCooldown]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.StartCooldown | StartCooldown]] | ||
| <code>void StartCooldown(float a) </code> | | <code>void StartCooldown(float a) </code> | ||
| | |||
| 参数:fl冷却时间? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAbility | ToggleAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAbility | ToggleAbility]] | ||
| <code>void ToggleAbility() </code> | | <code>void ToggleAbility() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAutoCast | ToggleAutoCast]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAutoCast | ToggleAutoCast]] | ||
| <code>void ToggleAutoCast() </code> | | <code>void ToggleAutoCast() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UpgradeAbility | UpgradeAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UpgradeAbility | UpgradeAbility]] | ||
| <code>void UpgradeAbility() </code> | | <code>void UpgradeAbility() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UseResources | UseResources]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UseResources | UseResources]] | ||
| <code>void UseResources(bool a, bool b, bool c) </code> | | <code>void UseResources(bool a, bool b, bool c) </code> | ||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_Attack.SetPlaybackRate | SetPlaybackRate]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_Attack.SetPlaybackRate | SetPlaybackRate]] | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
| 重写播放速率 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_TailSpin.SetPlaybackRate | SetPlaybackRate]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_TailSpin.SetPlaybackRate | SetPlaybackRate]] | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
| Override playbackrate | | Override playbackrate | ||
|} | |} | ||
=== CDOTA_Ability_Nian_Leap === | === CDOTA_Ability_Nian_Leap === | ||
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]] | :::::extends [[#CDOTABaseAbility| CDOTABaseAbility]] | ||
'' | |||
''No Description Set'' | |||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
|- | ! 函数原型 | ||
! 解释 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Leap.SetPlaybackRate | SetPlaybackRate]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Leap.SetPlaybackRate | SetPlaybackRate]] | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
| Override playbackrate | | Override playbackrate | ||
|} | |} | ||
=== CDOTA_Ability_Nian_Dive === | === CDOTA_Ability_Nian_Dive === | ||
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]] | :::::extends [[#CDOTABaseAbility| CDOTABaseAbility]] | ||
'' | |||
''No Description Set'' | |||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Dive.SetPlaybackRate | SetPlaybackRate]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Dive.SetPlaybackRate | SetPlaybackRate]] | ||
| <code>void SetPlaybackRate(float a) </code> | | <code>void SetPlaybackRate(float a) </code> | ||
| Override playbackrate | | Override playbackrate | ||
|} | |} | ||
=== CDOTA_Ability_Nian_Roar === | === CDOTA_Ability_Nian_Roar === | ||
:::::extends [[#CDOTABaseAbility| CDOTABaseAbility]] | :::::extends [[#CDOTABaseAbility| CDOTABaseAbility]] | ||
'' | |||
''No Description Set'' | |||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Roar.GetCastCount | GetCastCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Roar.GetCastCount | GetCastCount]] | ||
| <code>int GetCastCount() </code> | | <code>int GetCastCount() </code> | ||
| 年兽使用了咆哮的次数 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetContainer | GetContainer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetContainer | GetContainer]] | ||
| <code>handle GetContainer() </code> | | <code>handle GetContainer() </code> | ||
| | |||
| 获得物品所有者 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCost | GetCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCost | GetCost]] | ||
| <code>int GetCost() </code> | | <code>int GetCost() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCurrentCharges | GetCurrentCharges]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCurrentCharges | GetCurrentCharges]] | ||
| <code>int GetCurrentCharges() </code> | | <code>int GetCurrentCharges() </code> | ||
| | |||
| 获得物品的目前充能 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetInitialCharges | GetInitialCharges]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetInitialCharges | GetInitialCharges]] | ||
| <code>int GetInitialCharges() </code> | | <code>int GetInitialCharges() </code> | ||
| | |||
| 获得物品的初始充能 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaser | GetPurchaser]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaser | GetPurchaser]] | ||
| <code>handle GetPurchaser() </code> | | <code>handle GetPurchaser() </code> | ||
| | |||
| 获得物品的购买者 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaseTime | GetPurchaseTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetPurchaseTime | GetPurchaseTime]] | ||
| <code>float GetPurchaseTime() </code> | | <code>float GetPurchaseTime() </code> | ||
| | |||
| 获得物品的购买时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetShareability | GetShareability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetShareability | GetShareability]] | ||
| <code>int GetShareability() </code> | | <code>int GetShareability() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent | IsPermanent]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent | IsPermanent]] | ||
| <code>bool IsPermanent() </code> | | <code>bool IsPermanent() </code> | ||
| | |||
| 判断物品是否非消耗品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLoot | LaunchLoot]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLoot | LaunchLoot]] | ||
| <code>void LaunchLoot(bool | |||
| | | <code>void LaunchLoot(bool useOnContact, float height, float speed, Vector destination) </code> | ||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetCurrentCharges | SetCurrentCharges]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetCurrentCharges | SetCurrentCharges]] | ||
| <code>void SetCurrentCharges(int a) </code> | | <code>void SetCurrentCharges(int a) </code> | ||
| | |||
| 设置物品的充能数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaser | SetPurchaser]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaser | SetPurchaser]] | ||
| <code>void SetPurchaser(handle a) </code> | | <code>void SetPurchaser(handle a) </code> | ||
| | |||
| 设置物品的购买者 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaseTime | SetPurchaseTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetPurchaseTime | SetPurchaseTime]] | ||
| <code>void SetPurchaseTime(float a) </code> | | <code>void SetPurchaseTime(float a) </code> | ||
| | |||
| 设置物品的购买时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetStacksWithOtherOwners | SetStacksWithOtherOwners]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetStacksWithOtherOwners | SetStacksWithOtherOwners]] | ||
| <code>void SetStacksWithOtherOwners(bool a) </code> | | <code>void SetStacksWithOtherOwners(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.StacksWithOtherOwners | StacksWithOtherOwners]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.StacksWithOtherOwners | StacksWithOtherOwners]] | ||
| <code>bool StacksWithOtherOwners() </code> | | <code>bool StacksWithOtherOwners() </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.Think | Think]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.Think | Think]] | ||
| <code>void Think() </code> | | <code>void Think() </code> | ||
| 判断此物品 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetContainedItem | GetContainedItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetContainedItem | GetContainedItem]] | ||
| <code>handle GetContainedItem() </code> | | <code>handle GetContainedItem() </code> | ||
| | |||
| 返回禁用的物品? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetCreationTime | GetCreationTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetCreationTime | GetCreationTime]] | ||
| <code>float GetCreationTime() </code> | | <code>float GetCreationTime() </code> | ||
| | |||
| 返回物品第一次出现在地图上的时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.SetContainedItem | SetContainedItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.SetContainedItem | SetContainedItem]] | ||
| <code>void SetContainedItem(handle a) </code> | | <code>void SetContainedItem(handle a) </code> | ||
| 设置禁用的物品? | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_DataDriven.ApplyDataDrivenModifier | ApplyDataDrivenModifier]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_DataDriven.ApplyDataDrivenModifier | ApplyDataDrivenModifier]] | ||
| <code>void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) </code> | | <code>void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) </code> | ||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetHorn | GetHorn]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetHorn | GetHorn]] | ||
| <code>handle GetHorn() </code> | | <code>handle GetHorn() </code> | ||
| Is the Nian horn? | | Is the Nian horn? | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetTail | GetTail]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetTail | GetTail]] | ||
| <code>handle GetTail() </code> | | <code>handle GetTail() </code> | ||
| Is the Nian's tail broken? | | Is the Nian's tail broken? | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsHornAlive | IsHornAlive]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsHornAlive | IsHornAlive]] | ||
| <code>bool IsHornAlive() </code> | | <code>bool IsHornAlive() </code> | ||
| Is the Nian's horn broken? | | Is the Nian's horn broken? | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsTailAlive | IsTailAlive]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsTailAlive | IsTailAlive]] | ||
| <code>bool IsTailAlive() </code> | | <code>bool IsTailAlive() </code> | ||
| Is the Nian's tail broken? | | Is the Nian's tail broken? | ||
|} | |} | ||
=== CBasePlayer === | === CBasePlayer === | ||
'' | |||
''No Description Set'' | |||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsNoclipping | IsNoclipping]] | | [[Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsNoclipping | IsNoclipping]] | ||
| <code>bool IsNoclipping() </code> | | <code>bool IsNoclipping() </code> | ||
| Returns true if the player is in noclip mode. | | Returns true if the player is in noclip mode. | ||
|} | |} | ||
=== CDOTAPlayer === | === CDOTAPlayer === | ||
'' | |||
{| class="standard-table" style="width: 100%;" | :::::extends [[#CBaseAnimating| CBaseAnimating]] | ||
! | |||
! | ''No Description Set'' | ||
! | |||
{| class="standard-table" style="width: 100%;" | |||
! 函数名 | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetAssignedHero | GetAssignedHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetAssignedHero | GetAssignedHero]] | ||
| <code>handle GetAssignedHero() </code> | | <code>handle GetAssignedHero() </code> | ||
| Get the player's hero. | | Get the player's hero. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetControlledRPGUnit | GetControlledRPGUnit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetControlledRPGUnit | GetControlledRPGUnit]] | ||
| <code>handle GetControlledRPGUnit() </code> | | <code>handle GetControlledRPGUnit() </code> | ||
| Get the RPG unit this player controls. | | Get the RPG unit this player controls. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetPlayerID | GetPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetPlayerID | GetPlayerID]] | ||
| <code>int GetPlayerID() </code> | | <code>int GetPlayerID() </code> | ||
| Get the player's official PlayerID; notably is -1 when the player isn't yet on a team. | | Get the player's official PlayerID; notably is -1 when the player isn't yet on a team. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.MakeRandomHeroSelection | MakeRandomHeroSelection]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.MakeRandomHeroSelection | MakeRandomHeroSelection]] | ||
| <code>void MakeRandomHeroSelection() </code> | | <code>void MakeRandomHeroSelection() </code> | ||
| Randoms this player's hero. | | Randoms this player's hero. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetKillCamUnit | SetKillCamUnit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetKillCamUnit | SetKillCamUnit]] | ||
| <code>void SetKillCamUnit(handle a) </code> | | <code>void SetKillCamUnit(handle a) </code> | ||
| Set the kill cam unit for this hero. | | Set the kill cam unit for this hero. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetMusicStatus | SetMusicStatus]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetMusicStatus | SetMusicStatus]] | ||
| <code>void SetMusicStatus(int nMusicStatus, float flIntensity) </code> | | <code>void SetMusicStatus(int nMusicStatus, float flIntensity) </code> | ||
| Set the music status for this player, note this will only really apply if dota_music_battle_enable is off. | | Set the music status for this player, note this will only really apply if dota_music_battle_enable is off. | ||
|} | |} | ||
=== CDOTA_PlayerResource === | === CDOTA_PlayerResource === | ||
'' | |||
:::::extends [[#CBaseEntity| CBaseEntity]] | |||
''No Description Set'' | |||
''Global accessor variable:'' <code>PlayerResource</code> | ''Global accessor variable:'' <code>PlayerResource</code> | ||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddAegisPickup | AddAegisPickup]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddAegisPickup | AddAegisPickup]] | ||
| <code>void AddAegisPickup(int a) </code> | | <code>void AddAegisPickup(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddClaimedFarm | AddClaimedFarm]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddClaimedFarm | AddClaimedFarm]] | ||
| <code>void AddClaimedFarm(int a, float b) </code> | | <code>void AddClaimedFarm(int a, float b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddGoldSpentOnSupport | AddGoldSpentOnSupport]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddGoldSpentOnSupport | AddGoldSpentOnSupport]] | ||
| <code>void AddGoldSpentOnSupport(int a, int b) </code> | | <code>void AddGoldSpentOnSupport(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddRunePickup | AddRunePickup]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddRunePickup | AddRunePickup]] | ||
| <code>void AddRunePickup(int a) </code> | | <code>void AddRunePickup(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AreUnitsSharedWithPlayerID | AreUnitsSharedWithPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AreUnitsSharedWithPlayerID | AreUnitsSharedWithPlayerID]] | ||
| <code>bool AreUnitsSharedWithPlayerID(int a, int b) </code> | | <code>bool AreUnitsSharedWithPlayerID(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearKillsMatrix | ClearKillsMatrix]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearKillsMatrix | ClearKillsMatrix]] | ||
| <code>void ClearKillsMatrix(int a) </code> | | <code>void ClearKillsMatrix(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitMultikill | ClearLastHitMultikill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitMultikill | ClearLastHitMultikill]] | ||
| <code>void ClearLastHitMultikill(int a) </code> | | <code>void ClearLastHitMultikill(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitStreak | ClearLastHitStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitStreak | ClearLastHitStreak]] | ||
| <code>void ClearLastHitStreak(int a) </code> | | <code>void ClearLastHitStreak(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearRawPlayerDamageMatrix | ClearRawPlayerDamageMatrix]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearRawPlayerDamageMatrix | ClearRawPlayerDamageMatrix]] | ||
| <code>void ClearRawPlayerDamageMatrix(int a) </code> | | <code>void ClearRawPlayerDamageMatrix(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearStreak | ClearStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearStreak | ClearStreak]] | ||
| <code>void ClearStreak(int a) </code> | | <code>void ClearStreak(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAegisPickups | GetAegisPickups]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAegisPickups | GetAegisPickups]] | ||
| <code>int GetAegisPickups(int a) </code> | | <code>int GetAegisPickups(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAssists | GetAssists]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAssists | GetAssists]] | ||
| <code>int GetAssists(int a) </code> | | <code>int GetAssists(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannel | GetBroadcasterChannel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannel | GetBroadcasterChannel]] | ||
| <code><> GetBroadcasterChannel(int a) </code> | | <code><> GetBroadcasterChannel(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannelSlot | GetBroadcasterChannelSlot]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannelSlot | GetBroadcasterChannelSlot]] | ||
| <code><> GetBroadcasterChannelSlot(int a) </code> | | <code><> GetBroadcasterChannelSlot(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedDenies | GetClaimedDenies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedDenies | GetClaimedDenies]] | ||
| <code>int GetClaimedDenies(int a) </code> | | <code>int GetClaimedDenies(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedFarm | GetClaimedFarm]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedFarm | GetClaimedFarm]] | ||
| <code>float GetClaimedFarm(int a) </code> | | <code>float GetClaimedFarm(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedMisses | GetClaimedMisses]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedMisses | GetClaimedMisses]] | ||
| <code>int GetClaimedMisses(int a) </code> | | <code>int GetClaimedMisses(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetConnectionState | GetConnectionState]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetConnectionState | GetConnectionState]] | ||
| <code><> GetConnectionState(int a) </code> | | <code><> GetConnectionState(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCreepDamageTaken | GetCreepDamageTaken]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCreepDamageTaken | GetCreepDamageTaken]] | ||
| <code>int GetCreepDamageTaken(int a) </code> | | <code>int GetCreepDamageTaken(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCooldown | GetCustomBuybackCooldown]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCooldown | GetCustomBuybackCooldown]] | ||
| <code>float GetCustomBuybackCooldown(int a) </code> | | <code>float GetCustomBuybackCooldown(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCost | GetCustomBuybackCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCost | GetCustomBuybackCost]] | ||
| <code>int GetCustomBuybackCost(int a) </code> | | <code>int GetCustomBuybackCost(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomTeamAssignment | GetCustomTeamAssignment]] | |||
| <code>int GetCustomTeamAssignment(int playerIndex) </code> | |||
| returns the team number that the player should join | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDamageDoneToHero | GetDamageDoneToHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDamageDoneToHero | GetDamageDoneToHero]] | ||
| <code>int GetDamageDoneToHero(int a, int b) </code> | | <code>int GetDamageDoneToHero(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDeaths | GetDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDeaths | GetDeaths]] | ||
| <code>int GetDeaths(int a) </code> | | <code>int GetDeaths(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDenies | GetDenies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDenies | GetDenies]] | ||
| <code>int GetDenies(int a) </code> | | <code>int GetDenies(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPointsForPlayerID | GetEventPointsForPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPointsForPlayerID | GetEventPointsForPlayerID]] | ||
| <code>int GetEventPointsForPlayerID(int a) </code> | | <code>int GetEventPointsForPlayerID(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPremiumPointsGranted | GetEventPremiumPointsGranted]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPremiumPointsGranted | GetEventPremiumPointsGranted]] | ||
| <code>int GetEventPremiumPointsGranted(int a) </code> | | <code>int GetEventPremiumPointsGranted(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventRankGranted | GetEventRankGranted]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventRankGranted | GetEventRankGranted]] | ||
| <code>int GetEventRankGranted(int a) </code> | | <code>int GetEventRankGranted(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGold | GetGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGold | GetGold]] | ||
| <code>int GetGold(int | |||
| | | <code>int GetGold(int playerID) </code> | ||
| Returns how much gold the specified player currently has | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldBagsCollected | GetGoldBagsCollected]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldBagsCollected | GetGoldBagsCollected]] | ||
| <code>int GetGoldBagsCollected(int a) </code> | | <code>int GetGoldBagsCollected(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldLostToDeath | GetGoldLostToDeath]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldLostToDeath | GetGoldLostToDeath]] | ||
| <code>int GetGoldLostToDeath(int a) </code> | | <code>int GetGoldLostToDeath(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldPerMin | GetGoldPerMin]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldPerMin | GetGoldPerMin]] | ||
| <code>float GetGoldPerMin(int a) </code> | | <code>float GetGoldPerMin(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnBuybacks | GetGoldSpentOnBuybacks]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnBuybacks | GetGoldSpentOnBuybacks]] | ||
| <code>int GetGoldSpentOnBuybacks(int a) </code> | | <code>int GetGoldSpentOnBuybacks(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnConsumables | GetGoldSpentOnConsumables]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnConsumables | GetGoldSpentOnConsumables]] | ||
| <code>int GetGoldSpentOnConsumables(int a) </code> | | <code>int GetGoldSpentOnConsumables(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnItems | GetGoldSpentOnItems]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnItems | GetGoldSpentOnItems]] | ||
| <code>int GetGoldSpentOnItems(int a) </code> | | <code>int GetGoldSpentOnItems(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnSupport | GetGoldSpentOnSupport]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnSupport | GetGoldSpentOnSupport]] | ||
| <code>int GetGoldSpentOnSupport(int a) </code> | | <code>int GetGoldSpentOnSupport(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHealing | GetHealing]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHealing | GetHealing]] | ||
| <code>float GetHealing(int a) </code> | | <code>float GetHealing(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHeroDamageTaken | GetHeroDamageTaken]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHeroDamageTaken | GetHeroDamageTaken]] | ||
| <code>int GetHeroDamageTaken(int a) </code> | | <code>int GetHeroDamageTaken(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKills | GetKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKills | GetKills]] | ||
| <code>int GetKills(int | |||
| | | <code>int GetKills(int playerID) </code> | ||
| Return how many kills the specified player currently gets | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKillsDoneToHero | GetKillsDoneToHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKillsDoneToHero | GetKillsDoneToHero]] | ||
| <code>int GetKillsDoneToHero(int | |||
| | | <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code> | ||
| Returns the number of times the attacker (first argument) has killed the victim (second argument) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitMultikill | GetLastHitMultikill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitMultikill | GetLastHitMultikill]] | ||
| <code>int GetLastHitMultikill(int a) </code> | | <code>int GetLastHitMultikill(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHits | GetLastHits]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHits | GetLastHits]] | ||
| <code>int GetLastHits(int | |||
| | | <code>int GetLastHits(int playerID) </code> | ||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitStreak | GetLastHitStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitStreak | GetLastHitStreak]] | ||
| <code>int GetLastHitStreak(int a) </code> | | <code>int GetLastHitStreak(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLevel | GetLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLevel | GetLevel]] | ||
| <code>int GetLevel(int playerID) </code> | | <code>int GetLevel(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetMisses | GetMisses]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetMisses | GetMisses]] | ||
| <code>int GetMisses(int a) </code> | | <code>int GetMisses(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNearbyCreepDeaths | GetNearbyCreepDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNearbyCreepDeaths | GetNearbyCreepDeaths]] | ||
| <code>int GetNearbyCreepDeaths(int a) </code> | | <code>int GetNearbyCreepDeaths(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthCourierForTeam | GetNthCourierForTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthCourierForTeam | GetNthCourierForTeam]] | ||
| <code>handle GetNthCourierForTeam(int a, int b) </code> | | <code>handle GetNthCourierForTeam(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthPlayerIDOnTeam | GetNthPlayerIDOnTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNthPlayerIDOnTeam | GetNthPlayerIDOnTeam]] | ||
| <code>int GetNthPlayerIDOnTeam(int a, int b) </code> | | <code>int GetNthPlayerIDOnTeam(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumConsumablesPurchased | GetNumConsumablesPurchased]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumConsumablesPurchased | GetNumConsumablesPurchased]] | ||
| <code>int GetNumConsumablesPurchased(int a) </code> | | <code>int GetNumConsumablesPurchased(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumCouriersForTeam | GetNumCouriersForTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumCouriersForTeam | GetNumCouriersForTeam]] | ||
| <code>int GetNumCouriersForTeam(int a) </code> | | <code>int GetNumCouriersForTeam(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumItemsPurchased | GetNumItemsPurchased]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumItemsPurchased | GetNumItemsPurchased]] | ||
| <code>int GetNumItemsPurchased(int a) </code> | | <code>int GetNumItemsPurchased(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayer | GetPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayer | GetPlayer]] | ||
| <code>handle GetPlayer(int | |||
| | | <code>handle GetPlayer(int playerID) </code> | ||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerLoadedCompletely | GetPlayerLoadedCompletely]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerLoadedCompletely | GetPlayerLoadedCompletely]] | ||
| <code>bool GetPlayerLoadedCompletely(int a) </code> | | <code>bool GetPlayerLoadedCompletely(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerName | GetPlayerName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerName | GetPlayerName]] | ||
| <code>string GetPlayerName(int a) </code> | | <code>string GetPlayerName(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerReservedState | GetPlayerReservedState]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerReservedState | GetPlayerReservedState]] | ||
| <code>bool GetPlayerReservedState(int a) </code> | | <code>bool GetPlayerReservedState(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRawPlayerDamage | GetRawPlayerDamage]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRawPlayerDamage | GetRawPlayerDamage]] | ||
| <code>int GetRawPlayerDamage(int a) </code> | | <code>int GetRawPlayerDamage(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetReliableGold | GetReliableGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetReliableGold | GetReliableGold]] | ||
| <code>int GetReliableGold(int | |||
| | | <code>int GetReliableGold(int playerID) </code> | ||
| Returns how much reliable gold the specified player currently has | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRespawnSeconds | GetRespawnSeconds]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRespawnSeconds | GetRespawnSeconds]] | ||
| <code>int GetRespawnSeconds(int a) </code> | | <code>int GetRespawnSeconds(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRoshanKills | GetRoshanKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRoshanKills | GetRoshanKills]] | ||
| <code>int GetRoshanKills(int a) </code> | | <code>int GetRoshanKills(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRunePickups | GetRunePickups]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRunePickups | GetRunePickups]] | ||
| <code>int GetRunePickups(int a) </code> | | <code>int GetRunePickups(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroEntity | GetSelectedHeroEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroEntity | GetSelectedHeroEntity]] | ||
| <code>handle GetSelectedHeroEntity(int a) </code> | | <code>handle GetSelectedHeroEntity(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroID | GetSelectedHeroID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroID | GetSelectedHeroID]] | ||
| <code>int GetSelectedHeroID(int a) </code> | | <code>int GetSelectedHeroID(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroName | GetSelectedHeroName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroName | GetSelectedHeroName]] | ||
| <code>string GetSelectedHeroName(int a) </code> | | <code>string GetSelectedHeroName(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamAccountID | GetSteamAccountID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamAccountID | GetSteamAccountID]] | ||
| <code><> GetSteamAccountID(int a) </code> | | <code><> GetSteamAccountID(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStreak | GetStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStreak | GetStreak]] | ||
| <code>int GetStreak(int a) </code> | | <code>int GetStreak(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStuns | GetStuns]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStuns | GetStuns]] | ||
| <code>float GetStuns(int a) </code> | | <code>float GetStuns(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeam | GetTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeam | GetTeam]] | ||
| <code>int GetTeam(int a) </code> | | <code>int GetTeam(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamKills | GetTeamKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamKills | GetTeamKills]] | ||
| <code>int GetTeamKills(int a) </code> | | <code>int GetTeamKills(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase | GetTimeOfLastConsumablePurchase]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase | GetTimeOfLastConsumablePurchase]] | ||
| <code>float GetTimeOfLastConsumablePurchase(int a) </code> | | <code>float GetTimeOfLastConsumablePurchase(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastDeath | GetTimeOfLastDeath]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastDeath | GetTimeOfLastDeath]] | ||
| <code>float GetTimeOfLastDeath(int a) </code> | | <code>float GetTimeOfLastDeath(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastItemPurchase | GetTimeOfLastItemPurchase]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastItemPurchase | GetTimeOfLastItemPurchase]] | ||
| <code>float GetTimeOfLastItemPurchase(int a) </code> | | <code>float GetTimeOfLastItemPurchase(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedGold | GetTotalEarnedGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedGold | GetTotalEarnedGold]] | ||
| <code>int GetTotalEarnedGold(int a) </code> | | <code>int GetTotalEarnedGold(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedXP | GetTotalEarnedXP]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedXP | GetTotalEarnedXP]] | ||
| <code>int GetTotalEarnedXP(int a) </code> | | <code>int GetTotalEarnedXP(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalGoldSpent | GetTotalGoldSpent]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalGoldSpent | GetTotalGoldSpent]] | ||
| <code>int GetTotalGoldSpent(int a) </code> | | <code>int GetTotalGoldSpent(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerDamageTaken | GetTowerDamageTaken]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerDamageTaken | GetTowerDamageTaken]] | ||
| <code>int GetTowerDamageTaken(int a) </code> | | <code>int GetTowerDamageTaken(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerKills | GetTowerKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerKills | GetTowerKills]] | ||
| <code>int GetTowerKills(int a) </code> | | <code>int GetTowerKills(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnitShareMaskForPlayer | GetUnitShareMaskForPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnitShareMaskForPlayer | GetUnitShareMaskForPlayer]] | ||
| <code>int GetUnitShareMaskForPlayer(int a, int b) </code> | | <code>int GetUnitShareMaskForPlayer(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnreliableGold | GetUnreliableGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnreliableGold | GetUnreliableGold]] | ||
| <code>int GetUnreliableGold(int | |||
| | | <code>int GetUnreliableGold(int playerID) </code> | ||
| Returns how much unreliable gold the specified player currently has | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetXPPerMin | GetXPPerMin]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetXPPerMin | GetXPPerMin]] | ||
| <code>float GetXPPerMin(int a) </code> | | <code>float GetXPPerMin(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRandomed | HasRandomed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRandomed | HasRandomed]] | ||
| <code>bool HasRandomed(int a) </code> | | <code>bool HasRandomed(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRepicked | HasRepicked]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRepicked | HasRepicked]] | ||
| <code>bool HasRepicked(int playerID) </code> | | <code>bool HasRepicked(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasSelectedHero | HasSelectedHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasSelectedHero | HasSelectedHero]] | ||
| <code>bool HasSelectedHero(int a) </code> | | <code>bool HasSelectedHero(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HaveAllPlayersJoined | HaveAllPlayersJoined]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HaveAllPlayersJoined | HaveAllPlayersJoined]] | ||
| <code>bool HaveAllPlayersJoined() </code> | | <code>bool HaveAllPlayersJoined() </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HeroLevelUp | HeroLevelUp]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HeroLevelUp | HeroLevelUp]] | ||
| <code>void HeroLevelUp(int a) </code> | | <code>void HeroLevelUp(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementAssists | IncrementAssists]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementAssists | IncrementAssists]] | ||
| <code>void IncrementAssists(int playerID) </code> | | <code>void IncrementAssists(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedDenies | IncrementClaimedDenies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedDenies | IncrementClaimedDenies]] | ||
| <code>void IncrementClaimedDenies(int a) </code> | | <code>void IncrementClaimedDenies(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedMisses | IncrementClaimedMisses]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedMisses | IncrementClaimedMisses]] | ||
| <code>void IncrementClaimedMisses(int a) </code> | | <code>void IncrementClaimedMisses(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDeaths | IncrementDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDeaths | IncrementDeaths]] | ||
| <code>void IncrementDeaths(int playerID) </code> | | <code>void IncrementDeaths(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDenies | IncrementDenies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDenies | IncrementDenies]] | ||
| <code>void IncrementDenies(int a) </code> | | <code>void IncrementDenies(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementGoldBagsCollected | IncrementGoldBagsCollected]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementGoldBagsCollected | IncrementGoldBagsCollected]] | ||
| <code>void IncrementGoldBagsCollected(int a) </code> | | <code>void IncrementGoldBagsCollected(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementKills | IncrementKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementKills | IncrementKills]] | ||
| <code>void IncrementKills(int playerID, int kills) </code> | | <code>void IncrementKills(int playerID, int kills) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitMultikill | IncrementLastHitMultikill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitMultikill | IncrementLastHitMultikill]] | ||
| <code>void IncrementLastHitMultikill(int a) </code> | | <code>void IncrementLastHitMultikill(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHits | IncrementLastHits]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHits | IncrementLastHits]] | ||
| <code>void IncrementLastHits(int a) </code> | | <code>void IncrementLastHits(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitStreak | IncrementLastHitStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitStreak | IncrementLastHitStreak]] | ||
| <code>void IncrementLastHitStreak(int a) </code> | | <code>void IncrementLastHitStreak(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementMisses | IncrementMisses]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementMisses | IncrementMisses]] | ||
| <code>void IncrementMisses(int a) </code> | | <code>void IncrementMisses(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementNearbyCreepDeaths | IncrementNearbyCreepDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementNearbyCreepDeaths | IncrementNearbyCreepDeaths]] | ||
| <code>void IncrementNearbyCreepDeaths(int a) </code> | | <code>void IncrementNearbyCreepDeaths(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementStreak | IncrementStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementStreak | IncrementStreak]] | ||
| <code>void IncrementStreak(int a) </code> | | <code>void IncrementStreak(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementTotalEarnedXP | IncrementTotalEarnedXP]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementTotalEarnedXP | IncrementTotalEarnedXP]] | ||
| <code>void IncrementTotalEarnedXP(int a, int b) </code> | | <code>void IncrementTotalEarnedXP(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsBroadcaster | IsBroadcaster]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsBroadcaster | IsBroadcaster]] | ||
| <code>bool IsBroadcaster(int a) </code> | | <code>bool IsBroadcaster(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsDisableHelpSetForPlayerID | IsDisableHelpSetForPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsDisableHelpSetForPlayerID | IsDisableHelpSetForPlayerID]] | ||
| <code>bool IsDisableHelpSetForPlayerID(int a, int b) </code> | | <code>bool IsDisableHelpSetForPlayerID(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsFakeClient | IsFakeClient]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsFakeClient | IsFakeClient]] | ||
| <code>bool IsFakeClient(int a) </code> | | <code>bool IsFakeClient(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSelected | IsHeroSelected]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSelected | IsHeroSelected]] | ||
| <code>bool IsHeroSelected(string a) </code> | | <code>bool IsHeroSelected(string a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSharedWithPlayerID | IsHeroSharedWithPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSharedWithPlayerID | IsHeroSharedWithPlayerID]] | ||
| <code>bool IsHeroSharedWithPlayerID(int a, int b) </code> | | <code>bool IsHeroSharedWithPlayerID(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayer | IsValidPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayer | IsValidPlayer]] | ||
| <code>bool IsValidPlayer(int playerID) </code> | | <code>bool IsValidPlayer(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayerID | IsValidPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayerID | IsValidPlayerID]] | ||
| <code>bool IsValidPlayerID(int playerID) </code> | | <code>bool IsValidPlayerID(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayer | IsValidTeamPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayer | IsValidTeamPlayer]] | ||
| <code>bool IsValidTeamPlayer(int playerID) </code> | | <code>bool IsValidTeamPlayer(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayerID | IsValidTeamPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayerID | IsValidTeamPlayerID]] | ||
| <code>bool IsValidTeamPlayerID(int playerID) </code> | | <code>bool IsValidTeamPlayerID(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ModifyGold | ModifyGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ModifyGold | ModifyGold]] | ||
| <code>int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) </code> | | <code>int ModifyGold(int playerID, int goldAmmt, bool reliable, int d) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ReplaceHeroWith | ReplaceHeroWith]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ReplaceHeroWith | ReplaceHeroWith]] | ||
| <code>handle ReplaceHeroWith(int a, string b, int c, int d) </code> | | <code>handle ReplaceHeroWith(int a, string b, int c, int d) </code> | ||
| (playerID, heroClassName, gold, XP) - replaces the player's hero with a new one of the specified class, gold and XP | | (playerID, heroClassName, gold, XP) - replaces the player's hero with a new one of the specified class, gold and XP | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetBuybackCostTime | ResetBuybackCostTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetBuybackCostTime | ResetBuybackCostTime]] | ||
| <code>void ResetBuybackCostTime(int a) </code> | | <code>void ResetBuybackCostTime(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetTotalEarnedGold | ResetTotalEarnedGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetTotalEarnedGold | ResetTotalEarnedGold]] | ||
| <code>void ResetTotalEarnedGold(int a) </code> | | <code>void ResetTotalEarnedGold(int a) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackCooldownTime | SetBuybackCooldownTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackCooldownTime | SetBuybackCooldownTime]] | ||
| <code>void SetBuybackCooldownTime(int a, float b) </code> | | <code>void SetBuybackCooldownTime(int a, float b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackGoldLimitTime | SetBuybackGoldLimitTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetBuybackGoldLimitTime | SetBuybackGoldLimitTime]] | ||
| <code>void SetBuybackGoldLimitTime(int a, float b) </code> | | <code>void SetBuybackGoldLimitTime(int a, float b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCameraTarget | SetCameraTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCameraTarget | SetCameraTarget]] | ||
| <code>void SetCameraTarget(int a, handle b) </code> | | <code>void SetCameraTarget(int a, handle b) </code> | ||
| (playerID, entity) - force the given player's camera to follow the given entity | | (playerID, entity) - force the given player's camera to follow the given entity | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCooldown | SetCustomBuybackCooldown]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCooldown | SetCustomBuybackCooldown]] | ||
| <code>void SetCustomBuybackCooldown(int a, float b) </code> | | <code>void SetCustomBuybackCooldown(int a, float b) </code> | ||
| Set the buyback cooldown for this player. | | Set the buyback cooldown for this player. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCost | SetCustomBuybackCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomBuybackCost | SetCustomBuybackCost]] | ||
| <code>void SetCustomBuybackCost(int a, int b) </code> | | <code>void SetCustomBuybackCost(int a, int b) </code> | ||
| Set the buyback cost for this player. | | Set the buyback cost for this player. | ||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomTeamAssignment | SetCustomTeamAssignment]] | |||
| <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code> | |||
| Sets the team that the player should join | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetGold | SetGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetGold | SetGold]] | ||
| <code>void SetGold(int | |||
| | | <code>void SetGold(int playerID, int amount, bool reliableGold) </code> | ||
| Sets the reliable/unreliable gold of the specified player | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRandomed | SetHasRandomed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRandomed | SetHasRandomed]] | ||
| <code>void SetHasRandomed(int playerID) </code> | | <code>void SetHasRandomed(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRepicked | SetHasRepicked]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRepicked | SetHasRepicked]] | ||
| <code>void SetHasRepicked(int playerID) </code> | | <code>void SetHasRepicked(int playerID) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetLastBuybackTime | SetLastBuybackTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetLastBuybackTime | SetLastBuybackTime]] | ||
| <code>void SetLastBuybackTime(int a, int b) </code> | | <code>void SetLastBuybackTime(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetPlayerReservedState | SetPlayerReservedState]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetPlayerReservedState | SetPlayerReservedState]] | ||
| <code>void SetPlayerReservedState(int a, bool b) </code> | | <code>void SetPlayerReservedState(int a, bool b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetUnitShareMaskForPlayer | SetUnitShareMaskForPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetUnitShareMaskForPlayer | SetUnitShareMaskForPlayer]] | ||
| <code>void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) </code> | | <code>void SetUnitShareMaskForPlayer(int a, int b, int c, bool d) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SpendGold | SpendGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SpendGold | SpendGold]] | ||
| <code>void SpendGold(int | |||
| | | <code>void SpendGold(int playerID, int amount, int reason) </code> | ||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.UpdateTeamSlot | UpdateTeamSlot]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.UpdateTeamSlot | UpdateTeamSlot]] | ||
| <code>void UpdateTeamSlot(int a, int b) </code> | | <code>void UpdateTeamSlot(int a, int b) </code> | ||
| | |||
| No Description Set | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.WhoSelectedHero | WhoSelectedHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.WhoSelectedHero | WhoSelectedHero]] | ||
| <code>int WhoSelectedHero(string a) </code> | | <code>int WhoSelectedHero(string a) </code> | ||
| | |||
| No Description Set | |||
|} | |} | ||
=== CDOTA_BaseNPC === | === CDOTA_BaseNPC === | ||
:::::extends [[#CBaseFlex| CBaseFlex]] | |||
'''' | '''' | ||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddAbility | AddAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddAbility | AddAbility]] | ||
| <code>void AddAbility(string a) </code> | | <code>void AddAbility(string a) </code> | ||
| | |||
| 以技能名称为该单位新增技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItem | AddItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItem | AddItem]] | ||
| <code>void AddItem(handle a) </code> | | <code>void AddItem(handle a) </code> | ||
| | |||
| 增加物品到该单位的库存 。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNewModifier | AddNewModifier]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNewModifier | AddNewModifier]] | ||
| <code>void AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData) </code> | | <code>void AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData) </code> | ||
| | |||
| 为该单位增加修改器。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNoDraw | AddNoDraw]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNoDraw | AddNoDraw]] | ||
| <code>void AddNoDraw() </code> | | <code>void AddNoDraw() </code> | ||
| Adds the no draw flag. | | Adds the no draw flag. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AlertNearbyUnits | AlertNearbyUnits]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AlertNearbyUnits | AlertNearbyUnits]] | ||
| <code>void AlertNearbyUnits(handle a, handle b) </code> | | <code>void AlertNearbyUnits(handle a, handle b) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AngerNearbyUnits | AngerNearbyUnits]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AngerNearbyUnits | AngerNearbyUnits]] | ||
| <code>void AngerNearbyUnits() </code> | | <code>void AngerNearbyUnits() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackNoEarlierThan | AttackNoEarlierThan]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackNoEarlierThan | AttackNoEarlierThan]] | ||
| <code>void AttackNoEarlierThan(float a) </code> | | <code>void AttackNoEarlierThan(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackReady | AttackReady]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackReady | AttackReady]] | ||
| <code>bool AttackReady() </code> | | <code>bool AttackReady() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.BoundingRadius2D | BoundingRadius2D]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.BoundingRadius2D | BoundingRadius2D]] | ||
| <code>float BoundingRadius2D() </code> | | <code>float BoundingRadius2D() </code> | ||
| | |||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanEntityBeSeenByMyTeam | CanEntityBeSeenByMyTeam]] | |||
| <code>bool CanEntityBeSeenByMyTeam(handle a) </code> | |||
| Check FoW to see if an entity is visible. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityImmediately | CastAbilityImmediately]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityImmediately | CastAbilityImmediately]] | ||
| <code>void CastAbilityImmediately(handle | |||
| | | <code>void CastAbilityImmediately(handle ability, int playerIndex) </code> | ||
| 技能立即施法。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityNoTarget | CastAbilityNoTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityNoTarget | CastAbilityNoTarget]] | ||
| <code>void CastAbilityNoTarget(handle ability, int playerIndex) </code> | | <code>void CastAbilityNoTarget(handle ability, int playerIndex) </code> | ||
| | |||
| 无目标的施放技能 ( hAbility, iPlayerIndex ) 。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnPosition | CastAbilityOnPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnPosition | CastAbilityOnPosition]] | ||
| <code>void CastAbilityOnPosition(Vector a, handle b, int c) </code> | | <code>void CastAbilityOnPosition(Vector a, handle b, int c) </code> | ||
| | |||
| 对一地点施放技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnTarget | CastAbilityOnTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityOnTarget | CastAbilityOnTarget]] | ||
| <code>void CastAbilityOnTarget(handle target, handle ability, int playerIndex) </code> | | <code>void CastAbilityOnTarget(handle target, handle ability, int playerIndex) </code> | ||
| | |||
| 对一实体施放技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityToggle | CastAbilityToggle]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityToggle | CastAbilityToggle]] | ||
| <code>void CastAbilityToggle(handle a, int b) </code> | | <code>void CastAbilityToggle(handle a, int b) </code> | ||
| | |||
| 切换技能 ( hAbility, iPlayerIndex ) 。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DisassembleItem | DisassembleItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DisassembleItem | DisassembleItem]] | ||
| <code>void DisassembleItem(handle a) </code> | | <code>void DisassembleItem(handle a) </code> | ||
| | |||
| 拆解该单位库存中过时的物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPosition | DropItemAtPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPosition | DropItemAtPosition]] | ||
| <code>void DropItemAtPosition(Vector a, handle b) </code> | | <code>void DropItemAtPosition(Vector a, handle b) </code> | ||
| | |||
| 在指定地点掉落物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPositionImmediate | DropItemAtPositionImmediate]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DropItemAtPositionImmediate | DropItemAtPositionImmediate]] | ||
| <code>void DropItemAtPositionImmediate(handle a, Vector b) </code> | | <code>void DropItemAtPositionImmediate(handle a, Vector b) </code> | ||
| | |||
| 立即在指定地点掉落物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.EjectItemFromStash | EjectItemFromStash]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.EjectItemFromStash | EjectItemFromStash]] | ||
| <code>void EjectItemFromStash(handle a) </code> | | <code>void EjectItemFromStash(handle a) </code> | ||
| | |||
| 自库存栏丢落指定的物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAbilityByName | FindAbilityByName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAbilityByName | FindAbilityByName]] | ||
| <code>handle FindAbilityByName(string a) </code> | | <code>handle FindAbilityByName(string a) </code> | ||
| | |||
| 以名称寻找技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ForceKill | ForceKill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ForceKill | ForceKill]] | ||
| <code>void ForceKill(bool a) </code> | | <code>void ForceKill(bool a) </code> | ||
| | |||
| 强制击杀该单位。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityByIndex | GetAbilityByIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityByIndex | GetAbilityByIndex]] | ||
| <code>handle GetAbilityByIndex(int a) </code> | | <code>handle GetAbilityByIndex(int a) </code> | ||
| | |||
| 以下标值检索该单位的技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityCount | GetAbilityCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAbilityCount | GetAbilityCount]] | ||
| <code>int GetAbilityCount() </code> | | <code>int GetAbilityCount() </code> | ||
| | |||
| 获取拥有的技能数量。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAcquisitionRange | GetAcquisitionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAcquisitionRange | GetAcquisitionRange]] | ||
| <code>float GetAcquisitionRange() </code> | | <code>float GetAcquisitionRange() </code> | ||
| | |||
| 获取单位的自动收集距离。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAdditionalBattleMusicWeight | GetAdditionalBattleMusicWeight]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAdditionalBattleMusicWeight | GetAdditionalBattleMusicWeight]] | ||
| <code>float GetAdditionalBattleMusicWeight() </code> | | <code>float GetAdditionalBattleMusicWeight() </code> | ||
| | |||
| 获取当与该单位战斗时将会计算的战斗音乐权重。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackAnimationPoint | GetAttackAnimationPoint]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackAnimationPoint | GetAttackAnimationPoint]] | ||
| <code>float GetAttackAnimationPoint() </code> | | <code>float GetAttackAnimationPoint() </code> | ||
| | |||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackCapability | GetAttackCapability]] | |||
| <code>int GetAttackCapability() </code> | |||
| Gets the Attack Capabilities of the unit | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackDamage | GetAttackDamage]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackDamage | GetAttackDamage]] | ||
| <code>int GetAttackDamage() </code> | | <code>int GetAttackDamage() </code> | ||
| | |||
| 获取该单位伤害最大值与最小值之间的随机整数。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRange | GetAttackRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRange | GetAttackRange]] | ||
| <code>float GetAttackRange() </code> | | <code>float GetAttackRange() </code> | ||
| | |||
| 获取单位当前的攻击距离。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRangeBuffer | GetAttackRangeBuffer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackRangeBuffer | GetAttackRangeBuffer]] | ||
| <code>float GetAttackRangeBuffer() </code> | | <code>float GetAttackRangeBuffer() </code> | ||
| | |||
| 获取状态增加的攻击距离。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackSpeed | GetAttackSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackSpeed | GetAttackSpeed]] | ||
| <code>float GetAttackSpeed() </code> | | <code>float GetAttackSpeed() </code> | ||
| | |||
| 获取该单位的攻速。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttacksPerSecond | GetAttacksPerSecond]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttacksPerSecond | GetAttacksPerSecond]] | ||
| <code>float GetAttacksPerSecond() </code> | | <code>float GetAttacksPerSecond() </code> | ||
| | |||
| 获取APS值(每秒能够打几下)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackTarget | GetAttackTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackTarget | GetAttackTarget]] | ||
| <code>handle GetAttackTarget() </code> | | <code>handle GetAttackTarget() </code> | ||
| | |||
| 返回该单位的攻击目标。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAverageTrueAttackDamage | GetAverageTrueAttackDamage]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAverageTrueAttackDamage | GetAverageTrueAttackDamage]] | ||
| <code>int GetAverageTrueAttackDamage() </code> | | <code>int GetAverageTrueAttackDamage() </code> | ||
| | |||
| 获取该单位最大伤害值与最小伤害值的平均数。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackRange | GetBaseAttackRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackRange | GetBaseAttackRange]] | ||
| <code>int GetBaseAttackRange() </code> | | <code>int GetBaseAttackRange() </code> | ||
| | |||
| 获取单位的基础攻击距离(修改器不列入计算)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackTime | GetBaseAttackTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackTime | GetBaseAttackTime]] | ||
| <code>float GetBaseAttackTime() </code> | | <code>float GetBaseAttackTime() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMax | GetBaseDamageMax]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMax | GetBaseDamageMax]] | ||
| <code>int GetBaseDamageMax() </code> | | <code>int GetBaseDamageMax() </code> | ||
| | |||
| 获取最大伤害值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMin | GetBaseDamageMin]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDamageMin | GetBaseDamageMin]] | ||
| <code>int GetBaseDamageMin() </code> | | <code>int GetBaseDamageMin() </code> | ||
| | |||
| 获取最小伤害值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDayTimeVisionRange | GetBaseDayTimeVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseDayTimeVisionRange | GetBaseDayTimeVisionRange]] | ||
| <code>int GetBaseDayTimeVisionRange() </code> | | <code>int GetBaseDayTimeVisionRange() </code> | ||
| | |||
| 获取单位的基础日间视野距离(修改器不列入计算)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseHealthRegen | GetBaseHealthRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseHealthRegen | GetBaseHealthRegen]] | ||
| <code>float GetBaseHealthRegen() </code> | | <code>float GetBaseHealthRegen() </code> | ||
| | |||
| 获取单位的基础血量恢复值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMagicalResistanceValue | GetBaseMagicalResistanceValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMagicalResistanceValue | GetBaseMagicalResistanceValue]] | ||
| <code>float GetBaseMagicalResistanceValue() </code> | | <code>float GetBaseMagicalResistanceValue() </code> | ||
| | |||
| 获取单位的基础魔法抗性值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMaxHealth | GetBaseMaxHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMaxHealth | GetBaseMaxHealth]] | ||
| <code>float GetBaseMaxHealth() </code> | | <code>float GetBaseMaxHealth() </code> | ||
| | |||
| 获取基础血量值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMoveSpeed | GetBaseMoveSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMoveSpeed | GetBaseMoveSpeed]] | ||
| <code>float GetBaseMoveSpeed() </code> | | <code>float GetBaseMoveSpeed() </code> | ||
| | |||
| 获取基础跑速。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseNightTimeVisionRange | GetBaseNightTimeVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseNightTimeVisionRange | GetBaseNightTimeVisionRange]] | ||
| <code>int GetBaseNightTimeVisionRange() </code> | | <code>int GetBaseNightTimeVisionRange() </code> | ||
| | |||
| 获取单位基础的夜间视野距离(修改器不列入计算)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCastPoint | GetCastPoint]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCastPoint | GetCastPoint]] | ||
| <code>float GetCastPoint(bool a) </code> | | <code>float GetCastPoint(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCollisionPadding | GetCollisionPadding]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCollisionPadding | GetCollisionPadding]] | ||
| <code>float GetCollisionPadding() </code> | | <code>float GetCollisionPadding() </code> | ||
| | |||
| 返回该单位的碰撞体积。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetConstantBasedManaRegen | GetConstantBasedManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetConstantBasedManaRegen | GetConstantBasedManaRegen]] | ||
| <code>float GetConstantBasedManaRegen() </code> | | <code>float GetConstantBasedManaRegen() </code> | ||
| | |||
| 获取基础的魔力恢复值常数。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCreationTime | GetCreationTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCreationTime | GetCreationTime]] | ||
| <code>float GetCreationTime() </code> | | <code>float GetCreationTime() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentActiveAbility | GetCurrentActiveAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentActiveAbility | GetCurrentActiveAbility]] | ||
| <code>handle GetCurrentActiveAbility() </code> | | <code>handle GetCurrentActiveAbility() </code> | ||
| | |||
| 获取该单位正在使用中的法术。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentVisionRange | GetCurrentVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCurrentVisionRange | GetCurrentVisionRange]] | ||
| <code>int GetCurrentVisionRange() </code> | | <code>int GetCurrentVisionRange() </code> | ||
| | |||
| 获取当前的视野距离。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorCastTarget | GetCursorCastTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorCastTarget | GetCursorCastTarget]] | ||
| <code>handle GetCursorCastTarget() </code> | | <code>handle GetCursorCastTarget() </code> | ||
| | |||
| 获取鼠标指定的施法目标。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorPosition | GetCursorPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorPosition | GetCursorPosition]] | ||
| <code>Vector GetCursorPosition() </code> | | <code>Vector GetCursorPosition() </code> | ||
| | |||
| 获取鼠标位置。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorTargetingNothing | GetCursorTargetingNothing]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorTargetingNothing | GetCursorTargetingNothing]] | ||
| <code>bool GetCursorTargetingNothing() </code> | | <code>bool GetCursorTargetingNothing() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDayTimeVisionRange | GetDayTimeVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDayTimeVisionRange | GetDayTimeVisionRange]] | ||
| <code>int GetDayTimeVisionRange() </code> | | <code>int GetDayTimeVisionRange() </code> | ||
| | |||
| 获取该单位的日间视野(将修改器并入计算)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDeathXP | GetDeathXP]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetDeathXP | GetDeathXP]] | ||
| <code>int GetDeathXP() </code> | | <code>int GetDeathXP() </code> | ||
| | |||
| 获取该单位的击杀经验值奖赏。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetForceAttackTarget | GetForceAttackTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetForceAttackTarget | GetForceAttackTarget]] | ||
| <code>handle GetForceAttackTarget() </code> | | <code>handle GetForceAttackTarget() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetGoldBounty | GetGoldBounty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetGoldBounty | GetGoldBounty]] | ||
| <code>int GetGoldBounty() </code> | | <code>int GetGoldBounty() </code> | ||
| | |||
| 获取该单位的击杀金钱奖赏。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHasteFactor | GetHasteFactor]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHasteFactor | GetHasteFactor]] | ||
| <code>float GetHasteFactor() </code> | | <code>float GetHasteFactor() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealth | GetHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealth | GetHealth]] | ||
| <code>int GetHealth() </code> | | <code>int GetHealth() </code> | ||
| | |||
| 获取该单位的血量。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthDeficit | GetHealthDeficit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthDeficit | GetHealthDeficit]] | ||
| <code>int GetHealthDeficit() </code> | | <code>int GetHealthDeficit() </code> | ||
| | |||
| 返回损失的血量 (最大血量 - 当前血量)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthPercent | GetHealthPercent]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthPercent | GetHealthPercent]] | ||
| <code>int GetHealthPercent() </code> | | <code>int GetHealthPercent() </code> | ||
| | |||
| 获取该单位当前的血量百分比。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthRegen | GetHealthRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHealthRegen | GetHealthRegen]] | ||
| <code>float GetHealthRegen() </code> | | <code>float GetHealthRegen() </code> | ||
| | |||
| 获取该单位当前的血量恢复值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHullRadius | GetHullRadius]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHullRadius | GetHullRadius]] | ||
| <code>float GetHullRadius() </code> | | <code>float GetHullRadius() </code> | ||
| | |||
| 获取该单位的碰撞体积半径。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIdealSpeed | GetIdealSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIdealSpeed | GetIdealSpeed]] | ||
| <code>float GetIdealSpeed() </code> | | <code>float GetIdealSpeed() </code> | ||
| | |||
| 获取该单位的跑速(将修改器并入计算)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIncreasedAttackSpeed | GetIncreasedAttackSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIncreasedAttackSpeed | GetIncreasedAttackSpeed]] | ||
| <code>float GetIncreasedAttackSpeed() </code> | | <code>float GetIncreasedAttackSpeed() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetInitialGoalEntity | GetInitialGoalEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetInitialGoalEntity | GetInitialGoalEntity]] | ||
| <code>handle GetInitialGoalEntity() </code> | | <code>handle GetInitialGoalEntity() </code> | ||
| | |||
| 返回该单位初始的路径点。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetItemInSlot | GetItemInSlot]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetItemInSlot | GetItemInSlot]] | ||
| <code>handle GetItemInSlot(int a) </code> | | <code>handle GetItemInSlot(int a) </code> | ||
| | |||
| 以下标值获取物品栏中的物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLastIdleChangeTime | GetLastIdleChangeTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLastIdleChangeTime | GetLastIdleChangeTime]] | ||
| <code>float GetLastIdleChangeTime() </code> | | <code>float GetLastIdleChangeTime() </code> | ||
| | |||
| 获取该单位最后 进入/离开 闲置状态的时间。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLevel | GetLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetLevel | GetLevel]] | ||
| <code>int GetLevel() </code> | | <code>int GetLevel() </code> | ||
| | |||
| 返回该单位当前的等级。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMagicalArmorValue | GetMagicalArmorValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMagicalArmorValue | GetMagicalArmorValue]] | ||
| <code>float GetMagicalArmorValue() </code> | | <code>float GetMagicalArmorValue() </code> | ||
| | |||
| 返回该单位当前的魔法抗性值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMainControllingPlayer | GetMainControllingPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMainControllingPlayer | GetMainControllingPlayer]] | ||
| <code>int GetMainControllingPlayer() </code> | | <code>int GetMainControllingPlayer() </code> | ||
| | |||
| 返回控制该单位的玩家ID。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMana | GetMana]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMana | GetMana]] | ||
| <code>float GetMana() </code> | | <code>float GetMana() </code> | ||
| | |||
| 获取该单位的魔力值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaPercent | GetManaPercent]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaPercent | GetManaPercent]] | ||
| <code>int GetManaPercent() </code> | | <code>int GetManaPercent() </code> | ||
| | |||
| 获取该单位的剩余魔力值百分比。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaRegen | GetManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetManaRegen | GetManaRegen]] | ||
| <code>float GetManaRegen() </code> | | <code>float GetManaRegen() </code> | ||
| | |||
| 获取该单位的魔力恢复值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxHealth | GetMaxHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxHealth | GetMaxHealth]] | ||
| <code>int GetMaxHealth() </code> | | <code>int GetMaxHealth() </code> | ||
| | |||
| 获取该单位的最大血量。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxMana | GetMaxMana]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxMana | GetMaxMana]] | ||
| <code>float GetMaxMana() </code> | | <code>float GetMaxMana() </code> | ||
| | |||
| 获取该单位的最大魔力。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModelRadius | GetModelRadius]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModelRadius | GetModelRadius]] | ||
| <code>float GetModelRadius() </code> | | <code>float GetModelRadius() </code> | ||
| | |||
| 获取模型大小半径。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierCount | GetModifierCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierCount | GetModifierCount]] | ||
| <code>int GetModifierCount() </code> | | <code>int GetModifierCount() </code> | ||
| | |||
| 返回该单位所拥有的修改器数量。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierNameByIndex | GetModifierNameByIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierNameByIndex | GetModifierNameByIndex]] | ||
| <code>string GetModifierNameByIndex(int a) </code> | | <code>string GetModifierNameByIndex(int a) </code> | ||
| | |||
| 以下标值索引修改器,并返回修改器名称字符串。 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierStackCount | GetModifierStackCount]] | |||
| <code>void GetModifierStackCount(string modifierName, handle b) </code> | |||
| Gets the stack count of a given modifier. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMoveSpeedModifier | GetMoveSpeedModifier]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMoveSpeedModifier | GetMoveSpeedModifier]] | ||
| <code>float GetMoveSpeedModifier(float a) </code> | | <code>float GetMoveSpeedModifier(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMustReachEachGoalEntity | GetMustReachEachGoalEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMustReachEachGoalEntity | GetMustReachEachGoalEntity]] | ||
| <code>bool GetMustReachEachGoalEntity() </code> | | <code>bool GetMustReachEachGoalEntity() </code> | ||
| | |||
| 该单位是否被要求走访每个路径点? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetNightTimeVisionRange | GetNightTimeVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetNightTimeVisionRange | GetNightTimeVisionRange]] | ||
| <code>int GetNightTimeVisionRange() </code> | | <code>int GetNightTimeVisionRange() </code> | ||
| | |||
| 返回夜间视野距离(将修改器并入计算)。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetOpposingTeamNumber | GetOpposingTeamNumber]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetOpposingTeamNumber | GetOpposingTeamNumber]] | ||
| <code>int GetOpposingTeamNumber() </code> | | <code>int GetOpposingTeamNumber() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPaddedCollisionRadius | GetPaddedCollisionRadius]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPaddedCollisionRadius | GetPaddedCollisionRadius]] | ||
| <code>float GetPaddedCollisionRadius() </code> | | <code>float GetPaddedCollisionRadius() </code> | ||
| | |||
| 获取单位碰撞体积半径。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPercentageBasedManaRegen | GetPercentageBasedManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPercentageBasedManaRegen | GetPercentageBasedManaRegen]] | ||
| <code>float GetPercentageBasedManaRegen() </code> | | <code>float GetPercentageBasedManaRegen() </code> | ||
| | |||
| 获取基础魔力恢复值百分比。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorBaseValue | GetPhysicalArmorBaseValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorBaseValue | GetPhysicalArmorBaseValue]] | ||
| <code>float GetPhysicalArmorBaseValue() </code> | | <code>float GetPhysicalArmorBaseValue() </code> | ||
| | |||
| 返回基础护甲值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorValue | GetPhysicalArmorValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPhysicalArmorValue | GetPhysicalArmorValue]] | ||
| <code>float GetPhysicalArmorValue() </code> | | <code>float GetPhysicalArmorValue() </code> | ||
| | |||
| 返回当前的护甲值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwner | GetPlayerOwner]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwner | GetPlayerOwner]] | ||
| <code>handle GetPlayerOwner() </code> | | <code>handle GetPlayerOwner() </code> | ||
| | |||
| 获取拥有此单位的玩家实体。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwnerID | GetPlayerOwnerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetPlayerOwnerID | GetPlayerOwnerID]] | ||
| <code>int GetPlayerOwnerID() </code> | | <code>int GetPlayerOwnerID() </code> | ||
| | |||
| 获取拥有此单位的玩家ID。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetProjectileSpeed | GetProjectileSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetProjectileSpeed | GetProjectileSpeed]] | ||
| <code>int GetProjectileSpeed() </code> | | <code>int GetProjectileSpeed() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetRangeToUnit | GetRangeToUnit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetRangeToUnit | GetRangeToUnit]] | ||
| <code>float GetRangeToUnit(handle a) </code> | | <code>float GetRangeToUnit(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetSecondsPerAttack | GetSecondsPerAttack]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetSecondsPerAttack | GetSecondsPerAttack]] | ||
| <code>float GetSecondsPerAttack() </code> | | <code>float GetSecondsPerAttack() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetStatsBasedManaRegen | GetStatsBasedManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetStatsBasedManaRegen | GetStatsBasedManaRegen]] | ||
| <code>float GetStatsBasedManaRegen() </code> | | <code>float GetStatsBasedManaRegen() </code> | ||
| | |||
| 获取因智慧而增加的魔法恢复值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTeamNumber | GetTeamNumber]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTeamNumber | GetTeamNumber]] | ||
| <code>int GetTeamNumber() </code> | | <code>int GetTeamNumber() </code> | ||
| | |||
| 获取该单位所属的队伍ID。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTotalPurchasedUpgradeGoldCost | GetTotalPurchasedUpgradeGoldCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetTotalPurchasedUpgradeGoldCost | GetTotalPurchasedUpgradeGoldCost]] | ||
| <code>int GetTotalPurchasedUpgradeGoldCost() </code> | | <code>int GetTotalPurchasedUpgradeGoldCost() </code> | ||
| | |||
| 获取用在升级的金钱。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitLabel | GetUnitLabel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitLabel | GetUnitLabel]] | ||
| <code>string GetUnitLabel() </code> | | <code>string GetUnitLabel() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitName | GetUnitName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitName | GetUnitName]] | ||
| <code>string GetUnitName() </code> | | <code>string GetUnitName() </code> | ||
| | |||
| 获取单位名称。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GiveMana | GiveMana]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GiveMana | GiveMana]] | ||
| <code>void GiveMana(float a) </code> | | <code>void GiveMana(float a) </code> | ||
| | |||
| 给予此单位指定的魔法值。(Giff me mana!) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAbility | HasAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAbility | HasAbility]] | ||
| <code>bool HasAbility(string a) </code> | | <code>bool HasAbility(string a) </code> | ||
| | |||
| 以技能名称搜寻该单位是否拥有此技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAttackCapability | HasAttackCapability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAttackCapability | HasAttackCapability]] | ||
| <code>bool HasAttackCapability() </code> | | <code>bool HasAttackCapability() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyingVision | HasFlyingVision]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyingVision | HasFlyingVision]] | ||
| <code>bool HasFlyingVision() </code> | | <code>bool HasFlyingVision() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyMovementCapability | HasFlyMovementCapability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyMovementCapability | HasFlyMovementCapability]] | ||
| <code>bool HasFlyMovementCapability() </code> | | <code>bool HasFlyMovementCapability() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasGroundMovementCapability | HasGroundMovementCapability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasGroundMovementCapability | HasGroundMovementCapability]] | ||
| <code>bool HasGroundMovementCapability() </code> | | <code>bool HasGroundMovementCapability() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasInventory | HasInventory]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasInventory | HasInventory]] | ||
| <code>bool HasInventory() </code> | | <code>bool HasInventory() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasItemInInventory | HasItemInInventory]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasItemInInventory | HasItemInInventory]] | ||
| <code>bool HasItemInInventory(string a) </code> | | <code>bool HasItemInInventory(string a) </code> | ||
| | |||
| 以物品名称搜寻该单位是否拥有此物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasModifier | HasModifier]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasModifier | HasModifier]] | ||
| <code>bool HasModifier(string a) </code> | | <code>bool HasModifier(string a) </code> | ||
| | |||
| 以修改器名称搜寻该单位是否拥有此修改器。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasMovementCapability | HasMovementCapability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasMovementCapability | HasMovementCapability]] | ||
| <code>bool HasMovementCapability() </code> | | <code>bool HasMovementCapability() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasScepter | HasScepter]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasScepter | HasScepter]] | ||
| <code>bool HasScepter() </code> | | <code>bool HasScepter() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Heal | Heal]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Heal | Heal]] | ||
| <code>void Heal(float | |||
| | | <code>void Heal(float amount, handle source) </code> | ||
| 治疗该单位。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Hold | Hold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Hold | Hold]] | ||
| <code>void Hold() </code> | | <code>void Hold() </code> | ||
| | |||
| 命令单位在原地待命。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Interrupt | Interrupt]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Interrupt | Interrupt]] | ||
| <code>void Interrupt() </code> | | <code>void Interrupt() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptChannel | InterruptChannel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptChannel | InterruptChannel]] | ||
| <code>void InterruptChannel() </code> | | <code>void InterruptChannel() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptMotionControllers | InterruptMotionControllers]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptMotionControllers | InterruptMotionControllers]] | ||
| <code>void InterruptMotionControllers(bool a) </code> | | <code>void InterruptMotionControllers(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAlive | IsAlive]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAlive | IsAlive]] | ||
| <code>bool IsAlive() </code> | | <code>bool IsAlive() </code> | ||
| | |||
| 此单位是否还活着? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAncient | IsAncient]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAncient | IsAncient]] | ||
| <code>bool IsAncient() </code> | | <code>bool IsAncient() </code> | ||
| | |||
| 该生物是否为远古野怪? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackImmune | IsAttackImmune]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackImmune | IsAttackImmune]] | ||
| <code>bool IsAttackImmune() </code> | | <code>bool IsAttackImmune() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttacking | IsAttacking]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttacking | IsAttacking]] | ||
| <code>bool IsAttacking() </code> | | <code>bool IsAttacking() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackingEntity | IsAttackingEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackingEntity | IsAttackingEntity]] | ||
| <code>bool IsAttackingEntity(handle a) </code> | | <code>bool IsAttackingEntity(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlind | IsBlind]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlind | IsBlind]] | ||
| <code>bool IsBlind() </code> | | <code>bool IsBlind() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlockDisabled | IsBlockDisabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlockDisabled | IsBlockDisabled]] | ||
| <code>bool IsBlockDisabled() </code> | | <code>bool IsBlockDisabled() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCommandRestricted | IsCommandRestricted]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCommandRestricted | IsCommandRestricted]] | ||
| <code>bool IsCommandRestricted() </code> | | <code>bool IsCommandRestricted() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsControllableByAnyPlayer | IsControllableByAnyPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsControllableByAnyPlayer | IsControllableByAnyPlayer]] | ||
| <code>bool IsControllableByAnyPlayer() </code> | | <code>bool IsControllableByAnyPlayer() </code> | ||
| | |||
| 该单位是否为非Bot玩家所控制? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCreature | IsCreature]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCreature | IsCreature]] | ||
| <code>bool IsCreature() </code> | | <code>bool IsCreature() </code> | ||
| | |||
| 此单位是否为怪物类型单位? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDeniable | IsDeniable]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDeniable | IsDeniable]] | ||
| <code>bool IsDeniable() </code> | | <code>bool IsDeniable() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDisarmed | IsDisarmed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDisarmed | IsDisarmed]] | ||
| <code>bool IsDisarmed() </code> | | <code>bool IsDisarmed() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDominated | IsDominated]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDominated | IsDominated]] | ||
| <code>bool IsDominated() </code> | | <code>bool IsDominated() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsEvadeDisabled | IsEvadeDisabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsEvadeDisabled | IsEvadeDisabled]] | ||
| <code>bool IsEvadeDisabled() </code> | | <code>bool IsEvadeDisabled() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsFrozen | IsFrozen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsFrozen | IsFrozen]] | ||
| <code>bool IsFrozen() </code> | | <code>bool IsFrozen() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHardDisarmed | IsHardDisarmed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHardDisarmed | IsHardDisarmed]] | ||
| <code>bool IsHardDisarmed() </code> | | <code>bool IsHardDisarmed() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHero | IsHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHero | IsHero]] | ||
| <code>bool IsHero() </code> | | <code>bool IsHero() </code> | ||
| | |||
| 此单位是否为英雄或英雄幻象? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHexed | IsHexed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHexed | IsHexed]] | ||
| <code>bool IsHexed() </code> | | <code>bool IsHexed() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIdle | IsIdle]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIdle | IsIdle]] | ||
| <code>bool IsIdle() </code> | | <code>bool IsIdle() </code> | ||
| | |||
| 该生物是否处于闲置状态? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIllusion | IsIllusion]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsIllusion | IsIllusion]] | ||
| <code>bool IsIllusion() </code> | | <code>bool IsIllusion() </code> | ||
| | |||
| 该单位是否为幻象单位? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvisible | IsInvisible]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvisible | IsInvisible]] | ||
| <code>bool IsInvisible() </code> | | <code>bool IsInvisible() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvulnerable | IsInvulnerable]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvulnerable | IsInvulnerable]] | ||
| <code>bool IsInvulnerable() </code> | | <code>bool IsInvulnerable() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsLowAttackPriority | IsLowAttackPriority]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsLowAttackPriority | IsLowAttackPriority]] | ||
| <code>bool IsLowAttackPriority() </code> | | <code>bool IsLowAttackPriority() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMagicImmune | IsMagicImmune]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMagicImmune | IsMagicImmune]] | ||
| <code>bool IsMagicImmune() </code> | | <code>bool IsMagicImmune() </code> | ||
| | |||
| 该单位是否魔法免疫? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMechanical | IsMechanical]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMechanical | IsMechanical]] | ||
| <code>bool IsMechanical() </code> | | <code>bool IsMechanical() </code> | ||
| | |||
| 该单位是否为机械单位? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMovementImpaired | IsMovementImpaired]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMovementImpaired | IsMovementImpaired]] | ||
| <code>bool IsMovementImpaired() </code> | | <code>bool IsMovementImpaired() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMuted | IsMuted]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMuted | IsMuted]] | ||
| <code>bool IsMuted() </code> | | <code>bool IsMuted() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNeutralUnitType | IsNeutralUnitType]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNeutralUnitType | IsNeutralUnitType]] | ||
| <code>bool IsNeutralUnitType() </code> | | <code>bool IsNeutralUnitType() </code> | ||
| | |||
| 该单位是否为野怪? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNightmared | IsNightmared]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNightmared | IsNightmared]] | ||
| <code>bool IsNightmared() </code> | | <code>bool IsNightmared() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOpposingTeam | IsOpposingTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOpposingTeam | IsOpposingTeam]] | ||
| <code>bool IsOpposingTeam(int a) </code> | | <code>bool IsOpposingTeam(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOutOfGame | IsOutOfGame]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOutOfGame | IsOutOfGame]] | ||
| <code>bool IsOutOfGame() </code> | | <code>bool IsOutOfGame() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOwnedByAnyPlayer | IsOwnedByAnyPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOwnedByAnyPlayer | IsOwnedByAnyPlayer]] | ||
| <code>bool IsOwnedByAnyPlayer() </code> | | <code>bool IsOwnedByAnyPlayer() </code> | ||
| | |||
| 该单位是否为非Bot之玩家所有? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantom | IsPhantom]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantom | IsPhantom]] | ||
| <code>bool IsPhantom() </code> | | <code>bool IsPhantom() </code> | ||
| | |||
| 该单位是否为幻象单位? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantomBlocker | IsPhantomBlocker]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantomBlocker | IsPhantomBlocker]] | ||
| <code>bool IsPhantomBlocker() </code> | | <code>bool IsPhantomBlocker() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhased | IsPhased]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhased | IsPhased]] | ||
| <code>bool IsPhased() </code> | | <code>bool IsPhased() </code> | ||
| | |||
| 是否在相位状态? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPositionInRange | IsPositionInRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPositionInRange | IsPositionInRange]] | ||
| <code>bool IsPositionInRange(Vector a, float b) </code> | | <code>bool IsPositionInRange(Vector a, float b) </code> | ||
| | |||
| 是否在某点的范围内 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRangedAttacker | IsRangedAttacker]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRangedAttacker | IsRangedAttacker]] | ||
| <code>bool IsRangedAttacker() </code> | | <code>bool IsRangedAttacker() </code> | ||
| | |||
| 该单位攻击类型是否为远程攻击? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRealHero | IsRealHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRealHero | IsRealHero]] | ||
| <code>bool IsRealHero() </code> | | <code>bool IsRealHero() </code> | ||
| | |||
| 返回该单位是否为真正的英雄单位,而非小兵或是幻象。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRooted | IsRooted]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRooted | IsRooted]] | ||
| <code>bool IsRooted() </code> | | <code>bool IsRooted() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSilenced | IsSilenced]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSilenced | IsSilenced]] | ||
| <code>bool IsSilenced() </code> | | <code>bool IsSilenced() </code> | ||
| | |||
| 该单位是否被沉默? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSoftDisarmed | IsSoftDisarmed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSoftDisarmed | IsSoftDisarmed]] | ||
| <code>bool IsSoftDisarmed() </code> | | <code>bool IsSoftDisarmed() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSpeciallyDeniable | IsSpeciallyDeniable]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSpeciallyDeniable | IsSpeciallyDeniable]] | ||
| <code>bool IsSpeciallyDeniable() </code> | | <code>bool IsSpeciallyDeniable() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsStunned | IsStunned]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsStunned | IsStunned]] | ||
| <code>bool IsStunned() </code> | | <code>bool IsStunned() </code> | ||
| | |||
| 该单位是否被晕眩了? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSummoned | IsSummoned]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSummoned | IsSummoned]] | ||
| <code>bool IsSummoned() </code> | | <code>bool IsSummoned() </code> | ||
| | |||
| 此单位是否为召唤物? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsTower | IsTower]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsTower | IsTower]] | ||
| <code>bool IsTower() </code> | | <code>bool IsTower() </code> | ||
| | |||
| 此单位是否为塔? | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnableToMiss | IsUnableToMiss]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnableToMiss | IsUnableToMiss]] | ||
| <code>bool IsUnableToMiss() </code> | | <code>bool IsUnableToMiss() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnselectable | IsUnselectable]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnselectable | IsUnselectable]] | ||
| <code>bool IsUnselectable() </code> | | <code>bool IsUnselectable() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Kill | Kill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Kill | Kill]] | ||
| <code>void Kill(handle a, handle b) </code> | | <code>void Kill(handle a, handle b) </code> | ||
| | |||
| 杀死一个单位,参数为使用的技能与攻击者。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeIllusion | MakeIllusion]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeIllusion | MakeIllusion]] | ||
| <code>void MakeIllusion() </code> | | <code>void MakeIllusion() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakePhantomBlocker | MakePhantomBlocker]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakePhantomBlocker | MakePhantomBlocker]] | ||
| <code>void MakePhantomBlocker() </code> | | <code>void MakePhantomBlocker() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleDueToAttack | MakeVisibleDueToAttack]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleDueToAttack | MakeVisibleDueToAttack]] | ||
| <code>void MakeVisibleDueToAttack(int a) </code> | | <code>void MakeVisibleDueToAttack(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleToTeam | MakeVisibleToTeam]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleToTeam | MakeVisibleToTeam]] | ||
| <code>void MakeVisibleToTeam(int a, float b) </code> | | <code>void MakeVisibleToTeam(int a, float b) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ModifyHealth | ModifyHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ModifyHealth | ModifyHealth]] | ||
| <code>void ModifyHealth(int a, handle b, bool c, int d) </code> | | <code>void ModifyHealth(int a, handle b, bool c, int d) </code> | ||
| | |||
| 设置血量为所指定的值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPC | MoveToNPC]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPC | MoveToNPC]] | ||
| <code>void MoveToNPC(handle a) </code> | | <code>void MoveToNPC(handle a) </code> | ||
| | |||
| 移动至指定的单位。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPCToGiveItem | MoveToNPCToGiveItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPCToGiveItem | MoveToNPCToGiveItem]] | ||
| <code>void MoveToNPCToGiveItem(handle | |||
| | | <code>void MoveToNPCToGiveItem(handle npc, handle item) </code> | ||
| 将身上的物品丢给指定的单位。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPosition | MoveToPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPosition | MoveToPosition]] | ||
| <code>void MoveToPosition(Vector a) </code> | | <code>void MoveToPosition(Vector a) </code> | ||
| | |||
| 移动到指定的位置。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPositionAggressive | MoveToPositionAggressive]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToPositionAggressive | MoveToPositionAggressive]] | ||
| <code>void MoveToPositionAggressive(Vector a) </code> | | <code>void MoveToPositionAggressive(Vector a) </code> | ||
| | |||
| 移动到指定的位置。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToTargetToAttack | MoveToTargetToAttack]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToTargetToAttack | MoveToTargetToAttack]] | ||
| <code>void MoveToTargetToAttack(handle a) </code> | | <code>void MoveToTargetToAttack(handle a) </code> | ||
| | |||
| 移动至指定的单位,并且发动攻击。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoHealthBar | NoHealthBar]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoHealthBar | NoHealthBar]] | ||
| <code>bool NoHealthBar() </code> | | <code>bool NoHealthBar() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamMoveTo | NoTeamMoveTo]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamMoveTo | NoTeamMoveTo]] | ||
| <code>bool NoTeamMoveTo() </code> | | <code>bool NoTeamMoveTo() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamSelect | NoTeamSelect]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamSelect | NoTeamSelect]] | ||
| <code>bool NoTeamSelect() </code> | | <code>bool NoTeamSelect() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimap | NotOnMinimap]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimap | NotOnMinimap]] | ||
| <code>bool NotOnMinimap() </code> | | <code>bool NotOnMinimap() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimapForEnemies | NotOnMinimapForEnemies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimapForEnemies | NotOnMinimapForEnemies]] | ||
| <code>bool NotOnMinimapForEnemies() </code> | | <code>bool NotOnMinimapForEnemies() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoUnitCollision | NoUnitCollision]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoUnitCollision | NoUnitCollision]] | ||
| <code>bool NoUnitCollision() </code> | | <code>bool NoUnitCollision() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PassivesDisabled | PassivesDisabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PassivesDisabled | PassivesDisabled]] | ||
| <code>bool PassivesDisabled() </code> | | <code>bool PassivesDisabled() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PerformAttack | PerformAttack]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PerformAttack | PerformAttack]] | ||
| <code>void PerformAttack(handle a, bool b, bool c, bool d, bool e) </code> | | <code>void PerformAttack(handle a, bool b, bool c, bool d, bool e) </code> | ||
| | |||
| 对一单位执行攻击。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupDroppedItem | PickupDroppedItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupDroppedItem | PickupDroppedItem]] | ||
| <code>void PickupDroppedItem(handle a) </code> | | <code>void PickupDroppedItem(handle a) </code> | ||
| | |||
| 捡起掉落的物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupRune | PickupRune]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PickupRune | PickupRune]] | ||
| <code>void PickupRune(handle a) </code> | | <code>void PickupRune(handle a) </code> | ||
| | |||
| 捡起神符。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ProvidesVision | ProvidesVision]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ProvidesVision | ProvidesVision]] | ||
| <code>bool ProvidesVision() </code> | | <code>bool ProvidesVision() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ReduceMana | ReduceMana]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ReduceMana | ReduceMana]] | ||
| <code>void ReduceMana(float a) </code> | | <code>void ReduceMana(float a) </code> | ||
| | |||
| 移除单位的魔力,不过是用在该单位非自愿失去魔力,而非用在使用技能消耗魔力的情况。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveAbility | RemoveAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveAbility | RemoveAbility]] | ||
| <code>void RemoveAbility(string a) </code> | | <code>void RemoveAbility(string a) </code> | ||
| | |||
| 以技能名称移除该单位相应的技能。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveItem | RemoveItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveItem | RemoveItem]] | ||
| <code>void RemoveItem(handle a) </code> | | <code>void RemoveItem(handle a) </code> | ||
| | |||
| 将该单位库存中的过期物品移除。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByName | RemoveModifierByName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByName | RemoveModifierByName]] | ||
| <code>void RemoveModifierByName(string a) </code> | | <code>void RemoveModifierByName(string a) </code> | ||
| | |||
| 以名称移除修改器。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByNameAndCaster | RemoveModifierByNameAndCaster]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveModifierByNameAndCaster | RemoveModifierByNameAndCaster]] | ||
| <code>void RemoveModifierByNameAndCaster(string a, handle b) </code> | | <code>void RemoveModifierByNameAndCaster(string a, handle b) </code> | ||
| | |||
| 以施法者与修改器名称移除修改器。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveNoDraw | RemoveNoDraw]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveNoDraw | RemoveNoDraw]] | ||
| <code>void RemoveNoDraw() </code> | | <code>void RemoveNoDraw() </code> | ||
| Remove the no draw flag. | | Remove the no draw flag. | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RespawnUnit | RespawnUnit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RespawnUnit | RespawnUnit]] | ||
| <code>void RespawnUnit() </code> | | <code>void RespawnUnit() </code> | ||
| | |||
| 复活该单位。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SellItem | SellItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SellItem | SellItem]] | ||
| <code>void SellItem(handle a) </code> | | <code>void SellItem(handle a) </code> | ||
| | |||
| 卖出该单位的物品。 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAcquisitionRange | SetAcquisitionRange]] | |||
| <code>void SetAcquisitionRange(float a) </code> | |||
| Sets acquisition range | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAdditionalBattleMusicWeight | SetAdditionalBattleMusicWeight]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAdditionalBattleMusicWeight | SetAdditionalBattleMusicWeight]] | ||
| <code>void SetAdditionalBattleMusicWeight(float a) </code> | | <code>void SetAdditionalBattleMusicWeight(float a) </code> | ||
| | |||
| 获取当与该单位战斗时将会计算的战斗音乐权重。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttackCapability | SetAttackCapability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttackCapability | SetAttackCapability]] | ||
| <code>void SetAttackCapability(int a) </code> | | <code>void SetAttackCapability(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttacking | SetAttacking]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttacking | SetAttacking]] | ||
| <code>void SetAttacking(handle a) </code> | | <code>void SetAttacking(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseAttackTime | SetBaseAttackTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseAttackTime | SetBaseAttackTime]] | ||
| <code>void SetBaseAttackTime(float a) </code> | | <code>void SetBaseAttackTime(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMax | SetBaseDamageMax]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMax | SetBaseDamageMax]] | ||
| <code>void SetBaseDamageMax(int a) </code> | | <code>void SetBaseDamageMax(int a) </code> | ||
| | |||
| 设置基础最大攻击力。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMin | SetBaseDamageMin]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseDamageMin | SetBaseDamageMin]] | ||
| <code>void SetBaseDamageMin(int a) </code> | | <code>void SetBaseDamageMin(int a) </code> | ||
| | |||
| 设置基础最小攻击力。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseHealthRegen | SetBaseHealthRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseHealthRegen | SetBaseHealthRegen]] | ||
| <code>void SetBaseHealthRegen(float a) </code> | | <code>void SetBaseHealthRegen(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMagicalResistanceValue | SetBaseMagicalResistanceValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMagicalResistanceValue | SetBaseMagicalResistanceValue]] | ||
| <code>void SetBaseMagicalResistanceValue(float a) </code> | | <code>void SetBaseMagicalResistanceValue(float a) </code> | ||
| | |||
| 设置基础魔法抗性值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseManaRegen | SetBaseManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseManaRegen | SetBaseManaRegen]] | ||
| <code>void SetBaseManaRegen(float a) </code> | | <code>void SetBaseManaRegen(float a) </code> | ||
| | |||
| 设置基础魔力恢复值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMaxHealth | SetBaseMaxHealth]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMaxHealth | SetBaseMaxHealth]] | ||
| <code>void SetBaseMaxHealth(float a) </code> | | <code>void SetBaseMaxHealth(float a) </code> | ||
| | |||
| 设置基础最大血量。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMoveSpeed | SetBaseMoveSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseMoveSpeed | SetBaseMoveSpeed]] | ||
| <code>void SetBaseMoveSpeed(int a) </code> | | <code>void SetBaseMoveSpeed(int a) </code> | ||
| | |||
| 设置基础跑速。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetControllableByPlayer | SetControllableByPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetControllableByPlayer | SetControllableByPlayer]] | ||
| <code>void SetControllableByPlayer(int a, bool b) </code> | | <code>void SetControllableByPlayer(int a, bool b) </code> | ||
| | |||
| 以玩家ID设置该单位的控制权。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorCastTarget | SetCursorCastTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorCastTarget | SetCursorCastTarget]] | ||
| <code>void SetCursorCastTarget(handle a) </code> | | <code>void SetCursorCastTarget(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorPosition | SetCursorPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorPosition | SetCursorPosition]] | ||
| <code>void SetCursorPosition(Vector a) </code> | | <code>void SetCursorPosition(Vector a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorTargetingNothing | SetCursorTargetingNothing]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorTargetingNothing | SetCursorTargetingNothing]] | ||
| <code>void SetCursorTargetingNothing(bool a) </code> | | <code>void SetCursorTargetingNothing(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDayTimeVisionRange | SetDayTimeVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDayTimeVisionRange | SetDayTimeVisionRange]] | ||
| <code>void SetDayTimeVisionRange(int a) </code> | | <code>void SetDayTimeVisionRange(int a) </code> | ||
| | |||
| 设置基础的视间视野距离。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDeathXP | SetDeathXP]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDeathXP | SetDeathXP]] | ||
| <code>void SetDeathXP(int a) </code> | | <code>void SetDeathXP(int a) </code> | ||
| | |||
| 设置该单位的击杀经验值奖赏。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetForceAttackTarget | SetForceAttackTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetForceAttackTarget | SetForceAttackTarget]] | ||
| <code>void SetForceAttackTarget(handle a) </code> | | <code>void SetForceAttackTarget(handle a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHasInventory | SetHasInventory]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHasInventory | SetHasInventory]] | ||
| <code>void SetHasInventory(bool a) </code> | | <code>void SetHasInventory(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHullRadius | SetHullRadius]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHullRadius | SetHullRadius]] | ||
| <code>void SetHullRadius(float a) </code> | | <code>void SetHullRadius(float a) </code> | ||
| | |||
| 设置该单位的碰撞半径。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetIdleAcquire | SetIdleAcquire]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetIdleAcquire | SetIdleAcquire]] | ||
| <code>void SetIdleAcquire(bool a) </code> | | <code>void SetIdleAcquire(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetInitialGoalEntity | SetInitialGoalEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetInitialGoalEntity | SetInitialGoalEntity]] | ||
| <code>void SetInitialGoalEntity(handle a) </code> | | <code>void SetInitialGoalEntity(handle a) </code> | ||
| | |||
| 设置该单位的初始路径点。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMana | SetMana]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMana | SetMana]] | ||
| <code>void SetMana(float a) </code> | | <code>void SetMana(float a) </code> | ||
| | |||
| 设置该单位的魔力值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMaximumGoldBounty | SetMaximumGoldBounty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMaximumGoldBounty | SetMaximumGoldBounty]] | ||
| <code>void SetMaximumGoldBounty(int a) </code> | | <code>void SetMaximumGoldBounty(int a) </code> | ||
| | |||
| 设置该单位的最高赏金。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMinimumGoldBounty | SetMinimumGoldBounty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMinimumGoldBounty | SetMinimumGoldBounty]] | ||
| <code>void SetMinimumGoldBounty(int a) </code> | | <code>void SetMinimumGoldBounty(int a) </code> | ||
| | |||
| 设置该单位的最低赏金。 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetModifierStackCount | SetModifierStackCount]] | |||
| <code>void SetModifierStackCount(string modifierName, handle b, int modifierCount) </code> | |||
| Sets the stack count of a given modifier. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMoveCapability | SetMoveCapability]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMoveCapability | SetMoveCapability]] | ||
| <code>void SetMoveCapability(int a) </code> | | <code>void SetMoveCapability(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMustReachEachGoalEntity | SetMustReachEachGoalEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMustReachEachGoalEntity | SetMustReachEachGoalEntity]] | ||
| <code>void SetMustReachEachGoalEntity(bool a) </code> | | <code>void SetMustReachEachGoalEntity(bool a) </code> | ||
| | |||
| 设置该单位是否要走访每个路径点。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNeverMoveToClearSpace | SetNeverMoveToClearSpace]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNeverMoveToClearSpace | SetNeverMoveToClearSpace]] | ||
| <code>void SetNeverMoveToClearSpace(bool a) </code> | | <code>void SetNeverMoveToClearSpace(bool a) </code> | ||
| | |||
| 如果设置为True,则不会将该单位移动到净空的地方。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNightTimeVisionRange | SetNightTimeVisionRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetNightTimeVisionRange | SetNightTimeVisionRange]] | ||
| <code>void SetNightTimeVisionRange(int a) </code> | | <code>void SetNightTimeVisionRange(int a) </code> | ||
| | |||
| 设置基础夜间视野距离。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOriginalModel | SetOriginalModel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOriginalModel | SetOriginalModel]] | ||
| <code>void SetOriginalModel(string originalModel) </code> | | <code>void SetOriginalModel(string originalModel) </code> | ||
| | |||
| 设置单位原模型。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetPhysicalArmorBaseValue | SetPhysicalArmorBaseValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetPhysicalArmorBaseValue | SetPhysicalArmorBaseValue]] | ||
| <code>void SetPhysicalArmorBaseValue(float a) </code> | | <code>void SetPhysicalArmorBaseValue(float a) </code> | ||
| | |||
| 设置基础护甲值。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRangedProjectileName | SetRangedProjectileName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRangedProjectileName | SetRangedProjectileName]] | ||
| <code>void SetRangedProjectileName(string a) </code> | | <code>void SetRangedProjectileName(string a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetStolenScepter | SetStolenScepter]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetStolenScepter | SetStolenScepter]] | ||
| <code>void SetStolenScepter(bool a) </code> | | <code>void SetStolenScepter(bool a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetUnitName | SetUnitName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetUnitName | SetUnitName]] | ||
| <code>void SetUnitName(string a) </code> | | <code>void SetUnitName(string a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ShouldIdleAcquire | ShouldIdleAcquire]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ShouldIdleAcquire | ShouldIdleAcquire]] | ||
| <code>bool ShouldIdleAcquire() </code> | | <code>bool ShouldIdleAcquire() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SpendMana | SpendMana]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SpendMana | SpendMana]] | ||
| <code>void SpendMana(float a, handle b) </code> | | <code>void SpendMana(float a, handle b) </code> | ||
| | |||
| 消耗魔力,可以用在技能消耗或使用物品。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Stop | Stop]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Stop | Stop]] | ||
| <code>void Stop() </code> | | <code>void Stop() </code> | ||
| | |||
| 使该单位暂停当前动作。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SwapAbilities | SwapAbilities]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SwapAbilities | SwapAbilities]] | ||
| <code>void SwapAbilities(string a, string b, bool c, bool d) </code> | | <code>void SwapAbilities(string a, string b, bool c, bool d) </code> | ||
| | |||
| 交换两个技能的字段,并设置其是否生效。 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TimeUntilNextAttack | TimeUntilNextAttack]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TimeUntilNextAttack | TimeUntilNextAttack]] | ||
| <code>float TimeUntilNextAttack() </code> | | <code>float TimeUntilNextAttack() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerModifierDodge | TriggerModifierDodge]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerModifierDodge | TriggerModifierDodge]] | ||
| <code>bool TriggerModifierDodge() </code> | | <code>bool TriggerModifierDodge() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellAbsorb | TriggerSpellAbsorb]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellAbsorb | TriggerSpellAbsorb]] | ||
| <code>bool TriggerSpellAbsorb(handle a) </code> | | <code>bool TriggerSpellAbsorb(handle a) </code> | ||
| | |||
| 判断传递的技能是否会触发该单位的技能吸收 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.UnitCanRespawn | UnitCanRespawn]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.UnitCanRespawn | UnitCanRespawn]] | ||
| <code>bool UnitCanRespawn() </code> | | <code>bool UnitCanRespawn() </code> | ||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.AddExperience | AddExperience]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.AddExperience | AddExperience]] | ||
| <code>bool AddExperience(float amount, bool applyBotDifficultyScaling) </code> | | <code>bool AddExperience(float amount, bool applyBotDifficultyScaling) </code> | ||
| | |||
| 给单位增加经验值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.Buyback | Buyback]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.Buyback | Buyback]] | ||
| <code>void Buyback() </code> | | <code>void Buyback() </code> | ||
| | |||
| 花费金钱并买活英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CalculateStatBonus | CalculateStatBonus]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CalculateStatBonus | CalculateStatBonus]] | ||
| <code>void CalculateStatBonus() </code> | | <code>void CalculateStatBonus() </code> | ||
| | |||
| 英雄返回属性后,重新计算全部属性 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CanEarnGold | CanEarnGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.CanEarnGold | CanEarnGold]] | ||
| <code>bool CanEarnGold() </code> | | <code>bool CanEarnGold() </code> | ||
| | |||
| 返回布尔值,买活返回金钱限制时间是否少于游戏时间(其实就是是否能够正常返回金钱.....) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitMultikill | ClearLastHitMultikill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitMultikill | ClearLastHitMultikill]] | ||
| <code>void ClearLastHitMultikill() </code> | | <code>void ClearLastHitMultikill() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitStreak | ClearLastHitStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearLastHitStreak | ClearLastHitStreak]] | ||
| <code>void ClearLastHitStreak() </code> | | <code>void ClearLastHitStreak() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearStreak | ClearStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ClearStreak | ClearStreak]] | ||
| <code>void ClearStreak() </code> | | <code>void ClearStreak() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAbilityPoints | GetAbilityPoints]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAbilityPoints | GetAbilityPoints]] | ||
| <code>int GetAbilityPoints() </code> | | <code>int GetAbilityPoints() </code> | ||
| | |||
| 返回未分配的技能点数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgility | GetAgility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgility | GetAgility]] | ||
| <code>float GetAgility() </code> | | <code>float GetAgility() </code> | ||
| | |||
| 返回敏捷值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgilityGain | GetAgilityGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgilityGain | GetAgilityGain]] | ||
| <code>float GetAgilityGain() </code> | | <code>float GetAgilityGain() </code> | ||
| | |||
| 返回敏捷成长 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAssists | GetAssists]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAssists | GetAssists]] | ||
| <code>int GetAssists() </code> | | <code>int GetAssists() </code> | ||
| | |||
| 返回助攻数,数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAttacker | GetAttacker]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAttacker | GetAttacker]] | ||
| <code>int GetAttacker(int a) </code> | | <code>int GetAttacker(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseAgility | GetBaseAgility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseAgility | GetBaseAgility]] | ||
| <code>float GetBaseAgility() </code> | | <code>float GetBaseAgility() </code> | ||
| | |||
| 返回基础敏捷 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMax | GetBaseDamageMax]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMax | GetBaseDamageMax]] | ||
| <code>int GetBaseDamageMax() </code> | | <code>int GetBaseDamageMax() </code> | ||
| | |||
| 返回基础攻击伤害最大值,英雄的基础攻击伤害也会受到属性影响 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMin | GetBaseDamageMin]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseDamageMin | GetBaseDamageMin]] | ||
| <code>int GetBaseDamageMin() </code> | | <code>int GetBaseDamageMin() </code> | ||
| | |||
| 返回基础攻击伤害最小值,英雄的基础攻击伤害也会受到属性影响 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseIntellect | GetBaseIntellect]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseIntellect | GetBaseIntellect]] | ||
| <code>float GetBaseIntellect() </code> | | <code>float GetBaseIntellect() </code> | ||
| | |||
| 返回基础智力 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseStrength | GetBaseStrength]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBaseStrength | GetBaseStrength]] | ||
| <code>float GetBaseStrength() </code> | | <code>float GetBaseStrength() </code> | ||
| | |||
| 返回基础力量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat | GetBonusDamageFromPrimaryStat]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat | GetBonusDamageFromPrimaryStat]] | ||
| <code>int GetBonusDamageFromPrimaryStat() </code> | | <code>int GetBonusDamageFromPrimaryStat() </code> | ||
| | |||
| 返回来自主属性奖励的攻击伤害值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCooldownTime | GetBuybackCooldownTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCooldownTime | GetBuybackCooldownTime]] | ||
| <code>float GetBuybackCooldownTime() </code> | | <code>float GetBuybackCooldownTime() </code> | ||
| | |||
| 返回该英雄买活CD的剩余时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCost | GetBuybackCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackCost | GetBuybackCost]] | ||
| <code>int GetBuybackCost() </code> | | <code>int GetBuybackCost() </code> | ||
| | |||
| 返回买活所需金钱 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime | GetBuybackGoldLimitTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime | GetBuybackGoldLimitTime]] | ||
| <code>float GetBuybackGoldLimitTime() </code> | | <code>float GetBuybackGoldLimitTime() </code> | ||
| | |||
| 返回买活所带来的金钱惩罚剩余时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetCurrentXP | GetCurrentXP]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetCurrentXP | GetCurrentXP]] | ||
| <code>int GetCurrentXP() </code> | | <code>int GetCurrentXP() </code> | ||
| | |||
| 返回当前经验值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeathGoldCost | GetDeathGoldCost]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeathGoldCost | GetDeathGoldCost]] | ||
| <code>int GetDeathGoldCost() </code> | | <code>int GetDeathGoldCost() </code> | ||
| | |||
| 返回死亡损失金钱 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeaths | GetDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDeaths | GetDeaths]] | ||
| <code>int GetDeaths() </code> | | <code>int GetDeaths() </code> | ||
| | |||
| 返回死亡次数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDenies | GetDenies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetDenies | GetDenies]] | ||
| <code>int GetDenies() </code> | | <code>int GetDenies() </code> | ||
| | |||
| 返回反补次数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGold | GetGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGold | GetGold]] | ||
| <code>int GetGold() </code> | | <code>int GetGold() </code> | ||
| | |||
| 返回该英雄拥有者所有的金钱数量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGoldBounty | GetGoldBounty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGoldBounty | GetGoldBounty]] | ||
| <code>int GetGoldBounty() </code> | | <code>int GetGoldBounty() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetHealthRegen | GetHealthRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetHealthRegen | GetHealthRegen]] | ||
| <code>float GetHealthRegen() </code> | | <code>float GetHealthRegen() </code> | ||
| | |||
| 返回每秒生命回复,英雄生命回复受到属性影响 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed | GetIncreasedAttackSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed | GetIncreasedAttackSpeed]] | ||
| <code>float GetIncreasedAttackSpeed() </code> | | <code>float GetIncreasedAttackSpeed() </code> | ||
| | |||
| 返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellect | GetIntellect]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellect | GetIntellect]] | ||
| <code>float GetIntellect() </code> | | <code>float GetIntellect() </code> | ||
| | |||
| 返回智力值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellectGain | GetIntellectGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellectGain | GetIntellectGain]] | ||
| <code>float GetIntellectGain() </code> | | <code>float GetIntellectGain() </code> | ||
| | |||
| 返回智力成长 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetKills | GetKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetKills | GetKills]] | ||
| <code>int GetKills() </code> | | <code>int GetKills() </code> | ||
| | |||
| 返回击杀数,数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetLastHits | GetLastHits]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetLastHits | GetLastHits]] | ||
| <code>int GetLastHits() </code> | | <code>int GetLastHits() </code> | ||
| | |||
| 返回正补数,数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetManaRegen | GetManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetManaRegen | GetManaRegen]] | ||
| <code>float GetManaRegen() </code> | | <code>float GetManaRegen() </code> | ||
| | |||
| 返回每秒魔法回复,英雄魔法回复受到属性影响 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMostRecentDamageTime | GetMostRecentDamageTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMostRecentDamageTime | GetMostRecentDamageTime]] | ||
| <code>float GetMostRecentDamageTime() </code> | | <code>float GetMostRecentDamageTime() </code> | ||
| | |||
| 返回最近一次伤害时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMultipleKillCount | GetMultipleKillCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetMultipleKillCount | GetMultipleKillCount]] | ||
| <code>int GetMultipleKillCount() </code> | | <code>int GetMultipleKillCount() </code> | ||
| | |||
| 返回多杀计数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumAttackers | GetNumAttackers]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumAttackers | GetNumAttackers]] | ||
| <code>int GetNumAttackers() </code> | | <code>int GetNumAttackers() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPhysicalArmorValue | GetPhysicalArmorValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPhysicalArmorValue | GetPhysicalArmorValue]] | ||
| <code>float GetPhysicalArmorValue() </code> | | <code>float GetPhysicalArmorValue() </code> | ||
| | |||
| 返回护甲值,英雄护甲受到属性影响 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPlayerID | GetPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPlayerID | GetPlayerID]] | ||
| <code>int GetPlayerID() </code> | | <code>int GetPlayerID() </code> | ||
| | |||
| 返回英雄拥有者的ID | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryAttribute | GetPrimaryAttribute]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryAttribute | GetPrimaryAttribute]] | ||
| <code>int GetPrimaryAttribute() </code> | | <code>int GetPrimaryAttribute() </code> | ||
| | |||
| 返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryStatValue | GetPrimaryStatValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetPrimaryStatValue | GetPrimaryStatValue]] | ||
| <code>float GetPrimaryStatValue() </code> | | <code>float GetPrimaryStatValue() </code> | ||
| | |||
| 返回主属性值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnTime | GetRespawnTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnTime | GetRespawnTime]] | ||
| <code>float GetRespawnTime() </code> | | <code>float GetRespawnTime() </code> | ||
| | |||
| 返回复活时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen | GetStatsBasedManaRegen]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen | GetStatsBasedManaRegen]] | ||
| <code>float GetStatsBasedManaRegen() </code> | | <code>float GetStatsBasedManaRegen() </code> | ||
| | |||
| 返回属性提供的魔法回复 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStreak | GetStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStreak | GetStreak]] | ||
| <code>int GetStreak() </code> | | <code>int GetStreak() </code> | ||
| | |||
| 返回连杀数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrength | GetStrength]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrength | GetStrength]] | ||
| <code>float GetStrength() </code> | | <code>float GetStrength() </code> | ||
| | |||
| 返回力量值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrengthGain | GetStrengthGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrengthGain | GetStrengthGain]] | ||
| <code>float GetStrengthGain() </code> | | <code>float GetStrengthGain() </code> | ||
| | |||
| 返回力量成长 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTimeUntilRespawn | GetTimeUntilRespawn]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTimeUntilRespawn | GetTimeUntilRespawn]] | ||
| <code>float GetTimeUntilRespawn() </code> | | <code>float GetTimeUntilRespawn() </code> | ||
| | |||
| 返回复活所需的时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasAnyAvailableInventorySpace | HasAnyAvailableInventorySpace]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasAnyAvailableInventorySpace | HasAnyAvailableInventorySpace]] | ||
| <code>bool HasAnyAvailableInventorySpace() </code> | | <code>bool HasAnyAvailableInventorySpace() </code> | ||
| | |||
| 返回是否有可用物品栏空间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasFlyingVision | HasFlyingVision]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasFlyingVision | HasFlyingVision]] | ||
| <code>bool HasFlyingVision() </code> | | <code>bool HasFlyingVision() </code> | ||
| | |||
| 返回是否拥有空中视野 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasOwnerAbandoned | HasOwnerAbandoned]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasOwnerAbandoned | HasOwnerAbandoned]] | ||
| <code>bool HasOwnerAbandoned() </code> | | <code>bool HasOwnerAbandoned() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasRoomForItem | HasRoomForItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasRoomForItem | HasRoomForItem]] | ||
| <code>int HasRoomForItem(string a, bool b, bool c) </code> | | <code>int HasRoomForItem(string a, bool b, bool c) </code> | ||
| | |||
| 参数: const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HeroLevelUp | HeroLevelUp]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HeroLevelUp | HeroLevelUp]] | ||
| <code>void HeroLevelUp(bool a) </code> | | <code>void HeroLevelUp(bool a) </code> | ||
| | |||
| 升级英雄, 参数决定是否播放升级效果. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementAssists | IncrementAssists]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementAssists | IncrementAssists]] | ||
| <code>void IncrementAssists() </code> | | <code>void IncrementAssists() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDeaths | IncrementDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDeaths | IncrementDeaths]] | ||
| <code>void IncrementDeaths() </code> | | <code>void IncrementDeaths() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDenies | IncrementDenies]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementDenies | IncrementDenies]] | ||
| <code>void IncrementDenies() </code> | | <code>void IncrementDenies() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementKills | IncrementKills]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementKills | IncrementKills]] | ||
| <code>void IncrementKills(int kills) </code> | | <code>void IncrementKills(int kills) </code> | ||
| | |||
| 增加击杀数,击杀者为当前英雄,传入ID为受害者ID。数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitMultikill | IncrementLastHitMultikill]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitMultikill | IncrementLastHitMultikill]] | ||
| <code>void IncrementLastHitMultikill() </code> | | <code>void IncrementLastHitMultikill() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHits | IncrementLastHits]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHits | IncrementLastHits]] | ||
| <code>void IncrementLastHits() </code> | | <code>void IncrementLastHits() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitStreak | IncrementLastHitStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementLastHitStreak | IncrementLastHitStreak]] | ||
| <code>void IncrementLastHitStreak() </code> | | <code>void IncrementLastHitStreak() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementNearbyCreepDeaths | IncrementNearbyCreepDeaths]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementNearbyCreepDeaths | IncrementNearbyCreepDeaths]] | ||
| <code>void IncrementNearbyCreepDeaths() </code> | | <code>void IncrementNearbyCreepDeaths() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementStreak | IncrementStreak]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IncrementStreak | IncrementStreak]] | ||
| <code>void IncrementStreak() </code> | | <code>void IncrementStreak() </code> | ||
| | |||
| 数值存储在玩家资源(PlayerResource)中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsBuybackDisabledByReapersScythe | IsBuybackDisabledByReapersScythe]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsBuybackDisabledByReapersScythe | IsBuybackDisabledByReapersScythe]] | ||
| <code>bool IsBuybackDisabledByReapersScythe() </code> | | <code>bool IsBuybackDisabledByReapersScythe() </code> | ||
| | |||
| 是否被死神镰刀禁止买活 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsReincarnating | IsReincarnating]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.IsReincarnating | IsReincarnating]] | ||
| <code>bool IsReincarnating() </code> | | <code>bool IsReincarnating() </code> | ||
| | |||
| 是否处于重生中 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.KilledHero | KilledHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.KilledHero | KilledHero]] | ||
| <code>void KilledHero(handle a, handle b) </code> | | <code>void KilledHero(handle a, handle b) </code> | ||
| | |||
| 参数: 英雄, 加害者 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyAgility | ModifyAgility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyAgility | ModifyAgility]] | ||
| <code>void ModifyAgility(float a) </code> | | <code>void ModifyAgility(float a) </code> | ||
| | |||
| 增加指定值到英雄基础敏捷,随后调用CalculateStatBonus | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyGold | ModifyGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyGold | ModifyGold]] | ||
| <code>int ModifyGold(int goldAmmt, bool reliable, int reason) </code> | | <code>int ModifyGold(int goldAmmt, bool reliable, int reason) </code> | ||
| | |||
| 给予英雄金钱。参数: int 金钱数, bool 是否为可靠金钱, int 原因 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyIntellect | ModifyIntellect]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyIntellect | ModifyIntellect]] | ||
| <code>void ModifyIntellect(float a) </code> | | <code>void ModifyIntellect(float a) </code> | ||
| | |||
| 增加指定值到英雄基础智力,随后调用CalculateStatBonus | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyStrength | ModifyStrength]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ModifyStrength | ModifyStrength]] | ||
| <code>void ModifyStrength(float a) </code> | | <code>void ModifyStrength(float a) </code> | ||
| | |||
| 增加指定值到英雄基础力量,随后调用CalculateStatBonus | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.PerformTaunt | PerformTaunt]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.PerformTaunt | PerformTaunt]] | ||
| <code>void PerformTaunt() </code> | | <code>void PerformTaunt() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RecordLastHit | RecordLastHit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RecordLastHit | RecordLastHit]] | ||
| <code>void RecordLastHit() </code> | | <code>void RecordLastHit() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RespawnHero | RespawnHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RespawnHero | RespawnHero]] | ||
| <code>void RespawnHero(bool buyback, bool unknown1, bool unknown2) </code> | | <code>void RespawnHero(bool buyback, bool unknown1, bool unknown2) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetAbilityPoints | SetAbilityPoints]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetAbilityPoints | SetAbilityPoints]] | ||
| <code>void SetAbilityPoints(int a) </code> | | <code>void SetAbilityPoints(int a) </code> | ||
| | |||
| 设置当前可用技能点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseAgility | SetBaseAgility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseAgility | SetBaseAgility]] | ||
| <code>void SetBaseAgility(float a) </code> | | <code>void SetBaseAgility(float a) </code> | ||
| | |||
| 设置基础敏捷 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseIntellect | SetBaseIntellect]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseIntellect | SetBaseIntellect]] | ||
| <code>void SetBaseIntellect(float a) </code> | | <code>void SetBaseIntellect(float a) </code> | ||
| | |||
| 设置基础智力 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseStrength | SetBaseStrength]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBaseStrength | SetBaseStrength]] | ||
| <code>void SetBaseStrength(float a) </code> | | <code>void SetBaseStrength(float a) </code> | ||
| | |||
| 设置基础力量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackCooldownTime | SetBuybackCooldownTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackCooldownTime | SetBuybackCooldownTime]] | ||
| <code>void SetBuybackCooldownTime(float a) </code> | | <code>void SetBuybackCooldownTime(float a) </code> | ||
| | |||
| 设置买活冷却时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuyBackDisabledByReapersScythe | SetBuyBackDisabledByReapersScythe]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuyBackDisabledByReapersScythe | SetBuyBackDisabledByReapersScythe]] | ||
| <code>void SetBuyBackDisabledByReapersScythe(bool a) </code> | | <code>void SetBuyBackDisabledByReapersScythe(bool a) </code> | ||
| | |||
| 设置是否被死神镰刀禁止买活 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackGoldLimitTime | SetBuybackGoldLimitTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBuybackGoldLimitTime | SetBuybackGoldLimitTime]] | ||
| <code>void SetBuybackGoldLimitTime(float a) </code> | | <code>void SetBuybackGoldLimitTime(float a) </code> | ||
| | |||
| 设置买活后金钱惩罚时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetCustomDeathXP | SetCustomDeathXP]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetCustomDeathXP | SetCustomDeathXP]] | ||
| <code>void SetCustomDeathXP(int a) </code> | | <code>void SetCustomDeathXP(int a) </code> | ||
| | |||
| 设置该英雄死亡提供的经验值 Tip:需要设置GameRules! | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetGold | SetGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetGold | SetGold]] | ||
| <code>void SetGold(int | |||
| | | <code>void SetGold(int amount, bool reliableGold) </code> | ||
| 设置英雄拥有者的金钱 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPlayerID | SetPlayerID]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPlayerID | SetPlayerID]] | ||
| <code>void SetPlayerID(int a) </code> | | <code>void SetPlayerID(int a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnPosition | SetRespawnPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnPosition | SetRespawnPosition]] | ||
| <code>void SetRespawnPosition(Vector a) </code> | | <code>void SetRespawnPosition(Vector a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetTimeUntilRespawn | SetTimeUntilRespawn]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetTimeUntilRespawn | SetTimeUntilRespawn]] | ||
| <code>void SetTimeUntilRespawn(float a) </code> | | <code>void SetTimeUntilRespawn(float a) </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual | ShouldDoFlyHeightVisual]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual | ShouldDoFlyHeightVisual]] | ||
| <code>bool ShouldDoFlyHeightVisual() </code> | | <code>bool ShouldDoFlyHeightVisual() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SpendGold | SpendGold]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SpendGold | SpendGold]] | ||
| <code>void SpendGold(int | |||
| | | <code>void SpendGold(int amount, int reason) </code> | ||
| 参数: int 金钱, int 原因 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UnitCanRespawn | UnitCanRespawn]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UnitCanRespawn | UnitCanRespawn]] | ||
| <code>bool UnitCanRespawn() </code> | | <code>bool UnitCanRespawn() </code> | ||
| | |||
| 暂无 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UpgradeAbility | UpgradeAbility]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UpgradeAbility | UpgradeAbility]] | ||
| <code>void UpgradeAbility(handle a) </code> | | <code>void UpgradeAbility(handle a) </code> | ||
| | |||
| 升级指定技能,需要英雄拥有该技能和技能点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.WillReincarnate | WillReincarnate]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.WillReincarnate | WillReincarnate]] | ||
| <code>bool WillReincarnate() </code> | | <code>bool WillReincarnate() </code> | ||
| 暂无 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.AddItemDrop | AddItemDrop]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.AddItemDrop | AddItemDrop]] | ||
| <code>void AddItemDrop(handle a) </code> | | <code>void AddItemDrop(handle a) </code> | ||
| | |||
| 为该生物添加特别的道具掉落 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.CreatureLevelUp | CreatureLevelUp]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.CreatureLevelUp | CreatureLevelUp]] | ||
| <code>void CreatureLevelUp(int a) </code> | | <code>void CreatureLevelUp(int a) </code> | ||
| | |||
| 升级目标生物指定级别 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.IsChampion | IsChampion]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.IsChampion | IsChampion]] | ||
| <code>bool IsChampion() </code> | | <code>bool IsChampion() </code> | ||
| | |||
| 是否为冠军生物 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetArmorGain | SetArmorGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetArmorGain | SetArmorGain]] | ||
| <code>void SetArmorGain(float a) </code> | | <code>void SetArmorGain(float a) </code> | ||
| | |||
| 设置该生物每级增加的护甲 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetAttackTimeGain | SetAttackTimeGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetAttackTimeGain | SetAttackTimeGain]] | ||
| <code>void SetAttackTimeGain(float a) </code> | | <code>void SetAttackTimeGain(float a) </code> | ||
| | |||
| 设置该生物每级增加的攻击速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetBountyGain | SetBountyGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetBountyGain | SetBountyGain]] | ||
| <code>void SetBountyGain(int a) </code> | | <code>void SetBountyGain(int a) </code> | ||
| | |||
| 设置该生物每级增加的奖励金币 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetChampion | SetChampion]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetChampion | SetChampion]] | ||
| <code>void SetChampion(bool a) </code> | | <code>void SetChampion(bool a) </code> | ||
| | |||
| 将该生物标记为冠军生物 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDamageGain | SetDamageGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDamageGain | SetDamageGain]] | ||
| <code>void SetDamageGain(int a) </code> | | <code>void SetDamageGain(int a) </code> | ||
| | |||
| 设置该生物每级增加的攻击伤害 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDisableResistanceGain | SetDisableResistanceGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDisableResistanceGain | SetDisableResistanceGain]] | ||
| <code>void SetDisableResistanceGain(float a) </code> | | <code>void SetDisableResistanceGain(float a) </code> | ||
| | |||
| 设置该生物每级增加的控制抗性 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPGain | SetHPGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPGain | SetHPGain]] | ||
| <code>void SetHPGain(int a) </code> | | <code>void SetHPGain(int a) </code> | ||
| | |||
| 设置该生物每级增加的生命值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPRegenGain | SetHPRegenGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPRegenGain | SetHPRegenGain]] | ||
| <code>void SetHPRegenGain(float a) </code> | | <code>void SetHPRegenGain(float a) </code> | ||
| | |||
| 设置该生物每级增加的生命回复 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMagicResistanceGain | SetMagicResistanceGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMagicResistanceGain | SetMagicResistanceGain]] | ||
| <code>void SetMagicResistanceGain(float a) </code> | | <code>void SetMagicResistanceGain(float a) </code> | ||
| | |||
| 设置该生物每级增加的魔法抗性 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaGain | SetManaGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaGain | SetManaGain]] | ||
| <code>void SetManaGain(int a) </code> | | <code>void SetManaGain(int a) </code> | ||
| | |||
| 设置该生物每级增加的魔法值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaRegenGain | SetManaRegenGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaRegenGain | SetManaRegenGain]] | ||
| <code>void SetManaRegenGain(float a) </code> | | <code>void SetManaRegenGain(float a) </code> | ||
| | |||
| 设置该生物每级增加的魔法回复 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMoveSpeedGain | SetMoveSpeedGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMoveSpeedGain | SetMoveSpeedGain]] | ||
| <code>void SetMoveSpeedGain(int a) </code> | | <code>void SetMoveSpeedGain(int a) </code> | ||
| | |||
| 设置该生物每级增加的移动速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetXPGain | SetXPGain]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetXPGain | SetXPGain]] | ||
| <code>void SetXPGain(int a) </code> | | <code>void SetXPGain(int a) </code> | ||
| 设置该生物每级增加的经验值 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.GetInvulnCount | GetInvulnCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.GetInvulnCount | GetInvulnCount]] | ||
| <code>int GetInvulnCount() </code> | | <code>int GetInvulnCount() </code> | ||
| | |||
| 返回建筑无敌计数 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.SetInvulnCount | SetInvulnCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.SetInvulnCount | SetInvulnCount]] | ||
| <code>void SetInvulnCount(int a) </code> | | <code>void SetInvulnCount(int a) </code> | ||
| 设置建筑无敌计数 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ActionState | ActionState]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ActionState | ActionState]] | ||
| <code>handle ActionState() </code> | | <code>handle ActionState() </code> | ||
| | |||
| 返回该单位的ActionState物体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ClearMovementTarget | ClearMovementTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ClearMovementTarget | ClearMovementTarget]] | ||
| <code>void ClearMovementTarget() </code> | | <code>void ClearMovementTarget() </code> | ||
| | |||
| 清除移动目标实体或点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.FindSensedEnemies | FindSensedEnemies]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.FindSensedEnemies | FindSensedEnemies]] | ||
| <code>table FindSensedEnemies() </code> | | <code>table FindSensedEnemies() </code> | ||
| | |||
| 返回该单位视野锥或感应球体内所有敌方单位列表 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxSpeed | GetMaxSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxSpeed | GetMaxSpeed]] | ||
| <code>float GetMaxSpeed() </code> | | <code>float GetMaxSpeed() </code> | ||
| | |||
| 返回最大移动速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxStamina | GetMaxStamina]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxStamina | GetMaxStamina]] | ||
| <code>float GetMaxStamina() </code> | | <code>float GetMaxStamina() </code> | ||
| | |||
| 返回最大耐力值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMovementTargetEntity | GetMovementTargetEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMovementTargetEntity | GetMovementTargetEntity]] | ||
| <code>handle GetMovementTargetEntity() </code> | | <code>handle GetMovementTargetEntity() </code> | ||
| | |||
| 返回移动目标实体,如果已经设置移动目标实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSensingSphereRange | GetSensingSphereRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSensingSphereRange | GetSensingSphereRange]] | ||
| <code>float GetSensingSphereRange() </code> | | <code>float GetSensingSphereRange() </code> | ||
| | |||
| 返回单位的360度感应球体范围 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeAngle | GetSightConeAngle]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeAngle | GetSightConeAngle]] | ||
| <code>float GetSightConeAngle() </code> | | <code>float GetSightConeAngle() </code> | ||
| | |||
| 返回单位视野锥的夹角 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeRange | GetSightConeRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeRange | GetSightConeRange]] | ||
| <code>float GetSightConeRange() </code> | | <code>float GetSightConeRange() </code> | ||
| | |||
| 返回单位视野锥的范围 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetStamina | GetStamina]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetStamina | GetStamina]] | ||
| <code>float GetStamina() </code> | | <code>float GetStamina() </code> | ||
| | |||
| 返回当前耐力值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetTurnRate | GetTurnRate]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetTurnRate | GetTurnRate]] | ||
| <code>float GetTurnRate() </code> | | <code>float GetTurnRate() </code> | ||
| | |||
| 返回单位转身速度,单位为度每秒 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetUnitName | GetUnitName]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetUnitName | GetUnitName]] | ||
| <code>string GetUnitName() </code> | | <code>string GetUnitName() </code> | ||
| | |||
| 返回单位名字 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GrantItem | GrantItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GrantItem | GrantItem]] | ||
| <code>void GrantItem(string a, bool b) </code> | | <code>void GrantItem(string a, bool b) </code> | ||
| | |||
| 授予单位物品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsBlocking | IsBlocking]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsBlocking | IsBlocking]] | ||
| <code>bool IsBlocking() </code> | | <code>bool IsBlocking() </code> | ||
| | |||
| 单位是否正在格挡(不确定) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsFacing | IsFacing]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsFacing | IsFacing]] | ||
| <code>bool IsFacing(Vector a, float b) </code> | | <code>bool IsFacing(Vector a, float b) </code> | ||
| | |||
| 参数为(Vector目标点,float允许角度差)如果单位朝向目标角度低于角度差则返还true | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetBlocking | SetBlocking]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetBlocking | SetBlocking]] | ||
| <code>void SetBlocking(bool a) </code> | | <code>void SetBlocking(bool a) </code> | ||
| | |||
| 设置单位格挡状态(不确定) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMaxSpeed | SetMaxSpeed]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMaxSpeed | SetMaxSpeed]] | ||
| <code>void SetMaxSpeed(float a) </code> | | <code>void SetMaxSpeed(float a) </code> | ||
| | |||
| 设置单位最大速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetEntity | SetMovementTargetEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetEntity | SetMovementTargetEntity]] | ||
| <code>void SetMovementTargetEntity(handle a, float b) </code> | | <code>void SetMovementTargetEntity(handle a, float b) </code> | ||
| | |||
| 参数为(目标实体,跟随范围)单位向目标实体移动直到抵达指定范围内 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetPosition | SetMovementTargetPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMovementTargetPosition | SetMovementTargetPosition]] | ||
| <code>void SetMovementTargetPosition(Vector a, float b) </code> | | <code>void SetMovementTargetPosition(Vector a, float b) </code> | ||
| | |||
| 参数为(目标点,跟随范围)单位向目标点移动直到抵达指定范围内 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSensingSphereRange | SetSensingSphereRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSensingSphereRange | SetSensingSphereRange]] | ||
| <code>void SetSensingSphereRange(float a) </code> | | <code>void SetSensingSphereRange(float a) </code> | ||
| | |||
| 设置单位的360度感应球体范围 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeAngle | SetSightConeAngle]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeAngle | SetSightConeAngle]] | ||
| <code>void SetSightConeAngle(float a) </code> | | <code>void SetSightConeAngle(float a) </code> | ||
| | |||
| 设置单位的视野锥夹角 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeRange | SetSightConeRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeRange | SetSightConeRange]] | ||
| <code>void SetSightConeRange(float a) </code> | | <code>void SetSightConeRange(float a) </code> | ||
| | |||
| 设置单位的视野锥范围 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetTurnRate | SetTurnRate]] | | [[Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetTurnRate | SetTurnRate]] | ||
| <code>void SetTurnRate(float a) </code> | | <code>void SetTurnRate(float a) </code> | ||
| 设置单位转向速率(度每秒) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClientLoadGridNav | ClientLoadGridNav]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClientLoadGridNav | ClientLoadGridNav]] | ||
| <code>void ClientLoadGridNav() </code> | | <code>void ClientLoadGridNav() </code> | ||
| | |||
| 通知客户端需要载入网格信息,可用于允许客户端确定允许建筑的区域等 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerInventory | SetAlwaysShowPlayerInventory]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerInventory | SetAlwaysShowPlayerInventory]] | ||
| <code>void SetAlwaysShowPlayerInventory(bool a) </code> | | <code>void SetAlwaysShowPlayerInventory(bool a) </code> | ||
| | |||
| 在HUD中显示玩家英雄的物品栏,不管选择了哪个单位 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAnnouncerDisabled | SetAnnouncerDisabled]] | |||
| <code>void SetAnnouncerDisabled(bool enabled) </code> | |||
| Disables the dota announcer | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotThinkingEnabled | SetBotThinkingEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotThinkingEnabled | SetBotThinkingEnabled]] | ||
| <code>void SetBotThinkingEnabled(bool a) </code> | | <code>void SetBotThinkingEnabled(bool a) </code> | ||
| | |||
| 允许/禁止机器人思考,需要与Dota PvP高度相似的三路线地图、商店等 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBuybackEnabled | SetBuybackEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBuybackEnabled | SetBuybackEnabled]] | ||
| <code>void SetBuybackEnabled(bool a) </code> | | <code>void SetBuybackEnabled(bool a) </code> | ||
| | |||
| 完全允许/禁止买活 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCameraDistanceOverride | SetCameraDistanceOverride]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCameraDistanceOverride | SetCameraDistanceOverride]] | ||
| <code>void SetCameraDistanceOverride(float a) </code> | | <code>void SetCameraDistanceOverride(float a) </code> | ||
| | |||
| 设置默认的镜头距离。Dota默认为1134 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCooldownEnabled | SetCustomBuybackCooldownEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCooldownEnabled | SetCustomBuybackCooldownEnabled]] | ||
| <code>void SetCustomBuybackCooldownEnabled(bool a) </code> | | <code>void SetCustomBuybackCooldownEnabled(bool a) </code> | ||
| | |||
| 开启该选项来允许自定义买活冷却时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCostEnabled | SetCustomBuybackCostEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomBuybackCostEnabled | SetCustomBuybackCostEnabled]] | ||
| <code>void SetCustomBuybackCostEnabled(bool a) </code> | | <code>void SetCustomBuybackCostEnabled(bool a) </code> | ||
| | |||
| 开启该选项来允许自定义买活花费 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomHeroMaxLevel | SetCustomHeroMaxLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomHeroMaxLevel | SetCustomHeroMaxLevel]] | ||
| <code>void SetCustomHeroMaxLevel(int maxLevel) </code> | | <code>void SetCustomHeroMaxLevel(int maxLevel) </code> | ||
| | |||
| 定义最大英雄等级(默认为25) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomXPRequiredToReachNextLevel | SetCustomXPRequiredToReachNextLevel]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomXPRequiredToReachNextLevel | SetCustomXPRequiredToReachNextLevel]] | ||
| <code>void SetCustomXPRequiredToReachNextLevel(handle a) </code> | | <code>void SetCustomXPRequiredToReachNextLevel(handle a) </code> | ||
| | |||
| 定义英雄经验值表(table) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFixedRespawnTime | SetFixedRespawnTime]] | |||
| <code>void SetFixedRespawnTime(float time) </code> | |||
| Sets the dota respawn time. -1 for default behavior | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFogOfWarDisabled | SetFogOfWarDisabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFogOfWarDisabled | SetFogOfWarDisabled]] | ||
| <code>void SetFogOfWarDisabled(bool a) </code> | | <code>void SetFogOfWarDisabled(bool a) </code> | ||
| | |||
| 开关战争迷雾 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetGoldSoundDisabled | SetGoldSoundDisabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetGoldSoundDisabled | SetGoldSoundDisabled]] | ||
| <code>void SetGoldSoundDisabled(bool a) </code> | | <code>void SetGoldSoundDisabled(bool a) </code> | ||
| | |||
| 是否禁止获取金钱时的声音提示 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetOverrideSelectionEntity | SetOverrideSelectionEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetOverrideSelectionEntity | SetOverrideSelectionEntity]] | ||
| <code>void SetOverrideSelectionEntity(handle unit) </code> | | <code>void SetOverrideSelectionEntity(handle unit) </code> | ||
| | |||
| 覆盖默认选择实体,替代所有玩家的英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRecommendedItemsDisabled | SetRecommendedItemsDisabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRecommendedItemsDisabled | SetRecommendedItemsDisabled]] | ||
| <code>void SetRecommendedItemsDisabled(bool a) </code> | | <code>void SetRecommendedItemsDisabled(bool a) </code> | ||
| | |||
| 是否禁止显示商店中的推荐购买物品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRemoveIllusionsOnDeath | SetRemoveIllusionsOnDeath]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRemoveIllusionsOnDeath | SetRemoveIllusionsOnDeath]] | ||
| <code>void SetRemoveIllusionsOnDeath(bool a) </code> | | <code>void SetRemoveIllusionsOnDeath(bool a) </code> | ||
| | |||
| 使幻象死亡时立即消失,而不是延迟数秒 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValue | SetTopBarTeamValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValue | SetTopBarTeamValue]] | ||
| <code>void SetTopBarTeamValue(int a, int b) </code> | | <code>void SetTopBarTeamValue(int a, int b) </code> | ||
| | |||
| 设置顶端的队伍数值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesOverride | SetTopBarTeamValuesOverride]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesOverride | SetTopBarTeamValuesOverride]] | ||
| <code>void SetTopBarTeamValuesOverride(bool a) </code> | | <code>void SetTopBarTeamValuesOverride(bool a) </code> | ||
| | |||
| 是否覆盖顶端的队伍数值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesVisible | SetTopBarTeamValuesVisible]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTopBarTeamValuesVisible | SetTopBarTeamValuesVisible]] | ||
| <code>void SetTopBarTeamValuesVisible(bool a) </code> | | <code>void SetTopBarTeamValuesVisible(bool a) </code> | ||
| | |||
| 开关顶端的队伍数值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTowerBackdoorProtectionEnabled | SetTowerBackdoorProtectionEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTowerBackdoorProtectionEnabled | SetTowerBackdoorProtectionEnabled]] | ||
| <code>void SetTowerBackdoorProtectionEnabled(bool a) </code> | | <code>void SetTowerBackdoorProtectionEnabled(bool a) </code> | ||
| | |||
| 开关偷塔保护 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetUseCustomHeroLevels | SetUseCustomHeroLevels]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetUseCustomHeroLevels | SetUseCustomHeroLevels]] | ||
| <code>void SetUseCustomHeroLevels(bool a) </code> | | <code>void SetUseCustomHeroLevels(bool a) </code> | ||
| 开关自定义英雄英雄经验表,该表必须提前被定义 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.AddSubquest | AddSubquest]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.AddSubquest | AddSubquest]] | ||
| <code>void AddSubquest(handle a) </code> | | <code>void AddSubquest(handle a) </code> | ||
| | |||
| 为该任务添加子任务 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.CompleteQuest | CompleteQuest]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.CompleteQuest | CompleteQuest]] | ||
| <code>void CompleteQuest() </code> | | <code>void CompleteQuest() </code> | ||
| | |||
| 标记该任务完成 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquest | GetSubquest]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquest | GetSubquest]] | ||
| <code>handle GetSubquest(int a) </code> | | <code>handle GetSubquest(int a) </code> | ||
| | |||
| 用索引号找到该任务的子任务 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquestByName | GetSubquestByName]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquestByName | GetSubquestByName]] | ||
| <code>handle GetSubquestByName(string a) </code> | | <code>handle GetSubquestByName(string a) </code> | ||
| | |||
| 用任务名称找到该任务的子任务 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.RemoveSubquest | RemoveSubquest]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.RemoveSubquest | RemoveSubquest]] | ||
| <code>void RemoveSubquest(handle a) </code> | | <code>void RemoveSubquest(handle a) </code> | ||
| | |||
| 从该任务移除一个子任务 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceString | SetTextReplaceString]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceString | SetTextReplaceString]] | ||
| <code>void SetTextReplaceString(string a) </code> | | <code>void SetTextReplaceString(string a) </code> | ||
| | |||
| 设置该任务的文本取代字符串 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceValue | SetTextReplaceValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceValue | SetTextReplaceValue]] | ||
| <code>void SetTextReplaceValue(int a, int b) </code> | | <code>void SetTextReplaceValue(int a, int b) </code> | ||
| 设置任务数值 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.CompleteSubquest | CompleteSubquest]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.CompleteSubquest | CompleteSubquest]] | ||
| <code>void CompleteSubquest() </code> | | <code>void CompleteSubquest() </code> | ||
| | |||
| 完成子任务 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceString | SetTextReplaceString]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceString | SetTextReplaceString]] | ||
| <code>void SetTextReplaceString(string a) </code> | | <code>void SetTextReplaceString(string a) </code> | ||
| | |||
| 设置该子任务的文本取代字符串 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceValue | SetTextReplaceValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceValue | SetTextReplaceValue]] | ||
| <code>void SetTextReplaceValue(int a, int b) </code> | | <code>void SetTextReplaceValue(int a, int b) </code> | ||
| 设置子任务数值 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CPhysicsComponent.ExpensiveInstantRayCast | ExpensiveInstantRayCast]] | | [[Dota 2 Workshop Tools/Scripting/API/CPhysicsComponent.ExpensiveInstantRayCast | ExpensiveInstantRayCast]] | ||
| <code>bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) </code> | | <code>bool ExpensiveInstantRayCast(Vector a, Vector b, handle c) </code> | ||
| 进行一个立即(即阻挡)的光线投射,稍后会有handle/queue版本,并不计划实际使用这个! | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.DeleteCreatedSpawnGroups | DeleteCreatedSpawnGroups]] | | [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.DeleteCreatedSpawnGroups | DeleteCreatedSpawnGroups]] | ||
| <code>void DeleteCreatedSpawnGroups() </code> | | <code>void DeleteCreatedSpawnGroups() </code> | ||
| | |||
| 删除任何该点模板的刷新组。提示:并不删除点模板 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.ForceSpawn | ForceSpawn]] | | [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.ForceSpawn | ForceSpawn]] | ||
| <code>void ForceSpawn() </code> | | <code>void ForceSpawn() </code> | ||
| | |||
| 强制刷新该点模板指向的全部实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.GetSpawnedEntities | GetSpawnedEntities]] | | [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.GetSpawnedEntities | GetSpawnedEntities]] | ||
| <code>handle GetSpawnedEntities() </code> | | <code>handle GetSpawnedEntities() </code> | ||
| | |||
| 获取最近被刷新的实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.SetSpawnCallback | SetSpawnCallback]] | | [[Dota 2 Workshop Tools/Scripting/API/CPointTemplate.SetSpawnCallback | SetSpawnCallback]] | ||
| <code>void SetSpawnCallback(handle a, handle b) </code> | | <code>void SetSpawnCallback(handle a, handle b) </code> | ||
| 设置刷新回调(hCallbackFunc, hCallbackScope, hCallbackData ),当模板产生实体时回调。被刷新的实体作为数组被传入 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddImpulseAtPosition | AddImpulseAtPosition]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddImpulseAtPosition | AddImpulseAtPosition]] | ||
| <code>void AddImpulseAtPosition(Vector a, Vector b) </code> | | <code>void AddImpulseAtPosition(Vector a, Vector b) </code> | ||
| | |||
| 在指定的世界位置施加一个物理推动 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddVelocity | AddVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.AddVelocity | AddVelocity]] | ||
| <code>void AddVelocity(Vector a, Vector b) </code> | | <code>void AddVelocity(Vector a, Vector b) </code> | ||
| | |||
| 为物理物件增加一个线速度或角速度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.DetachFromParent | DetachFromParent]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.DetachFromParent | DetachFromParent]] | ||
| <code>void DetachFromParent() </code> | | <code>void DetachFromParent() </code> | ||
| | |||
| 从其父项(parent)中分离 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.GetSequence | GetSequence]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.GetSequence | GetSequence]] | ||
| <code><> GetSequence() </code> | | <code><> GetSequence() </code> | ||
| | |||
| 返回激活的序列(sequence) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.IsAttachedToParent | IsAttachedToParent]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.IsAttachedToParent | IsAttachedToParent]] | ||
| <code>bool IsAttachedToParent() </code> | | <code>bool IsAttachedToParent() </code> | ||
| | |||
| 是否依附父项(parent) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.LookupSequence | LookupSequence]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.LookupSequence | LookupSequence]] | ||
| <code><> LookupSequence(string a) </code> | | <code><> LookupSequence(string a) </code> | ||
| | |||
| 输入名字返回序列(sequence)ID | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SequenceDuration | SequenceDuration]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SequenceDuration | SequenceDuration]] | ||
| <code>float SequenceDuration(string a) </code> | | <code>float SequenceDuration(string a) </code> | ||
| | |||
| 按秒数返回指定序列(sequence)的持续时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAngularVelocity | SetAngularVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAngularVelocity | SetAngularVelocity]] | ||
| <code>void SetAngularVelocity(Vector a) </code> | | <code>void SetAngularVelocity(Vector a) </code> | ||
| 暂无描述 | | 暂无描述 | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAnimation | SetAnimation]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAnimation | SetAnimation]] | ||
| <code>void SetAnimation(string a) </code> | | <code>void SetAnimation(string a) </code> | ||
| | |||
| 输入动画名称播放动作,需要模型拥有该动画 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetBodyGroup | SetBodyGroup]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetBodyGroup | SetBodyGroup]] | ||
| <code>void SetBodyGroup(string a) </code> | | <code>void SetBodyGroup(string a) </code> | ||
| 暂无描述 | | 暂无描述 | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetMaterialGroup | SetMaterialGroup]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetMaterialGroup | SetMaterialGroup]] | ||
| <code>void SetMaterialGroup(utlstringtoken a) </code> | | <code>void SetMaterialGroup(utlstringtoken a) </code> | ||
| 暂无描述 | | 暂无描述 | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetVelocity | SetVelocity]] | | [[Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetVelocity | SetVelocity]] | ||
| <code>void SetVelocity(Vector velocity) </code> | | <code>void SetVelocity(Vector velocity) </code> | ||
| 暂无描述 | | 暂无描述 | ||
| | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentAngles | GetAttachmentAngles]] | |||
| <code>Vector GetAttachmentAngles(int a) </code> | | <code>Vector GetAttachmentAngles(int a) </code> | ||
| | |||
| 获得指定ID附件的角度,返回vector(p,y,r) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentOrigin | GetAttachmentOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentOrigin | GetAttachmentOrigin]] | ||
| <code>Vector GetAttachmentOrigin(int a) </code> | | <code>Vector GetAttachmentOrigin(int a) </code> | ||
| | |||
| 获得指定ID附件的源vector | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.IsSequenceFinished | IsSequenceFinished]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.IsSequenceFinished | IsSequenceFinished]] | ||
| <code>bool IsSequenceFinished() </code> | | <code>bool IsSequenceFinished() </code> | ||
| | |||
| 查询主序列是否播放结束 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.ScriptLookupAttachment | ScriptLookupAttachment]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.ScriptLookupAttachment | ScriptLookupAttachment]] | ||
| <code>int ScriptLookupAttachment(string a) </code> | | <code>int ScriptLookupAttachment(string a) </code> | ||
| | |||
| 获得指定名序列的ID | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetBodygroup | SetBodygroup]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetBodygroup | SetBodygroup]] | ||
| <code>void SetBodygroup(int a, int b) </code> | | <code>void SetBodygroup(int a, int b) </code> | ||
| | |||
| 设置一个bodygroup | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetModelScale | SetModelScale]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetModelScale | SetModelScale]] | ||
| <code>void SetModelScale(float scale) </code> | | <code>void SetModelScale(float scale) </code> | ||
| | |||
| 设置模型放大率。如果模型缩放为1,使用SetModelScale(10.0)将放大率设置成10.0. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetPoseParameter | SetPoseParameter]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetPoseParameter | SetPoseParameter]] | ||
| <code>float SetPoseParameter(string a, float b) </code> | | <code>float SetPoseParameter(string a, float b) </code> | ||
| 将指定的位置参数(pose parameter)设定为指定值 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetEquippedWeapons | GetEquippedWeapons]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetEquippedWeapons | GetEquippedWeapons]] | ||
| <code>table GetEquippedWeapons() </code> | | <code>table GetEquippedWeapons() </code> | ||
| GetEquippedWeapons() : | |||
| GetEquippedWeapons(): 获取一个装备武器的数组 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetWeaponCount | GetWeaponCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetWeaponCount | GetWeaponCount]] | ||
| <code>int GetWeaponCount() </code> | | <code>int GetWeaponCount() </code> | ||
| GetWeaponCount(): 获取当前装备的武器数量 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile | CreateLinearProjectile]] | | [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile | CreateLinearProjectile]] | ||
| <code>int CreateLinearProjectile( | |||
| | | <code>int CreateLinearProjectile(table infoTable) </code> | ||
| 创建一个线性投射物并返回其ID | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateTrackingProjectile | CreateTrackingProjectile]] | | [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateTrackingProjectile | CreateTrackingProjectile]] | ||
| <code>void CreateTrackingProjectile(handle a) </code> | | <code>void CreateTrackingProjectile(handle a) </code> | ||
| | |||
| 创建一个追踪投射物 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.DestroyLinearProjectile | DestroyLinearProjectile]] | | [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.DestroyLinearProjectile | DestroyLinearProjectile]] | ||
| <code>void DestroyLinearProjectile(int a) </code> | | <code>void DestroyLinearProjectile(int a) </code> | ||
| | |||
| 摧毁指定ID的线性投射物 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.ProjectileDodge | ProjectileDodge]] | | [[Dota 2 Workshop Tools/Scripting/API/ProjectileManager.ProjectileDodge | ProjectileDodge]] | ||
| <code>void ProjectileDodge(handle a) </code> | | <code>void ProjectileDodge(handle a) </code> | ||
| 使得特定单位躲避投射物 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Disable | Disable]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Disable | Disable]] | ||
| <code>void Disable() </code> | | <code>void Disable() </code> | ||
| | |||
| 禁止触发器 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Enable | Enable]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Enable | Enable]] | ||
| <code>void Enable() </code> | | <code>void Enable() </code> | ||
| | |||
| 允许触发器 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.IsTouching | IsTouching]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.IsTouching | IsTouching]] | ||
| <code>bool IsTouching(handle a) </code> | | <code>bool IsTouching(handle a) </code> | ||
| 检查指定实体是否正在接触触发器 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntity | SpawnEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntity | SpawnEntity]] | ||
| <code>void SpawnEntity() </code> | | <code>void SpawnEntity() </code> | ||
| | |||
| 在生成器的位置创建一个实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtEntityOrigin | SpawnEntityAtEntityOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtEntityOrigin | SpawnEntityAtEntityOrigin]] | ||
| <code>void SpawnEntityAtEntityOrigin(handle a) </code> | | <code>void SpawnEntityAtEntityOrigin(handle a) </code> | ||
| | |||
| 在指定实体的位置立刻创建一个实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtLocation | SpawnEntityAtLocation]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtLocation | SpawnEntityAtLocation]] | ||
| <code>void SpawnEntityAtLocation(Vector a, Vector b) </code> | | <code>void SpawnEntityAtLocation(Vector a, Vector b) </code> | ||
| | |||
| 在指定位置和方向创建一个实体,方向是角度制欧拉角(pitch, yaw, roll) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin | SpawnEntityAtNamedEntityOrigin]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin | SpawnEntityAtNamedEntityOrigin]] | ||
| <code>void SpawnEntityAtNamedEntityOrigin(string a) </code> | | <code>void SpawnEntityAtNamedEntityOrigin(string a) </code> | ||
| 在指定名字实体的位置创建一个实体 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAVoteSystem.StartVote | StartVote]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAVoteSystem.StartVote | StartVote]] | ||
| <code>void StartVote(handle a) </code> | | <code>void StartVote(handle a) </code> | ||
| 开始投票,详细由传入的table制定 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CMarkupVolumeTagged.HasTag | HasTag]] | | [[Dota 2 Workshop Tools/Scripting/API/CMarkupVolumeTagged.HasTag | HasTag]] | ||
| <code>bool HasTag(string a) </code> | | <code>bool HasTag(string a) </code> | ||
| 查询该卷是否带有指定标签 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.AddResource | AddResource]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.AddResource | AddResource]] | ||
| <code>void AddResource(string a) </code> | | <code>void AddResource(string a) </code> | ||
| | |||
| 预缓存指定资源 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.GetValue | GetValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.GetValue | GetValue]] | ||
| <code>table GetValue(string a) </code> | | <code>table GetValue(string a) </code> | ||
| 读取一个键值(spawn key) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptKeyValues.GetValue | GetValue]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptKeyValues.GetValue | GetValue]] | ||
| <code>table GetValue(string a) </code> | | <code>table GetValue(string a) </code> | ||
| Reads a spawn key | | Reads a spawn key | ||
|} | |} | ||
=== CScriptParticleManager === | === CScriptParticleManager === | ||
'' | |||
''No Description Set'' | |||
''Global accessor variable:'' <code>ParticleManager</code> | ''Global accessor variable:'' <code>ParticleManager</code> | ||
{| class="standard-table" style="width: 100%;" | {| class="standard-table" style="width: 100%;" | ||
! | |||
! | ! 函数名 | ||
! | |||
! 函数原型 | |||
! 解释 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticle | CreateParticle]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticle | CreateParticle]] | ||
| <code>int CreateParticle(string particleName, int particleAttach, handle owningEntity) </code> | | <code>int CreateParticle(string particleName, int particleAttach, handle owningEntity) </code> | ||
| | |||
| 创建一个新的粒子特效 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticleForPlayer | CreateParticleForPlayer]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticleForPlayer | CreateParticleForPlayer]] | ||
| <code>int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer) </code> | | <code>int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer) </code> | ||
| | |||
| 创建一个只对指定玩家播放的粒子特效 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.GetParticleReplacement | GetParticleReplacement]] | |||
| <code>string GetParticleReplacement(string a, handle b) </code> | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.DestroyParticle | DestroyParticle]] | ||
| <code>void DestroyParticle(int particleID, bool immediately) </code> | |||
| Destroys particle. | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.GetParticleReplacement | GetParticleReplacement]] | |||
| <code>string GetParticleReplacement(string a, handle b) </code> | |||
| 暂无描述 | | 暂无描述 | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.ReleaseParticleIndex | ReleaseParticleIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.ReleaseParticleIndex | ReleaseParticleIndex]] | ||
| <code>void ReleaseParticleIndex(int particleId) </code> | | <code>void ReleaseParticleIndex(int particleId) </code> | ||
| | |||
| 施放指定粒子特效索引号 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleAlwaysSimulate | SetParticleAlwaysSimulate]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleAlwaysSimulate | SetParticleAlwaysSimulate]] | ||
| <code>void SetParticleAlwaysSimulate(int a) </code> | | <code>void SetParticleAlwaysSimulate(int a) </code> | ||
| 暂无描述 | | 暂无描述 | ||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControl | SetParticleControl]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControl | SetParticleControl]] | ||
| <code>void SetParticleControl(int particleId, int controlIndex, Vector controlData) </code> | | <code>void SetParticleControl(int particleId, int controlIndex, Vector controlData) </code> | ||
| | |||
| 设置控制粒子特效的控制点数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlEnt | SetParticleControlEnt]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlEnt | SetParticleControlEnt]] | ||
| <code>void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g) </code> | | <code>void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g) </code> | ||
| 暂无描述 | | 暂无描述 | ||
| | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetAllHeroes | GetAllHeroes]] | |||
| <code>table GetAllHeroes() </code> | | <code>table GetAllHeroes() </code> | ||
| | |||
| 返回当前世界全部英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHero | GetHero]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHero | GetHero]] | ||
| <code>handle GetHero(int heroId) </code> | | <code>handle GetHero(int heroId) </code> | ||
| | |||
| 获取英雄列表中第N位英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHeroCount | GetHeroCount]] | | [[Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHeroCount | GetHeroCount]] | ||
| <code>int GetHeroCount() </code> | | <code>int GetHeroCount() </code> | ||
| 返回当前世界英雄数目 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.AddOutput | AddOutput]] | | [[Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.AddOutput | AddOutput]] | ||
| <code>void AddOutput(string a, string b) </code> | | <code>void AddOutput(string a, string b) </code> | ||
| | |||
| 增加一个输出 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.Init | Init]] | | [[Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.Init | Init]] | ||
| <code>void Init(int a) </code> | | <code>void Init(int a) </code> | ||
| 初始化输出 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetFarRange | SetFarRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetFarRange | SetFarRange]] | ||
| <code>void SetFarRange(float a) </code> | | <code>void SetFarRange(float a) </code> | ||
| | |||
| 设置光照最大距离 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetLinearAttenuation | SetLinearAttenuation]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetLinearAttenuation | SetLinearAttenuation]] | ||
| <code>void SetLinearAttenuation(float a) </code> | | <code>void SetLinearAttenuation(float a) </code> | ||
| | |||
| 设置光照线性淡化值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetNearRange | SetNearRange]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetNearRange | SetNearRange]] | ||
| <code>void SetNearRange(float a) </code> | | <code>void SetNearRange(float a) </code> | ||
| | |||
| 设置光照最小距离 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetQuadraticAttenuation | SetQuadraticAttenuation]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetQuadraticAttenuation | SetQuadraticAttenuation]] | ||
| <code>void SetQuadraticAttenuation(float a) </code> | | <code>void SetQuadraticAttenuation(float a) </code> | ||
| | |||
| 设置光照二次项淡化值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetVolumetrics | SetVolumetrics]] | | [[Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetVolumetrics | SetVolumetrics]] | ||
| <code>void SetVolumetrics(bool a, float b, float c, int d, float e) </code> | | <code>void SetVolumetrics(bool a, float b, float c, int d, float e) </code> | ||
| 开关体积光参数: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryColor | QueryColor]] | | [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryColor | QueryColor]] | ||
| <code>Vector QueryColor(utlstringtoken a, Vector b) </code> | | <code>Vector QueryColor(utlstringtoken a, Vector b) </code> | ||
| | |||
| 查询该键值颜色数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryFloat | QueryFloat]] | | [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryFloat | QueryFloat]] | ||
| <code>float QueryFloat(utlstringtoken a, float b) </code> | | <code>float QueryFloat(utlstringtoken a, float b) </code> | ||
| | |||
| 查询该键值浮点(float)数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryInt | QueryInt]] | | [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryInt | QueryInt]] | ||
| <code>int QueryInt(utlstringtoken a, int b) </code> | | <code>int QueryInt(utlstringtoken a, int b) </code> | ||
| | |||
| 查询该键值整型(int)数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryNumber | QueryNumber]] | | [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryNumber | QueryNumber]] | ||
| <code>float QueryNumber(utlstringtoken a, float b) </code> | | <code>float QueryNumber(utlstringtoken a, float b) </code> | ||
| | |||
| 查询该键值数值数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryString | QueryString]] | | [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryString | QueryString]] | ||
| <code>string QueryString(utlstringtoken a, string b) </code> | | <code>string QueryString(utlstringtoken a, string b) </code> | ||
| | |||
| 查询该键值字符串(string)数据 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryVector | QueryVector]] | | [[Dota 2 Workshop Tools/Scripting/API/CInfoData.QueryVector | QueryVector]] | ||
| <code>Vector QueryVector(utlstringtoken a, Vector b) </code> | | <code>Vector QueryVector(utlstringtoken a, Vector b) </code> | ||
| 查询该键值矢量(vector)数据 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.DisableMotion | DisableMotion]] | | [[Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.DisableMotion | DisableMotion]] | ||
| <code>void DisableMotion() </code> | | <code>void DisableMotion() </code> | ||
| | |||
| 禁止该元件运动 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.EnableMotion | EnableMotion]] | | [[Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.EnableMotion | EnableMotion]] | ||
| <code>void EnableMotion() </code> | | <code>void EnableMotion() </code> | ||
| 允许该元件运动 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Defeated | Defeated]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Defeated | Defeated]] | ||
| <code>void Defeated() </code> | | <code>void Defeated() </code> | ||
| | |||
| 摧毁遗迹等 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.DidMatchSignoutTimeOut | DidMatchSignoutTimeOut]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.DidMatchSignoutTimeOut | DidMatchSignoutTimeOut]] | ||
| <code>bool DidMatchSignoutTimeOut() </code> | | <code>bool DidMatchSignoutTimeOut() </code> | ||
| | |||
| 当游戏结束,等待弹窗时为真 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty | GetCustomGameDifficulty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty | GetCustomGameDifficulty]] | ||
| <code>int GetCustomGameDifficulty() </code> | | <code>int GetCustomGameDifficulty() </code> | ||
| | |||
| 返回自定义游戏模式难度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDifficulty | GetDifficulty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDifficulty | GetDifficulty]] | ||
| <code>int GetDifficulty() </code> | | <code>int GetDifficulty() </code> | ||
| | |||
| 返回自定义游戏模式难度 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDroppedItem | GetDroppedItem]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDroppedItem | GetDroppedItem]] | ||
| <code>handle GetDroppedItem(int dropIndex) </code> | | <code>handle GetDroppedItem(int dropIndex) </code> | ||
| | |||
| 获得第X个掉落物品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameModeEntity | GetGameModeEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameModeEntity | GetGameModeEntity]] | ||
| <code>handle GetGameModeEntity() </code> | | <code>handle GetGameModeEntity() </code> | ||
| | |||
| 设置游戏模式实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameTime | GetGameTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameTime | GetGameTime]] | ||
| <code>float GetGameTime() </code> | | <code>float GetGameTime() </code> | ||
| | |||
| 返回游戏开始后经过的秒数,暂停时间不计算在内 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetMatchSignoutComplete | GetMatchSignoutComplete]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetMatchSignoutComplete | GetMatchSignoutComplete]] | ||
| <code>bool GetMatchSignoutComplete() </code> | | <code>bool GetMatchSignoutComplete() </code> | ||
| | |||
| 是否已经接受包含回报信息的弹窗 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianFightStartTime | GetNianFightStartTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianFightStartTime | GetNianFightStartTime]] | ||
| <code>float GetNianFightStartTime() </code> | | <code>float GetNianFightStartTime() </code> | ||
| | |||
| 获得年兽大战开始时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianTotalDamageTaken | GetNianTotalDamageTaken]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetNianTotalDamageTaken | GetNianTotalDamageTaken]] | ||
| <code>int GetNianTotalDamageTaken() </code> | | <code>int GetNianTotalDamageTaken() </code> | ||
| | |||
| 芳晓活动,获得年兽受到的总伤害 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetTimeOfDay | GetTimeOfDay]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetTimeOfDay | GetTimeOfDay]] | ||
| <code>float GetTimeOfDay() </code> | | <code>float GetTimeOfDay() </code> | ||
| | |||
| 获取一天中的时间(游戏时间) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsDaytime | IsDaytime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsDaytime | IsDaytime]] | ||
| <code>bool IsDaytime() </code> | | <code>bool IsDaytime() </code> | ||
| | |||
| 是否是白天 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.MakeTeamLose | MakeTeamLose]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.MakeTeamLose | MakeTeamLose]] | ||
| <code>void MakeTeamLose(int team) </code> | | <code>void MakeTeamLose(int team) </code> | ||
| | |||
| 使指定队伍失败 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.NumDroppedItems | NumDroppedItems]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.NumDroppedItems | NumDroppedItems]] | ||
| <code>int NumDroppedItems() </code> | | <code>int NumDroppedItems() </code> | ||
| | |||
| 返回当前掉落在地面的物品数量 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Playtesting_UpdateAddOnKeyValues | Playtesting_UpdateAddOnKeyValues]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Playtesting_UpdateAddOnKeyValues | Playtesting_UpdateAddOnKeyValues]] | ||
| <code>void Playtesting_UpdateAddOnKeyValues() </code> | | <code>void Playtesting_UpdateAddOnKeyValues() </code> | ||
| | |||
| 从磁盘数据中更新自定义英雄、单位、技能的键值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetDefeated | ResetDefeated]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetDefeated | ResetDefeated]] | ||
| <code>void ResetDefeated() </code> | | <code>void ResetDefeated() </code> | ||
| | |||
| 遗迹摧毁后重新开始 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetToHeroSelection | ResetToHeroSelection]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.ResetToHeroSelection | ResetToHeroSelection]] | ||
| <code>void ResetToHeroSelection() </code> | | <code>void ResetToHeroSelection() </code> | ||
| | |||
| 重新开始时选择英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SendCustomMessage | SendCustomMessage]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SendCustomMessage | SendCustomMessage]] | ||
| <code>void SendCustomMessage(string message, int teamID, int unknown(1?)) </code> | | <code>void SendCustomMessage(string message, int teamID, int unknown(1?)) </code> | ||
| Displays a | |||
| Displays a l 在左侧文本框显示一行文本,通常用来提示死亡、反补队友、买活等信息。使用严格HTML格式(<br>,<u>,<font>) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCreepMinimapIconScale | SetCreepMinimapIconScale]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCreepMinimapIconScale | SetCreepMinimapIconScale]] | ||
| <code>void SetCreepMinimapIconScale(float scale) </code> | | <code>void SetCreepMinimapIconScale(float scale) </code> | ||
| | |||
| 在小地图上缩放中立生物图标 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameDifficulty | SetCustomGameDifficulty]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameDifficulty | SetCustomGameDifficulty]] | ||
| <code>void SetCustomGameDifficulty(int a) </code> | | <code>void SetCustomGameDifficulty(int a) </code> | ||
| | |||
| 设置自定义游戏模式难度等级 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameEndDelay | SetCustomGameEndDelay]] | |||
| <code>void SetCustomGameEndDelay(float delay) </code> | |||
| Sets the delay time until the game ends | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessageDuration | SetCustomVictoryMessageDuration]] | |||
| <code>void SetCustomVictoryMessageDuration(float duration) </code> | |||
| Sets how long the custom victory message should last | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetFirstBloodActive | SetFirstBloodActive]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetFirstBloodActive | SetFirstBloodActive]] | ||
| <code>void SetFirstBloodActive(bool a) </code> | | <code>void SetFirstBloodActive(bool a) </code> | ||
| | |||
| 设置第一滴血是否已经产生 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGameWinner | SetGameWinner]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGameWinner | SetGameWinner]] | ||
| <code>void SetGameWinner(int team) </code> | | <code>void SetGameWinner(int team) </code> | ||
| | |||
| 使指定队伍胜利 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldPerTick | SetGoldPerTick]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldPerTick | SetGoldPerTick]] | ||
| <code>void SetGoldPerTick(int a) </code> | | <code>void SetGoldPerTick(int a) </code> | ||
| | |||
| 设置每个时间间隔获得的金币 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldTickTime | SetGoldTickTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetGoldTickTime | SetGoldTickTime]] | ||
| <code>void SetGoldTickTime(float a) </code> | | <code>void SetGoldTickTime(float a) </code> | ||
| | |||
| 设置获得金币的时间周期 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules. | |||
| <code>void | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroMinimapIconScale | SetHeroMinimapIconScale]] | ||
| | |||
| <code>void SetHeroMinimapIconScale(int iconSize) </code> | |||
| 设置小地图英雄图标尺寸 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroRespawnEnabled | SetHeroRespawnEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroRespawnEnabled | SetHeroRespawnEnabled]] | ||
| <code>void SetHeroRespawnEnabled(bool canRespawn) </code> | | <code>void SetHeroRespawnEnabled(bool canRespawn) </code> | ||
| | |||
| 设置是否使用默认英雄复活规则 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroSelectionTime | SetHeroSelectionTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroSelectionTime | SetHeroSelectionTime]] | ||
| <code>void SetHeroSelectionTime(float time) </code> | | <code>void SetHeroSelectionTime(float time) </code> | ||
| | |||
| 设置选择英雄的时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHideKillMessageHeaders | SetHideKillMessageHeaders]] | |||
| <code>void SetHideKillMessageHeaders(bool hide) </code> | |||
| Sets whether or not the kill banners should be hidden | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetNianFightStartTime | SetNianFightStartTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetNianFightStartTime | SetNianFightStartTime]] | ||
| <code>void SetNianFightStartTime(float a) </code> | | <code>void SetNianFightStartTime(float a) </code> | ||
| | |||
| 设置年兽大战开始时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetOverlayHealthBarUnit | SetOverlayHealthBarUnit]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetOverlayHealthBarUnit | SetOverlayHealthBarUnit]] | ||
| <code>void SetOverlayHealthBarUnit(handle unit, int style) </code> | | <code>void SetOverlayHealthBarUnit(handle unit, int style) </code> | ||
| | |||
| 在前端蒙版生命条上显示单位生命值 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPostGameTime | SetPostGameTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPostGameTime | SetPostGameTime]] | ||
| <code>void SetPostGameTime(float time) </code> | | <code>void SetPostGameTime(float time) </code> | ||
| | |||
| 设置在结束游戏后服务器与玩家断线前的时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPreGameTime | SetPreGameTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetPreGameTime | SetPreGameTime]] | ||
| <code>void SetPreGameTime(float time) </code> | | <code>void SetPreGameTime(float time) </code> | ||
| | |||
| 设置选择英雄与开始游戏之间的时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneMinimapIconScale | SetRuneMinimapIconScale]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneMinimapIconScale | SetRuneMinimapIconScale]] | ||
| <code>void SetRuneMinimapIconScale(float scale) </code> | | <code>void SetRuneMinimapIconScale(float scale) </code> | ||
| | |||
| 缩放小地图神符图标 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneSpawnTime | SetRuneSpawnTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetRuneSpawnTime | SetRuneSpawnTime]] | ||
| <code>void SetRuneSpawnTime(float time) </code> | | <code>void SetRuneSpawnTime(float time) </code> | ||
| | |||
| 设置神符刷新时间 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSafeToLeave | SetSafeToLeave]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSafeToLeave | SetSafeToLeave]] | ||
| <code>void SetSafeToLeave(bool safeToLeave) </code> | | <code>void SetSafeToLeave(bool safeToLeave) </code> | ||
| | |||
| 标记游戏可安全离开 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSameHeroSelectionEnabled | SetSameHeroSelectionEnabled]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetSameHeroSelectionEnabled | SetSameHeroSelectionEnabled]] | ||
| <code>void SetSameHeroSelectionEnabled(bool enabled) </code> | | <code>void SetSameHeroSelectionEnabled(bool enabled) </code> | ||
| | |||
| 允许选择重复英雄 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTimeOfDay | SetTimeOfDay]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTimeOfDay | SetTimeOfDay]] | ||
| <code>void SetTimeOfDay(float time) </code> | | <code>void SetTimeOfDay(float time) </code> | ||
| | |||
| 设置一天中的时间(游戏时间) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTreeRegrowTime | SetTreeRegrowTime]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetTreeRegrowTime | SetTreeRegrowTime]] | ||
| <code>void SetTreeRegrowTime(float time) </code> | | <code>void SetTreeRegrowTime(float time) </code> | ||
| | |||
| 设置树重新生长的时间(秒) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseBaseGoldBountyOnHeroes | SetUseBaseGoldBountyOnHeroes]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseBaseGoldBountyOnHeroes | SetUseBaseGoldBountyOnHeroes]] | ||
| <code>void SetUseBaseGoldBountyOnHeroes(bool a) </code> | | <code>void SetUseBaseGoldBountyOnHeroes(bool a) </code> | ||
| | |||
| 英雄将使用基础NPC规则来决定赏金,而不是DOTA指定规则 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseCustomHeroXPValues | SetUseCustomHeroXPValues]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseCustomHeroXPValues | SetUseCustomHeroXPValues]] | ||
| <code>void SetUseCustomHeroXPValues(bool a) </code> | | <code>void SetUseCustomHeroXPValues(bool a) </code> | ||
| | |||
| 允许英雄提供指定数目的经验值(必须先设置) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseUniversalShopMode | SetUseUniversalShopMode]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetUseUniversalShopMode | SetUseUniversalShopMode]] | ||
| <code>void SetUseUniversalShopMode(bool enabled) </code> | | <code>void SetUseUniversalShopMode(bool enabled) </code> | ||
| | |||
| 为真时,所有物品当处于任意商店范围内时都能购买到,包括秘密商店物品 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.State_Get | State_Get]] | | [[Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.State_Get | State_Get]] | ||
| <code><> State_Get() </code> | | <code><> State_Get() </code> | ||
| 获取当前游戏规则状态 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetBloomScale | GetBloomScale]] | | [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetBloomScale | GetBloomScale]] | ||
| <code>float GetBloomScale() </code> | | <code>float GetBloomScale() </code> | ||
| | |||
| 获取该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMaxExposure | GetMaxExposure]] | | [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMaxExposure | GetMaxExposure]] | ||
| <code>float GetMaxExposure() </code> | | <code>float GetMaxExposure() </code> | ||
| | |||
| 获取该光泽贴图控制器(tonemap controller)的最大曝光(max exposure) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMinExposure | GetMinExposure]] | | [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMinExposure | GetMinExposure]] | ||
| <code>float GetMinExposure() </code> | | <code>float GetMinExposure() </code> | ||
| | |||
| 获取该光泽贴图控制器(tonemap controller)的最小曝光(min exposure) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetBloomScale | SetBloomScale]] | | [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetBloomScale | SetBloomScale]] | ||
| <code>void SetBloomScale(float a) </code> | | <code>void SetBloomScale(float a) </code> | ||
| | |||
| 设置该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMaxExposure | SetMaxExposure]] | | [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMaxExposure | SetMaxExposure]] | ||
| <code>void SetMaxExposure(float a) </code> | | <code>void SetMaxExposure(float a) </code> | ||
| | |||
| 设置该光泽贴图控制器(tonemap controller)的最大曝光(max exposure) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMinExposure | SetMinExposure]] | | [[Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMinExposure | SetMinExposure]] | ||
| <code>void SetMinExposure(float a) </code> | | <code>void SetMinExposure(float a) </code> | ||
| 设置该光泽贴图控制器(tonemap controller)的最小曝光(min exposure) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Axis | Axis]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Axis | Axis]] | ||
| <code>void Axis(Vector a, Quaternion b, float c, bool d, float e) </code> | | <code>void Axis(Vector a, Quaternion b, float c, bool d, float e) </code> | ||
| | |||
| 绘制一个轴线。在世界空间中指定出发点和方向 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Box | Box]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Box | Box]] | ||
| <code>void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code> | | <code>void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code> | ||
| | |||
| 绘制一个世界空间轴向盒。在世界空间中指定边界 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.BoxAngles | BoxAngles]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.BoxAngles | BoxAngles]] | ||
| <code>void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) </code> | | <code>void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j) </code> | ||
| | |||
| 在出发点绘制一个定向盒。在世界空间中指定边界 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Capsule | Capsule]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Capsule | Capsule]] | ||
| <code>void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | | <code>void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
| | |||
| 绘制一个胶囊体。在世界空间中指定基部 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Circle | Circle]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Circle | Circle]] | ||
| <code>void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code> | | <code>void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
| | |||
| 绘制一个圆。在世界空间中指定中心 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.CircleScreenOriented | CircleScreenOriented]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.CircleScreenOriented | CircleScreenOriented]] | ||
| <code>void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | | <code>void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
| | |||
| 绘制一个指向屏幕的圆。在世界空间中指定中心 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cone | Cone]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cone | Cone]] | ||
| <code>void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | | <code>void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
| | |||
| 绘制一个线框锥形。在世界空间中指定结束点和方向 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross | Cross]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross | Cross]] | ||
| <code>void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | | <code>void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
| | |||
| 绘制一个对齐屏幕的十字。在世界空间中指定出发点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3D | Cross3D]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3D | Cross3D]] | ||
| <code>void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | | <code>void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
| | |||
| 绘制一个对齐世界的十字。在世界空间中指定出发点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3DOriented | Cross3DOriented]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Cross3DOriented | Cross3DOriented]] | ||
| <code>void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code> | | <code>void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
| | |||
| 绘制一个指向的十字。在世界空间中指定出发点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.DrawTickMarkedLine | DrawTickMarkedLine]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.DrawTickMarkedLine | DrawTickMarkedLine]] | ||
| <code>void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) </code> | | <code>void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j) </code> | ||
| | |||
| 绘制一个短划线。在世界空间中指定结束点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAttachments | EntityAttachments]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAttachments | EntityAttachments]] | ||
| <code>void EntityAttachments(ehandle a, float b) </code> | | <code>void EntityAttachments(ehandle a, float b) </code> | ||
| | |||
| 绘制实体附件 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAxis | EntityAxis]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAxis | EntityAxis]] | ||
| <code>void EntityAxis(ehandle a, float b, bool c, float d) </code> | | <code>void EntityAxis(ehandle a, float b, bool c, float d) </code> | ||
| | |||
| 绘制实体源坐标轴 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityBounds | EntityBounds]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityBounds | EntityBounds]] | ||
| <code>void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) </code> | | <code>void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g) </code> | ||
| | |||
| 绘制实体边界 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntitySkeleton | EntitySkeleton]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntitySkeleton | EntitySkeleton]] | ||
| <code>void EntitySkeleton(ehandle a, float b) </code> | | <code>void EntitySkeleton(ehandle a, float b) </code> | ||
| | |||
| 绘制实体骨架 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityText | EntityText]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityText | EntityText]] | ||
| <code>void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) </code> | | <code>void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h) </code> | ||
| | |||
| 在实体上绘制文本 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.FilledRect2D | FilledRect2D]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.FilledRect2D | FilledRect2D]] | ||
| <code>void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code> | | <code>void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code> | ||
| | |||
| 绘制一个2D矩形填充的屏幕空间。按照像素对齐 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.HorzArrow | HorzArrow]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.HorzArrow | HorzArrow]] | ||
| <code>void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code> | | <code>void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
| | |||
| 绘制一个水平箭头。在世界空间中指定结束点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line | Line]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line | Line]] | ||
| <code>void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code> | | <code>void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h) </code> | ||
| | |||
| 绘制一个两点间连线 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line2D | Line2D]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Line2D | Line2D]] | ||
| <code>void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code> | | <code>void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g) </code> | ||
| | |||
| 绘制一个屏幕空间中亮点间连线 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PopDebugOverlayScope | PopDebugOverlayScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PopDebugOverlayScope | PopDebugOverlayScope]] | ||
| <code>void PopDebugOverlayScope() </code> | | <code>void PopDebugOverlayScope() </code> | ||
| | |||
| 弹出蒙版分组用的标记,被标记的蒙版可被成批删除 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope | PushAndClearDebugOverlayScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope | PushAndClearDebugOverlayScope]] | ||
| <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code> | | <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code> | ||
| | |||
| 推入一个蒙版分组用的标记。删除所有使用该蒙版ID的蒙版 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushDebugOverlayScope | PushDebugOverlayScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushDebugOverlayScope | PushDebugOverlayScope]] | ||
| <code>void PushDebugOverlayScope(utlstringtoken a) </code> | | <code>void PushDebugOverlayScope(utlstringtoken a) </code> | ||
| | |||
| 推入一个蒙版分组用的标记。被标记的蒙版可被成批删除 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.RemoveAllInScope | RemoveAllInScope]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.RemoveAllInScope | RemoveAllInScope]] | ||
| <code>void RemoveAllInScope(utlstringtoken a) </code> | | <code>void RemoveAllInScope(utlstringtoken a) </code> | ||
| | |||
| 移除指定标记的全部蒙版,无视其生命周期 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SolidCone | SolidCone]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SolidCone | SolidCone]] | ||
| <code>void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | | <code>void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
| | |||
| 绘制一个固体锥。在世界空间中指定出发点和方向 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Sphere | Sphere]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Sphere | Sphere]] | ||
| <code>void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | | <code>void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h) </code> | ||
| | |||
| 绘制一个线框球体。在世界空间中指定中心 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SweptBox | SweptBox]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.SweptBox | SweptBox]] | ||
| <code>void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) </code> | | <code>void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j) </code> | ||
| | |||
| 绘制一个扫描盒。在世界空间中指定结束点并在本地空间中指定边界 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Text | Text]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Text | Text]] | ||
| <code>void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) </code> | | <code>void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i) </code> | ||
| | |||
| 绘制2D文本。在世界空间中指定出发点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Texture | Texture]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Texture | Texture]] | ||
| <code>void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j) </code> | | <code>void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j) </code> | ||
| | |||
| 绘制一个屏幕空间纹理。按照像素对齐 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Triangle | Triangle]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.Triangle | Triangle]] | ||
| <code>void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) </code> | | <code>void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i) </code> | ||
| | |||
| 绘制一个填充三角形。在世界空间中指定顶部 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType | UnitTestCycleOverlayRenderType]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType | UnitTestCycleOverlayRenderType]] | ||
| <code>void UnitTestCycleOverlayRenderType() </code> | | <code>void UnitTestCycleOverlayRenderType() </code> | ||
| | |||
| 转换蒙版混合类型, 用于单位测试 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VectorText3D | VectorText3D]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VectorText3D | VectorText3D]] | ||
| <code>void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) </code> | | <code>void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i) </code> | ||
| | |||
| 绘制3D文本。在世界空间中指定出发点和方向 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VertArrow | VertArrow]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.VertArrow | VertArrow]] | ||
| <code>void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code> | | <code>void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i) </code> | ||
| | |||
| 绘制一个垂直箭头。在世界空间中指定结束点 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.YawArrow | YawArrow]] | | [[Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.YawArrow | YawArrow]] | ||
| <code>void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | | <code>void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j) </code> | ||
| 绘制一个指定偏航角的箭头。在世界空间中指定结束点 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetCurrentScene | GetCurrentScene]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetCurrentScene | GetCurrentScene]] | ||
| <code>handle GetCurrentScene() </code> | | <code>handle GetCurrentScene() </code> | ||
| | |||
| 返回最早激活的场景实体的实例(如果存在的话) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetSceneByIndex | GetSceneByIndex]] | | [[Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetSceneByIndex | GetSceneByIndex]] | ||
| <code>handle GetSceneByIndex(int a) </code> | | <code>handle GetSceneByIndex(int a) </code> | ||
| 返回指定索引号的场景实体的实例 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.AddBroadcastTeamTarget | AddBroadcastTeamTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.AddBroadcastTeamTarget | AddBroadcastTeamTarget]] | ||
| <code>void AddBroadcastTeamTarget(int a) </code> | | <code>void AddBroadcastTeamTarget(int a) </code> | ||
| | |||
| 在记分板列表上增加一个组(使用索引号) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Cancel | Cancel]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Cancel | Cancel]] | ||
| <code>void Cancel() </code> | | <code>void Cancel() </code> | ||
| | |||
| 取消场景重播 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.EstimateLength | EstimateLength]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.EstimateLength | EstimateLength]] | ||
| <code>float EstimateLength() </code> | | <code>float EstimateLength() </code> | ||
| | |||
| 返回场景长度(秒) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindCamera | FindCamera]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindCamera | FindCamera]] | ||
| <code>handle FindCamera() </code> | | <code>handle FindCamera() </code> | ||
| | |||
| 获取镜头 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindNamedEntity | FindNamedEntity]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindNamedEntity | FindNamedEntity]] | ||
| <code>handle FindNamedEntity(string a) </code> | | <code>handle FindNamedEntity(string a) </code> | ||
| | |||
| 通过一个实体参照,比如!target,获取场景物体中的实际实体 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPaused | IsPaused]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPaused | IsPaused]] | ||
| <code>bool IsPaused() </code> | | <code>bool IsPaused() </code> | ||
| | |||
| 场景是否被暂停 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPlayingBack | IsPlayingBack]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPlayingBack | IsPlayingBack]] | ||
| <code>bool IsPlayingBack() </code> | | <code>bool IsPlayingBack() </code> | ||
| | |||
| 场景是否正播放 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.LoadSceneFromString | LoadSceneFromString]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.LoadSceneFromString | LoadSceneFromString]] | ||
| <code>bool LoadSceneFromString(string a, string b) </code> | | <code>bool LoadSceneFromString(string a, string b) </code> | ||
| | |||
| 输入虚拟场景名和VCD字符串,载入场景 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.RemoveBroadcastTeamTarget | RemoveBroadcastTeamTarget]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.RemoveBroadcastTeamTarget | RemoveBroadcastTeamTarget]] | ||
| <code>void RemoveBroadcastTeamTarget(int a) </code> | | <code>void RemoveBroadcastTeamTarget(int a) </code> | ||
| | |||
| 从记分板列表上移除一个组(使用索引号) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Start | Start]] | | [[Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Start | Start]] | ||
| <code>void Start(handle a) </code> | | <code>void Start(handle a) </code> | ||
| 开始场景重播,参数为激活者实体(activatorEntity) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterX | GridPosToWorldCenterX]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterX | GridPosToWorldCenterX]] | ||
| <code>float GridPosToWorldCenterX(int a) </code> | | <code>float GridPosToWorldCenterX(int a) </code> | ||
| | |||
| 获取指定X索引号的世界中心X位置(网格到世界) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterY | GridPosToWorldCenterY]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterY | GridPosToWorldCenterY]] | ||
| <code>float GridPosToWorldCenterY(int a) </code> | | <code>float GridPosToWorldCenterY(int a) </code> | ||
| | |||
| 获取指定Y索引号的世界中心Y位置(网格到世界) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsBlocked | IsBlocked]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsBlocked | IsBlocked]] | ||
| <code>bool IsBlocked(Vector a) </code> | | <code>bool IsBlocked(Vector a) </code> | ||
| | |||
| 检查给定位置是否被阻挡 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsNearbyTree | IsNearbyTree]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsNearbyTree | IsNearbyTree]] | ||
| <code>bool IsNearbyTree(Vector position, float radius, bool c) </code> | | <code>bool IsNearbyTree(Vector position, float radius, bool c) </code> | ||
| | |||
| 暂无描述 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsTraversable | IsTraversable]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.IsTraversable | IsTraversable]] | ||
| <code>bool IsTraversable(Vector a) </code> | | <code>bool IsTraversable(Vector a) </code> | ||
| | |||
| 检查给予维持是否可通过 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.RegrowAllTrees | RegrowAllTrees]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.RegrowAllTrees | RegrowAllTrees]] | ||
| <code>void RegrowAllTrees() </code> | | <code>void RegrowAllTrees() </code> | ||
| | |||
| 暂无描述 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosX | WorldToGridPosX]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosX | WorldToGridPosX]] | ||
| <code>int WorldToGridPosX(float a) </code> | | <code>int WorldToGridPosX(float a) </code> | ||
| | |||
| 获取指定世界X位置的X索引(世界到网格) | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosY | WorldToGridPosY]] | | [[Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosY | WorldToGridPosY]] | ||
| <code>int WorldToGridPosY(float a) </code> | | <code>int WorldToGridPosY(float a) </code> | ||
| 获取指定世界Y位置的Y索引(世界到网格) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetBool | GetBool]] | |||
| <code>table GetBool(string variableName) </code> | |||
| GetBool(name) : 将指定的控制台变量(convar)作为boolean返回. | |||
| <code>table GetBool(string variableName) </code> | |||
| GetBool(name) : | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetCommandClient | GetCommandClient]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.GetCommandClient | GetCommandClient]] | ||
| <code>handle GetCommandClient() </code> | | <code>handle GetCommandClient() </code> | ||
| GetCommandClient() : | |||
| GetCommandClient() : 返回输入该控制台指令的玩家 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetDOTACommandClient | GetDOTACommandClient]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.GetDOTACommandClient | GetDOTACommandClient]] | ||
| <code>handle GetDOTACommandClient() </code> | | <code>handle GetDOTACommandClient() </code> | ||
| GetDOTACommandClient() : | |||
| GetDOTACommandClient() : 返回输入该控制台智力的DOTA玩家 | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetFloat | GetFloat]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.GetFloat | GetFloat]] | ||
| <code>table GetFloat(string name) </code> | | <code>table GetFloat(string name) </code> | ||
| GetFloat(name) : | |||
| GetFloat(name) : 将指定的控制台变量(convar)作为float返回. 不存在时返回nil | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetInt | GetInt]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.GetInt | GetInt]] | ||
| <code>table GetInt(string a) </code> | | <code>table GetInt(string a) </code> | ||
| GetInt(name) : | |||
| GetInt(name) : 将指定的控制台变量(convar)作为int返回. 不存在时返回nil | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.GetStr | GetStr]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.GetStr | GetStr]] | ||
| <code>table GetStr(string variableName) </code> | | <code>table GetStr(string variableName) </code> | ||
| GetStr(name) : | |||
| GetStr(name) : 将指定的控制台变量(convar)作为string返回. 不存在时返回nil | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.RegisterCommand | RegisterCommand]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.RegisterCommand | RegisterCommand]] | ||
| <code>void RegisterCommand(string variableName, handle function, string helpText, int flags) </code> | | <code>void RegisterCommand(string variableName, handle function, string helpText, int flags) </code> | ||
| RegisterCommand(name, fn, helpString, flags) : | |||
| RegisterCommand(name, fn, helpString, flags) : 注册一个控制台指令. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.RegisterConvar | RegisterConvar]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.RegisterConvar | RegisterConvar]] | ||
| <code>void RegisterConvar(string name, string defaultValue, string helpText, int flags) </code> | | <code>void RegisterConvar(string name, string defaultValue, string helpText, int flags) </code> | ||
| RegisterConvar(name, defaultValue, helpString, flags): | |||
| RegisterConvar(name, defaultValue, helpString, flags): 注册一个新的控制台变量. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetBool | SetBool]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.SetBool | SetBool]] | ||
| <code>void SetBool(string variableName, bool value) </code> | | <code>void SetBool(string variableName, bool value) </code> | ||
| SetBool(name, val) : | |||
| SetBool(name,val) : 将指定控制台变量(convar)设置为指定bool. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetFloat | SetFloat]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.SetFloat | SetFloat]] | ||
| <code>void SetFloat(string variableName, float value) </code> | | <code>void SetFloat(string variableName, float value) </code> | ||
| SetFloat(name, val) : | |||
| SetFloat(name,val) : 将指定控制台变量(convar)设置为指定float. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetInt | SetInt]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.SetInt | SetInt]] | ||
| <code>void SetInt(string a, int b) </code> | | <code>void SetInt(string a, int b) </code> | ||
| SetInt(name, val) : | |||
| SetInt(name,val) : 将指定控制台变量(convar)设置为指定int. | |||
|- | |- | ||
| [[Dota 2 Workshop Tools/Scripting/API/Convars.SetStr | SetStr]] | | [[Dota 2 Workshop Tools/Scripting/API/Convars.SetStr | SetStr]] | ||
| <code>void SetStr(string a, string b) </code> | | <code>void SetStr(string a, string b) </code> | ||
| SetStr(name, val) : | |||
| SetStr(name,val) : 将指定控制台变量(convar)设置为指定string. | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__add | __add]] | |||
| <code>Vector __add(Vector a, Vector b) </code> | |||
| 重载+.矢量加运算 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__div | __div]] | |||
| <code>Vector __div(Vector a, Vector b) </code> | |||
| 重载/.矢量除运算 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__eq | __eq]] | |||
| <code>bool __eq(Vector a, Vector b) </code> | |||
| 重载==.矢量比较运算 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__len | __len]] | |||
| <code>float __len() </code> | |||
| 重载#返回矢量长度 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__mul | __mul]] | |||
| <code>Vector __mul(Vector a, Vector b) </code> | |||
| 重载*返回矢量乘运算 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__sub | __sub]] | |||
| <code>Vector __sub(Vector a, Vector b) </code> | |||
| 重载-.矢量减运算 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__tostring | __tostring]] | |||
| <code>string __tostring() </code> | |||
| 重载..转换矢量为字符串 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.__unm | __unm]] | |||
| <code>Vector __unm() </code> | |||
| 重载- operator | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Cross | Cross]] | |||
| <code>Vector Cross(Vector a, Vector b) </code> | |||
| 矢量叉积 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Dot | Dot]] | |||
| <code>float Dot(Vector a, Vector b) </code> | |||
| 矢量点积 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Length | Length]] | |||
| <code>float Length() </code> | |||
| 矢量长度(模) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Length2D | Length2D]] | |||
| <code>float Length2D() </code> | |||
| 矢量XY平面上长度(模) | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/Vector.Normalized | Normalized]] | |||
| <code>Vector Normalized() </code> | |||
| 返回单位矢量 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDown | CutDown]] | |||
| <code>void CutDown(int TeamNumberKnownTo ) </code> | |||
| Cuts down this tree. | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDownRegrowAfter | CutDownRegrowAfter]] | |||
| <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code> | |||
| Cuts down this tree. Regrow it after some time | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.GrowBack | GrowBack]] | |||
| <code>void GrowBack() </code> | |||
| Grows back the tree if it was cut down. | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.IsStanding | IsStanding]] | |||
| <code>bool IsStanding() </code> | |||
| Returns true if the tree is standing, false if it has been cut down | |||
|} | |} | ||
=== CDOTA_SimpleObstruction === | |||
:::::extends [[#CBaseEntity| CBaseEntity]] | |||
''An obstruction on the map that effects the gridnav'' | |||
{| class="standard-table" style="width: 100%;" | |||
! 函数名 | |||
! 函数原型 | |||
! 解释 | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.IsEnabled | IsEnabled]] | |||
| <code>bool IsEnabled() </code> | |||
| Returns whether the obstruction is currently active | |||
|- | |||
| [[Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.SetEnabled | SetEnabled]] | |||
| <code>void SetEnabled(bool enabled, bool b) </code> | |||
| Enable or disable the obstruction | |||
|} | |||
[[Category:Dota 2 创意工坊工具集]] | [[Category:Dota 2 创意工坊工具集]] | ||
[[Category:AMHC 汉化]] | [[Category:AMHC 汉化]] |
Revision as of 07:41, 29 October 2014

Accessing the DOTA 2 Scripting API from Lua
While Lua is dynamically typed, the DOTA 2 engine is written primarily in C++, which is statically typed. Thus, you'll need to be conscious of your data types when calling the API. (If you try to pass the wrong type to an API function, you'll get an error message in Vconsole telling you what you passed and what it was expecting.)
Global
Global functions. These can be called without any class
函数名 | 函数原型 | 解释 |
---|---|---|
AngleDiff | float AngleDiff(float ang1, float ang2)
|
返回两个偏航角度之差 |
AppendToLogFile | void AppendToLogFile(string a, string b)
|
在服务器日志文件上增加一个string |
ApplyDamage | float ApplyDamage(handle DamageTable)
|
对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability |
AxisAngleToQuaternion | Quaternion AxisAngleToQuaternion(Vector a, float b)
|
(vector,float) 构造一个四元数,表现出围绕给定的vector 轴线的旋转角 |
CancelEntityIOEvents | void CancelEntityIOEvents(ehandle a)
|
为特定的实体创建所有输入/输出事件 |
CreateEffect | bool CreateEffect(handle a)
|
传递table - 输入:实体,效果 |
CreateHeroForPlayer | handle CreateHeroForPlayer(string unitName, handle player)
|
用DOTA英雄的dota_npc_units.txt中的名字创建它并把它设为给定玩家的控制英雄 |
CreateItem | handle CreateItem(string item_name, handle owner, handle owner)
|
用类名称item_name创建一个owner可以使用的物品 |
CreateItemOnPositionSync | handle CreateItemOnPositionSync(Vector a, handle b)
|
在给定位置创建一个可见的物品 |
CreateTrigger | handle CreateTrigger(Vector a, Vector b, Vector c)
|
CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器 |
CreateTriggerRadiusApproximate | handle CreateTriggerRadiusApproximate(Vector a, float b)
|
CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : 创建并返回一个比给定radius大的AABB触发器 |
CreateUnitByName | handle CreateUnitByName(string a, Vector b, bool c, handle d, handle e, int f)
|
用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber ) |
CreateUnitByNameAsync | int CreateUnitByNameAsync(string a, Vector b, bool c, handle d, handle e, int f, handle g)
|
用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback ) |
CreateUnitFromTable | hscript CreateUnitFromTable(table unitProperties)
|
Creates a new data-driven entity with the given table |
cvar_getf | float cvar_getf(string a)
|
获取给定cvar的值,返回float. |
cvar_setf | bool cvar_setf(string a, float b)
|
设置给定cvar的值, 传递float. |
DebugBreak | void DebugBreak()
|
在debugger(调试模式)中停止运行 |
DebugDrawBox | void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration)
|
显示一个debug overlay窗口(origin, mins, maxs, r, g, b, a, duration ) |
DebugDrawBoxDirection | void DebugDrawBoxDirection(Vector a, Vector b, Vector c, Vector d, Vector e, float f, float g)
|
显示一个debug forward窗口(cent, min, max, forward, vRgb, a, duration) |
DebugDrawCircle | void DebugDrawCircle(Vector a, Vector b, float c, float d, bool e, float f)
|
显示一个debug圆(center, vRgb, a, rad, ztest, duration) |
DebugDrawClear | void DebugDrawClear()
|
尝试清理所有debug overlay信息 |
DebugDrawLine | void DebugDrawLine(Vector a, Vector b, int c, int d, int e, bool f, float g)
|
显示一个debug overlay线段origin, target, r, g, b, ztest, duration) |
DebugDrawLine_vCol | void DebugDrawLine_vCol(Vector a, Vector b, Vector c, bool d, float e)
|
使用vec颜色显示一个debug线段(start, end, vRgb, a, ztest, duration) |
DebugDrawScreenTextLine | void DebugDrawScreenTextLine(float a, float b, int c, string d, int e, int f, int g, int h, float i)
|
显示给定行间距(lineoffset)的文字(x, y, lineOffset, text, r, g, b, a, duration) |
DebugDrawSphere | void DebugDrawSphere(Vector a, Vector b, float c, float d, bool e, float f)
|
显示一个debug球(center, vRgb, a, rad, ztest, duration) |
DebugDrawText | void DebugDrawText(Vector a, string b, bool c, float d)
|
显示3d文字(origin, text, bViewCheck, duration) |
DebugScreenTextPretty | void DebugScreenTextPretty(float a, float b, int c, string d, int e, int f, int g, int h, float i, string j, int k, bool l)
|
显示漂亮的debug文字(x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold) |
DoEntFire | void DoEntFire(string a, string b, string c, float d, handle e, handle f)
|
EntFire: 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller ) |
DoEntFireByInstanceHandle | void DoEntFireByInstanceHandle(handle a, string b, string c, float d, handle e, handle f)
|
EntFireByHandle:构造一个实体的输入/输出事件 |
DoIncludeScript | bool DoIncludeScript(string a, handle b)
|
运行一个内部脚本 |
DoScriptAssert | void DoScriptAssert(bool a, string b)
|
ScriptAssert:断言传入数据是数值,输出信息并显示断言对话框(参考编程中的Assert功能,主要用于调试,译者注) |
DoUniqueString | string DoUniqueString(string a)
|
UniqueString:使用任意的根字符串构造一个保证在VM脚本运行周期内唯一的字符串。当给表增加数据但不确定已用关键字时有用 |
EmitGlobalSound | void EmitGlobalSound(string a)
|
为所有玩家播放给定名称的音效 |
EmitSoundOn | void EmitSoundOn(string a, handle b)
|
在一个实体上播放给定名称的音效 |
EmitSoundOnClient | void EmitSoundOnClient(string a, handle b)
|
为指定玩家播放给定名称的音效 |
EntIndexToHScript | handle EntIndexToHScript(int a)
|
把一个实体的整数索引转化为表达该实体脚本实例的HScript |
ExecuteOrderFromTable | void ExecuteOrderFromTable(handle a)
|
从一个Script表发布命令 |
ExponentialDecay | float ExponentialDecay(float a, float b, float c)
|
平滑的曲线,接近0时减少较慢 |
FileToString | string FileToString(string a)
|
从文件读取字符串给脚本,目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件从C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems读取,函数的用途与StringToFile相反 |
FindClearSpaceForUnit | void FindClearSpaceForUnit(handle a, Vector b, bool c)
|
在未被占用的地方创建单位 |
FindUnitsInRadius | table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache)
|
在给定范围内用给定flags搜索单位( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache ) |
FireEntityIOInputNameOnly | void FireEntityIOInputNameOnly(ehandle a, string b)
|
触发实体的动作输入w/no数据 |
FireEntityIOInputString | void FireEntityIOInputString(ehandle a, string b, string c)
|
用给定字符串(由你分配内存)触发实体的动作输入 |
FireEntityIOInputVec | void FireEntityIOInputVec(ehandle a, string b, Vector c)
|
用给定的Vector( hEntity, szActionName, vector )触发实体的动作输入 |
FireGameEvent | void FireGameEvent(string eventName, handle parameterTable)
|
触发一个预定义事件,可以在custom_events.txt或dota的资源/*.res中找到 |
FireGameEventLocal | void FireGameEventLocal(string a, handle b)
|
触发一个游戏事件但不广播给客户端 |
FrameTime | float FrameTime()
|
获取上一帧在服务器上花费的时间 |
GetFrameCount | int GetFrameCount()
|
返回引擎当然的帧数 |
GetFrostyBoostAmount | float GetFrostyBoostAmount(int a, int b)
|
暂无 |
GetFrostyPointsForRound | int GetFrostyPointsForRound(int a, int b, int c)
|
暂无 |
GetGoldFrostyBoostAmount | float GetGoldFrostyBoostAmount(int a, int b)
|
暂无 |
GetGoldFrostyPointsForRound | int GetGoldFrostyPointsForRound(int a, int b, int c)
|
暂无 |
GetGroundPosition | Vector GetGroundPosition(Vector a, handle b)
|
返回移动到地面的供给位置。第二个参数是一个NPC,用于测量碰撞体积 |
GetListenServerHost | handle GetListenServerHost()
|
在广播服务器获取本地玩家 |
GetMapName | string GetMapName()
|
获取地图的名字 |
GetMaxOutputDelay | float GetMaxOutputDelay(ehandle a, string b)
|
获取输出事件的最大延迟 |
GetPhysAngularVelocity | Vector GetPhysAngularVelocity(handle a)
|
获取VPHYS或普通物体的角速度 |
GetPhysVelocity | Vector GetPhysVelocity(handle a)
|
获取VPHYS或普通物体的速度 |
GetSystemDate | string GetSystemDate()
|
获取真实世界的日期 |
GetSystemTime | string GetSystemTime()
|
获取真实世界的时间 |
GetTeamName | string GetTeamName(int teamNumber)
|
Returns the team name |
GetWorldMaxX | float GetWorldMaxX()
|
获取地图X坐标最大值 |
GetWorldMaxY | float GetWorldMaxY()
|
获取地图Y坐标最大值 |
GetWorldMinX | float GetWorldMinX()
|
获取地图X坐标最小值 |
GetWorldMinY | float GetWorldMinY()
|
获取地图Y坐标最小值 |
InitLogFile | void InitLogFile(string a, string b)
|
如果给定文件不存在,用给定内容创建它;如果存在则不做任何动作 |
IsDedicatedServer | bool IsDedicatedServer()
|
如果服务器开放返回true |
IsMarkedForDeletion | bool IsMarkedForDeletion(handle a)
|
如果实体有效并被标记为删除返回true |
IsValidEntity | bool IsValidEntity(handle a)
|
检查给定hScript是否为有效实体 |
ListenToGameEvent | int ListenToGameEvent(string EventName, handle functionNameToCall, handle context)
|
从脚本给游戏事件注册一个listner,Tip:另外,为listenstandard engine events,你也可以创建自己的事件,把它们放置在/scripts/custom_events.txt. |
LoadKeyValues | table LoadKeyValues(string a)
|
用给定的关键字文件创建table |
LoadKeyValuesFromString | table LoadKeyValuesFromString(string a)
|
用给定的关键字string创建table |
MakeStringToken | int MakeStringToken(string a)
|
检查给定的hScript是否是有效实体(?) |
Msg | void Msg(string a)
|
输出信息 |
PauseGame | void PauseGame(bool a)
|
暂停/开始游戏 |
PlayerInstanceFromIndex | handle PlayerInstanceFromIndex(int a)
|
通过索引获取玩家的脚本实例 |
PrecacheEntityFromTable | void PrecacheEntityFromTable(string a, handle b, handle c)
|
用关键字从table中预缓存一个实体 |
PrecacheEntityListFromTable | void PrecacheEntityListFromTable(handle a, handle b)
|
预缓存一个实体关键字列表 |
PrecacheItemByNameAsync | void PrecacheItemByNameAsync(string a, handle b)
|
用DOTA物品的dota_npc_items.txt名称异步预缓存它,结束时提供回调 |
PrecacheItemByNameSync | void PrecacheItemByNameSync(string a, handle b)
|
用DOTA物品的dota_npc_items.txt名称预缓存它 |
PrecacheModel | void PrecacheModel(string a, handle b)
|
( modelName, context ) - 手动预缓存一个单一模型 |
PrecacheResource | void PrecacheResource(string precacheMode, string resource, handle context)
|
手动预缓存一个单一资源 |
PrecacheUnitByNameAsync | void PrecacheUnitByNameAsync(string a, handle b)
|
用DOTA单位的dota_npc_units.txt名称异步预缓存它,结束时提供回调 |
PrecacheUnitByNameSync | void PrecacheUnitByNameSync(string a, handle b)
|
用DOTA单位的dota_npc_units.txt名称预缓存它 |
PrintLinkedConsoleMessage | void PrintLinkedConsoleMessage(string a, string b)
|
Print a console message with a linked console command |
RandomFloat | float RandomFloat(float a, float b)
|
获取范围内随机float |
RandomInt | int RandomInt(int a, int b)
|
获取范围内随机int |
RandomVector | Vector RandomVector(float maxLength)
|
获取随机二维矢量 |
RegisterSpawnGroupFilterProxy | void RegisterSpawnGroupFilterProxy(string a)
|
为一个脚本基础的生成单位过滤器创建一个C代理 |
ReloadMOTD | void ReloadMOTD()
|
重载MotD文件 |
RemoveSpawnGroupFilterProxy | void RemoveSpawnGroupFilterProxy(string a)
|
为一个脚本基础的生成单位过滤器删除一个C代理 |
RollPercentage | bool RollPercentage(int a)
|
随机生成1-100内的数,小于等于给定数则返回true |
RotateOrientation | QAngle RotateOrientation(QAngle a, QAngle b)
|
旋转一个QAngle,用另一个QAngle |
RotatePosition | Vector RotatePosition(Vector a, QAngle b, Vector c)
|
围绕点旋转一个Vector |
RotateQuaternionByAxisAngle | Quaternion RotateQuaternionByAxisAngle(Quaternion a, Vector b, float c)
|
围绕给定vector轴线旋转一个四元数 |
RotationDelta | QAngle RotationDelta(QAngle a, QAngle b)
|
两个QAngle间的delta值 |
rr_AddDecisionRule | bool rr_AddDecisionRule(handle a)
|
给决定数据库增加一个规则 |
rr_CommitAIResponse | bool rr_CommitAIResponse(handle a, handle b)
|
把QueryBestResponse的结果交付给定的实体播放,用参数调用(entity, airesponse) |
rr_GetResponseTargets | handle rr_GetResponseTargets()
|
获取所有提供的表达者目标的table,格式为{ name : handle, name: handle }. |
rr_QueryBestResponse | bool rr_QueryBestResponse(handle a, handle b, handle c)
|
参数: ( hEnt, hQuery, hResult ) // 静态 : 对实体的回复系统测试 'query'并返回最佳回复(无回复返回nil) |
Say | void Say(handle entity, string message, bool teamOnly)
|
让实体说string,是否仅限队友可见 |
ScreenShake | void ScreenShake(Vector a, float b, float c, float d, float e, int f, bool g)
|
用下列参数开始镜头摇晃:vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake |
SendFrostivusTimeElapsedToGC | void SendFrostivusTimeElapsedToGC()
|
暂无 |
SendFrostyPointsMessageToGC | void SendFrostyPointsMessageToGC(handle a)
|
暂无 |
SendToConsole | void SendToConsole(string a)
|
给控制台发送string作为客户端命令 |
SendToServerConsole | void SendToServerConsole(string a)
|
给控制台发送string作为服务器命令 |
SetOpvarFloatAll | void SetOpvarFloatAll(string a, string b, string c, float d)
|
为所有玩家设置opvar值 |
SetOpvarFloatPlayer | void SetOpvarFloatPlayer(string a, string b, string c, float d, handle e)
|
为单一玩家设置opvar值( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt ) |
SetQuestName | void SetQuestName(string a)
|
设置当前任务名 |
SetQuestPhase | void SetQuestPhase(int a)
|
设置当前任务阶段 |
SetRenderingEnabled | void SetRenderingEnabled(ehandle a, bool b)
|
为ehandle设置rendering(渲染)开/关 |
ShowCustomHeaderMessage | void ShowCustomHeaderMessage(string message, int player, int value, float time)
|
Displays a header message from player |
ShowGenericPopup | void ShowGenericPopup(string title, string content, string unknown, string unknown, int containerType)
|
对所有玩家显示通用的弹出窗口 |
ShowGenericPopupToPlayer | void ShowGenericPopupToPlayer(handle a, string b, string c, string d, string e, int f)
|
对给定玩家显示通用的弹出窗口 |
ShowMessage | void ShowMessage(string a)
|
在所有客户端显示hud信息 |
SpawnEntityFromTableSynchronous | handle SpawnEntityFromTableSynchronous(string a, handle b)
|
从table同步生成一个实体 |
SpawnEntityGroupFromTable | bool SpawnEntityGroupFromTable(handle groupSpawnTables, bool bAsync, handle hCallback)
|
从一系列生成表中分级生成一个实体组 |
SpawnEntityListFromTableAsynchronous | int SpawnEntityListFromTableAsynchronous(handle a, handle b)
|
从一个生成表列表异步生成一个实体组,生成完成后会触发一次回调 |
SpawnEntityListFromTableSynchronous | handle SpawnEntityListFromTableSynchronous(handle a)
|
从一个生成表列表同步生成一个实体组. |
SplineQuaternions | Quaternion SplineQuaternions(Quaternion a, Quaternion b, float c)
|
(quaternion,quaternion,float)非常基础的v0到v1差值,t属于[0,1]为参数 |
SplineVectors | Vector SplineVectors(Vector a, Vector b, float c)
|
(vector,vector,float)非常基础的v0到v1差值,t属于[0,1]为参数 |
StartSoundEvent | void StartSoundEvent(string a, handle b)
|
开始音效事件 |
StopEffect | void StopEffect(handle a, string b)
|
(hEntity, szEffectName) |
StopListeningToAllGameEvents | void StopListeningToAllGameEvents(handle a)
|
停止listen在给定内容内的所有游戏事件 |
StopListeningToGameEvent | bool StopListeningToGameEvent(int a)
|
停止listen特定的游戏事件 |
StopSoundEvent | void StopSoundEvent(string a, handle b)
|
停止音效事件 |
StopSoundOn | void StopSoundOn(string soundName, handle playingEntity)
|
停止实体上的命名音效 |
StringToFile | bool StringToFile(string a, string b)
|
* 目录遍历似乎无效,字符'.','/'和'\\'被忽略,文件名不能为空,也不能包含忽略字符,否则函数无效并返回false,一次只能保存一个字符串,每次调用文件都被覆盖,文件以一个NUL字符结尾,文件被保存在C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota_ugc\game\dota\ems,函数用途与FileToString相反 |
Time | float Time()
|
获取当前服务器时间 |
TraceCollideable | bool TraceCollideable(handle a)
|
传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal |
TraceHull | bool TraceHull(handle a)
|
传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid |
TraceLine | bool TraceLine(handle a)
|
Pass table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid |
UnloadSpawnGroup | void UnloadSpawnGroup(string a)
|
通过名称去除生成组 |
UnloadSpawnGroupByHandle | void UnloadSpawnGroupByHandle(int a)
|
通过handle去除生成组 |
UpdateEventPoints | void UpdateEventPoints(handle a)
|
暂无 |
UTIL_MessageText | void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a)
|
Displays a message for a specific player |
UTIL_MessageText_WithContext | void UTIL_MessageText_WithContext(int playerId, string message, int r, int g, int b, int a, table context)
|
Sends a message to a specific player in the message box with a context table |
UTIL_MessageTextAll | void UTIL_MessageTextAll(string message, int r, int g, int b, int a)
|
Sends a message to everyone in the message box |
UTIL_MessageTextAll_WithContext | void UTIL_MessageTextAll_WithContext(string message, int r, int g, int b, int a, table context)
|
Sends a message to everyone in the message box with a context table |
UTIL_Remove | void UTIL_Remove(handle a)
|
删除给定实体 |
UTIL_RemoveImmediate | void UTIL_RemoveImmediate(handle a)
|
立即删除给定实体 |
UTIL_ResetMessageText | void UTIL_ResetMessageText(int playerId)
|
Resets the message text for the player |
UTIL_ResetMessageTextAll | void UTIL_ResetMessageTextAll()
|
Resets the message text for all players |
VectorToAngles | QAngle VectorToAngles(Vector a)
|
为Vector获取Qangle(没有滚动) |
Warning | void Warning(string a)
|
输出警告 |
ApplyAbsVelocityImpulse | void ApplyAbsVelocityImpulse(Vector a)
|
添加一个速度冲击 |
ApplyLocalAngularVelocityImpulse | void ApplyLocalAngularVelocityImpulse(Vector a)
|
添加一个角速度的冲击 |
EmitSound | void EmitSound(string soundName)
|
暂无 |
EmitSoundParams | void EmitSoundParams(string soundName, int pitch, float volume, float soundTime)
|
播放/修改这个实体的声音.当音调,音量或播放时间大于零时改变声音 |
EyeAngles | QAngle EyeAngles()
|
获得这个实体的视角qangles |
EyePosition | Vector EyePosition()
|
获得指向视角位置的矢量,位置为绝对坐标 |
FirstMoveChild | handle FirstMoveChild()
|
暂无 |
GatherCriteria | void GatherCriteria(handle a)
|
返回一个表包含用在这个实体的判定的标准.这个表等同于传入脚本方法的调用. |
GetAbsOrigin | Vector GetAbsOrigin()
|
暂无 |
GetAngles | QAngle GetAngles()
|
暂无 |
GetAnglesAsVector | Vector GetAnglesAsVector()
|
获得实体的颠簸,偏航,摇晃的矢量 |
GetAngularVelocity | Vector GetAngularVelocity()
|
获得当前角速度,返回颠簸,偏航,摇晃的矢量 |
GetBaseVelocity | Vector GetBaseVelocity()
|
获得基础速度 |
GetBoundingMaxs | Vector GetBoundingMaxs()
|
获得一个包含最大范围,以物体为中心的矢量 |
GetBoundingMins | Vector GetBoundingMins()
|
获得一个包含最小范围,以物体为中心的矢量 |
GetBounds | table GetBounds()
|
获得一个以物体为中心,包含“Mins”和“Maxs”矢量的表 |
GetCenter | Vector GetCenter()
|
获得指向物体中心的矢量,以绝对坐标的形式 |
GetChildren | handle GetChildren()
|
获得继承这个实体的实体 |
GetContext | table GetContext(string a)
|
GetContext( name ):检查一个对象的状态然后返回对象是否可用.可能返回string,float,或nil(如果对象没有找到) |
GetForwardVector | Vector GetForwardVector()
|
获得这个实体的前进矢量 |
GetHealth | int GetHealth()
|
暂无 |
GetLocalAngularVelocity | QAngle GetLocalAngularVelocity()
|
可能为当前角速度 |
GetLocalVelocity | Vector GetLocalVelocity()
|
获得实体相对速度 |
GetMaxHealth | int GetMaxHealth()
|
暂无 |
GetModelName | string GetModelName()
|
获得模型的名字 |
GetMoveParent | handle GetMoveParent()
|
如果在有继承对象,恢复实体所继承的对象 |
GetOrigin | Vector GetOrigin()
|
暂无 |
GetOwner | handle GetOwner()
|
获得实体的所有者 |
GetOwnerEntity | handle GetOwnerEntity()
|
获得拥有者的实体,如果有的话 |
GetRightVector | Vector GetRightVector()
|
获得实体的右方矢量 |
GetRootMoveParent | handle GetRootMoveParent()
|
如果在继承关系里,在继承关系中寻找所继承的根源对象 |
GetSoundDuration | float GetSoundDuration(string soundName, string actormodelname)
|
返回声音的播放时间.传入声音名字和可选的应用模型名字. |
GetTeam | int GetTeam()
|
暂无 |
GetUpVector | Vector GetUpVector()
|
获得实体的上方矢量 |
GetVelocity | Vector GetVelocity()
|
暂无 |
IsAlive | bool IsAlive()
|
暂无 |
IsPlayer | bool IsPlayer()
|
是否为玩家的实体 |
Kill | void Kill()
|
暂无 |
NextMovePeer | handle NextMovePeer()
|
暂无 |
OverrideFriction | void OverrideFriction(float a, float b)
|
暂时重设阻力的持续时间和值 |
PrecacheScriptSound | void PrecacheScriptSound(string a)
|
预载声音文件 |
SetAbsOrigin | void SetAbsOrigin(Vector origin)
|
设置绝对来源 |
SetAngles | void SetAngles(float pitch, float yaw, float roll)
|
设置实体的颠簸,偏航,摇晃 |
SetAngularVelocity | void SetAngularVelocity(float pitch, float yaw, float roll)
|
设置当前角速度,使用实数颠簸,偏航,摇晃速度 |
SetContext | void SetContext(string a, string b, float c)
|
SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个字符串.持续一段时间.(0代表永久) |
SetContextNum | void SetContextNum(string a, float b, float c)
|
SetContext( 名字 , 值, 持续时间 ):存储任何在实体对话内容里的配对值.值是一个数字(int或者float).持续一段时间.(0代表永久) |
SetContextThink | void SetContextThink(string a, handle b, float c)
|
在这个实体上设置一个计时器/DescriptionCN><HowToCall><Parameter>a:名字,b:实体? c:时间</Parameter><Return></Return><PS></PS></HowToCall> |
SetForwardVector | void SetForwardVector(Vector forwardVec)
|
设置实体的方向为前进矢量 |
SetFriction | void SetFriction(float a)
|
设置玩家阻力,无视物体 |
SetGravity | void SetGravity(float a)
|
设置玩家引力,无视物体 |
SetHealth | void SetHealth(int hp)
|
暂无 |
SetMaxHealth | void SetMaxHealth(int maxHP)
|
暂无 |
SetModel | void SetModel(string modelName)
|
暂无 |
SetOrigin | void SetOrigin(Vector origin)
|
暂无 |
SetOwner | void SetOwner(handle owningEntity)
|
设定实体的所有者 |
SetParent | void SetParent(handle a, string b)
|
设定这个实体的所继承的父实体 |
SetRenderColor | void SetRenderColor(int a, int b, int c)
|
SetRenderColor( r, g, b ):设定实体的渲染颜色 |
SetSize | void SetSize(Vector a, Vector b)
|
暂无 |
SetTeam | void SetTeam(int team)
|
暂无 |
SetVelocity | void SetVelocity(Vector a)
|
暂无 |
StopSound | void StopSound(string soundName)
|
停止播放这个实体的特定的声音 |
Trigger | void Trigger()
|
触发这个实体的触发器 |
CreateByClassname | handle CreateByClassname(string className)
|
用类名来创建一个实体 |
FindAllByClassname | table FindAllByClassname(string a)
|
通过类名来寻找所有实体.返回被找到实体的数组或表. |
FindAllByClassnameWithin | table FindAllByClassnameWithin(string a, Vector b, float c)
|
在一个半径范围内通过类名寻找实体. |
FindAllByModel | table FindAllByModel(string modelName)
|
通过模型名字来找到对象. |
FindAllByName | table FindAllByName(string name)
|
通过名字来寻找所有实体.返回被找到实体的数组或表. |
FindAllByNameWithin | table FindAllByNameWithin(string name, Vector origin, float maxRadius)
|
在半径范围内通过名字来寻找实体. |
FindAllByTarget | table FindAllByTarget(string targetName)
|
通过目标名字来寻找实体 |
FindAllInSphere | table FindAllInSphere(Vector origin, float maxRadius)
|
在(球形)范围内寻找实体 |
FindByClassname | handle FindByClassname(handle startFrom, string className)
|
通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindByClassnameNearest | handle FindByClassnameNearest(string className, Vector origin, float maxRadius)
|
在最近一个点通过类名寻找实体 |
FindByClassnameWithin | handle FindByClassnameWithin(handle startFrom, string className, Vector origin, float maxRadius)
|
在半径范围内通过类名寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindByModel | handle FindByModel(handle startFrom, string modelName)
|
通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindByModelWithin | handle FindByModelWithin(handle startFrom, string modelName, Vector origin, float maxRadius)
|
在半径范围内通过模型名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindByName | handle FindByName(handle lastEnt, string searchString)
|
通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindByNameNearest | handle FindByNameNearest(string name, Vector origin, float maxRadius)
|
通过名字寻找最近原点的实体 |
FindByNameWithin | handle FindByNameWithin(handle startFrom, string name, Vector origin, float maxRadius)
|
在半径范围内通过名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindByTarget | handle FindByTarget(handle startFrom, string targetName)
|
通过目标名字寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
FindInSphere | handle FindInSphere(handle startFrom, Vector origin, float maxRadius)
|
在半径范围内寻找实体.传入nil就从头进行迭代寻找,传入之前找到的实体可以以之作为起点开始寻找 |
First | handle First()
|
在实体数组或表中开始一个迭代程序 |
Next | handle Next(handle startFrom)
|
从指定列表中的实体开始迭代 |
ConnectOutput | void ConnectOutput(string a, string b)
|
添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法 |
Destroy | void Destroy()
|
暂无 |
DisconnectOutput | void DisconnectOutput(string a, string b)
|
从这个实体的I/O事件移除已连接的脚本方法 |
DisconnectRedirectedOutput | void DisconnectRedirectedOutput(string a, string b, handle c)
|
从传入实体的I/O事件移除已连接的脚本方法 |
entindex | int entindex()
|
暂无 |
FireOutput | void FireOutput(string outputName, handle activator, handle caller, table args, float delay)
|
触发实体的输出 |
GetClassname | string GetClassname()
|
暂无 |
GetDebugName | string GetDebugName()
|
如果没有定义的话获得实体名字的帮助 |
GetEntityHandle | ehandle GetEntityHandle()
|
获得这个实体的EHANDLE |
GetEntityIndex | int GetEntityIndex()
|
暂无 |
GetIntAttr | int GetIntAttr(string a)
|
获得整型属性 |
GetName | string GetName()
|
暂无 |
GetOrCreatePrivateScriptScope | handle GetOrCreatePrivateScriptScope()
|
恢复实体相关的每个实例私有的脚本数据,必要时会创建 |
GetOrCreatePublicScriptScope | handle GetOrCreatePublicScriptScope()
|
恢复实体相关的公用脚本数据,必要时会创建 |
GetPrivateScriptScope | handle GetPrivateScriptScope()
|
恢复实体相关的每个实例私有的脚本数据 |
GetPublicScriptScope | handle GetPublicScriptScope()
|
恢复实体相关的公用脚本数据 |
RedirectOutput | void RedirectOutput(string a, string b, handle c)
|
添加一个I/O链接,这可以当特定输出触发时,在这个实体调用方法 |
RemoveSelf | void RemoveSelf()
|
删除这个实体 |
SetIntAttr | void SetIntAttr(string a, int b)
|
设置整型属性 |
CastAbility | void CastAbility()
|
暂无 |
ContinueCasting | bool ContinueCasting()
|
暂无 |
CreateVisibilityNode | void CreateVisibilityNode(Vector a, float b, float c)
|
暂无 |
DecrementModifierRefCount | void DecrementModifierRefCount()
|
暂无 |
EndChannel | void EndChannel(bool a)
|
参数: bool bInterrupted |
EndCooldown | void EndCooldown()
|
刷新这个技能 |
GetAbilityDamage | int GetAbilityDamage()
|
暂无 |
GetAbilityDamageType | int GetAbilityDamageType()
|
暂无 |
GetAbilityIndex | int GetAbilityIndex()
|
暂无 |
GetAbilityName | string GetAbilityName()
|
暂无 |
GetAbilityTargetFlags | int GetAbilityTargetFlags()
|
暂无 |
GetAbilityTargetTeam | int GetAbilityTargetTeam()
|
暂无 |
GetAbilityTargetType | int GetAbilityTargetType()
|
暂无 |
GetAbilityType | int GetAbilityType()
|
暂无 |
GetAnimationIgnoresModelScale | bool GetAnimationIgnoresModelScale()
|
暂无 |
GetAssociatedPrimaryAbilities | string GetAssociatedPrimaryAbilities()
|
暂无 |
GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities()
|
暂无 |
GetAutoCastState | bool GetAutoCastState()
|
暂无 |
GetBackswingTime | float GetBackswingTime()
|
暂无 |
GetBehavior | int GetBehavior()
|
暂无 |
GetCaster | handle GetCaster()
|
暂无 |
GetCastPoint | float GetCastPoint()
|
暂无 |
GetCastRange | int GetCastRange()
|
暂无 |
GetChannelledManaCostPerSecond | int GetChannelledManaCostPerSecond(int a)
|
暂无 |
GetChannelStartTime | float GetChannelStartTime()
|
暂无 |
GetChannelTime | float GetChannelTime()
|
暂无 |
GetCloneSource | handle GetCloneSource()
|
暂无 |
GetConceptRecipientType | int GetConceptRecipientType()
|
暂无 |
GetCooldown | float GetCooldown(int a)
|
获得技能在给出的等级设定上的冷却时间,而不是目前的剩余的冷却时间 |
GetCooldownTime | float GetCooldownTime()
|
暂无 |
GetCooldownTimeRemaining | float GetCooldownTimeRemaining()
|
暂无 |
GetCursorPosition | Vector GetCursorPosition()
|
暂无 |
GetCursorTarget | handle GetCursorTarget()
|
暂无 |
GetCursorTargetingNothing | bool GetCursorTargetingNothing()
|
暂无 |
GetDuration | float GetDuration()
|
暂无 |
GetGoldCost | int GetGoldCost(int a)
|
暂无 |
GetGoldCostForUpgrade | int GetGoldCostForUpgrade(int a)
|
暂无 |
GetHeroLevelRequiredToUpgrade | int GetHeroLevelRequiredToUpgrade()
|
暂无 |
GetIntrinsicModifierName | string GetIntrinsicModifierName()
|
暂无 |
GetLevel | int GetLevel()
|
获得技能目前的等级 |
GetLevelSpecialValueFor | table GetLevelSpecialValueFor(string a, int b)
|
暂无 |
GetManaCost | int GetManaCost(int a)
|
暂无 |
GetMaxLevel | int GetMaxLevel()
|
暂无 |
GetModifierValue | float GetModifierValue()
|
暂无 |
GetModifierValueBonus | float GetModifierValueBonus()
|
暂无 |
GetPlaybackRateOverride | float GetPlaybackRateOverride()
|
暂无 |
GetSharedCooldownName | string GetSharedCooldownName()
|
暂无 |
GetSpecialValueFor | table GetSpecialValueFor(string a)
|
暂无 |
GetStolenActivityModifier | string GetStolenActivityModifier()
|
暂无 |
GetToggleState | bool GetToggleState()
|
暂无 |
HeroXPChange | bool HeroXPChange(float a)
|
暂无 |
IncrementModifierRefCount | void IncrementModifierRefCount()
|
暂无 |
IsActivated | bool IsActivated()
|
暂无 |
IsAttributeBonus | bool IsAttributeBonus()
|
暂无 |
IsChanneling | bool IsChanneling()
|
返回目前技能是否在施法状态 |
IsCooldownReady | bool IsCooldownReady()
|
暂无 |
IsCosmetic | bool IsCosmetic()
|
暂无 |
IsFullyCastable | bool IsFullyCastable()
|
返回技能能否被释放 |
IsHidden | bool IsHidden()
|
暂无 |
IsHiddenWhenStolen | bool IsHiddenWhenStolen()
|
暂无 |
IsInAbilityPhase | bool IsInAbilityPhase()
|
返回技能目前是否在被释放 |
IsItem | bool IsItem()
|
暂无 |
IsOwnersGoldEnough | bool IsOwnersGoldEnough(int a)
|
暂无 |
IsOwnersGoldEnoughForUpgrade | bool IsOwnersGoldEnoughForUpgrade()
|
暂无 |
IsOwnersManaEnough | bool IsOwnersManaEnough()
|
暂无 |
IsPassive | bool IsPassive()
|
暂无 |
IsSharedWithTeammates | bool IsSharedWithTeammates()
|
暂无 |
IsStealable | bool IsStealable()
|
暂无 |
IsStolen | bool IsStolen()
|
暂无 |
IsToggle | bool IsToggle()
|
暂无 |
IsTrained | bool IsTrained()
|
暂无 |
MarkAbilityButtonDirty | void MarkAbilityButtonDirty()
|
标记这个技能图标表示需要刷新 |
NumModifiersUsingAbility | int NumModifiersUsingAbility()
|
暂无 |
OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted()
|
暂无 |
OnAbilityPhaseStart | bool OnAbilityPhaseStart()
|
暂无 |
OnAbilityPinged | void OnAbilityPinged()
|
暂无 |
OnChannelFinish | void OnChannelFinish(bool a)
|
暂无 |
OnChannelThink | void OnChannelThink(float a)
|
暂无 |
OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus()
|
暂无 |
OnHeroLevelUp | void OnHeroLevelUp()
|
暂无 |
OnInventoryContentsChanged | void OnInventoryContentsChanged()
|
暂无 |
OnOwnerDied | void OnOwnerDied()
|
暂无 |
OnOwnerSpawned | void OnOwnerSpawned()
|
暂无 |
OnSpellStart | void OnSpellStart()
|
暂无 |
OnToggle | void OnToggle()
|
暂无 |
OnUpgrade | void OnUpgrade()
|
暂无 |
PayGoldCost | void PayGoldCost()
|
暂无 |
PayGoldCostForUpgrade | void PayGoldCostForUpgrade()
|
暂无 |
PayManaCost | void PayManaCost()
|
暂无 |
PlaysDefaultAnimWhenStolen | bool PlaysDefaultAnimWhenStolen()
|
暂无 |
ProcsMagicStick | bool ProcsMagicStick()
|
暂无 |
RefCountsModifiers | bool RefCountsModifiers()
|
暂无 |
RefundManaCost | void RefundManaCost()
|
暂无 |
ResetToggleOnRespawn | bool ResetToggleOnRespawn()
|
暂无 |
SetAbilityIndex | void SetAbilityIndex(int a)
|
暂无 |
SetActivated | void SetActivated(bool a)
|
暂无 |
SetChanneling | void SetChanneling(bool a)
|
暂无 |
SetHidden | void SetHidden(bool a)
|
暂无 |
SetInAbilityPhase | void SetInAbilityPhase(bool a)
|
暂无 |
SetLevel | void SetLevel(int a)
|
设置这个技能的等级 |
SetOverrideCastPoint | void SetOverrideCastPoint(float a)
|
暂无 |
SetRefCountsModifiers | void SetRefCountsModifiers(bool a)
|
暂无 |
SetStolen | void SetStolen(bool a)
|
暂无 |
ShouldUseResources | bool ShouldUseResources()
|
暂无 |
SpeakAbilityConcept | void SpeakAbilityConcept(int a)
|
暂无 |
SpeakTrigger | bool SpeakTrigger()
|
暂无 |
StartCooldown | void StartCooldown(float a)
|
参数:fl冷却时间? |
ToggleAbility | void ToggleAbility()
|
暂无 |
ToggleAutoCast | void ToggleAutoCast()
|
暂无 |
UpgradeAbility | void UpgradeAbility()
|
暂无 |
UseResources | void UseResources(bool a, bool b, bool c)
|
暂无 |
SetPlaybackRate | void SetPlaybackRate(float a)
|
重写播放速率 |
SetPlaybackRate | void SetPlaybackRate(float a)
|
Override playbackrate |
CDOTA_Ability_Nian_Leap
- extends CDOTABaseAbility
No Description Set
函数名 | 函数原型 | 解释 |
---|---|---|
SetPlaybackRate | void SetPlaybackRate(float a)
|
Override playbackrate |
CDOTA_Ability_Nian_Dive
- extends CDOTABaseAbility
No Description Set
函数名 | 函数原型 | 解释 |
---|---|---|
SetPlaybackRate | void SetPlaybackRate(float a)
|
Override playbackrate |
CDOTA_Ability_Nian_Roar
- extends CDOTABaseAbility
No Description Set
函数名 | 函数原型 | 解释 |
---|---|---|
GetCastCount | int GetCastCount()
|
年兽使用了咆哮的次数 |
GetContainer | handle GetContainer()
|
获得物品所有者 |
GetCost | int GetCost()
|
暂无 |
GetCurrentCharges | int GetCurrentCharges()
|
获得物品的目前充能 |
GetInitialCharges | int GetInitialCharges()
|
获得物品的初始充能 |
GetPurchaser | handle GetPurchaser()
|
获得物品的购买者 |
GetPurchaseTime | float GetPurchaseTime()
|
获得物品的购买时间 |
GetShareability | int GetShareability()
|
暂无 |
IsPermanent | bool IsPermanent()
|
判断物品是否非消耗品 |
LaunchLoot | void LaunchLoot(bool useOnContact, float height, float speed, Vector destination)
|
暂无 |
SetCurrentCharges | void SetCurrentCharges(int a)
|
设置物品的充能数 |
SetPurchaser | void SetPurchaser(handle a)
|
设置物品的购买者 |
SetPurchaseTime | void SetPurchaseTime(float a)
|
设置物品的购买时间 |
SetStacksWithOtherOwners | void SetStacksWithOtherOwners(bool a)
|
暂无 |
StacksWithOtherOwners | bool StacksWithOtherOwners()
|
No Description Set |
Think | void Think()
|
判断此物品 |
GetContainedItem | handle GetContainedItem()
|
返回禁用的物品? |
GetCreationTime | float GetCreationTime()
|
返回物品第一次出现在地图上的时间 |
SetContainedItem | void SetContainedItem(handle a)
|
设置禁用的物品? |
ApplyDataDrivenModifier | void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs)
|
暂无 |
GetHorn | handle GetHorn()
|
Is the Nian horn? |
GetTail | handle GetTail()
|
Is the Nian's tail broken? |
IsHornAlive | bool IsHornAlive()
|
Is the Nian's horn broken? |
IsTailAlive | bool IsTailAlive()
|
Is the Nian's tail broken? |
CBasePlayer
No Description Set
函数名 | 函数原型 | 解释 |
---|---|---|
IsNoclipping | bool IsNoclipping()
|
Returns true if the player is in noclip mode. |
CDOTAPlayer
- extends CBaseAnimating
No Description Set
函数名 | 函数原型 | 解释 |
---|---|---|
GetAssignedHero | handle GetAssignedHero()
|
Get the player's hero. |
GetControlledRPGUnit | handle GetControlledRPGUnit()
|
Get the RPG unit this player controls. |
GetPlayerID | int GetPlayerID()
|
Get the player's official PlayerID; notably is -1 when the player isn't yet on a team. |
MakeRandomHeroSelection | void MakeRandomHeroSelection()
|
Randoms this player's hero. |
SetKillCamUnit | void SetKillCamUnit(handle a)
|
Set the kill cam unit for this hero. |
SetMusicStatus | void SetMusicStatus(int nMusicStatus, float flIntensity)
|
Set the music status for this player, note this will only really apply if dota_music_battle_enable is off. |
CDOTA_PlayerResource
- extends CBaseEntity
No Description Set
Global accessor variable: PlayerResource
函数名 | 函数原型 | 解释 |
---|---|---|
AddAegisPickup | void AddAegisPickup(int a)
|
No Description Set |
AddClaimedFarm | void AddClaimedFarm(int a, float b)
|
No Description Set |
AddGoldSpentOnSupport | void AddGoldSpentOnSupport(int a, int b)
|
No Description Set |
AddRunePickup | void AddRunePickup(int a)
|
No Description Set |
AreUnitsSharedWithPlayerID | bool AreUnitsSharedWithPlayerID(int a, int b)
|
No Description Set |
ClearKillsMatrix | void ClearKillsMatrix(int a)
|
No Description Set |
ClearLastHitMultikill | void ClearLastHitMultikill(int a)
|
No Description Set |
ClearLastHitStreak | void ClearLastHitStreak(int a)
|
No Description Set |
ClearRawPlayerDamageMatrix | void ClearRawPlayerDamageMatrix(int a)
|
No Description Set |
ClearStreak | void ClearStreak(int a)
|
No Description Set |
GetAegisPickups | int GetAegisPickups(int a)
|
No Description Set |
GetAssists | int GetAssists(int a)
|
No Description Set |
GetBroadcasterChannel | <> GetBroadcasterChannel(int a)
|
No Description Set |
GetBroadcasterChannelSlot | <> GetBroadcasterChannelSlot(int a)
|
No Description Set |
GetClaimedDenies | int GetClaimedDenies(int a)
|
No Description Set |
GetClaimedFarm | float GetClaimedFarm(int a)
|
No Description Set |
GetClaimedMisses | int GetClaimedMisses(int a)
|
No Description Set |
GetConnectionState | <> GetConnectionState(int a)
|
No Description Set |
GetCreepDamageTaken | int GetCreepDamageTaken(int a)
|
No Description Set |
GetCustomBuybackCooldown | float GetCustomBuybackCooldown(int a)
|
No Description Set |
GetCustomBuybackCost | int GetCustomBuybackCost(int a)
|
No Description Set |
GetCustomTeamAssignment | int GetCustomTeamAssignment(int playerIndex)
|
returns the team number that the player should join |
GetDamageDoneToHero | int GetDamageDoneToHero(int a, int b)
|
No Description Set |
GetDeaths | int GetDeaths(int a)
|
No Description Set |
GetDenies | int GetDenies(int a)
|
No Description Set |
GetEventPointsForPlayerID | int GetEventPointsForPlayerID(int a)
|
No Description Set |
GetEventPremiumPointsGranted | int GetEventPremiumPointsGranted(int a)
|
No Description Set |
GetEventRankGranted | int GetEventRankGranted(int a)
|
No Description Set |
GetGold | int GetGold(int playerID)
|
Returns how much gold the specified player currently has |
GetGoldBagsCollected | int GetGoldBagsCollected(int a)
|
No Description Set |
GetGoldLostToDeath | int GetGoldLostToDeath(int a)
|
No Description Set |
GetGoldPerMin | float GetGoldPerMin(int a)
|
No Description Set |
GetGoldSpentOnBuybacks | int GetGoldSpentOnBuybacks(int a)
|
No Description Set |
GetGoldSpentOnConsumables | int GetGoldSpentOnConsumables(int a)
|
No Description Set |
GetGoldSpentOnItems | int GetGoldSpentOnItems(int a)
|
No Description Set |
GetGoldSpentOnSupport | int GetGoldSpentOnSupport(int a)
|
No Description Set |
GetHealing | float GetHealing(int a)
|
No Description Set |
GetHeroDamageTaken | int GetHeroDamageTaken(int a)
|
No Description Set |
GetKills | int GetKills(int playerID)
|
Return how many kills the specified player currently gets |
GetKillsDoneToHero | int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID)
|
Returns the number of times the attacker (first argument) has killed the victim (second argument) |
GetLastHitMultikill | int GetLastHitMultikill(int a)
|
No Description Set |
GetLastHits | int GetLastHits(int playerID)
|
No Description Set |
GetLastHitStreak | int GetLastHitStreak(int a)
|
No Description Set |
GetLevel | int GetLevel(int playerID)
|
No Description Set |
GetMisses | int GetMisses(int a)
|
No Description Set |
GetNearbyCreepDeaths | int GetNearbyCreepDeaths(int a)
|
No Description Set |
GetNthCourierForTeam | handle GetNthCourierForTeam(int a, int b)
|
No Description Set |
GetNthPlayerIDOnTeam | int GetNthPlayerIDOnTeam(int a, int b)
|
No Description Set |
GetNumConsumablesPurchased | int GetNumConsumablesPurchased(int a)
|
No Description Set |
GetNumCouriersForTeam | int GetNumCouriersForTeam(int a)
|
No Description Set |
GetNumItemsPurchased | int GetNumItemsPurchased(int a)
|
No Description Set |
GetPlayer | handle GetPlayer(int playerID)
|
No Description Set |
GetPlayerLoadedCompletely | bool GetPlayerLoadedCompletely(int a)
|
No Description Set |
GetPlayerName | string GetPlayerName(int a)
|
No Description Set |
GetPlayerReservedState | bool GetPlayerReservedState(int a)
|
No Description Set |
GetRawPlayerDamage | int GetRawPlayerDamage(int a)
|
No Description Set |
GetReliableGold | int GetReliableGold(int playerID)
|
Returns how much reliable gold the specified player currently has |
GetRespawnSeconds | int GetRespawnSeconds(int a)
|
No Description Set |
GetRoshanKills | int GetRoshanKills(int a)
|
No Description Set |
GetRunePickups | int GetRunePickups(int a)
|
No Description Set |
GetSelectedHeroEntity | handle GetSelectedHeroEntity(int a)
|
No Description Set |
GetSelectedHeroID | int GetSelectedHeroID(int a)
|
No Description Set |
GetSelectedHeroName | string GetSelectedHeroName(int a)
|
No Description Set |
GetSteamAccountID | <> GetSteamAccountID(int a)
|
No Description Set |
GetStreak | int GetStreak(int a)
|
No Description Set |
GetStuns | float GetStuns(int a)
|
No Description Set |
GetTeam | int GetTeam(int a)
|
No Description Set |
GetTeamKills | int GetTeamKills(int a)
|
No Description Set |
GetTimeOfLastConsumablePurchase | float GetTimeOfLastConsumablePurchase(int a)
|
No Description Set |
GetTimeOfLastDeath | float GetTimeOfLastDeath(int a)
|
No Description Set |
GetTimeOfLastItemPurchase | float GetTimeOfLastItemPurchase(int a)
|
No Description Set |
GetTotalEarnedGold | int GetTotalEarnedGold(int a)
|
No Description Set |
GetTotalEarnedXP | int GetTotalEarnedXP(int a)
|
No Description Set |
GetTotalGoldSpent | int GetTotalGoldSpent(int a)
|
No Description Set |
GetTowerDamageTaken | int GetTowerDamageTaken(int a)
|
No Description Set |
GetTowerKills | int GetTowerKills(int a)
|
No Description Set |
GetUnitShareMaskForPlayer | int GetUnitShareMaskForPlayer(int a, int b)
|
No Description Set |
GetUnreliableGold | int GetUnreliableGold(int playerID)
|
Returns how much unreliable gold the specified player currently has |
GetXPPerMin | float GetXPPerMin(int a)
|
No Description Set |
HasRandomed | bool HasRandomed(int a)
|
No Description Set |
HasRepicked | bool HasRepicked(int playerID)
|
No Description Set |
HasSelectedHero | bool HasSelectedHero(int a)
|
No Description Set |
HaveAllPlayersJoined | bool HaveAllPlayersJoined()
|
No Description Set |
HeroLevelUp | void HeroLevelUp(int a)
|
No Description Set |
IncrementAssists | void IncrementAssists(int playerID)
|
No Description Set |
IncrementClaimedDenies | void IncrementClaimedDenies(int a)
|
No Description Set |
IncrementClaimedMisses | void IncrementClaimedMisses(int a)
|
No Description Set |
IncrementDeaths | void IncrementDeaths(int playerID)
|
No Description Set |
IncrementDenies | void IncrementDenies(int a)
|
No Description Set |
IncrementGoldBagsCollected | void IncrementGoldBagsCollected(int a)
|
No Description Set |
IncrementKills | void IncrementKills(int playerID, int kills)
|
No Description Set |
IncrementLastHitMultikill | void IncrementLastHitMultikill(int a)
|
No Description Set |
IncrementLastHits | void IncrementLastHits(int a)
|
No Description Set |
IncrementLastHitStreak | void IncrementLastHitStreak(int a)
|
No Description Set |
IncrementMisses | void IncrementMisses(int a)
|
No Description Set |
IncrementNearbyCreepDeaths | void IncrementNearbyCreepDeaths(int a)
|
No Description Set |
IncrementStreak | void IncrementStreak(int a)
|
No Description Set |
IncrementTotalEarnedXP | void IncrementTotalEarnedXP(int a, int b)
|
No Description Set |
IsBroadcaster | bool IsBroadcaster(int a)
|
No Description Set |
IsDisableHelpSetForPlayerID | bool IsDisableHelpSetForPlayerID(int a, int b)
|
No Description Set |
IsFakeClient | bool IsFakeClient(int a)
|
No Description Set |
IsHeroSelected | bool IsHeroSelected(string a)
|
No Description Set |
IsHeroSharedWithPlayerID | bool IsHeroSharedWithPlayerID(int a, int b)
|
No Description Set |
IsValidPlayer | bool IsValidPlayer(int playerID)
|
No Description Set |
IsValidPlayerID | bool IsValidPlayerID(int playerID)
|
No Description Set |
IsValidTeamPlayer | bool IsValidTeamPlayer(int playerID)
|
No Description Set |
IsValidTeamPlayerID | bool IsValidTeamPlayerID(int playerID)
|
No Description Set |
ModifyGold | int ModifyGold(int playerID, int goldAmmt, bool reliable, int d)
|
No Description Set |
ReplaceHeroWith | handle ReplaceHeroWith(int a, string b, int c, int d)
|
(playerID, heroClassName, gold, XP) - replaces the player's hero with a new one of the specified class, gold and XP |
ResetBuybackCostTime | void ResetBuybackCostTime(int a)
|
No Description Set |
ResetTotalEarnedGold | void ResetTotalEarnedGold(int a)
|
No Description Set |
SetBuybackCooldownTime | void SetBuybackCooldownTime(int a, float b)
|
No Description Set |
SetBuybackGoldLimitTime | void SetBuybackGoldLimitTime(int a, float b)
|
No Description Set |
SetCameraTarget | void SetCameraTarget(int a, handle b)
|
(playerID, entity) - force the given player's camera to follow the given entity |
SetCustomBuybackCooldown | void SetCustomBuybackCooldown(int a, float b)
|
Set the buyback cooldown for this player. |
SetCustomBuybackCost | void SetCustomBuybackCost(int a, int b)
|
Set the buyback cost for this player. |
SetCustomTeamAssignment | void SetCustomTeamAssignment(int playerIndex, int teamToJoin)
|
Sets the team that the player should join |
SetGold | void SetGold(int playerID, int amount, bool reliableGold)
|
Sets the reliable/unreliable gold of the specified player |
SetHasRandomed | void SetHasRandomed(int playerID)
|
No Description Set |
SetHasRepicked | void SetHasRepicked(int playerID)
|
No Description Set |
SetLastBuybackTime | void SetLastBuybackTime(int a, int b)
|
No Description Set |
SetPlayerReservedState | void SetPlayerReservedState(int a, bool b)
|
No Description Set |
SetUnitShareMaskForPlayer | void SetUnitShareMaskForPlayer(int a, int b, int c, bool d)
|
No Description Set |
SpendGold | void SpendGold(int playerID, int amount, int reason)
|
No Description Set |
UpdateTeamSlot | void UpdateTeamSlot(int a, int b)
|
No Description Set |
WhoSelectedHero | int WhoSelectedHero(string a)
|
No Description Set |
CDOTA_BaseNPC
- extends CBaseFlex
'
函数名 | 函数原型 | 解释 |
---|---|---|
AddAbility | void AddAbility(string a)
|
以技能名称为该单位新增技能。 |
AddItem | void AddItem(handle a)
|
增加物品到该单位的库存 。 |
AddNewModifier | void AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)
|
为该单位增加修改器。 |
AddNoDraw | void AddNoDraw()
|
Adds the no draw flag. |
AlertNearbyUnits | void AlertNearbyUnits(handle a, handle b)
|
暂无 |
AngerNearbyUnits | void AngerNearbyUnits()
|
暂无 |
AttackNoEarlierThan | void AttackNoEarlierThan(float a)
|
暂无 |
AttackReady | bool AttackReady()
|
暂无 |
BoundingRadius2D | float BoundingRadius2D()
|
暂无 |
CanEntityBeSeenByMyTeam | bool CanEntityBeSeenByMyTeam(handle a)
|
Check FoW to see if an entity is visible. |
CastAbilityImmediately | void CastAbilityImmediately(handle ability, int playerIndex)
|
技能立即施法。 |
CastAbilityNoTarget | void CastAbilityNoTarget(handle ability, int playerIndex)
|
无目标的施放技能 ( hAbility, iPlayerIndex ) 。 |
CastAbilityOnPosition | void CastAbilityOnPosition(Vector a, handle b, int c)
|
对一地点施放技能。 |
CastAbilityOnTarget | void CastAbilityOnTarget(handle target, handle ability, int playerIndex)
|
对一实体施放技能。 |
CastAbilityToggle | void CastAbilityToggle(handle a, int b)
|
切换技能 ( hAbility, iPlayerIndex ) 。 |
DisassembleItem | void DisassembleItem(handle a)
|
拆解该单位库存中过时的物品。 |
DropItemAtPosition | void DropItemAtPosition(Vector a, handle b)
|
在指定地点掉落物品。 |
DropItemAtPositionImmediate | void DropItemAtPositionImmediate(handle a, Vector b)
|
立即在指定地点掉落物品。 |
EjectItemFromStash | void EjectItemFromStash(handle a)
|
自库存栏丢落指定的物品。 |
FindAbilityByName | handle FindAbilityByName(string a)
|
以名称寻找技能。 |
ForceKill | void ForceKill(bool a)
|
强制击杀该单位。 |
GetAbilityByIndex | handle GetAbilityByIndex(int a)
|
以下标值检索该单位的技能。 |
GetAbilityCount | int GetAbilityCount()
|
获取拥有的技能数量。 |
GetAcquisitionRange | float GetAcquisitionRange()
|
获取单位的自动收集距离。 |
GetAdditionalBattleMusicWeight | float GetAdditionalBattleMusicWeight()
|
获取当与该单位战斗时将会计算的战斗音乐权重。 |
GetAttackAnimationPoint | float GetAttackAnimationPoint()
|
暂无 |
GetAttackCapability | int GetAttackCapability()
|
Gets the Attack Capabilities of the unit |
GetAttackDamage | int GetAttackDamage()
|
获取该单位伤害最大值与最小值之间的随机整数。 |
GetAttackRange | float GetAttackRange()
|
获取单位当前的攻击距离。 |
GetAttackRangeBuffer | float GetAttackRangeBuffer()
|
获取状态增加的攻击距离。 |
GetAttackSpeed | float GetAttackSpeed()
|
获取该单位的攻速。 |
GetAttacksPerSecond | float GetAttacksPerSecond()
|
获取APS值(每秒能够打几下)。 |
GetAttackTarget | handle GetAttackTarget()
|
返回该单位的攻击目标。 |
GetAverageTrueAttackDamage | int GetAverageTrueAttackDamage()
|
获取该单位最大伤害值与最小伤害值的平均数。 |
GetBaseAttackRange | int GetBaseAttackRange()
|
获取单位的基础攻击距离(修改器不列入计算)。 |
GetBaseAttackTime | float GetBaseAttackTime()
|
暂无 |
GetBaseDamageMax | int GetBaseDamageMax()
|
获取最大伤害值。 |
GetBaseDamageMin | int GetBaseDamageMin()
|
获取最小伤害值。 |
GetBaseDayTimeVisionRange | int GetBaseDayTimeVisionRange()
|
获取单位的基础日间视野距离(修改器不列入计算)。 |
GetBaseHealthRegen | float GetBaseHealthRegen()
|
获取单位的基础血量恢复值。 |
GetBaseMagicalResistanceValue | float GetBaseMagicalResistanceValue()
|
获取单位的基础魔法抗性值。 |
GetBaseMaxHealth | float GetBaseMaxHealth()
|
获取基础血量值。 |
GetBaseMoveSpeed | float GetBaseMoveSpeed()
|
获取基础跑速。 |
GetBaseNightTimeVisionRange | int GetBaseNightTimeVisionRange()
|
获取单位基础的夜间视野距离(修改器不列入计算)。 |
GetCastPoint | float GetCastPoint(bool a)
|
暂无 |
GetCollisionPadding | float GetCollisionPadding()
|
返回该单位的碰撞体积。 |
GetConstantBasedManaRegen | float GetConstantBasedManaRegen()
|
获取基础的魔力恢复值常数。 |
GetCreationTime | float GetCreationTime()
|
暂无 |
GetCurrentActiveAbility | handle GetCurrentActiveAbility()
|
获取该单位正在使用中的法术。 |
GetCurrentVisionRange | int GetCurrentVisionRange()
|
获取当前的视野距离。 |
GetCursorCastTarget | handle GetCursorCastTarget()
|
获取鼠标指定的施法目标。 |
GetCursorPosition | Vector GetCursorPosition()
|
获取鼠标位置。 |
GetCursorTargetingNothing | bool GetCursorTargetingNothing()
|
暂无 |
GetDayTimeVisionRange | int GetDayTimeVisionRange()
|
获取该单位的日间视野(将修改器并入计算)。 |
GetDeathXP | int GetDeathXP()
|
获取该单位的击杀经验值奖赏。 |
GetForceAttackTarget | handle GetForceAttackTarget()
|
暂无 |
GetGoldBounty | int GetGoldBounty()
|
获取该单位的击杀金钱奖赏。 |
GetHasteFactor | float GetHasteFactor()
|
暂无 |
GetHealth | int GetHealth()
|
获取该单位的血量。 |
GetHealthDeficit | int GetHealthDeficit()
|
返回损失的血量 (最大血量 - 当前血量)。 |
GetHealthPercent | int GetHealthPercent()
|
获取该单位当前的血量百分比。 |
GetHealthRegen | float GetHealthRegen()
|
获取该单位当前的血量恢复值。 |
GetHullRadius | float GetHullRadius()
|
获取该单位的碰撞体积半径。 |
GetIdealSpeed | float GetIdealSpeed()
|
获取该单位的跑速(将修改器并入计算)。 |
GetIncreasedAttackSpeed | float GetIncreasedAttackSpeed()
|
暂无 |
GetInitialGoalEntity | handle GetInitialGoalEntity()
|
返回该单位初始的路径点。 |
GetItemInSlot | handle GetItemInSlot(int a)
|
以下标值获取物品栏中的物品。 |
GetLastIdleChangeTime | float GetLastIdleChangeTime()
|
获取该单位最后 进入/离开 闲置状态的时间。 |
GetLevel | int GetLevel()
|
返回该单位当前的等级。 |
GetMagicalArmorValue | float GetMagicalArmorValue()
|
返回该单位当前的魔法抗性值。 |
GetMainControllingPlayer | int GetMainControllingPlayer()
|
返回控制该单位的玩家ID。 |
GetMana | float GetMana()
|
获取该单位的魔力值。 |
GetManaPercent | int GetManaPercent()
|
获取该单位的剩余魔力值百分比。 |
GetManaRegen | float GetManaRegen()
|
获取该单位的魔力恢复值。 |
GetMaxHealth | int GetMaxHealth()
|
获取该单位的最大血量。 |
GetMaxMana | float GetMaxMana()
|
获取该单位的最大魔力。 |
GetModelRadius | float GetModelRadius()
|
获取模型大小半径。 |
GetModifierCount | int GetModifierCount()
|
返回该单位所拥有的修改器数量。 |
GetModifierNameByIndex | string GetModifierNameByIndex(int a)
|
以下标值索引修改器,并返回修改器名称字符串。 |
GetModifierStackCount | void GetModifierStackCount(string modifierName, handle b)
|
Gets the stack count of a given modifier. |
GetMoveSpeedModifier | float GetMoveSpeedModifier(float a)
|
暂无 |
GetMustReachEachGoalEntity | bool GetMustReachEachGoalEntity()
|
该单位是否被要求走访每个路径点? |
GetNightTimeVisionRange | int GetNightTimeVisionRange()
|
返回夜间视野距离(将修改器并入计算)。 |
GetOpposingTeamNumber | int GetOpposingTeamNumber()
|
暂无 |
GetPaddedCollisionRadius | float GetPaddedCollisionRadius()
|
获取单位碰撞体积半径。 |
GetPercentageBasedManaRegen | float GetPercentageBasedManaRegen()
|
获取基础魔力恢复值百分比。 |
GetPhysicalArmorBaseValue | float GetPhysicalArmorBaseValue()
|
返回基础护甲值。 |
GetPhysicalArmorValue | float GetPhysicalArmorValue()
|
返回当前的护甲值。 |
GetPlayerOwner | handle GetPlayerOwner()
|
获取拥有此单位的玩家实体。 |
GetPlayerOwnerID | int GetPlayerOwnerID()
|
获取拥有此单位的玩家ID。 |
GetProjectileSpeed | int GetProjectileSpeed()
|
暂无 |
GetRangeToUnit | float GetRangeToUnit(handle a)
|
暂无 |
GetSecondsPerAttack | float GetSecondsPerAttack()
|
暂无 |
GetStatsBasedManaRegen | float GetStatsBasedManaRegen()
|
获取因智慧而增加的魔法恢复值。 |
GetTeamNumber | int GetTeamNumber()
|
获取该单位所属的队伍ID。 |
GetTotalPurchasedUpgradeGoldCost | int GetTotalPurchasedUpgradeGoldCost()
|
获取用在升级的金钱。 |
GetUnitLabel | string GetUnitLabel()
|
暂无 |
GetUnitName | string GetUnitName()
|
获取单位名称。 |
GiveMana | void GiveMana(float a)
|
给予此单位指定的魔法值。(Giff me mana!) |
HasAbility | bool HasAbility(string a)
|
以技能名称搜寻该单位是否拥有此技能。 |
HasAttackCapability | bool HasAttackCapability()
|
暂无 |
HasFlyingVision | bool HasFlyingVision()
|
暂无 |
HasFlyMovementCapability | bool HasFlyMovementCapability()
|
暂无 |
HasGroundMovementCapability | bool HasGroundMovementCapability()
|
暂无 |
HasInventory | bool HasInventory()
|
暂无 |
HasItemInInventory | bool HasItemInInventory(string a)
|
以物品名称搜寻该单位是否拥有此物品。 |
HasModifier | bool HasModifier(string a)
|
以修改器名称搜寻该单位是否拥有此修改器。 |
HasMovementCapability | bool HasMovementCapability()
|
暂无 |
HasScepter | bool HasScepter()
|
暂无 |
Heal | void Heal(float amount, handle source)
|
治疗该单位。 |
Hold | void Hold()
|
命令单位在原地待命。 |
Interrupt | void Interrupt()
|
暂无 |
InterruptChannel | void InterruptChannel()
|
暂无 |
InterruptMotionControllers | void InterruptMotionControllers(bool a)
|
暂无 |
IsAlive | bool IsAlive()
|
此单位是否还活着? |
IsAncient | bool IsAncient()
|
该生物是否为远古野怪? |
IsAttackImmune | bool IsAttackImmune()
|
暂无 |
IsAttacking | bool IsAttacking()
|
暂无 |
IsAttackingEntity | bool IsAttackingEntity(handle a)
|
暂无 |
IsBlind | bool IsBlind()
|
暂无 |
IsBlockDisabled | bool IsBlockDisabled()
|
暂无 |
IsCommandRestricted | bool IsCommandRestricted()
|
暂无 |
IsControllableByAnyPlayer | bool IsControllableByAnyPlayer()
|
该单位是否为非Bot玩家所控制? |
IsCreature | bool IsCreature()
|
此单位是否为怪物类型单位? |
IsDeniable | bool IsDeniable()
|
暂无 |
IsDisarmed | bool IsDisarmed()
|
暂无 |
IsDominated | bool IsDominated()
|
暂无 |
IsEvadeDisabled | bool IsEvadeDisabled()
|
暂无 |
IsFrozen | bool IsFrozen()
|
暂无 |
IsHardDisarmed | bool IsHardDisarmed()
|
暂无 |
IsHero | bool IsHero()
|
此单位是否为英雄或英雄幻象? |
IsHexed | bool IsHexed()
|
暂无 |
IsIdle | bool IsIdle()
|
该生物是否处于闲置状态? |
IsIllusion | bool IsIllusion()
|
该单位是否为幻象单位? |
IsInvisible | bool IsInvisible()
|
暂无 |
IsInvulnerable | bool IsInvulnerable()
|
暂无 |
IsLowAttackPriority | bool IsLowAttackPriority()
|
暂无 |
IsMagicImmune | bool IsMagicImmune()
|
该单位是否魔法免疫? |
IsMechanical | bool IsMechanical()
|
该单位是否为机械单位? |
IsMovementImpaired | bool IsMovementImpaired()
|
暂无 |
IsMuted | bool IsMuted()
|
暂无 |
IsNeutralUnitType | bool IsNeutralUnitType()
|
该单位是否为野怪? |
IsNightmared | bool IsNightmared()
|
暂无 |
IsOpposingTeam | bool IsOpposingTeam(int a)
|
暂无 |
IsOutOfGame | bool IsOutOfGame()
|
暂无 |
IsOwnedByAnyPlayer | bool IsOwnedByAnyPlayer()
|
该单位是否为非Bot之玩家所有? |
IsPhantom | bool IsPhantom()
|
该单位是否为幻象单位? |
IsPhantomBlocker | bool IsPhantomBlocker()
|
暂无 |
IsPhased | bool IsPhased()
|
是否在相位状态? |
IsPositionInRange | bool IsPositionInRange(Vector a, float b)
|
是否在某点的范围内 |
IsRangedAttacker | bool IsRangedAttacker()
|
该单位攻击类型是否为远程攻击? |
IsRealHero | bool IsRealHero()
|
返回该单位是否为真正的英雄单位,而非小兵或是幻象。 |
IsRooted | bool IsRooted()
|
暂无 |
IsSilenced | bool IsSilenced()
|
该单位是否被沉默? |
IsSoftDisarmed | bool IsSoftDisarmed()
|
暂无 |
IsSpeciallyDeniable | bool IsSpeciallyDeniable()
|
暂无 |
IsStunned | bool IsStunned()
|
该单位是否被晕眩了? |
IsSummoned | bool IsSummoned()
|
此单位是否为召唤物? |
IsTower | bool IsTower()
|
此单位是否为塔? |
IsUnableToMiss | bool IsUnableToMiss()
|
暂无 |
IsUnselectable | bool IsUnselectable()
|
暂无 |
Kill | void Kill(handle a, handle b)
|
杀死一个单位,参数为使用的技能与攻击者。 |
MakeIllusion | void MakeIllusion()
|
暂无 |
MakePhantomBlocker | void MakePhantomBlocker()
|
暂无 |
MakeVisibleDueToAttack | void MakeVisibleDueToAttack(int a)
|
暂无 |
MakeVisibleToTeam | void MakeVisibleToTeam(int a, float b)
|
暂无 |
ModifyHealth | void ModifyHealth(int a, handle b, bool c, int d)
|
设置血量为所指定的值 |
MoveToNPC | void MoveToNPC(handle a)
|
移动至指定的单位。 |
MoveToNPCToGiveItem | void MoveToNPCToGiveItem(handle npc, handle item)
|
将身上的物品丢给指定的单位。 |
MoveToPosition | void MoveToPosition(Vector a)
|
移动到指定的位置。 |
MoveToPositionAggressive | void MoveToPositionAggressive(Vector a)
|
移动到指定的位置。 |
MoveToTargetToAttack | void MoveToTargetToAttack(handle a)
|
移动至指定的单位,并且发动攻击。 |
NoHealthBar | bool NoHealthBar()
|
暂无 |
NoTeamMoveTo | bool NoTeamMoveTo()
|
暂无 |
NoTeamSelect | bool NoTeamSelect()
|
暂无 |
NotOnMinimap | bool NotOnMinimap()
|
暂无 |
NotOnMinimapForEnemies | bool NotOnMinimapForEnemies()
|
暂无 |
NoUnitCollision | bool NoUnitCollision()
|
暂无 |
PassivesDisabled | bool PassivesDisabled()
|
暂无 |
PerformAttack | void PerformAttack(handle a, bool b, bool c, bool d, bool e)
|
对一单位执行攻击。 |
PickupDroppedItem | void PickupDroppedItem(handle a)
|
捡起掉落的物品。 |
PickupRune | void PickupRune(handle a)
|
捡起神符。 |
ProvidesVision | bool ProvidesVision()
|
暂无 |
ReduceMana | void ReduceMana(float a)
|
移除单位的魔力,不过是用在该单位非自愿失去魔力,而非用在使用技能消耗魔力的情况。 |
RemoveAbility | void RemoveAbility(string a)
|
以技能名称移除该单位相应的技能。 |
RemoveItem | void RemoveItem(handle a)
|
将该单位库存中的过期物品移除。 |
RemoveModifierByName | void RemoveModifierByName(string a)
|
以名称移除修改器。 |
RemoveModifierByNameAndCaster | void RemoveModifierByNameAndCaster(string a, handle b)
|
以施法者与修改器名称移除修改器。 |
RemoveNoDraw | void RemoveNoDraw()
|
Remove the no draw flag. |
RespawnUnit | void RespawnUnit()
|
复活该单位。 |
SellItem | void SellItem(handle a)
|
卖出该单位的物品。 |
SetAcquisitionRange | void SetAcquisitionRange(float a)
|
Sets acquisition range |
SetAdditionalBattleMusicWeight | void SetAdditionalBattleMusicWeight(float a)
|
获取当与该单位战斗时将会计算的战斗音乐权重。 |
SetAttackCapability | void SetAttackCapability(int a)
|
暂无 |
SetAttacking | void SetAttacking(handle a)
|
暂无 |
SetBaseAttackTime | void SetBaseAttackTime(float a)
|
暂无 |
SetBaseDamageMax | void SetBaseDamageMax(int a)
|
设置基础最大攻击力。 |
SetBaseDamageMin | void SetBaseDamageMin(int a)
|
设置基础最小攻击力。 |
SetBaseHealthRegen | void SetBaseHealthRegen(float a)
|
暂无 |
SetBaseMagicalResistanceValue | void SetBaseMagicalResistanceValue(float a)
|
设置基础魔法抗性值。 |
SetBaseManaRegen | void SetBaseManaRegen(float a)
|
设置基础魔力恢复值。 |
SetBaseMaxHealth | void SetBaseMaxHealth(float a)
|
设置基础最大血量。 |
SetBaseMoveSpeed | void SetBaseMoveSpeed(int a)
|
设置基础跑速。 |
SetControllableByPlayer | void SetControllableByPlayer(int a, bool b)
|
以玩家ID设置该单位的控制权。 |
SetCursorCastTarget | void SetCursorCastTarget(handle a)
|
暂无 |
SetCursorPosition | void SetCursorPosition(Vector a)
|
暂无 |
SetCursorTargetingNothing | void SetCursorTargetingNothing(bool a)
|
暂无 |
SetDayTimeVisionRange | void SetDayTimeVisionRange(int a)
|
设置基础的视间视野距离。 |
SetDeathXP | void SetDeathXP(int a)
|
设置该单位的击杀经验值奖赏。 |
SetForceAttackTarget | void SetForceAttackTarget(handle a)
|
暂无 |
SetHasInventory | void SetHasInventory(bool a)
|
暂无 |
SetHullRadius | void SetHullRadius(float a)
|
设置该单位的碰撞半径。 |
SetIdleAcquire | void SetIdleAcquire(bool a)
|
暂无 |
SetInitialGoalEntity | void SetInitialGoalEntity(handle a)
|
设置该单位的初始路径点。 |
SetMana | void SetMana(float a)
|
设置该单位的魔力值。 |
SetMaximumGoldBounty | void SetMaximumGoldBounty(int a)
|
设置该单位的最高赏金。 |
SetMinimumGoldBounty | void SetMinimumGoldBounty(int a)
|
设置该单位的最低赏金。 |
SetModifierStackCount | void SetModifierStackCount(string modifierName, handle b, int modifierCount)
|
Sets the stack count of a given modifier. |
SetMoveCapability | void SetMoveCapability(int a)
|
暂无 |
SetMustReachEachGoalEntity | void SetMustReachEachGoalEntity(bool a)
|
设置该单位是否要走访每个路径点。 |
SetNeverMoveToClearSpace | void SetNeverMoveToClearSpace(bool a)
|
如果设置为True,则不会将该单位移动到净空的地方。 |
SetNightTimeVisionRange | void SetNightTimeVisionRange(int a)
|
设置基础夜间视野距离。 |
SetOriginalModel | void SetOriginalModel(string originalModel)
|
设置单位原模型。 |
SetPhysicalArmorBaseValue | void SetPhysicalArmorBaseValue(float a)
|
设置基础护甲值。 |
SetRangedProjectileName | void SetRangedProjectileName(string a)
|
暂无 |
SetStolenScepter | void SetStolenScepter(bool a)
|
暂无 |
SetUnitName | void SetUnitName(string a)
|
暂无 |
ShouldIdleAcquire | bool ShouldIdleAcquire()
|
暂无 |
SpendMana | void SpendMana(float a, handle b)
|
消耗魔力,可以用在技能消耗或使用物品。 |
Stop | void Stop()
|
使该单位暂停当前动作。 |
SwapAbilities | void SwapAbilities(string a, string b, bool c, bool d)
|
交换两个技能的字段,并设置其是否生效。 |
TimeUntilNextAttack | float TimeUntilNextAttack()
|
暂无 |
TriggerModifierDodge | bool TriggerModifierDodge()
|
暂无 |
TriggerSpellAbsorb | bool TriggerSpellAbsorb(handle a)
|
判断传递的技能是否会触发该单位的技能吸收 |
UnitCanRespawn | bool UnitCanRespawn()
|
暂无 |
AddExperience | bool AddExperience(float amount, bool applyBotDifficultyScaling)
|
给单位增加经验值 |
Buyback | void Buyback()
|
花费金钱并买活英雄 |
CalculateStatBonus | void CalculateStatBonus()
|
英雄返回属性后,重新计算全部属性 |
CanEarnGold | bool CanEarnGold()
|
返回布尔值,买活返回金钱限制时间是否少于游戏时间(其实就是是否能够正常返回金钱.....) |
ClearLastHitMultikill | void ClearLastHitMultikill()
|
数值存储在玩家资源(PlayerResource)中 |
ClearLastHitStreak | void ClearLastHitStreak()
|
数值存储在玩家资源(PlayerResource)中 |
ClearStreak | void ClearStreak()
|
数值存储在玩家资源(PlayerResource)中 |
GetAbilityPoints | int GetAbilityPoints()
|
返回未分配的技能点数 |
GetAgility | float GetAgility()
|
返回敏捷值 |
GetAgilityGain | float GetAgilityGain()
|
返回敏捷成长 |
GetAssists | int GetAssists()
|
返回助攻数,数值存储在玩家资源(PlayerResource)中 |
GetAttacker | int GetAttacker(int a)
|
暂无 |
GetBaseAgility | float GetBaseAgility()
|
返回基础敏捷 |
GetBaseDamageMax | int GetBaseDamageMax()
|
返回基础攻击伤害最大值,英雄的基础攻击伤害也会受到属性影响 |
GetBaseDamageMin | int GetBaseDamageMin()
|
返回基础攻击伤害最小值,英雄的基础攻击伤害也会受到属性影响 |
GetBaseIntellect | float GetBaseIntellect()
|
返回基础智力 |
GetBaseStrength | float GetBaseStrength()
|
返回基础力量 |
GetBonusDamageFromPrimaryStat | int GetBonusDamageFromPrimaryStat()
|
返回来自主属性奖励的攻击伤害值 |
GetBuybackCooldownTime | float GetBuybackCooldownTime()
|
返回该英雄买活CD的剩余时间 |
GetBuybackCost | int GetBuybackCost()
|
返回买活所需金钱 |
GetBuybackGoldLimitTime | float GetBuybackGoldLimitTime()
|
返回买活所带来的金钱惩罚剩余时间 |
GetCurrentXP | int GetCurrentXP()
|
返回当前经验值 |
GetDeathGoldCost | int GetDeathGoldCost()
|
返回死亡损失金钱 |
GetDeaths | int GetDeaths()
|
返回死亡次数 |
GetDenies | int GetDenies()
|
返回反补次数 |
GetGold | int GetGold()
|
返回该英雄拥有者所有的金钱数量 |
GetGoldBounty | int GetGoldBounty()
|
暂无 |
GetHealthRegen | float GetHealthRegen()
|
返回每秒生命回复,英雄生命回复受到属性影响 |
GetIncreasedAttackSpeed | float GetIncreasedAttackSpeed()
|
返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响 |
GetIntellect | float GetIntellect()
|
返回智力值 |
GetIntellectGain | float GetIntellectGain()
|
返回智力成长 |
GetKills | int GetKills()
|
返回击杀数,数值存储在玩家资源(PlayerResource)中 |
GetLastHits | int GetLastHits()
|
返回正补数,数值存储在玩家资源(PlayerResource)中 |
GetManaRegen | float GetManaRegen()
|
返回每秒魔法回复,英雄魔法回复受到属性影响 |
GetMostRecentDamageTime | float GetMostRecentDamageTime()
|
返回最近一次伤害时间 |
GetMultipleKillCount | int GetMultipleKillCount()
|
返回多杀计数 |
GetNumAttackers | int GetNumAttackers()
|
暂无 |
GetPhysicalArmorValue | float GetPhysicalArmorValue()
|
返回护甲值,英雄护甲受到属性影响 |
GetPlayerID | int GetPlayerID()
|
返回英雄拥有者的ID |
GetPrimaryAttribute | int GetPrimaryAttribute()
|
返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力. |
GetPrimaryStatValue | float GetPrimaryStatValue()
|
返回主属性值 |
GetRespawnTime | float GetRespawnTime()
|
返回复活时间 |
GetStatsBasedManaRegen | float GetStatsBasedManaRegen()
|
返回属性提供的魔法回复 |
GetStreak | int GetStreak()
|
返回连杀数 |
GetStrength | float GetStrength()
|
返回力量值 |
GetStrengthGain | float GetStrengthGain()
|
返回力量成长 |
GetTimeUntilRespawn | float GetTimeUntilRespawn()
|
返回复活所需的时间 |
HasAnyAvailableInventorySpace | bool HasAnyAvailableInventorySpace()
|
返回是否有可用物品栏空间 |
HasFlyingVision | bool HasFlyingVision()
|
返回是否拥有空中视野 |
HasOwnerAbandoned | bool HasOwnerAbandoned()
|
暂无 |
HasRoomForItem | int HasRoomForItem(string a, bool b, bool c)
|
参数: const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling |
HeroLevelUp | void HeroLevelUp(bool a)
|
升级英雄, 参数决定是否播放升级效果. |
IncrementAssists | void IncrementAssists()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementDeaths | void IncrementDeaths()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementDenies | void IncrementDenies()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementKills | void IncrementKills(int kills)
|
增加击杀数,击杀者为当前英雄,传入ID为受害者ID。数值存储在玩家资源(PlayerResource)中 |
IncrementLastHitMultikill | void IncrementLastHitMultikill()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementLastHits | void IncrementLastHits()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementLastHitStreak | void IncrementLastHitStreak()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementNearbyCreepDeaths | void IncrementNearbyCreepDeaths()
|
数值存储在玩家资源(PlayerResource)中 |
IncrementStreak | void IncrementStreak()
|
数值存储在玩家资源(PlayerResource)中 |
IsBuybackDisabledByReapersScythe | bool IsBuybackDisabledByReapersScythe()
|
是否被死神镰刀禁止买活 |
IsReincarnating | bool IsReincarnating()
|
是否处于重生中 |
KilledHero | void KilledHero(handle a, handle b)
|
参数: 英雄, 加害者 |
ModifyAgility | void ModifyAgility(float a)
|
增加指定值到英雄基础敏捷,随后调用CalculateStatBonus |
ModifyGold | int ModifyGold(int goldAmmt, bool reliable, int reason)
|
给予英雄金钱。参数: int 金钱数, bool 是否为可靠金钱, int 原因 |
ModifyIntellect | void ModifyIntellect(float a)
|
增加指定值到英雄基础智力,随后调用CalculateStatBonus |
ModifyStrength | void ModifyStrength(float a)
|
增加指定值到英雄基础力量,随后调用CalculateStatBonus |
PerformTaunt | void PerformTaunt()
|
暂无 |
RecordLastHit | void RecordLastHit()
|
暂无 |
RespawnHero | void RespawnHero(bool buyback, bool unknown1, bool unknown2)
|
暂无 |
SetAbilityPoints | void SetAbilityPoints(int a)
|
设置当前可用技能点 |
SetBaseAgility | void SetBaseAgility(float a)
|
设置基础敏捷 |
SetBaseIntellect | void SetBaseIntellect(float a)
|
设置基础智力 |
SetBaseStrength | void SetBaseStrength(float a)
|
设置基础力量 |
SetBuybackCooldownTime | void SetBuybackCooldownTime(float a)
|
设置买活冷却时间 |
SetBuyBackDisabledByReapersScythe | void SetBuyBackDisabledByReapersScythe(bool a)
|
设置是否被死神镰刀禁止买活 |
SetBuybackGoldLimitTime | void SetBuybackGoldLimitTime(float a)
|
设置买活后金钱惩罚时间 |
SetCustomDeathXP | void SetCustomDeathXP(int a)
|
设置该英雄死亡提供的经验值 Tip:需要设置GameRules! |
SetGold | void SetGold(int amount, bool reliableGold)
|
设置英雄拥有者的金钱 |
SetPlayerID | void SetPlayerID(int a)
|
暂无 |
SetRespawnPosition | void SetRespawnPosition(Vector a)
|
暂无 |
SetTimeUntilRespawn | void SetTimeUntilRespawn(float a)
|
暂无 |
ShouldDoFlyHeightVisual | bool ShouldDoFlyHeightVisual()
|
暂无 |
SpendGold | void SpendGold(int amount, int reason)
|
参数: int 金钱, int 原因 |
UnitCanRespawn | bool UnitCanRespawn()
|
暂无 |
UpgradeAbility | void UpgradeAbility(handle a)
|
升级指定技能,需要英雄拥有该技能和技能点 |
WillReincarnate | bool WillReincarnate()
|
暂无 |
AddItemDrop | void AddItemDrop(handle a)
|
为该生物添加特别的道具掉落 |
CreatureLevelUp | void CreatureLevelUp(int a)
|
升级目标生物指定级别 |
IsChampion | bool IsChampion()
|
是否为冠军生物 |
SetArmorGain | void SetArmorGain(float a)
|
设置该生物每级增加的护甲 |
SetAttackTimeGain | void SetAttackTimeGain(float a)
|
设置该生物每级增加的攻击速度 |
SetBountyGain | void SetBountyGain(int a)
|
设置该生物每级增加的奖励金币 |
SetChampion | void SetChampion(bool a)
|
将该生物标记为冠军生物 |
SetDamageGain | void SetDamageGain(int a)
|
设置该生物每级增加的攻击伤害 |
SetDisableResistanceGain | void SetDisableResistanceGain(float a)
|
设置该生物每级增加的控制抗性 |
SetHPGain | void SetHPGain(int a)
|
设置该生物每级增加的生命值 |
SetHPRegenGain | void SetHPRegenGain(float a)
|
设置该生物每级增加的生命回复 |
SetMagicResistanceGain | void SetMagicResistanceGain(float a)
|
设置该生物每级增加的魔法抗性 |
SetManaGain | void SetManaGain(int a)
|
设置该生物每级增加的魔法值 |
SetManaRegenGain | void SetManaRegenGain(float a)
|
设置该生物每级增加的魔法回复 |
SetMoveSpeedGain | void SetMoveSpeedGain(int a)
|
设置该生物每级增加的移动速度 |
SetXPGain | void SetXPGain(int a)
|
设置该生物每级增加的经验值 |
GetInvulnCount | int GetInvulnCount()
|
返回建筑无敌计数 |
SetInvulnCount | void SetInvulnCount(int a)
|
设置建筑无敌计数 |
ActionState | handle ActionState()
|
返回该单位的ActionState物体 |
ClearMovementTarget | void ClearMovementTarget()
|
清除移动目标实体或点 |
FindSensedEnemies | table FindSensedEnemies()
|
返回该单位视野锥或感应球体内所有敌方单位列表 |
GetMaxSpeed | float GetMaxSpeed()
|
返回最大移动速度 |
GetMaxStamina | float GetMaxStamina()
|
返回最大耐力值 |
GetMovementTargetEntity | handle GetMovementTargetEntity()
|
返回移动目标实体,如果已经设置移动目标实体 |
GetSensingSphereRange | float GetSensingSphereRange()
|
返回单位的360度感应球体范围 |
GetSightConeAngle | float GetSightConeAngle()
|
返回单位视野锥的夹角 |
GetSightConeRange | float GetSightConeRange()
|
返回单位视野锥的范围 |
GetStamina | float GetStamina()
|
返回当前耐力值 |
GetTurnRate | float GetTurnRate()
|
返回单位转身速度,单位为度每秒 |
GetUnitName | string GetUnitName()
|
返回单位名字 |
GrantItem | void GrantItem(string a, bool b)
|
授予单位物品 |
IsBlocking | bool IsBlocking()
|
单位是否正在格挡(不确定) |
IsFacing | bool IsFacing(Vector a, float b)
|
参数为(Vector目标点,float允许角度差)如果单位朝向目标角度低于角度差则返还true |
SetBlocking | void SetBlocking(bool a)
|
设置单位格挡状态(不确定) |
SetMaxSpeed | void SetMaxSpeed(float a)
|
设置单位最大速度 |
SetMovementTargetEntity | void SetMovementTargetEntity(handle a, float b)
|
参数为(目标实体,跟随范围)单位向目标实体移动直到抵达指定范围内 |
SetMovementTargetPosition | void SetMovementTargetPosition(Vector a, float b)
|
参数为(目标点,跟随范围)单位向目标点移动直到抵达指定范围内 |
SetSensingSphereRange | void SetSensingSphereRange(float a)
|
设置单位的360度感应球体范围 |
SetSightConeAngle | void SetSightConeAngle(float a)
|
设置单位的视野锥夹角 |
SetSightConeRange | void SetSightConeRange(float a)
|
设置单位的视野锥范围 |
SetTurnRate | void SetTurnRate(float a)
|
设置单位转向速率(度每秒) |
ClientLoadGridNav | void ClientLoadGridNav()
|
通知客户端需要载入网格信息,可用于允许客户端确定允许建筑的区域等 |
SetAlwaysShowPlayerInventory | void SetAlwaysShowPlayerInventory(bool a)
|
在HUD中显示玩家英雄的物品栏,不管选择了哪个单位 |
SetAnnouncerDisabled | void SetAnnouncerDisabled(bool enabled)
|
Disables the dota announcer |
SetBotThinkingEnabled | void SetBotThinkingEnabled(bool a)
|
允许/禁止机器人思考,需要与Dota PvP高度相似的三路线地图、商店等 |
SetBuybackEnabled | void SetBuybackEnabled(bool a)
|
完全允许/禁止买活 |
SetCameraDistanceOverride | void SetCameraDistanceOverride(float a)
|
设置默认的镜头距离。Dota默认为1134 |
SetCustomBuybackCooldownEnabled | void SetCustomBuybackCooldownEnabled(bool a)
|
开启该选项来允许自定义买活冷却时间 |
SetCustomBuybackCostEnabled | void SetCustomBuybackCostEnabled(bool a)
|
开启该选项来允许自定义买活花费 |
SetCustomHeroMaxLevel | void SetCustomHeroMaxLevel(int maxLevel)
|
定义最大英雄等级(默认为25) |
SetCustomXPRequiredToReachNextLevel | void SetCustomXPRequiredToReachNextLevel(handle a)
|
定义英雄经验值表(table) |
SetFixedRespawnTime | void SetFixedRespawnTime(float time)
|
Sets the dota respawn time. -1 for default behavior |
SetFogOfWarDisabled | void SetFogOfWarDisabled(bool a)
|
开关战争迷雾 |
SetGoldSoundDisabled | void SetGoldSoundDisabled(bool a)
|
是否禁止获取金钱时的声音提示 |
SetOverrideSelectionEntity | void SetOverrideSelectionEntity(handle unit)
|
覆盖默认选择实体,替代所有玩家的英雄 |
SetRecommendedItemsDisabled | void SetRecommendedItemsDisabled(bool a)
|
是否禁止显示商店中的推荐购买物品 |
SetRemoveIllusionsOnDeath | void SetRemoveIllusionsOnDeath(bool a)
|
使幻象死亡时立即消失,而不是延迟数秒 |
SetTopBarTeamValue | void SetTopBarTeamValue(int a, int b)
|
设置顶端的队伍数值 |
SetTopBarTeamValuesOverride | void SetTopBarTeamValuesOverride(bool a)
|
是否覆盖顶端的队伍数值 |
SetTopBarTeamValuesVisible | void SetTopBarTeamValuesVisible(bool a)
|
开关顶端的队伍数值 |
SetTowerBackdoorProtectionEnabled | void SetTowerBackdoorProtectionEnabled(bool a)
|
开关偷塔保护 |
SetUseCustomHeroLevels | void SetUseCustomHeroLevels(bool a)
|
开关自定义英雄英雄经验表,该表必须提前被定义 |
AddSubquest | void AddSubquest(handle a)
|
为该任务添加子任务 |
CompleteQuest | void CompleteQuest()
|
标记该任务完成 |
GetSubquest | handle GetSubquest(int a)
|
用索引号找到该任务的子任务 |
GetSubquestByName | handle GetSubquestByName(string a)
|
用任务名称找到该任务的子任务 |
RemoveSubquest | void RemoveSubquest(handle a)
|
从该任务移除一个子任务 |
SetTextReplaceString | void SetTextReplaceString(string a)
|
设置该任务的文本取代字符串 |
SetTextReplaceValue | void SetTextReplaceValue(int a, int b)
|
设置任务数值 |
CompleteSubquest | void CompleteSubquest()
|
完成子任务 |
SetTextReplaceString | void SetTextReplaceString(string a)
|
设置该子任务的文本取代字符串 |
SetTextReplaceValue | void SetTextReplaceValue(int a, int b)
|
设置子任务数值 |
ExpensiveInstantRayCast | bool ExpensiveInstantRayCast(Vector a, Vector b, handle c)
|
进行一个立即(即阻挡)的光线投射,稍后会有handle/queue版本,并不计划实际使用这个! |
DeleteCreatedSpawnGroups | void DeleteCreatedSpawnGroups()
|
删除任何该点模板的刷新组。提示:并不删除点模板 |
ForceSpawn | void ForceSpawn()
|
强制刷新该点模板指向的全部实体 |
GetSpawnedEntities | handle GetSpawnedEntities()
|
获取最近被刷新的实体 |
SetSpawnCallback | void SetSpawnCallback(handle a, handle b)
|
设置刷新回调(hCallbackFunc, hCallbackScope, hCallbackData ),当模板产生实体时回调。被刷新的实体作为数组被传入 |
AddImpulseAtPosition | void AddImpulseAtPosition(Vector a, Vector b)
|
在指定的世界位置施加一个物理推动 |
AddVelocity | void AddVelocity(Vector a, Vector b)
|
为物理物件增加一个线速度或角速度 |
DetachFromParent | void DetachFromParent()
|
从其父项(parent)中分离 |
GetSequence | <> GetSequence()
|
返回激活的序列(sequence) |
IsAttachedToParent | bool IsAttachedToParent()
|
是否依附父项(parent) |
LookupSequence | <> LookupSequence(string a)
|
输入名字返回序列(sequence)ID |
SequenceDuration | float SequenceDuration(string a)
|
按秒数返回指定序列(sequence)的持续时间 |
SetAngularVelocity | void SetAngularVelocity(Vector a)
|
暂无描述 |
SetAnimation | void SetAnimation(string a)
|
输入动画名称播放动作,需要模型拥有该动画 |
SetBodyGroup | void SetBodyGroup(string a)
|
暂无描述 |
SetMaterialGroup | void SetMaterialGroup(utlstringtoken a)
|
暂无描述 |
SetVelocity | void SetVelocity(Vector velocity)
|
暂无描述 |
GetAttachmentAngles | Vector GetAttachmentAngles(int a)
|
获得指定ID附件的角度,返回vector(p,y,r) |
GetAttachmentOrigin | Vector GetAttachmentOrigin(int a)
|
获得指定ID附件的源vector |
IsSequenceFinished | bool IsSequenceFinished()
|
查询主序列是否播放结束 |
ScriptLookupAttachment | int ScriptLookupAttachment(string a)
|
获得指定名序列的ID |
SetBodygroup | void SetBodygroup(int a, int b)
|
设置一个bodygroup |
SetModelScale | void SetModelScale(float scale)
|
设置模型放大率。如果模型缩放为1,使用SetModelScale(10.0)将放大率设置成10.0. |
SetPoseParameter | float SetPoseParameter(string a, float b)
|
将指定的位置参数(pose parameter)设定为指定值 |
GetEquippedWeapons | table GetEquippedWeapons()
|
GetEquippedWeapons(): 获取一个装备武器的数组 |
GetWeaponCount | int GetWeaponCount()
|
GetWeaponCount(): 获取当前装备的武器数量 |
CreateLinearProjectile | int CreateLinearProjectile(table infoTable)
|
创建一个线性投射物并返回其ID |
CreateTrackingProjectile | void CreateTrackingProjectile(handle a)
|
创建一个追踪投射物 |
DestroyLinearProjectile | void DestroyLinearProjectile(int a)
|
摧毁指定ID的线性投射物 |
ProjectileDodge | void ProjectileDodge(handle a)
|
使得特定单位躲避投射物 |
Disable | void Disable()
|
禁止触发器 |
Enable | void Enable()
|
允许触发器 |
IsTouching | bool IsTouching(handle a)
|
检查指定实体是否正在接触触发器 |
SpawnEntity | void SpawnEntity()
|
在生成器的位置创建一个实体 |
SpawnEntityAtEntityOrigin | void SpawnEntityAtEntityOrigin(handle a)
|
在指定实体的位置立刻创建一个实体 |
SpawnEntityAtLocation | void SpawnEntityAtLocation(Vector a, Vector b)
|
在指定位置和方向创建一个实体,方向是角度制欧拉角(pitch, yaw, roll) |
SpawnEntityAtNamedEntityOrigin | void SpawnEntityAtNamedEntityOrigin(string a)
|
在指定名字实体的位置创建一个实体 |
StartVote | void StartVote(handle a)
|
开始投票,详细由传入的table制定 |
HasTag | bool HasTag(string a)
|
查询该卷是否带有指定标签 |
AddResource | void AddResource(string a)
|
预缓存指定资源 |
GetValue | table GetValue(string a)
|
读取一个键值(spawn key) |
GetValue | table GetValue(string a)
|
Reads a spawn key |
CScriptParticleManager
No Description Set
Global accessor variable: ParticleManager
函数名 | 函数原型 | 解释 |
---|---|---|
CreateParticle | int CreateParticle(string particleName, int particleAttach, handle owningEntity)
|
创建一个新的粒子特效 |
CreateParticleForPlayer | int CreateParticleForPlayer(string particleName, int particleAttach, handle owningEntity, handle owningPlayer)
|
创建一个只对指定玩家播放的粒子特效 |
DestroyParticle | void DestroyParticle(int particleID, bool immediately)
|
Destroys particle. |
GetParticleReplacement | string GetParticleReplacement(string a, handle b)
|
暂无描述 |
ReleaseParticleIndex | void ReleaseParticleIndex(int particleId)
|
施放指定粒子特效索引号 |
SetParticleAlwaysSimulate | void SetParticleAlwaysSimulate(int a)
|
暂无描述 |
SetParticleControl | void SetParticleControl(int particleId, int controlIndex, Vector controlData)
|
设置控制粒子特效的控制点数据 |
SetParticleControlEnt | void SetParticleControlEnt(int a, int b, handle c, int d, string e, Vector f, bool g)
|
暂无描述 |
GetAllHeroes | table GetAllHeroes()
|
返回当前世界全部英雄 |
GetHero | handle GetHero(int heroId)
|
获取英雄列表中第N位英雄 |
GetHeroCount | int GetHeroCount()
|
返回当前世界英雄数目 |
AddOutput | void AddOutput(string a, string b)
|
增加一个输出 |
Init | void Init(int a)
|
初始化输出 |
SetFarRange | void SetFarRange(float a)
|
设置光照最大距离 |
SetLinearAttenuation | void SetLinearAttenuation(float a)
|
设置光照线性淡化值 |
SetNearRange | void SetNearRange(float a)
|
设置光照最小距离 |
SetQuadraticAttenuation | void SetQuadraticAttenuation(float a)
|
设置光照二次项淡化值 |
SetVolumetrics | void SetVolumetrics(bool a, float b, float c, int d, float e)
|
开关体积光参数: bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset |
QueryColor | Vector QueryColor(utlstringtoken a, Vector b)
|
查询该键值颜色数据 |
QueryFloat | float QueryFloat(utlstringtoken a, float b)
|
查询该键值浮点(float)数据 |
QueryInt | int QueryInt(utlstringtoken a, int b)
|
查询该键值整型(int)数据 |
QueryNumber | float QueryNumber(utlstringtoken a, float b)
|
查询该键值数值数据 |
QueryString | string QueryString(utlstringtoken a, string b)
|
查询该键值字符串(string)数据 |
QueryVector | Vector QueryVector(utlstringtoken a, Vector b)
|
查询该键值矢量(vector)数据 |
DisableMotion | void DisableMotion()
|
禁止该元件运动 |
EnableMotion | void EnableMotion()
|
允许该元件运动 |
Defeated | void Defeated()
|
摧毁遗迹等 |
DidMatchSignoutTimeOut | bool DidMatchSignoutTimeOut()
|
当游戏结束,等待弹窗时为真 |
GetCustomGameDifficulty | int GetCustomGameDifficulty()
|
返回自定义游戏模式难度 |
GetDifficulty | int GetDifficulty()
|
返回自定义游戏模式难度 |
GetDroppedItem | handle GetDroppedItem(int dropIndex)
|
获得第X个掉落物品 |
GetGameModeEntity | handle GetGameModeEntity()
|
设置游戏模式实体 |
GetGameTime | float GetGameTime()
|
返回游戏开始后经过的秒数,暂停时间不计算在内 |
GetMatchSignoutComplete | bool GetMatchSignoutComplete()
|
是否已经接受包含回报信息的弹窗 |
GetNianFightStartTime | float GetNianFightStartTime()
|
获得年兽大战开始时间 |
GetNianTotalDamageTaken | int GetNianTotalDamageTaken()
|
芳晓活动,获得年兽受到的总伤害 |
GetTimeOfDay | float GetTimeOfDay()
|
获取一天中的时间(游戏时间) |
IsDaytime | bool IsDaytime()
|
是否是白天 |
MakeTeamLose | void MakeTeamLose(int team)
|
使指定队伍失败 |
NumDroppedItems | int NumDroppedItems()
|
返回当前掉落在地面的物品数量 |
Playtesting_UpdateAddOnKeyValues | void Playtesting_UpdateAddOnKeyValues()
|
从磁盘数据中更新自定义英雄、单位、技能的键值 |
ResetDefeated | void ResetDefeated()
|
遗迹摧毁后重新开始 |
ResetToHeroSelection | void ResetToHeroSelection()
|
重新开始时选择英雄 |
SendCustomMessage | void SendCustomMessage(string message, int teamID, int unknown(1?))
|
Displays a l 在左侧文本框显示一行文本,通常用来提示死亡、反补队友、买活等信息。使用严格HTML格式(<br>,<u>,<font>) |
SetCreepMinimapIconScale | void SetCreepMinimapIconScale(float scale)
|
在小地图上缩放中立生物图标 |
SetCustomGameDifficulty | void SetCustomGameDifficulty(int a)
|
设置自定义游戏模式难度等级 |
SetCustomGameEndDelay | void SetCustomGameEndDelay(float delay)
|
Sets the delay time until the game ends |
SetCustomVictoryMessageDuration | void SetCustomVictoryMessageDuration(float duration)
|
Sets how long the custom victory message should last |
SetFirstBloodActive | void SetFirstBloodActive(bool a)
|
设置第一滴血是否已经产生 |
SetGameWinner | void SetGameWinner(int team)
|
使指定队伍胜利 |
SetGoldPerTick | void SetGoldPerTick(int a)
|
设置每个时间间隔获得的金币 |
SetGoldTickTime | void SetGoldTickTime(float a)
|
设置获得金币的时间周期 |
SetHeroMinimapIconScale | void SetHeroMinimapIconScale(int iconSize)
|
设置小地图英雄图标尺寸 |
SetHeroRespawnEnabled | void SetHeroRespawnEnabled(bool canRespawn)
|
设置是否使用默认英雄复活规则 |
SetHeroSelectionTime | void SetHeroSelectionTime(float time)
|
设置选择英雄的时间 |
SetHideKillMessageHeaders | void SetHideKillMessageHeaders(bool hide)
|
Sets whether or not the kill banners should be hidden |
SetNianFightStartTime | void SetNianFightStartTime(float a)
|
设置年兽大战开始时间 |
SetOverlayHealthBarUnit | void SetOverlayHealthBarUnit(handle unit, int style)
|
在前端蒙版生命条上显示单位生命值 |
SetPostGameTime | void SetPostGameTime(float time)
|
设置在结束游戏后服务器与玩家断线前的时间 |
SetPreGameTime | void SetPreGameTime(float time)
|
设置选择英雄与开始游戏之间的时间 |
SetRuneMinimapIconScale | void SetRuneMinimapIconScale(float scale)
|
缩放小地图神符图标 |
SetRuneSpawnTime | void SetRuneSpawnTime(float time)
|
设置神符刷新时间 |
SetSafeToLeave | void SetSafeToLeave(bool safeToLeave)
|
标记游戏可安全离开 |
SetSameHeroSelectionEnabled | void SetSameHeroSelectionEnabled(bool enabled)
|
允许选择重复英雄 |
SetTimeOfDay | void SetTimeOfDay(float time)
|
设置一天中的时间(游戏时间) |
SetTreeRegrowTime | void SetTreeRegrowTime(float time)
|
设置树重新生长的时间(秒) |
SetUseBaseGoldBountyOnHeroes | void SetUseBaseGoldBountyOnHeroes(bool a)
|
英雄将使用基础NPC规则来决定赏金,而不是DOTA指定规则 |
SetUseCustomHeroXPValues | void SetUseCustomHeroXPValues(bool a)
|
允许英雄提供指定数目的经验值(必须先设置) |
SetUseUniversalShopMode | void SetUseUniversalShopMode(bool enabled)
|
为真时,所有物品当处于任意商店范围内时都能购买到,包括秘密商店物品 |
State_Get | <> State_Get()
|
获取当前游戏规则状态 |
GetBloomScale | float GetBloomScale()
|
获取该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale) |
GetMaxExposure | float GetMaxExposure()
|
获取该光泽贴图控制器(tonemap controller)的最大曝光(max exposure) |
GetMinExposure | float GetMinExposure()
|
获取该光泽贴图控制器(tonemap controller)的最小曝光(min exposure) |
SetBloomScale | void SetBloomScale(float a)
|
设置该光泽贴图控制器(tonemap controller)的泛光缩放(bloomscale) |
SetMaxExposure | void SetMaxExposure(float a)
|
设置该光泽贴图控制器(tonemap controller)的最大曝光(max exposure) |
SetMinExposure | void SetMinExposure(float a)
|
设置该光泽贴图控制器(tonemap controller)的最小曝光(min exposure) |
Axis | void Axis(Vector a, Quaternion b, float c, bool d, float e)
|
绘制一个轴线。在世界空间中指定出发点和方向 |
Box | void Box(Vector a, Vector b, int c, int d, int e, int f, bool g, float h)
|
绘制一个世界空间轴向盒。在世界空间中指定边界 |
BoxAngles | void BoxAngles(Vector a, Vector b, Vector c, Quaternion d, int e, int f, int g, int h, bool i, float j)
|
在出发点绘制一个定向盒。在世界空间中指定边界 |
Capsule | void Capsule(Vector a, Quaternion b, float c, float d, int e, int f, int g, int h, bool i, float j)
|
绘制一个胶囊体。在世界空间中指定基部 |
Circle | void Circle(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i)
|
绘制一个圆。在世界空间中指定中心 |
CircleScreenOriented | void CircleScreenOriented(Vector a, float b, int c, int d, int e, int f, bool g, float h)
|
绘制一个指向屏幕的圆。在世界空间中指定中心 |
Cone | void Cone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j)
|
绘制一个线框锥形。在世界空间中指定结束点和方向 |
Cross | void Cross(Vector a, float b, int c, int d, int e, int f, bool g, float h)
|
绘制一个对齐屏幕的十字。在世界空间中指定出发点 |
Cross3D | void Cross3D(Vector a, float b, int c, int d, int e, int f, bool g, float h)
|
绘制一个对齐世界的十字。在世界空间中指定出发点 |
Cross3DOriented | void Cross3DOriented(Vector a, Quaternion b, float c, int d, int e, int f, int g, bool h, float i)
|
绘制一个指向的十字。在世界空间中指定出发点 |
DrawTickMarkedLine | void DrawTickMarkedLine(Vector a, Vector b, float c, int d, int e, int f, int g, int h, bool i, float j)
|
绘制一个短划线。在世界空间中指定结束点 |
EntityAttachments | void EntityAttachments(ehandle a, float b)
|
绘制实体附件 |
EntityAxis | void EntityAxis(ehandle a, float b, bool c, float d)
|
绘制实体源坐标轴 |
EntityBounds | void EntityBounds(ehandle a, int b, int c, int d, int e, bool f, float g)
|
绘制实体边界 |
EntitySkeleton | void EntitySkeleton(ehandle a, float b)
|
绘制实体骨架 |
EntityText | void EntityText(ehandle a, int b, string c, int d, int e, int f, int g, float h)
|
在实体上绘制文本 |
FilledRect2D | void FilledRect2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g)
|
绘制一个2D矩形填充的屏幕空间。按照像素对齐 |
HorzArrow | void HorzArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i)
|
绘制一个水平箭头。在世界空间中指定结束点 |
Line | void Line(Vector a, Vector b, int c, int d, int e, int f, bool g, float h)
|
绘制一个两点间连线 |
Line2D | void Line2D(Vector2D a, Vector2D b, int c, int d, int e, int f, float g)
|
绘制一个屏幕空间中亮点间连线 |
PopDebugOverlayScope | void PopDebugOverlayScope()
|
弹出蒙版分组用的标记,被标记的蒙版可被成批删除 |
PushAndClearDebugOverlayScope | void PushAndClearDebugOverlayScope(utlstringtoken a)
|
推入一个蒙版分组用的标记。删除所有使用该蒙版ID的蒙版 |
PushDebugOverlayScope | void PushDebugOverlayScope(utlstringtoken a)
|
推入一个蒙版分组用的标记。被标记的蒙版可被成批删除 |
RemoveAllInScope | void RemoveAllInScope(utlstringtoken a)
|
移除指定标记的全部蒙版,无视其生命周期 |
SolidCone | void SolidCone(Vector a, Vector b, float c, float d, int e, int f, int g, int h, bool i, float j)
|
绘制一个固体锥。在世界空间中指定出发点和方向 |
Sphere | void Sphere(Vector a, float b, int c, int d, int e, int f, bool g, float h)
|
绘制一个线框球体。在世界空间中指定中心 |
SweptBox | void SweptBox(Vector a, Vector b, Vector c, Vector d, Quaternion e, int f, int g, int h, int i, float j)
|
绘制一个扫描盒。在世界空间中指定结束点并在本地空间中指定边界 |
Text | void Text(Vector a, int b, string c, float d, int e, int f, int g, int h, float i)
|
绘制2D文本。在世界空间中指定出发点 |
Texture | void Texture(string a, Vector2D b, Vector2D c, int d, int e, int f, int g, Vector2D h, Vector2D i, float j)
|
绘制一个屏幕空间纹理。按照像素对齐 |
Triangle | void Triangle(Vector a, Vector b, Vector c, int d, int e, int f, int g, bool h, float i)
|
绘制一个填充三角形。在世界空间中指定顶部 |
UnitTestCycleOverlayRenderType | void UnitTestCycleOverlayRenderType()
|
转换蒙版混合类型, 用于单位测试 |
VectorText3D | void VectorText3D(Vector a, Quaternion b, string c, int d, int e, int f, int g, bool h, float i)
|
绘制3D文本。在世界空间中指定出发点和方向 |
VertArrow | void VertArrow(Vector a, Vector b, float c, int d, int e, int f, int g, bool h, float i)
|
绘制一个垂直箭头。在世界空间中指定结束点 |
YawArrow | void YawArrow(Vector a, float b, float c, float d, int e, int f, int g, int h, bool i, float j)
|
绘制一个指定偏航角的箭头。在世界空间中指定结束点 |
GetCurrentScene | handle GetCurrentScene()
|
返回最早激活的场景实体的实例(如果存在的话) |
GetSceneByIndex | handle GetSceneByIndex(int a)
|
返回指定索引号的场景实体的实例 |
AddBroadcastTeamTarget | void AddBroadcastTeamTarget(int a)
|
在记分板列表上增加一个组(使用索引号) |
Cancel | void Cancel()
|
取消场景重播 |
EstimateLength | float EstimateLength()
|
返回场景长度(秒) |
FindCamera | handle FindCamera()
|
获取镜头 |
FindNamedEntity | handle FindNamedEntity(string a)
|
通过一个实体参照,比如!target,获取场景物体中的实际实体 |
IsPaused | bool IsPaused()
|
场景是否被暂停 |
IsPlayingBack | bool IsPlayingBack()
|
场景是否正播放 |
LoadSceneFromString | bool LoadSceneFromString(string a, string b)
|
输入虚拟场景名和VCD字符串,载入场景 |
RemoveBroadcastTeamTarget | void RemoveBroadcastTeamTarget(int a)
|
从记分板列表上移除一个组(使用索引号) |
Start | void Start(handle a)
|
开始场景重播,参数为激活者实体(activatorEntity) |
GridPosToWorldCenterX | float GridPosToWorldCenterX(int a)
|
获取指定X索引号的世界中心X位置(网格到世界) |
GridPosToWorldCenterY | float GridPosToWorldCenterY(int a)
|
获取指定Y索引号的世界中心Y位置(网格到世界) |
IsBlocked | bool IsBlocked(Vector a)
|
检查给定位置是否被阻挡 |
IsNearbyTree | bool IsNearbyTree(Vector position, float radius, bool c)
|
暂无描述 |
IsTraversable | bool IsTraversable(Vector a)
|
检查给予维持是否可通过 |
RegrowAllTrees | void RegrowAllTrees()
|
暂无描述 |
WorldToGridPosX | int WorldToGridPosX(float a)
|
获取指定世界X位置的X索引(世界到网格) |
WorldToGridPosY | int WorldToGridPosY(float a)
|
获取指定世界Y位置的Y索引(世界到网格) |
GetBool | table GetBool(string variableName)
|
GetBool(name) : 将指定的控制台变量(convar)作为boolean返回. |
GetCommandClient | handle GetCommandClient()
|
GetCommandClient() : 返回输入该控制台指令的玩家 |
GetDOTACommandClient | handle GetDOTACommandClient()
|
GetDOTACommandClient() : 返回输入该控制台智力的DOTA玩家 |
GetFloat | table GetFloat(string name)
|
GetFloat(name) : 将指定的控制台变量(convar)作为float返回. 不存在时返回nil |
GetInt | table GetInt(string a)
|
GetInt(name) : 将指定的控制台变量(convar)作为int返回. 不存在时返回nil |
GetStr | table GetStr(string variableName)
|
GetStr(name) : 将指定的控制台变量(convar)作为string返回. 不存在时返回nil |
RegisterCommand | void RegisterCommand(string variableName, handle function, string helpText, int flags)
|
RegisterCommand(name, fn, helpString, flags) : 注册一个控制台指令. |
RegisterConvar | void RegisterConvar(string name, string defaultValue, string helpText, int flags)
|
RegisterConvar(name, defaultValue, helpString, flags): 注册一个新的控制台变量. |
SetBool | void SetBool(string variableName, bool value)
|
SetBool(name,val) : 将指定控制台变量(convar)设置为指定bool. |
SetFloat | void SetFloat(string variableName, float value)
|
SetFloat(name,val) : 将指定控制台变量(convar)设置为指定float. |
SetInt | void SetInt(string a, int b)
|
SetInt(name,val) : 将指定控制台变量(convar)设置为指定int. |
SetStr | void SetStr(string a, string b)
|
SetStr(name,val) : 将指定控制台变量(convar)设置为指定string. |
__add | Vector __add(Vector a, Vector b)
|
重载+.矢量加运算 |
__div | Vector __div(Vector a, Vector b)
|
重载/.矢量除运算 |
__eq | bool __eq(Vector a, Vector b)
|
重载==.矢量比较运算 |
__len | float __len()
|
重载#返回矢量长度 |
__mul | Vector __mul(Vector a, Vector b)
|
重载*返回矢量乘运算 |
__sub | Vector __sub(Vector a, Vector b)
|
重载-.矢量减运算 |
__tostring | string __tostring()
|
重载..转换矢量为字符串 |
__unm | Vector __unm()
|
重载- operator |
Cross | Vector Cross(Vector a, Vector b)
|
矢量叉积 |
Dot | float Dot(Vector a, Vector b)
|
矢量点积 |
Length | float Length()
|
矢量长度(模) |
Length2D | float Length2D()
|
矢量XY平面上长度(模) |
Normalized | Vector Normalized()
|
返回单位矢量 |
CutDown | void CutDown(int TeamNumberKnownTo )
|
Cuts down this tree. |
CutDownRegrowAfter | void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo )
|
Cuts down this tree. Regrow it after some time |
GrowBack | void GrowBack()
|
Grows back the tree if it was cut down. |
IsStanding | bool IsStanding()
|
Returns true if the tree is standing, false if it has been cut down |
CDOTA_SimpleObstruction
- extends CBaseEntity
An obstruction on the map that effects the gridnav
函数名 | 函数原型 | 解释 |
---|---|---|
IsEnabled | bool IsEnabled()
|
Returns whether the obstruction is currently active |
SetEnabled | void SetEnabled(bool enabled, bool b)
|
Enable or disable the obstruction |