Zh/Dota 2 Workshop Tools/Scripting/API: Difference between revisions
m (Nesciuse moved page Dota 2 Workshop Tools:zh-cn/Scripting:zh-cn/API:zh-cn to Zh/Dota 2 Workshop Tools/Scripting/API over redirect: -Language prefixes)  | 
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|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.AddFOWViewer|AddFOWViewer}}  | ||
| <code>void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) </code>  | | <code>void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) </code>  | ||
| 为指定队伍增加临时视野 ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)  | | 为指定队伍增加临时视野 ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision)  | ||
|-  | |-  | ||
|   | | {{L|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  | | 返回两个偏航角度之差  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在服务器日志文件上增加一个string  | ||
|-    | |-    | ||
|   | | {{L|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  | | 对单位造成伤害,Table输入:victim, attacker, damage, damage_type, damage_flags, ability  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.AxisAngleToQuaternion|AxisAngleToQuaternion}}  | ||
| <code>Quaternion AxisAngleToQuaternion(Vector a, float b)(vector,float) </code>  | | <code>Quaternion AxisAngleToQuaternion(Vector a, float b)(vector,float) </code>  | ||
| 构造一个四元数,表现出围绕给定的vector 轴线的旋转角  | | 构造一个四元数,表现出围绕给定的vector 轴线的旋转角  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CalcClosestPointOnEntityOBB|CalcClosestPointOnEntityOBB}}  | ||
| <code>Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)</code>  | | <code>Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)</code>  | ||
| 计算实体的OBB上最接近的两个点。  | | 计算实体的OBB上最接近的两个点。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CalcDistanceBetweenEntityOBB|CalcDistanceBetweenEntityOBB}}  | ||
| <code>float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2)</code>  | | <code>float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2)</code>  | ||
| 计算两个实体的OBB间距离。如果返回值为负,代表输入值有错误。 返回值为0则代表OBB互相重叠。  | | 计算两个实体的OBB间距离。如果返回值为负,代表输入值有错误。 返回值为0则代表OBB互相重叠。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为特定的实体创建所有输入/输出事件  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ClearTeamCustomHealthbarColor|ClearTeamCustomHealthbarColor}}  | ||
| <code>void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) </code>  | | <code>void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) </code>  | ||
| 清除自定义血条颜色。  | | 清除自定义血条颜色。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 传递table - 输入:实体,效果  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateHeroForPlayer|CreateHeroForPlayer}}  | ||
| <code>handle CreateHeroForPlayer(string unitName, handle player)</code>  | | <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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateHTTPRequest|CreateHTTPRequest}}  | ||
| <code>handle CreateHTTPRequest(string string_1, string string_2) </code>  | | <code>handle CreateHTTPRequest(string string_1, string string_2) </code>  | ||
| 生成一个HTTP请求。  | | 生成一个HTTP请求。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用类名称item_name创建一个owner可以使用的物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateItemOnPositionForLaunch|CreateItemOnPositionForLaunch}}  | ||
| <code>handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2)</code>  | | <code>handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2)</code>  | ||
| 在给定地点生成一个实际物品。 目标地点可以是空中(但这不会清空这个位置)  | | 在给定地点生成一个实际物品。 目标地点可以是空中(但这不会清空这个位置)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在给定位置创建一个可见的物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateModifierThinker|CreateModifierThinker}}  | ||
| <code>handle CreateModifierThinker(handle handle_1, handle handle_2, string string_3, handle handle_4, Vector Vector_5, int int_6, bool bool_7)</code>  | | <code>handle CreateModifierThinker(handle handle_1, handle handle_2, string string_3, handle handle_4, Vector Vector_5, int int_6, bool bool_7)</code>  | ||
| 生成一个不和任何NPC相关联的Modifier。 ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker )  | | 生成一个不和任何NPC相关联的Modifier。 ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateTempTree|CreateTempTree}}  | ||
| <code>void CreateTempTree(Vector Vector_1, float float_2)</code>  | | <code>void CreateTempTree(Vector Vector_1, float float_2)</code>  | ||
| 生成一颗临时存在的树。 (vLocation, flDuration).  | | 生成一颗临时存在的树。 (vLocation, flDuration).  | ||
|-    | |-    | ||
|   | | {{L|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 ) : 创建并返回一个AABB触发器  | | CreateTrigger( vecMin, vecMax ) : 创建并返回一个AABB触发器  | ||
|-    | |-    | ||
|   | | {{L|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 ) : 创建并返回一个比给定radius大的AABB触发器  | | CreateTriggerRadiusApproximate( vecOrigin, flRadius ) : 创建并返回一个比给定radius大的AABB触发器  | ||
|-    | |-    | ||
|   | | {{L|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 )  | | 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber )  | ||
|-    | |-    | ||
|   | | {{L|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 )  | | 用DOTA单位的dota_npc_units.txt中的名字创建它( szUnitName, vLocation, bFindClearSpace, hNPCOwner, hUnitOwner, iTeamNumber, hCallback )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.CreateUnitFromTable|CreateUnitFromTable}}  | ||
| <code>hscript CreateUnitFromTable(table unitProperties)</code>  | | <code>hscript CreateUnitFromTable(table unitProperties)</code>  | ||
| Creates a new data-driven entity with the given table  | | Creates a new data-driven entity with the given table  | ||
|-    | |-    | ||
|   | | {{L|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.  | | 获取给定cvar的值,返回float.  | ||
|-    | |-    | ||
|   | | {{L|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.  | | 设置给定cvar的值, 传递float.  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在debugger(调试模式)中停止运行  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.DebugDrawBox|DebugDrawBox}}  | ||
| <code>void DebugDrawBox(Vector origin, Vector min, Vector max, int r, int g, int b, int a, float duration)</code>  | | <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 )  | | 显示一个debug overlay窗口(origin, mins, maxs, r, g, b, a, duration )  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示一个debug forward窗口(cent, min, max, forward, vRgb, a, duration)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示一个debug圆(center, vRgb, a, rad, ztest, duration)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 尝试清理所有debug overlay信息  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示一个debug overlay线段origin, target, r, g, b, ztest, duration)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 使用vec颜色显示一个debug线段(start, end, vRgb, a, ztest, duration)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示给定行间距(lineoffset)的文字(x, y, lineOffset, text, r, g, b, a, duration)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示一个debug球(center, vRgb, a, rad, ztest, duration)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示3d文字(origin, text, bViewCheck, duration)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 显示漂亮的debug文字(x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoCleaveAttack|DoCleaveAttack}}  | ||
| <code>int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6)</code>  | | <code>int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6)</code>  | ||
| (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName)  | | (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoEntFire|DoEntFire}}  | ||
| <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f)EntFire: </code>  | | <code>void DoEntFire(string a, string b, string c, float d, handle e, handle f)EntFire: </code>  | ||
| 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller )  | | 构造一个实体的输入/输出事件( szTarget, szAction, szValue, flDelay, hActivator, hCaller )  | ||
|-    | |-    | ||
|   | | {{L|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:构造一个实体的输入/输出事件  | | EntFireByHandle:构造一个实体的输入/输出事件  | ||
|-    | |-    | ||
|   | | {{L|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  | | 运行一个内部脚本  | ||
|-    | |-    | ||
|   | | {{L|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: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)  | | 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)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.DoUniqueString|DoUniqueString}}  | ||
| <code>string DoUniqueString(string a)</code>  | | <code>string DoUniqueString(string a)</code>  | ||
| 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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSound|EmitAnnouncerSound}}  | ||
| <code>void EmitAnnouncerSound(string string_1)</code>  | | <code>void EmitAnnouncerSound(string string_1)</code>  | ||
| 对所有玩家播放播音员的声音。  | | 对所有玩家播放播音员的声音。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForPlayer|EmitAnnouncerSoundForPlayer}}  | ||
| <code>void EmitAnnouncerSoundForPlayer(string string_1, int int_2)</code>  | | <code>void EmitAnnouncerSoundForPlayer(string string_1, int int_2)</code>  | ||
| 对一位玩家播放播音员的音效。  | | 对一位玩家播放播音员的音效。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForTeam|EmitAnnouncerSoundForTeam}}  | ||
| <code>void EmitAnnouncerSoundForTeam(string string_1, int int_2)</code>  | | <code>void EmitAnnouncerSoundForTeam(string string_1, int int_2)</code>  | ||
| 对一方队伍成员播放播音员的音效。  | | 对一方队伍成员播放播音员的音效。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitAnnouncerSoundForTeamOnLocation|EmitAnnouncerSoundForTeamOnLocation}}  | ||
| <code>void EmitAnnouncerSoundForTeamOnLocation(string string_1, int int_2, Vector Vector_3)</code>  | | <code>void EmitAnnouncerSoundForTeamOnLocation(string string_1, int int_2, Vector Vector_3)</code>  | ||
| 对在某个特定地点队伍成员播放播音员的音效  | | 对在某个特定地点队伍成员播放播音员的音效  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为所有玩家播放给定名称的音效  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在一个实体上播放给定名称的音效  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为指定玩家播放给定名称的音效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnLocationForAllies|EmitSoundOnLocationForAllies}}  | ||
| <code>void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3)</code>  | | <code>void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3)</code>  | ||
| 从处在某个地点的某个单位处播放音效,仅对这个单位的友军有效。(vLocation, soundName, hCaster)  | | 从处在某个地点的某个单位处播放音效,仅对这个单位的友军有效。(vLocation, soundName, hCaster)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.EmitSoundOnLocationWithCaster|EmitSoundOnLocationWithCaster}}  | ||
| <code>void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3)</code>  | | <code>void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3)</code>  | ||
| 从处在某个地点的某个单位处播放音效。 (vLocation, soundName, hCaster).  | | 从处在某个地点的某个单位处播放音效。 (vLocation, soundName, hCaster).  | ||
|-    | |-    | ||
|   | | {{L|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  | | 把一个实体的整数索引转化为表达该实体脚本实例的HScript  | ||
|-    | |-    | ||
|   | | {{L|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  | | 从一个Script表发布命令  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ExponentialDecay|ExponentialDecay}}  | ||
| <code>float ExponentialDecay(float a, float b, float c)平</code>  | | <code>float ExponentialDecay(float a, float b, float c)平</code>  | ||
| 滑的曲线,接近0时减少较慢  | | 滑的曲线,接近0时减少较慢  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在未被占用的地方创建单位  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInRadius|FindUnitsInRadius}}  | ||
| <code>table FindUnitsInRadius(int teamNumber, Vector position, handle cacheUnit, float radius, int teamFilter, int typeFilter, int flagFilter, int order, bool canGrowCache)</code>  | | <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 )  | | 在给定范围内用给定flags搜索单位( iTeamNumber, vPosition, hCacheUnit, flRadius, iTeamFilter, iTypeFilter, iFlagFilter, iOrder, bCanGrowCache )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.FindUnitsInLine|FindUnitsInLine}}  | ||
| <code>table FindUnitsInLine(int teamNumber, Vector vStartPos, Vector vEndPos, handle cacheUnit, float width, int teamFilter, int typeFilter, int flagFilter) </code>  | | <code>table FindUnitsInLine(int teamNumber, Vector vStartPos, Vector vEndPos, handle cacheUnit, float width, int teamFilter, int typeFilter, int flagFilter) </code>  | ||
| 在给定的一条线上用给定flags搜索单位 ( iTeamNumber, vStartPos, vEndPos, hCacheUnit, flWidth, iTeamFilter, iTypeFilter, iFlagFilter)  | | 在给定的一条线上用给定flags搜索单位 ( iTeamNumber, vStartPos, vEndPos, hCacheUnit, flWidth, iTeamFilter, iTypeFilter, iFlagFilter)  | ||
|-  | |-  | ||
|   | | {{L|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  | | 触发实体的动作输入w/no数据  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用给定字符串(由你分配内存)触发实体的动作输入  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用给定的Vector( hEntity, szActionName, vector )触发实体的动作输入  | ||
|-    | |-    | ||
|   | | {{L|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  | | 触发一个预定义事件,可以在custom_events.txt或dota的资源/.res中找到  | ||
|-    | |-    | ||
|   | | {{L|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  | | 触发一个游戏事件但不广播给客户端  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取上一帧在服务器上花费的时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetEntityIndexForTreeId|GetEntityIndexForTreeId}}  | ||
| <code><unknown> GetEntityIndexForTreeId(unsigned unsigned_1)</code>  | | <code><unknown> GetEntityIndexForTreeId(unsigned unsigned_1)</code>  | ||
| 对于指定为DOTA_UNIT_ORDER_CAST_TARGET_TREE下的entindex_target类型的树,这个方法用来获取其实体索引。  | | 对于指定为DOTA_UNIT_ORDER_CAST_TARGET_TREE下的entindex_target类型的树,这个方法用来获取其实体索引。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回引擎当然的帧数  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetGroundHeight|GetGroundHeight}}  | ||
| <code>float GetGroundHeight(Vector Vector_1, handle handle_2)</code>  | | <code>float GetGroundHeight(Vector Vector_1, handle handle_2)</code>  | ||
|    | |    | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetItemCost|GetItemCost}}  | ||
| <code>int GetItemCost(string string_1)</code>  | | <code>int GetItemCost(string string_1)</code>  | ||
| 通过名称获取一个物品的价格。  | | 通过名称获取一个物品的价格。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在广播服务器获取本地玩家  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetMapName|GetMapName}}  | ||
| <code>string GetMapName()</code>  | | <code>string GetMapName()</code>  | ||
| 获取地图的名字  | | 获取地图的名字  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取输出事件的最大延迟  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取VPHYS或普通物体的角速度  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取VPHYS或普通物体的速度  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取真实世界的日期  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取真实世界的时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTeamHeroKills|GetTeamHeroKills}}  | ||
| <code>int GetTeamHeroKills(int int_1)</code>  | | <code>int GetTeamHeroKills(int int_1)</code>  | ||
| ( int teamID )  | | ( int teamID )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTeamName|GetTeamName}}  | ||
| <code>string GetTeamName(int teamNumber)</code>  | | <code>string GetTeamName(int teamNumber)</code>  | ||
| Returns the team name  | | Returns the team name  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.GetTreeIdForEntityIndex|GetTreeIdForEntityIndex}}  | ||
| <code>int GetTreeIdForEntityIndex(int int_1)</code>  | | <code>int GetTreeIdForEntityIndex(int int_1)</code>  | ||
| 获取已给定实体索引的树的ID  | | 获取已给定实体索引的树的ID  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取地图X坐标最大值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取地图Y坐标最大值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取地图X坐标最小值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取地图Y坐标最小值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsClient|IsClient}}  | ||
| <code>bool IsClient()</code>  | | <code>bool IsClient()</code>  | ||
| Returns true if this is lua running from the client.dll.  | | Returns true if this is lua running from the client.dll.  | ||
|-    | |-    | ||
|   | | {{L|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  | | 如果服务器开放返回true  | ||
|-    | |-    | ||
|   | | {{L|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  | | 如果实体有效并被标记为删除返回true  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsServer|IsServer}}  | ||
| <code>bool IsServer() </code>  | | <code>bool IsServer() </code>  | ||
| 当Lua代码是从Server.dll中被运行的时候,返回True。  | | 当Lua代码是从Server.dll中被运行的时候,返回True。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 检查给定hScript是否为有效实体  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.IsInToolsMode|IsInToolsMode}}  | ||
| <code>bool IsInToolsMode() </code>  | | <code>bool IsInToolsMode() </code>  | ||
| 当此Lua脚本在Dota2创意工坊工具模式下运行时返回true。  | | 当此Lua脚本在Dota2创意工坊工具模式下运行时返回true。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.LimitPathingSearchDepth|LimitPathingSearchDepth}}  | ||
| <code>void LimitPathingSearchDepth(float float_1)</code>  | | <code>void LimitPathingSearchDepth(float float_1)</code>  | ||
| 设置寻路系统的搜索范围(应该是对于深度)  | | 设置寻路系统的搜索范围(应该是对于深度)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.LinkLuaModifier|LinkLuaModifier}}  | ||
| <code>void LinkLuaModifier(string modifier_name, string file_path, int motion_controller_type)</code>  | | <code>void LinkLuaModifier(string modifier_name, string file_path, int motion_controller_type)</code>  | ||
| 将一个Lua定义的Modifier和与其相关的类联系起来。如果这个Modifier的定义在Vscript根目录下,那么第二个argument (file_path) 可能会被忽略。  | | 将一个Lua定义的Modifier和与其相关的类联系起来。如果这个Modifier的定义在Vscript根目录下,那么第二个argument (file_path) 可能会被忽略。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ListenToGameEvent|ListenToGameEvent }}  | ||
| <code>int ListenToGameEvent(string EventName, handle functionNameToCall, handle context)</code>  | | <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.  | | 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.  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用给定的关键字文件创建table  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用给定的关键字string创建table  | ||
|-    | |-    | ||
|   | | {{L|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(?)  | | 检查给定的hScript是否是有效实体(?)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.MinimapEvent|MinimapEvent}}  | ||
| <code>void MinimapEvent(int int_1, handle handle_2, int int_3, int int_4, int int_5, int int_6)</code>  | | <code>void MinimapEvent(int int_1, handle handle_2, int int_3, int int_4, int int_5, int int_6)</code>  | ||
| 设置一个小地图事件。 (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration).  | | 设置一个小地图事件。 (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration).  | ||
|-    | |-    | ||
|   | | {{L|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  | | 输出信息  | ||
|-    | |-    | ||
|   | | {{L|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  | | 暂停/开始游戏  | ||
|-    | |-    | ||
|   | | {{L|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  | | 通过索引获取玩家的脚本实例  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用关键字从table中预缓存一个实体  | ||
|-    | |-    | ||
|   | | {{L|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  | | 预缓存一个实体关键字列表  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用DOTA物品的dota_npc_items.txt名称异步预缓存它,结束时提供回调  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用DOTA物品的dota_npc_items.txt名称预缓存它  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheModel|PrecacheModel}}  | ||
| <code>void PrecacheModel(string a, handle b)( modelName, context ) - </code>  | | <code>void PrecacheModel(string a, handle b)( modelName, context ) - </code>  | ||
| 手动预缓存一个单一模型  | | 手动预缓存一个单一模型  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.PrecacheResource|PrecacheResource}}  | ||
| <code>void PrecacheResource(string precacheMode, string resource, handle context)</code>  | | <code>void PrecacheResource(string precacheMode, string resource, handle context)</code>  | ||
| 手动预缓存一个单一资源  | | 手动预缓存一个单一资源  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用DOTA单位的dota_npc_units.txt名称异步预缓存它,结束时提供回调  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用DOTA单位的dota_npc_units.txt名称预缓存它  | ||
|-    | |-    | ||
|   | | {{L|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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取范围内随机float  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取范围内随机int  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.RandomVector|RandomVector}}  | ||
| <code>Vector RandomVector(float maxLength)</code>  | | <code>Vector RandomVector(float maxLength)</code>  | ||
| 获取随机二维矢量  | | 获取随机二维矢量  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为一个脚本基础的生成单位过滤器创建一个C代理  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ReloadMOTD|ReloadMOTD}}  | ||
| <code>void ReloadMOTD()</code>  | | <code>void ReloadMOTD()</code>  | ||
| 重载MotD文件  | | 重载MotD文件  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为一个脚本基础的生成单位过滤器删除一个C代理  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ResolveNPCPositions|ResolveNPCPositions}}  | ||
| <code>void ResolveNPCPositions(Vector Vector_1, float float_2)</code>  | | <code>void ResolveNPCPositions(Vector Vector_1, float float_2)</code>  | ||
| Check and fix units that have been assigned a position inside collision radius of other NPCs. 检查并固定一个被分配到其他NPC的碰撞半径内的某位置的单位。  | | Check and fix units that have been assigned a position inside collision radius of other NPCs. 检查并固定一个被分配到其他NPC的碰撞半径内的某位置的单位。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 随机生成1-100内的数,小于等于给定数则返回true  | ||
|-    | |-    | ||
|   | | {{L|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  | | 旋转一个QAngle,用另一个QAngle  | ||
|-    | |-    | ||
|   | | {{L|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  | | 围绕给定vector轴线旋转一个四元数  | ||
|-    | |-    | ||
|   | | {{L|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  | | 两个QAngle间的delta值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 给决定数据库增加一个规则  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 把QueryBestResponse的结果交付给定的实体播放,用参数调用(entity, airesponse)  | ||
|-    | |-    | ||
|   | | {{L|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 }.  | | 获取所有提供的表达者目标的table,格式为{ name : handle, name: handle }.  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 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)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 让实体说string,是否仅限队友可见  | ||
|-    | |-    | ||
|   | | {{L|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  | | 用下列参数开始镜头摇晃:vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendFrostivusTimeElapsedToGC|SendFrostivusTimeElapsedToGC}}  | ||
| <code>void SendFrostivusTimeElapsedToGC()</code>  | | <code>void SendFrostivusTimeElapsedToGC()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendFrostyPointsMessageToGC|SendFrostyPointsMessageToGC}}  | ||
| <code>void SendFrostyPointsMessageToGC(handle a)</code>  | | <code>void SendFrostyPointsMessageToGC(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.SendOverheadEventMessage|SendOverheadEventMessage}}  | ||
| <code>void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5)</code>  | | <code>void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5)</code>  | ||
| ( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer和sourcePlayer 允许为nil。 - iMessageType是OVERHEAD_ALERT_分类中的一个。  | | ( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer和sourcePlayer 允许为nil。 - iMessageType是OVERHEAD_ALERT_分类中的一个。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 给控制台发送string作为客户端命令  | ||
|-    | |-    | ||
|   | | {{L|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  | | 给控制台发送string作为服务器命令  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为所有玩家设置opvar值  | ||
|-    | |-    | ||
|   | | {{L|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 )  | | 为单一玩家设置opvar值( szStackName, szOperatorName, szOpvarName, flOpvarValue, hEnt )  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置当前任务名  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置当前任务阶段  | ||
|-    | |-    | ||
|   | | {{L|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  | | 为ehandle设置rendering(渲染)开/关  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.SetTeamCustomHealthbarColor|SetTeamCustomHealthbarColor}}  | ||
| <code>void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4)</code>  | | <code>void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4)</code>  | ||
| ( teamNumber, r, g, b )  | | ( teamNumber, r, g, b )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ShowCustomHeaderMessage|ShowCustomHeaderMessage}}  | ||
| <code>void ShowCustomHeaderMessage(string message, int player, int value, float time)</code>  | | <code>void ShowCustomHeaderMessage(string message, int player, int value, float time)</code>  | ||
| Displays a header message from player  | | Displays a header message from player  | ||
|-    | |-    | ||
|   | | {{L|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  | | 对所有玩家显示通用的弹出窗口  | ||
|-    | |-    | ||
|   | | {{L|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  | | 对给定玩家显示通用的弹出窗口  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.ShowMessage|ShowMessage}}  | ||
| <code>oid ShowMessage(string a)</code>  | | <code>oid ShowMessage(string a)</code>  | ||
| 在所有客户端显示hud信息  | | 在所有客户端显示hud信息  | ||
|-    | |-    | ||
|   | | {{L|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  | | 从table同步生成一个实体  | ||
|-    | |-    | ||
|   | | {{L|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  | | 从一系列生成表中分级生成一个实体组  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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.  | | 从一个生成表列表同步生成一个实体组.  | ||
|-    | |-    | ||
|   | | {{L|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,float)非常基础的v0到v1差值,t属于[0,1]为参数  | | (quaternion,quaternion,float)非常基础的v0到v1差值,t属于[0,1]为参数  | ||
|-    | |-    | ||
|   | | {{L|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  | | (vector,vector,float)非常基础的v0到v1差值,t属于[0,1]为参数  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开始音效事件  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPosition|StartSoundEventFromPosition}}  | ||
| <code>void StartSoundEventFromPosition(string string_1, Vector Vector_2)</code>  | | <code>void StartSoundEventFromPosition(string string_1, Vector Vector_2)</code>  | ||
| 在某个位置开始音效事件。  | | 在某个位置开始音效事件。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPositionReliable|StartSoundEventFromPositionReliable}}  | ||
| <code>void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) </code>  | | <code>void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) </code>  | ||
| 通过可靠的传递,在某个位置开始音效事件。  | | 通过可靠的传递,在某个位置开始音效事件。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventFromPositionUnreliable|StartSoundEventFromPositionUnreliable}}  | ||
| <code>void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2)</code>  | | <code>void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2)</code>  | ||
| 通过随意的传递,在某个位置开始音效事件。  | | 通过随意的传递,在某个位置开始音效事件。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventReliable|StartSoundEventReliable}}  | ||
| <code>void StartSoundEventReliable(string string_1, handle handle_2)</code>  | | <code>void StartSoundEventReliable(string string_1, handle handle_2)</code>  | ||
| 通过可靠的传递,开始音效事件。  | | 通过可靠的传递,开始音效事件。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.StartSoundEventUnreliable|StartSoundEventUnreliable}}  | ||
| <code>void StartSoundEventUnreliable(string string_1, handle handle_2)</code>  | | <code>void StartSoundEventUnreliable(string string_1, handle handle_2)</code>  | ||
| 通过随意的传递,开始音效事件。  | | 通过随意的传递,开始音效事件。  | ||
|-    | |-    | ||
|   | | {{L|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)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 停止listen在给定内容内的所有游戏事件  | ||
|-    | |-    | ||
|   | | {{L|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  | | 停止listen特定的游戏事件  | ||
|-    | |-    | ||
|   | | {{L|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  | | 停止音效事件  | ||
|-    | |-    | ||
|   | | {{L|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  | | 停止实体上的命名音效  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取当前服务器时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 传递table - 输入: start, end, ent, (可选 mins, maxs) -- 输出: pos, fraction, hit, startsolid, normal  | ||
|-    | |-    | ||
|   | | {{L|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  | | 传递table - 输入: start, end, min, max, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.TraceLine|TraceLine}}  | ||
| <code>bool TraceLine(handle a)</code>  | | <code>bool TraceLine(handle a)</code>  | ||
| 传递table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid  | | 传递table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.UnitFilter|UnitFilter}}  | ||
| <code>int UnitFilter(handle handle_1, int int_2, int int_3, int int_4, int int_5)</code>  | | <code>int UnitFilter(handle handle_1, int int_2, int int_3, int int_4, int int_5)</code>  | ||
| 当一个单位通过一系列过滤器时进行检查。 (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam  | | 当一个单位通过一系列过滤器时进行检查。 (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam  | ||
|-    | |-    | ||
|   | | {{L|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  | | 通过名称去除生成组  | ||
|-    | |-    | ||
|   | | {{L|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  | | 通过handle去除生成组  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.UpdateEventPoints|UpdateEventPoints}}  | ||
| <code>void UpdateEventPoints(handle a)</code>  | | <code>void UpdateEventPoints(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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>  | | <code>void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a)</code>  | ||
| 对特定的玩家显示信息。  | | 对特定的玩家显示信息。  | ||
|-    | |-    | ||
|   | | {{L|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>  | | <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  | | Sends a message to a specific player in the message box with a context table  | ||
|-    | |-    | ||
|   | | {{L|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>  | | <code>void UTIL_MessageTextAll(string message, int r, int g, int b, int a)</code>  | ||
| 在文本框内对所有玩家显示信息。  | | 在文本框内对所有玩家显示信息。  | ||
|-    | |-    | ||
|   | | {{L|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>  | | <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  | | Sends a message to everyone in the message box with a context table  | ||
|-    | |-    | ||
|   | | {{L|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  | | 删除给定实体  | ||
|-    | |-    | ||
|   | | {{L|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  | | 立即删除给定实体  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageText|UTIL_ResetMessageText}}  | ||
| <code>void UTIL_ResetMessageText(int playerId)</code>  | | <code>void UTIL_ResetMessageText(int playerId)</code>  | ||
| 对某个玩家重新设置信息文本。  | | 对某个玩家重新设置信息文本。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.UTIL_ResetMessageTextAll|UTIL_ResetMessageTextAll}}  | ||
| <code>void UTIL_ResetMessageTextAll()</code>  | | <code>void UTIL_ResetMessageTextAll()</code>  | ||
| 对所有玩家重新设置信息文本。  | | 对所有玩家重新设置信息文本。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.VectorToAngles|VectorToAngles}}  | ||
| <code>QAngle VectorToAngles(Vector a)</code>  | | <code>QAngle VectorToAngles(Vector a)</code>  | ||
| 为Vector获取Qangle(没有滚动)  | | 为Vector获取Qangle(没有滚动)  | ||
| Line 747: | Line 747: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Global.Warning|Warning}}  | ||
| <code>void Warning(string a) </code>  | | <code>void Warning(string a) </code>  | ||
| Line 768: | Line 768: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyAbsVelocityImpulse|ApplyAbsVelocityImpulse}}  | ||
| <code>void ApplyAbsVelocityImpulse(Vector a) </code>  | | <code>void ApplyAbsVelocityImpulse(Vector a) </code>  | ||
| Line 775: | Line 775: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.ApplyLocalAngularVelocityImpulse|ApplyLocalAngularVelocityImpulse}}  | ||
| <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code>  | | <code>void ApplyLocalAngularVelocityImpulse(Vector a) </code>  | ||
| Line 782: | Line 782: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EmitSound|EmitSound}}  | ||
| <code>void EmitSound(string soundName) </code>  | | <code>void EmitSound(string soundName) </code>  | ||
| Line 790: | Line 790: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 797: | Line 797: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyeAngles|EyeAngles}}  | ||
| <code>QAngle EyeAngles() </code>  | | <code>QAngle EyeAngles() </code>  | ||
| Line 804: | Line 804: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.EyePosition|EyePosition}}  | ||
| <code>Vector EyePosition() </code>  | | <code>Vector EyePosition() </code>  | ||
| Line 811: | Line 811: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.FirstMoveChild|FirstMoveChild}}  | ||
| <code>handle FirstMoveChild() </code>  | | <code>handle FirstMoveChild() </code>  | ||
| Line 819: | Line 819: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GatherCriteria|GatherCriteria}}  | ||
| <code>void GatherCriteria(handle a) </code>  | | <code>void GatherCriteria(handle a) </code>  | ||
| Line 826: | Line 826: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAbsOrigin|GetAbsOrigin}}  | ||
| <code>Vector GetAbsOrigin() </code>  | | <code>Vector GetAbsOrigin() </code>  | ||
| Line 834: | Line 834: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngles|GetAngles}}  | ||
| <code>QAngle GetAngles() </code>  | | <code>QAngle GetAngles() </code>  | ||
| Line 842: | Line 842: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAnglesAsVector|GetAnglesAsVector}}  | ||
| <code>Vector GetAnglesAsVector() </code>  | | <code>Vector GetAnglesAsVector() </code>  | ||
| Line 849: | Line 849: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetAngularVelocity|GetAngularVelocity}}  | ||
| <code>Vector GetAngularVelocity() </code>  | | <code>Vector GetAngularVelocity() </code>  | ||
| Line 856: | Line 856: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBaseVelocity|GetBaseVelocity}}  | ||
| <code>Vector GetBaseVelocity() </code>  | | <code>Vector GetBaseVelocity() </code>  | ||
| Line 863: | Line 863: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMaxs|GetBoundingMaxs}}  | ||
| <code>Vector GetBoundingMaxs() </code>  | | <code>Vector GetBoundingMaxs() </code>  | ||
| Line 870: | Line 870: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBoundingMins|GetBoundingMins}}  | ||
| <code>Vector GetBoundingMins() </code>  | | <code>Vector GetBoundingMins() </code>  | ||
| Line 877: | Line 877: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetBounds|GetBounds}}  | ||
| <code>table GetBounds() </code>  | | <code>table GetBounds() </code>  | ||
| Line 884: | Line 884: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetCenter|GetCenter}}  | ||
| <code>Vector GetCenter() </code>  | | <code>Vector GetCenter() </code>  | ||
| Line 891: | Line 891: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetChildren|GetChildren}}  | ||
| <code>handle GetChildren() </code>  | | <code>handle GetChildren() </code>  | ||
| Line 898: | Line 898: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetContext|GetContext}}  | ||
| <code>table GetContext(string a) </code>  | | <code>table GetContext(string a) </code>  | ||
| Line 905: | Line 905: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetForwardVector|GetForwardVector}}  | ||
| <code>Vector GetForwardVector() </code>  | | <code>Vector GetForwardVector() </code>  | ||
| Line 912: | Line 912: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetHealth|GetHealth}}  | ||
| <code>int GetHealth() </code>  | | <code>int GetHealth() </code>  | ||
| Line 920: | Line 920: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalAngularVelocity|GetLocalAngularVelocity}}  | ||
| <code>QAngle GetLocalAngularVelocity() </code>  | | <code>QAngle GetLocalAngularVelocity() </code>  | ||
| Line 927: | Line 927: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetLocalVelocity|GetLocalVelocity}}  | ||
| <code>Vector GetLocalVelocity() </code>  | | <code>Vector GetLocalVelocity() </code>  | ||
| Line 934: | Line 934: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMaxHealth|GetMaxHealth}}  | ||
| <code>int GetMaxHealth() </code>  | | <code>int GetMaxHealth() </code>  | ||
| Line 942: | Line 942: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetModelName|GetModelName}}  | ||
| <code>string GetModelName() </code>  | | <code>string GetModelName() </code>  | ||
| Line 949: | Line 949: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetMoveParent|GetMoveParent}}  | ||
| <code>handle GetMoveParent() </code>  | | <code>handle GetMoveParent() </code>  | ||
| Line 956: | Line 956: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOrigin|GetOrigin}}  | ||
| <code>Vector GetOrigin() </code>  | | <code>Vector GetOrigin() </code>  | ||
| Line 964: | Line 964: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwner|GetOwner}}  | ||
| <code>handle GetOwner() </code>  | | <code>handle GetOwner() </code>  | ||
| Line 971: | Line 971: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetOwnerEntity|GetOwnerEntity}}  | ||
| <code>handle GetOwnerEntity() </code>  | | <code>handle GetOwnerEntity() </code>  | ||
| Line 978: | Line 978: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRightVector|GetRightVector}}  | ||
| <code>Vector GetRightVector() </code>  | | <code>Vector GetRightVector() </code>  | ||
| Line 985: | Line 985: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetRootMoveParent|GetRootMoveParent}}  | ||
| <code>handle GetRootMoveParent() </code>  | | <code>handle GetRootMoveParent() </code>  | ||
| Line 992: | Line 992: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 999: | Line 999: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetTeam|GetTeam}}  | ||
| <code>int GetTeam() </code>  | | <code>int GetTeam() </code>  | ||
| Line 1,007: | Line 1,007: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetUpVector|GetUpVector}}  | ||
| <code>Vector GetUpVector() </code>  | | <code>Vector GetUpVector() </code>  | ||
| Line 1,014: | Line 1,014: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.GetVelocity|GetVelocity}}  | ||
| <code>Vector GetVelocity() </code>  | | <code>Vector GetVelocity() </code>  | ||
| Line 1,022: | Line 1,022: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsAlive|IsAlive}}  | ||
| <code>bool IsAlive() </code>  | | <code>bool IsAlive() </code>  | ||
| Line 1,030: | Line 1,030: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsPlayer|IsPlayer}}  | ||
| <code>bool IsPlayer() </code>  | | <code>bool IsPlayer() </code>  | ||
| Line 1,037: | Line 1,037: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.IsNull|IsNull}}  | ||
| <code>bool IsNull() </code>  | | <code>bool IsNull() </code>  | ||
| 检查实体是否被C++删除了。  | | 检查实体是否被C++删除了。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Kill|Kill}}  | ||
| <code>void Kill() </code>  | | <code>void Kill() </code>  | ||
| Line 1,050: | Line 1,050: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.NextMovePeer|NextMovePeer}}  | ||
| <code>handle NextMovePeer() </code>  | | <code>handle NextMovePeer() </code>  | ||
| Line 1,058: | Line 1,058: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,065: | Line 1,065: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.PrecacheScriptSound|PrecacheScriptSound}}  | ||
| <code>void PrecacheScriptSound(string a) </code>  | | <code>void PrecacheScriptSound(string a) </code>  | ||
| Line 1,072: | Line 1,072: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetAbsOrigin|SetAbsOrigin}}  | ||
| <code>void SetAbsOrigin(Vector origin) </code>  | | <code>void SetAbsOrigin(Vector origin) </code>  | ||
| Line 1,079: | Line 1,079: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,086: | Line 1,086: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,093: | Line 1,093: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,100: | Line 1,100: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,107: | Line 1,107: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,114: | Line 1,114: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetForwardVector|SetForwardVector}}  | ||
| <code>void SetForwardVector(Vector forwardVec) </code>  | | <code>void SetForwardVector(Vector forwardVec) </code>  | ||
| Line 1,121: | Line 1,121: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetFriction|SetFriction}}  | ||
| <code>void SetFriction(float a) </code>  | | <code>void SetFriction(float a) </code>  | ||
| Line 1,128: | Line 1,128: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetGravity|SetGravity}}  | ||
| <code>void SetGravity(float a) </code>  | | <code>void SetGravity(float a) </code>  | ||
| Line 1,135: | Line 1,135: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetHealth|SetHealth}}  | ||
| <code>void SetHealth(int hp) </code>  | | <code>void SetHealth(int hp) </code>  | ||
| Line 1,143: | Line 1,143: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetMaxHealth|SetMaxHealth}}  | ||
| <code>void SetMaxHealth(int maxHP) </code>  | | <code>void SetMaxHealth(int maxHP) </code>  | ||
| Line 1,151: | Line 1,151: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetModel|SetModel}}  | ||
| <code>void SetModel(string modelName) </code>  | | <code>void SetModel(string modelName) </code>  | ||
| Line 1,159: | Line 1,159: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOrigin|SetOrigin}}  | ||
| <code>void SetOrigin(Vector origin) </code>  | | <code>void SetOrigin(Vector origin) </code>  | ||
| Line 1,167: | Line 1,167: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetOwner|SetOwner}}  | ||
| <code>void SetOwner(handle owningEntity) </code>  | | <code>void SetOwner(handle owningEntity) </code>  | ||
| Line 1,174: | Line 1,174: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,181: | Line 1,181: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,188: | Line 1,188: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,196: | Line 1,196: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetTeam|SetTeam}}  | ||
| <code>void SetTeam(int team) </code>  | | <code>void SetTeam(int team) </code>  | ||
| Line 1,204: | Line 1,204: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.SetVelocity|SetVelocity}}  | ||
| <code>void SetVelocity(Vector a) </code>  | | <code>void SetVelocity(Vector a) </code>  | ||
| Line 1,212: | Line 1,212: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.StopSound|StopSound}}  | ||
| <code>void StopSound(string soundName) </code>  | | <code>void StopSound(string soundName) </code>  | ||
| Line 1,219: | Line 1,219: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseEntity.Trigger|Trigger}}  | ||
| <code>void Trigger() </code>  | | <code>void Trigger() </code>  | ||
| Line 1,244: | Line 1,244: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.CreateByClassname|CreateByClassname}}  | ||
| <code>handle CreateByClassname(string className) </code>  | | <code>handle CreateByClassname(string className) </code>  | ||
| Line 1,251: | Line 1,251: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByClassname|FindAllByClassname}}  | ||
| <code>table FindAllByClassname(string a) </code>  | | <code>table FindAllByClassname(string a) </code>  | ||
| Line 1,258: | Line 1,258: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,265: | Line 1,265: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByModel|FindAllByModel}}  | ||
| <code>table FindAllByModel(string modelName) </code>  | | <code>table FindAllByModel(string modelName) </code>  | ||
| Line 1,272: | Line 1,272: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByName|FindAllByName}}  | ||
| <code>table FindAllByName(string name) </code>  | | <code>table FindAllByName(string name) </code>  | ||
| Line 1,279: | Line 1,279: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,286: | Line 1,286: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.FindAllByTarget|FindAllByTarget}}  | ||
| <code>table FindAllByTarget(string targetName) </code>  | | <code>table FindAllByTarget(string targetName) </code>  | ||
| Line 1,293: | Line 1,293: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,300: | Line 1,300: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,307: | Line 1,307: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,314: | Line 1,314: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,321: | Line 1,321: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,328: | Line 1,328: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,335: | Line 1,335: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,342: | Line 1,342: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,349: | Line 1,349: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,356: | Line 1,356: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,363: | Line 1,363: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,370: | Line 1,370: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.First|First}}  | ||
| <code>handle First() </code>  | | <code>handle First() </code>  | ||
| Line 1,377: | Line 1,377: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntities.Next|Next}}  | ||
| <code>handle Next(handle startFrom) </code>  | | <code>handle Next(handle startFrom) </code>  | ||
| Line 1,404: | Line 1,404: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,411: | Line 1,411: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.Destroy|Destroy}}  | ||
| <code>void Destroy() </code>  | | <code>void Destroy() </code>  | ||
| Line 1,419: | Line 1,419: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,426: | Line 1,426: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,433: | Line 1,433: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.entindex|entindex}}  | ||
| <code>int entindex() </code>  | | <code>int entindex() </code>  | ||
| Line 1,441: | Line 1,441: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.FireOutput|FireOutput}}  | ||
| <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code>  | | <code>void FireOutput(string outputName, handle activator, handle caller, table args, float delay) </code>  | ||
| Line 1,448: | Line 1,448: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetClassname|GetClassname}}  | ||
| <code>string GetClassname() </code>  | | <code>string GetClassname() </code>  | ||
| Line 1,456: | Line 1,456: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetDebugName|GetDebugName}}  | ||
| <code>string GetDebugName() </code>  | | <code>string GetDebugName() </code>  | ||
| Line 1,463: | Line 1,463: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityHandle|GetEntityHandle}}  | ||
| <code>ehandle GetEntityHandle() </code>  | | <code>ehandle GetEntityHandle() </code>  | ||
| Line 1,470: | Line 1,470: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetEntityIndex|GetEntityIndex}}  | ||
| <code>int GetEntityIndex() </code>  | | <code>int GetEntityIndex() </code>  | ||
| Line 1,478: | Line 1,478: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetIntAttr|GetIntAttr}}  | ||
| <code>int GetIntAttr(string a) </code>  | | <code>int GetIntAttr(string a) </code>  | ||
| Line 1,485: | Line 1,485: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetName|GetName}}  | ||
| <code>string GetName() </code>  | | <code>string GetName() </code>  | ||
| Line 1,493: | Line 1,493: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePrivateScriptScope|GetOrCreatePrivateScriptScope}}  | ||
| <code>handle GetOrCreatePrivateScriptScope() </code>  | | <code>handle GetOrCreatePrivateScriptScope() </code>  | ||
| Line 1,500: | Line 1,500: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetOrCreatePublicScriptScope|GetOrCreatePublicScriptScope}}  | ||
| <code>handle GetOrCreatePublicScriptScope() </code>  | | <code>handle GetOrCreatePublicScriptScope() </code>  | ||
| Line 1,507: | Line 1,507: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPrivateScriptScope|GetPrivateScriptScope}}  | ||
| <code>handle GetPrivateScriptScope() </code>  | | <code>handle GetPrivateScriptScope() </code>  | ||
| Line 1,514: | Line 1,514: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.GetPublicScriptScope|GetPublicScriptScope}}  | ||
| <code>handle GetPublicScriptScope() </code>  | | <code>handle GetPublicScriptScope() </code>  | ||
| Line 1,521: | Line 1,521: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,528: | Line 1,528: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEntityInstance.RemoveSelf|RemoveSelf}}  | ||
| <code>void RemoveSelf() </code>  | | <code>void RemoveSelf() </code>  | ||
| Line 1,535: | Line 1,535: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,562: | Line 1,562: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.CastAbility|CastAbility}}  | ||
| <code>void CastAbility() </code>  | | <code>void CastAbility() </code>  | ||
| Line 1,570: | Line 1,570: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ContinueCasting|ContinueCasting}}  | ||
| <code>bool ContinueCasting() </code>  | | <code>bool ContinueCasting() </code>  | ||
| Line 1,578: | Line 1,578: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,586: | Line 1,586: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.DecrementModifierRefCount|DecrementModifierRefCount}}  | ||
| <code>void DecrementModifierRefCount() </code>  | | <code>void DecrementModifierRefCount() </code>  | ||
| Line 1,594: | Line 1,594: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndChannel|EndChannel}}  | ||
| <code>void EndChannel(bool a) </code>  | | <code>void EndChannel(bool a) </code>  | ||
| Line 1,601: | Line 1,601: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.EndCooldown|EndCooldown}}  | ||
| <code>void EndCooldown() </code>  | | <code>void EndCooldown() </code>  | ||
| Line 1,608: | Line 1,608: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamage|GetAbilityDamage}}  | ||
| <code>int GetAbilityDamage() </code>  | | <code>int GetAbilityDamage() </code>  | ||
| Line 1,616: | Line 1,616: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityDamageType|GetAbilityDamageType}}  | ||
| <code>int GetAbilityDamageType() </code>  | | <code>int GetAbilityDamageType() </code>  | ||
| Line 1,624: | Line 1,624: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityIndex|GetAbilityIndex}}  | ||
| <code>int GetAbilityIndex() </code>  | | <code>int GetAbilityIndex() </code>  | ||
| Line 1,632: | Line 1,632: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityName|GetAbilityName}}  | ||
| <code>string GetAbilityName() </code>  | | <code>string GetAbilityName() </code>  | ||
| Line 1,640: | Line 1,640: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityKeyValues|GetAbilityKeyValues}}  | ||
| <code>table GetAbilityKeyValues() </code>  | | <code>table GetAbilityKeyValues() </code>  | ||
| No Description Set  | | No Description Set  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetFlags|GetAbilityTargetFlags}}  | ||
| <code>int GetAbilityTargetFlags() </code>  | | <code>int GetAbilityTargetFlags() </code>  | ||
| Line 1,653: | Line 1,653: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetTeam|GetAbilityTargetTeam}}  | ||
| <code>int GetAbilityTargetTeam() </code>  | | <code>int GetAbilityTargetTeam() </code>  | ||
| Line 1,661: | Line 1,661: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityTargetType|GetAbilityTargetType}}  | ||
| <code>int GetAbilityTargetType() </code>  | | <code>int GetAbilityTargetType() </code>  | ||
| Line 1,669: | Line 1,669: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAbilityType|GetAbilityType}}  | ||
| <code>int GetAbilityType() </code>  | | <code>int GetAbilityType() </code>  | ||
| Line 1,677: | Line 1,677: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAnimationIgnoresModelScale|GetAnimationIgnoresModelScale}}  | ||
| <code>bool GetAnimationIgnoresModelScale() </code>  | | <code>bool GetAnimationIgnoresModelScale() </code>  | ||
| Line 1,685: | Line 1,685: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}}  | ||
| <code>string GetAssociatedPrimaryAbilities() </code>  | | <code>string GetAssociatedPrimaryAbilities() </code>  | ||
| Line 1,693: | Line 1,693: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}}  | ||
| <code>string GetAssociatedSecondaryAbilities() </code>  | | <code>string GetAssociatedSecondaryAbilities() </code>  | ||
| Line 1,701: | Line 1,701: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetAutoCastState|GetAutoCastState}}  | ||
| <code>bool GetAutoCastState() </code>  | | <code>bool GetAutoCastState() </code>  | ||
| Line 1,709: | Line 1,709: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBackswingTime|GetBackswingTime}}  | ||
| <code>float GetBackswingTime() </code>  | | <code>float GetBackswingTime() </code>  | ||
| Line 1,717: | Line 1,717: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetBehavior|GetBehavior}}  | ||
| <code>int GetBehavior() </code>  | | <code>int GetBehavior() </code>  | ||
| Line 1,725: | Line 1,725: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCaster|GetCaster}}  | ||
| <code>handle GetCaster() </code>  | | <code>handle GetCaster() </code>  | ||
| Line 1,733: | Line 1,733: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastPoint|GetCastPoint}}  | ||
| <code>float GetCastPoint() </code>  | | <code>float GetCastPoint() </code>  | ||
| Line 1,741: | Line 1,741: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCastRange|GetCastRange}}  | ||
| <code>int GetCastRange(Vector vLocation, handle hTarget) </code>  | | <code>int GetCastRange(Vector vLocation, handle hTarget) </code>  | ||
| Line 1,749: | Line 1,749: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}}  | ||
| <code>int GetChannelledManaCostPerSecond(int a) </code>  | | <code>int GetChannelledManaCostPerSecond(int a) </code>  | ||
| Line 1,757: | Line 1,757: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelStartTime|GetChannelStartTime}}  | ||
| <code>float GetChannelStartTime() </code>  | | <code>float GetChannelStartTime() </code>  | ||
| Line 1,765: | Line 1,765: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetChannelTime|GetChannelTime}}  | ||
| <code>float GetChannelTime() </code>  | | <code>float GetChannelTime() </code>  | ||
| Line 1,773: | Line 1,773: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCloneSource|GetCloneSource}}  | ||
| <code>handle GetCloneSource() </code>  | | <code>handle GetCloneSource() </code>  | ||
| Line 1,781: | Line 1,781: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetConceptRecipientType|GetConceptRecipientType}}  | ||
| <code>int GetConceptRecipientType() </code>  | | <code>int GetConceptRecipientType() </code>  | ||
| Line 1,789: | Line 1,789: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldown|GetCooldown}}  | ||
| <code>float GetCooldown(int a) </code>  | | <code>float GetCooldown(int a) </code>  | ||
| Line 1,796: | Line 1,796: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTime|GetCooldownTime}}  | ||
| <code>float GetCooldownTime() </code>  | | <code>float GetCooldownTime() </code>  | ||
| Line 1,804: | Line 1,804: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCooldownTimeRemaining|GetCooldownTimeRemaining}}  | ||
| <code>float GetCooldownTimeRemaining() </code>  | | <code>float GetCooldownTimeRemaining() </code>  | ||
| Line 1,812: | Line 1,812: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorPosition|GetCursorPosition}}  | ||
| <code>Vector GetCursorPosition() </code>  | | <code>Vector GetCursorPosition() </code>  | ||
| Line 1,820: | Line 1,820: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTarget|GetCursorTarget}}  | ||
| <code>handle GetCursorTarget() </code>  | | <code>handle GetCursorTarget() </code>  | ||
| Line 1,828: | Line 1,828: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetCursorTargetingNothing|GetCursorTargetingNothing}}  | ||
| <code>bool GetCursorTargetingNothing() </code>  | | <code>bool GetCursorTargetingNothing() </code>  | ||
| Line 1,836: | Line 1,836: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetDuration|GetDuration}}  | ||
| <code>float GetDuration() </code>  | | <code>float GetDuration() </code>  | ||
| Line 1,844: | Line 1,844: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCost|GetGoldCost}}  | ||
| <code>int GetGoldCost(int a) </code>  | | <code>int GetGoldCost(int a) </code>  | ||
| Line 1,852: | Line 1,852: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetGoldCostForUpgrade|GetGoldCostForUpgrade}}  | ||
| <code>int GetGoldCostForUpgrade(int a) </code>  | | <code>int GetGoldCostForUpgrade(int a) </code>  | ||
| Line 1,860: | Line 1,860: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetHeroLevelRequiredToUpgrade|GetHeroLevelRequiredToUpgrade}}  | ||
| <code>int GetHeroLevelRequiredToUpgrade() </code>  | | <code>int GetHeroLevelRequiredToUpgrade() </code>  | ||
| Line 1,868: | Line 1,868: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetIntrinsicModifierName|GetIntrinsicModifierName}}  | ||
| <code>string GetIntrinsicModifierName() </code>  | | <code>string GetIntrinsicModifierName() </code>  | ||
| Line 1,876: | Line 1,876: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetLevel|GetLevel}}  | ||
| <code>int GetLevel() </code>  | | <code>int GetLevel() </code>  | ||
| Line 1,883: | Line 1,883: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 1,891: | Line 1,891: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetManaCost|GetManaCost}}  | ||
| <code>int GetManaCost(int a) </code>  | | <code>int GetManaCost(int a) </code>  | ||
| Line 1,899: | Line 1,899: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetMaxLevel|GetMaxLevel}}  | ||
| <code>int GetMaxLevel() </code>  | | <code>int GetMaxLevel() </code>  | ||
| Line 1,907: | Line 1,907: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValue|GetModifierValue}}  | ||
| <code>float GetModifierValue() </code>  | | <code>float GetModifierValue() </code>  | ||
| Line 1,915: | Line 1,915: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetModifierValueBonus|GetModifierValueBonus}}  | ||
| <code>float GetModifierValueBonus() </code>  | | <code>float GetModifierValueBonus() </code>  | ||
| Line 1,923: | Line 1,923: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetPlaybackRateOverride|GetPlaybackRateOverride}}  | ||
| <code>float GetPlaybackRateOverride() </code>  | | <code>float GetPlaybackRateOverride() </code>  | ||
| Line 1,931: | Line 1,931: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSharedCooldownName|GetSharedCooldownName}}  | ||
| <code>string GetSharedCooldownName() </code>  | | <code>string GetSharedCooldownName() </code>  | ||
| Line 1,939: | Line 1,939: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetSpecialValueFor|GetSpecialValueFor}}  | ||
| <code>table GetSpecialValueFor(string a) </code>  | | <code>table GetSpecialValueFor(string a) </code>  | ||
| Line 1,947: | Line 1,947: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetStolenActivityModifier|GetStolenActivityModifier}}  | ||
| <code>string GetStolenActivityModifier() </code>  | | <code>string GetStolenActivityModifier() </code>  | ||
| Line 1,955: | Line 1,955: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.GetToggleState|GetToggleState}}  | ||
| <code>bool GetToggleState() </code>  | | <code>bool GetToggleState() </code>  | ||
| Line 1,963: | Line 1,963: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.HeroXPChange|HeroXPChange}}  | ||
| <code>bool HeroXPChange(float a) </code>  | | <code>bool HeroXPChange(float a) </code>  | ||
| Line 1,971: | Line 1,971: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IncrementModifierRefCount|IncrementModifierRefCount}}  | ||
| <code>void IncrementModifierRefCount() </code>  | | <code>void IncrementModifierRefCount() </code>  | ||
| Line 1,979: | Line 1,979: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsActivated|IsActivated}}  | ||
| <code>bool IsActivated() </code>  | | <code>bool IsActivated() </code>  | ||
| Line 1,987: | Line 1,987: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsAttributeBonus|IsAttributeBonus}}  | ||
| <code>bool IsAttributeBonus() </code>  | | <code>bool IsAttributeBonus() </code>  | ||
| Line 1,995: | Line 1,995: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsChanneling|IsChanneling}}  | ||
| <code>bool IsChanneling() </code>  | | <code>bool IsChanneling() </code>  | ||
| Line 2,002: | Line 2,002: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCooldownReady|IsCooldownReady}}  | ||
| <code>bool IsCooldownReady() </code>  | | <code>bool IsCooldownReady() </code>  | ||
| Line 2,010: | Line 2,010: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsCosmetic|IsCosmetic}}  | ||
| <code>bool IsCosmetic(handle hEntity) </code>  | | <code>bool IsCosmetic(handle hEntity) </code>  | ||
| Line 2,018: | Line 2,018: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsFullyCastable|IsFullyCastable}}  | ||
| <code>bool IsFullyCastable() </code>  | | <code>bool IsFullyCastable() </code>  | ||
| Line 2,025: | Line 2,025: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHidden|IsHidden}}  | ||
| <code>bool IsHidden() </code>  | | <code>bool IsHidden() </code>  | ||
| Line 2,033: | Line 2,033: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsHiddenWhenStolen|IsHiddenWhenStolen}}  | ||
| <code>bool IsHiddenWhenStolen() </code>  | | <code>bool IsHiddenWhenStolen() </code>  | ||
| Line 2,041: | Line 2,041: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsInAbilityPhase|IsInAbilityPhase}}  | ||
| <code>bool IsInAbilityPhase() </code>  | | <code>bool IsInAbilityPhase() </code>  | ||
| Line 2,048: | Line 2,048: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsItem|IsItem}}  | ||
| <code>bool IsItem() </code>  | | <code>bool IsItem() </code>  | ||
| Line 2,056: | Line 2,056: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnough|IsOwnersGoldEnough}}  | ||
| <code>bool IsOwnersGoldEnough(int a) </code>  | | <code>bool IsOwnersGoldEnough(int a) </code>  | ||
| Line 2,064: | Line 2,064: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade|IsOwnersGoldEnoughForUpgrade}}  | ||
| <code>bool IsOwnersGoldEnoughForUpgrade() </code>  | | <code>bool IsOwnersGoldEnoughForUpgrade() </code>  | ||
| Line 2,072: | Line 2,072: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsOwnersManaEnough|IsOwnersManaEnough}}  | ||
| <code>bool IsOwnersManaEnough() </code>  | | <code>bool IsOwnersManaEnough() </code>  | ||
| Line 2,080: | Line 2,080: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsPassive|IsPassive}}  | ||
| <code>bool IsPassive() </code>  | | <code>bool IsPassive() </code>  | ||
| Line 2,088: | Line 2,088: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsSharedWithTeammates|IsSharedWithTeammates}}  | ||
| <code>bool IsSharedWithTeammates() </code>  | | <code>bool IsSharedWithTeammates() </code>  | ||
| Line 2,096: | Line 2,096: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStealable|IsStealable}}  | ||
| <code>bool IsStealable() </code>  | | <code>bool IsStealable() </code>  | ||
| Line 2,104: | Line 2,104: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsStolen|IsStolen}}  | ||
| <code>bool IsStolen() </code>  | | <code>bool IsStolen() </code>  | ||
| Line 2,112: | Line 2,112: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsToggle|IsToggle}}  | ||
| <code>bool IsToggle() </code>  | | <code>bool IsToggle() </code>  | ||
| Line 2,120: | Line 2,120: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.IsTrained|IsTrained}}  | ||
| <code>bool IsTrained() </code>  | | <code>bool IsTrained() </code>  | ||
| Line 2,128: | Line 2,128: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.MarkAbilityButtonDirty|MarkAbilityButtonDirty}}  | ||
| <code>void MarkAbilityButtonDirty() </code>  | | <code>void MarkAbilityButtonDirty() </code>  | ||
| Line 2,135: | Line 2,135: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.NumModifiersUsingAbility|NumModifiersUsingAbility}}  | ||
| <code>int NumModifiersUsingAbility() </code>  | | <code>int NumModifiersUsingAbility() </code>  | ||
| Line 2,143: | Line 2,143: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}}  | ||
| <code>void OnAbilityPhaseInterrupted() </code>  | | <code>void OnAbilityPhaseInterrupted() </code>  | ||
| Line 2,151: | Line 2,151: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPhaseStart|OnAbilityPhaseStart}}  | ||
| <code>bool OnAbilityPhaseStart() </code>  | | <code>bool OnAbilityPhaseStart() </code>  | ||
| Line 2,159: | Line 2,159: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnAbilityPinged|OnAbilityPinged}}  | ||
| <code>void OnAbilityPinged() </code>  | | <code>void OnAbilityPinged() </code>  | ||
| Line 2,167: | Line 2,167: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelFinish|OnChannelFinish}}  | ||
| <code>void OnChannelFinish(bool a) </code>  | | <code>void OnChannelFinish(bool a) </code>  | ||
| Line 2,175: | Line 2,175: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnChannelThink|OnChannelThink}}  | ||
| <code>void OnChannelThink(float a) </code>  | | <code>void OnChannelThink(float a) </code>  | ||
| Line 2,183: | Line 2,183: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}}  | ||
| <code>void OnHeroCalculateStatBonus() </code>  | | <code>void OnHeroCalculateStatBonus() </code>  | ||
| Line 2,191: | Line 2,191: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnHeroLevelUp|OnHeroLevelUp}}  | ||
| <code>void OnHeroLevelUp() </code>  | | <code>void OnHeroLevelUp() </code>  | ||
| Line 2,199: | Line 2,199: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnInventoryContentsChanged|OnInventoryContentsChanged}}  | ||
| <code>void OnInventoryContentsChanged() </code>  | | <code>void OnInventoryContentsChanged() </code>  | ||
| Line 2,207: | Line 2,207: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerDied|OnOwnerDied}}  | ||
| <code>void OnOwnerDied() </code>  | | <code>void OnOwnerDied() </code>  | ||
| Line 2,215: | Line 2,215: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnOwnerSpawned|OnOwnerSpawned}}  | ||
| <code>void OnOwnerSpawned() </code>  | | <code>void OnOwnerSpawned() </code>  | ||
| Line 2,223: | Line 2,223: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnSpellStart|OnSpellStart}}  | ||
| <code>void OnSpellStart() </code>  | | <code>void OnSpellStart() </code>  | ||
| Line 2,231: | Line 2,231: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnToggle|OnToggle}}  | ||
| <code>void OnToggle() </code>  | | <code>void OnToggle() </code>  | ||
| Line 2,239: | Line 2,239: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.OnUpgrade|OnUpgrade}}  | ||
| <code>void OnUpgrade() </code>  | | <code>void OnUpgrade() </code>  | ||
| Line 2,247: | Line 2,247: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCost|PayGoldCost}}  | ||
| <code>void PayGoldCost() </code>  | | <code>void PayGoldCost() </code>  | ||
| Line 2,255: | Line 2,255: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayGoldCostForUpgrade|PayGoldCostForUpgrade}}  | ||
| <code>void PayGoldCostForUpgrade() </code>  | | <code>void PayGoldCostForUpgrade() </code>  | ||
| Line 2,263: | Line 2,263: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PayManaCost|PayManaCost}}  | ||
| <code>void PayManaCost() </code>  | | <code>void PayManaCost() </code>  | ||
| Line 2,271: | Line 2,271: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.PlaysDefaultAnimWhenStolen|PlaysDefaultAnimWhenStolen}}  | ||
| <code>bool PlaysDefaultAnimWhenStolen() </code>  | | <code>bool PlaysDefaultAnimWhenStolen() </code>  | ||
| Line 2,279: | Line 2,279: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ProcsMagicStick|ProcsMagicStick}}  | ||
| <code>bool ProcsMagicStick() </code>  | | <code>bool ProcsMagicStick() </code>  | ||
| Line 2,287: | Line 2,287: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefCountsModifiers|RefCountsModifiers}}  | ||
| <code>bool RefCountsModifiers() </code>  | | <code>bool RefCountsModifiers() </code>  | ||
| Line 2,295: | Line 2,295: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.RefundManaCost|RefundManaCost}}  | ||
| <code>void RefundManaCost() </code>  | | <code>void RefundManaCost() </code>  | ||
| Line 2,303: | Line 2,303: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ResetToggleOnRespawn|ResetToggleOnRespawn}}  | ||
| <code>bool ResetToggleOnRespawn() </code>  | | <code>bool ResetToggleOnRespawn() </code>  | ||
| Line 2,311: | Line 2,311: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetAbilityIndex|SetAbilityIndex}}  | ||
| <code>void SetAbilityIndex(int a) </code>  | | <code>void SetAbilityIndex(int a) </code>  | ||
| Line 2,319: | Line 2,319: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetActivated|SetActivated}}  | ||
| <code>void SetActivated(bool a) </code>  | | <code>void SetActivated(bool a) </code>  | ||
| Line 2,327: | Line 2,327: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetChanneling|SetChanneling}}  | ||
| <code>void SetChanneling(bool a) </code>  | | <code>void SetChanneling(bool a) </code>  | ||
| Line 2,335: | Line 2,335: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetHidden|SetHidden}}  | ||
| <code>void SetHidden(bool a) </code>  | | <code>void SetHidden(bool a) </code>  | ||
| Line 2,343: | Line 2,343: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetInAbilityPhase|SetInAbilityPhase}}  | ||
| <code>void SetInAbilityPhase(bool a) </code>  | | <code>void SetInAbilityPhase(bool a) </code>  | ||
| Line 2,351: | Line 2,351: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetLevel|SetLevel}}  | ||
| <code>void SetLevel(int a) </code>  | | <code>void SetLevel(int a) </code>  | ||
| Line 2,358: | Line 2,358: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetOverrideCastPoint|SetOverrideCastPoint}}  | ||
| <code>void SetOverrideCastPoint(float a) </code>  | | <code>void SetOverrideCastPoint(float a) </code>  | ||
| Line 2,366: | Line 2,366: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetRefCountsModifiers|SetRefCountsModifiers}}  | ||
| <code>void SetRefCountsModifiers(bool a) </code>  | | <code>void SetRefCountsModifiers(bool a) </code>  | ||
| Line 2,374: | Line 2,374: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SetStolen|SetStolen}}  | ||
| <code>void SetStolen(bool a) </code>  | | <code>void SetStolen(bool a) </code>  | ||
| Line 2,382: | Line 2,382: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ShouldUseResources|ShouldUseResources}}  | ||
| <code>bool ShouldUseResources() </code>  | | <code>bool ShouldUseResources() </code>  | ||
| Line 2,390: | Line 2,390: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakAbilityConcept|SpeakAbilityConcept}}  | ||
| <code>void SpeakAbilityConcept(int a) </code>  | | <code>void SpeakAbilityConcept(int a) </code>  | ||
| Line 2,398: | Line 2,398: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.SpeakTrigger|SpeakTrigger}}  | ||
| <code>bool SpeakTrigger() </code>  | | <code>bool SpeakTrigger() </code>  | ||
| Line 2,406: | Line 2,406: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.StartCooldown|StartCooldown}}  | ||
| <code>void StartCooldown(float a) </code>  | | <code>void StartCooldown(float a) </code>  | ||
| Line 2,413: | Line 2,413: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAbility|ToggleAbility}}  | ||
| <code>void ToggleAbility() </code>  | | <code>void ToggleAbility() </code>  | ||
| Line 2,421: | Line 2,421: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.ToggleAutoCast|ToggleAutoCast}}  | ||
| <code>void ToggleAutoCast() </code>  | | <code>void ToggleAutoCast() </code>  | ||
| Line 2,429: | Line 2,429: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseAbility.UpgradeAbility|UpgradeAbility}}  | ||
| <code>void UpgradeAbility() </code>  | | <code>void UpgradeAbility() </code>  | ||
| Line 2,437: | Line 2,437: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 2,463: | Line 2,463: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_Attack.SetPlaybackRate|SetPlaybackRate}}  | ||
| <code>void SetPlaybackRate(float a) </code>  | | <code>void SetPlaybackRate(float a) </code>  | ||
| Line 2,490: | Line 2,490: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Animation_TailSpin.SetPlaybackRate|SetPlaybackRate}}  | ||
| <code>void SetPlaybackRate(float a) </code>  | | <code>void SetPlaybackRate(float a) </code>  | ||
| Line 2,518: | Line 2,518: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Leap.SetPlaybackRate|SetPlaybackRate}}  | ||
| <code>void SetPlaybackRate(float a) </code>  | | <code>void SetPlaybackRate(float a) </code>  | ||
| Line 2,546: | Line 2,546: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Dive.SetPlaybackRate|SetPlaybackRate}}  | ||
| <code>void SetPlaybackRate(float a) </code>  | | <code>void SetPlaybackRate(float a) </code>  | ||
| Line 2,574: | Line 2,574: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Nian_Roar.GetCastCount|GetCastCount}}  | ||
| <code>int GetCastCount() </code>  | | <code>int GetCastCount() </code>  | ||
| Line 2,601: | Line 2,601: | ||
|-  | |-  | ||
|   | | {{L|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  | | 获得物品所有者  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetCost|GetCost}}  | ||
| <code>int GetCost()</code>  | | <code>int GetCost()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获得物品的目前充能  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获得物品的初始充能  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获得物品的购买者  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获得物品的购买时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.GetShareability|GetShareability}}  | ||
| <code>int GetShareability()</code>  | | <code>int GetShareability()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsAlertableItem|IsAlertableItem}}  | ||
| <code>bool IsAlertableItem() </code>  | | <code>bool IsAlertableItem() </code>  | ||
|    | |    | ||
|-  | |-  | ||
|   | | {{L|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  | | 判断物品是否非消耗品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsCastOnPickup|IsCastOnPickup}}  | ||
| <code>bool IsCastOnPickup()</code>  | | <code>bool IsCastOnPickup()</code>  | ||
| 判断物品是否可以被捡起。  | | 判断物品是否可以被捡起。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsCombinable|IsCombinable}}  | ||
| <code>bool IsCombinable()</code>  | | <code>bool IsCombinable()</code>  | ||
| 判断物品是否可以合成。  | | 判断物品是否可以合成。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsDisassemblable|IsDisassemblable}}  | ||
| <code>bool IsDisassemblable()</code>  | | <code>bool IsDisassemblable()</code>  | ||
| 判断物品是否可以被拆分。  | | 判断物品是否可以被拆分。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsDroppable|IsDroppable}}  | ||
| <code>bool IsDroppable() </code>  | | <code>bool IsDroppable() </code>  | ||
| 判断物品是否可以被丢弃。  | | 判断物品是否可以被丢弃。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsItem|IsItem}}  | ||
| <code>bool IsItem()</code>  | | <code>bool IsItem()</code>  | ||
| 判断是否是物品。  | | 判断是否是物品。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsKillable|IsKillable}}  | ||
| <code>bool IsKillable()</code>  | | <code>bool IsKillable()</code>  | ||
| 判断是否可以被击杀。  | | 判断是否可以被击杀。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsMuted|IsMuted}}  | ||
| <code>bool IsMuted()</code>  | | <code>bool IsMuted()</code>  | ||
| 判断是否可以被禁用(?)  | | 判断是否可以被禁用(?)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPermanent|IsPermanent}}  | ||
| <code>bool IsPermanent()</code>  | | <code>bool IsPermanent()</code>  | ||
| 判断物品是否是永久性的  | | 判断物品是否是永久性的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsPurchasable|IsPurchasable}}  | ||
| <code>bool IsPurchasable()</code>  | | <code>bool IsPurchasable()</code>  | ||
| 判断物品是否可以被购买。  | | 判断物品是否可以被购买。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsRecipe|IsRecipe}}  | ||
| <code>bool IsRecipe()</code>  | | <code>bool IsRecipe()</code>  | ||
| 判断物品是否是卷轴。  | | 判断物品是否是卷轴。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsRecipeGenerated|IsRecipeGenerated}}  | ||
| <code>bool IsRecipeGenerated()</code>  | | <code>bool IsRecipeGenerated()</code>  | ||
| 判断物品是否是由卷轴合成的。  | | 判断物品是否是由卷轴合成的。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsSellable|IsSellable}}  | ||
| <code>bool IsSellable()</code>  | | <code>bool IsSellable()</code>  | ||
| 判断物品是否可以被出售。  | | 判断物品是否可以被出售。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.IsStackable|IsStackable}}  | ||
| <code>bool IsStackable()</code>  | | <code>bool IsStackable()</code>  | ||
| 判断物品是否可以叠加。  | | 判断物品是否可以叠加。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLoot|LaunchLoot}}  | ||
| <code>void LaunchLoot(bool useOnContact, float height, float flDuration, Vector destination)</code>  | | <code>void LaunchLoot(bool useOnContact, float height, float flDuration, Vector destination)</code>  | ||
| 当物品掉落在地面时,将物品发射出去,使其落在某个地点。  | | 当物品掉落在地面时,将物品发射出去,使其落在某个地点。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.LaunchLootInitialHeight|LaunchLootInitialHeight}}  | ||
| <code>void LaunchLootInitialHeight(bool bAutoUse, float flInitialHeight, float flLaunchHeight, float flDuration, Vector vEndPoint)</code>  | | <code>void LaunchLootInitialHeight(bool bAutoUse, float flInitialHeight, float flLaunchHeight, float flDuration, Vector vEndPoint)</code>  | ||
| 设置发射物品时的初始高度。  | | 设置发射物品时的初始高度。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.RequiresCharges|RequiresCharges}}  | ||
| <code>bool RequiresCharges() </code>  | | <code>bool RequiresCharges() </code>  | ||
| 判断物品是否需要充能。  | | 判断物品是否需要充能。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置物品的充能数  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置物品的购买者  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置物品的购买时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.SetStacksWithOtherOwners|SetStacksWithOtherOwners}}  | ||
| <code>void SetStacksWithOtherOwners(bool a)</code>  | | <code>void SetStacksWithOtherOwners(bool a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.StacksWithOtherOwners|StacksWithOtherOwners}}  | ||
| <code>bool StacksWithOtherOwners()</code>  | | <code>bool StacksWithOtherOwners()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item.Think|Think}}  | ||
| <code>void Think()</code>  | | <code>void Think()</code>  | ||
| 判断此物品  | | 判断此物品  | ||
| Line 2,742: | Line 2,742: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetContainedItem|GetContainedItem}}  | ||
| <code>handle GetContainedItem() </code>  | | <code>handle GetContainedItem() </code>  | ||
| Line 2,749: | Line 2,749: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.GetCreationTime|GetCreationTime}}  | ||
| <code>float GetCreationTime() </code>  | | <code>float GetCreationTime() </code>  | ||
| Line 2,756: | Line 2,756: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Physical.SetContainedItem|SetContainedItem}}  | ||
| <code>void SetContainedItem(handle a) </code>  | | <code>void SetContainedItem(handle a) </code>  | ||
| Line 2,783: | Line 2,783: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 2,789: | Line 2,789: | ||
| 应用一个数据驱动的Mordifier。  | | 应用一个数据驱动的Mordifier。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_DataDriven.ApplyDataDrivenThinker|ApplyDataDrivenThinker}}  | ||
| <code>handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) </code>  | | <code>handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) </code>  | ||
| 应用一个数据驱动的计时器到指定地点。  | | 应用一个数据驱动的计时器到指定地点。  | ||
| Line 2,810: | Line 2,810: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetHorn|GetHorn}}  | ||
| <code>handle GetHorn() </code>  | | <code>handle GetHorn() </code>  | ||
| Line 2,817: | Line 2,817: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.GetTail|GetTail}}  | ||
| <code>handle GetTail() </code>  | | <code>handle GetTail() </code>  | ||
| Line 2,824: | Line 2,824: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsHornAlive|IsHornAlive}}  | ||
| <code>bool IsHornAlive() </code>  | | <code>bool IsHornAlive() </code>  | ||
| Line 2,831: | Line 2,831: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Nian.IsTailAlive|IsTailAlive}}  | ||
| <code>bool IsTailAlive() </code>  | | <code>bool IsTailAlive() </code>  | ||
| Line 2,856: | Line 2,856: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.GetHMDAvatar|GetHMDAvatar}}  | ||
| <code>handle GetHMDAvatar()</code>  | | <code>handle GetHMDAvatar()</code>  | ||
| Returns the HMD Avatar entity for this player if it exists.  | | Returns the HMD Avatar entity for this player if it exists.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsNoclipping|IsNoclipping}}  | ||
| <code>bool IsNoclipping()</code>  | | <code>bool IsNoclipping()</code>  | ||
| 玩家处于穿墙模式(noclip mode)下返回true  | | 玩家处于穿墙模式(noclip mode)下返回true  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsSteamControllerButtonPressed|IsSteamControllerButtonPressed}}  | ||
| <code>bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton)</code>  | | <code>bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton)</code>  | ||
| 当Steam控制按钮被按下时,返回True。  | | 当Steam控制按钮被按下时,返回True。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsUsePressed|IsUsePressed}}  | ||
| <code>bool IsUsePressed()</code>  | | <code>bool IsUsePressed()</code>  | ||
| 当使用按钮被按下时,返回True。  | | 当使用按钮被按下时,返回True。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.IsVRControllerButtonPressed|IsVRControllerButtonPressed}}  | ||
| <code>bool IsVRControllerButtonPressed(int nButton)</code>  | | <code>bool IsVRControllerButtonPressed(int nButton)</code>  | ||
| 当VR控制按钮被按下时,返回True。  | | 当VR控制按钮被按下时,返回True。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBasePlayer.Quit|Quit}}  | ||
| <code>void Quit()</code>  | | <code>void Quit()</code>  | ||
| 从脚本中退出游戏。  | | 从脚本中退出游戏。  | ||
| Line 2,897: | Line 2,897: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetAssignedHero|GetAssignedHero}}  | ||
| <code>handle GetAssignedHero() </code>  | | <code>handle GetAssignedHero() </code>  | ||
| Line 2,904: | Line 2,904: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetControlledRPGUnit|GetControlledRPGUnit}}  | ||
| <code>handle GetControlledRPGUnit() </code>  | | <code>handle GetControlledRPGUnit() </code>  | ||
| Line 2,911: | Line 2,911: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.GetPlayerID|GetPlayerID}}  | ||
| <code>int GetPlayerID() </code>  | | <code>int GetPlayerID() </code>  | ||
| Line 2,918: | Line 2,918: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.MakeRandomHeroSelection|MakeRandomHeroSelection}}  | ||
| <code>void MakeRandomHeroSelection() </code>  | | <code>void MakeRandomHeroSelection() </code>  | ||
| Line 2,925: | Line 2,925: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAPlayer.SetKillCamUnit|SetKillCamUnit}}  | ||
| <code>void SetKillCamUnit(handle a) </code>  | | <code>void SetKillCamUnit(handle a) </code>  | ||
| Line 2,932: | Line 2,932: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 2,963: | Line 2,963: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddAegisPickup|AddAegisPickup}}  | ||
| <code>void AddAegisPickup(int a) </code>  | | <code>void AddAegisPickup(int a) </code>  | ||
| Line 2,971: | Line 2,971: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 2,979: | Line 2,979: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 2,987: | Line 2,987: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.AddRunePickup|AddRunePickup}}  | ||
| <code>void AddRunePickup(int a) </code>  | | <code>void AddRunePickup(int a) </code>  | ||
| Line 2,995: | Line 2,995: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,003: | Line 3,003: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearKillsMatrix|ClearKillsMatrix}}  | ||
| <code>void ClearKillsMatrix(int a) </code>  | | <code>void ClearKillsMatrix(int a) </code>  | ||
| Line 3,011: | Line 3,011: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitMultikill|ClearLastHitMultikill}}  | ||
| <code>void ClearLastHitMultikill(int a) </code>  | | <code>void ClearLastHitMultikill(int a) </code>  | ||
| Line 3,019: | Line 3,019: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearLastHitStreak|ClearLastHitStreak}}  | ||
| <code>void ClearLastHitStreak(int a) </code>  | | <code>void ClearLastHitStreak(int a) </code>  | ||
| Line 3,027: | Line 3,027: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearRawPlayerDamageMatrix|ClearRawPlayerDamageMatrix}}  | ||
| <code>void ClearRawPlayerDamageMatrix(int a) </code>  | | <code>void ClearRawPlayerDamageMatrix(int a) </code>  | ||
| Line 3,035: | Line 3,035: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ClearStreak|ClearStreak}}  | ||
| <code>void ClearStreak(int a) </code>  | | <code>void ClearStreak(int a) </code>  | ||
| Line 3,043: | Line 3,043: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAegisPickups|GetAegisPickups}}  | ||
| <code>int GetAegisPickups(int a) </code>  | | <code>int GetAegisPickups(int a) </code>  | ||
| Line 3,051: | Line 3,051: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetAssists|GetAssists}}  | ||
| <code>int GetAssists(int a) </code>  | | <code>int GetAssists(int a) </code>  | ||
| Line 3,059: | Line 3,059: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannel|GetBroadcasterChannel}}  | ||
| <code>unsigned GetBroadcasterChannel(int a) </code>  | | <code>unsigned GetBroadcasterChannel(int a) </code>  | ||
| Line 3,067: | Line 3,067: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetBroadcasterChannelSlot|GetBroadcasterChannelSlot}}  | ||
| <code>unsigned GetBroadcasterChannelSlot(int a) </code>  | | <code>unsigned GetBroadcasterChannelSlot(int a) </code>  | ||
| Line 3,075: | Line 3,075: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedDenies|GetClaimedDenies}}  | ||
| <code>int GetClaimedDenies(int a) </code>  | | <code>int GetClaimedDenies(int a) </code>  | ||
| Line 3,083: | Line 3,083: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedFarm|GetClaimedFarm}}  | ||
| <code>float GetClaimedFarm(int a) </code>  | | <code>float GetClaimedFarm(int a) </code>  | ||
| Line 3,091: | Line 3,091: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetClaimedMisses|GetClaimedMisses}}  | ||
| <code>int GetClaimedMisses(int a) </code>  | | <code>int GetClaimedMisses(int a) </code>  | ||
| Line 3,099: | Line 3,099: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetConnectionState|GetConnectionState}}  | ||
| <code>int GetConnectionState(int iPlayerID) </code>  | | <code>int GetConnectionState(int iPlayerID) </code>  | ||
| Line 3,107: | Line 3,107: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCreepDamageTaken|GetCreepDamageTaken}}  | ||
| <code>int GetCreepDamageTaken(int a) </code>  | | <code>int GetCreepDamageTaken(int a) </code>  | ||
| Line 3,115: | Line 3,115: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCooldown|GetCustomBuybackCooldown}}  | ||
| <code>float GetCustomBuybackCooldown(int a) </code>  | | <code>float GetCustomBuybackCooldown(int a) </code>  | ||
| Line 3,123: | Line 3,123: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomBuybackCost|GetCustomBuybackCost}}  | ||
| <code>int GetCustomBuybackCost(int a) </code>  | | <code>int GetCustomBuybackCost(int a) </code>  | ||
| Line 3,131: | Line 3,131: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetCustomTeamAssignment|GetCustomTeamAssignment}}  | ||
| <code>int GetCustomTeamAssignment(int playerIndex) </code>  | | <code>int GetCustomTeamAssignment(int playerIndex) </code>  | ||
| Line 3,138: | Line 3,138: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,146: | Line 3,146: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDeaths|GetDeaths}}  | ||
| <code>int GetDeaths(int a) </code>  | | <code>int GetDeaths(int a) </code>  | ||
| Line 3,154: | Line 3,154: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetDenies|GetDenies}}  | ||
| <code>int GetDenies(int a) </code>  | | <code>int GetDenies(int a) </code>  | ||
| Line 3,162: | Line 3,162: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPointsForPlayerID|GetEventPointsForPlayerID}}  | ||
| <code>int GetEventPointsForPlayerID(int a) </code>  | | <code>int GetEventPointsForPlayerID(int a) </code>  | ||
| Line 3,170: | Line 3,170: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventPremiumPointsGranted|GetEventPremiumPointsGranted}}  | ||
| <code>int GetEventPremiumPointsGranted(int a) </code>  | | <code>int GetEventPremiumPointsGranted(int a) </code>  | ||
| Line 3,178: | Line 3,178: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetEventRankGranted|GetEventRankGranted}}  | ||
| <code>int GetEventRankGranted(int a) </code>  | | <code>int GetEventRankGranted(int a) </code>  | ||
| Line 3,186: | Line 3,186: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGold|GetGold}}  | ||
| <code>int GetGold(int playerID) </code>  | | <code>int GetGold(int playerID) </code>  | ||
| Line 3,193: | Line 3,193: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldBagsCollected|GetGoldBagsCollected}}  | ||
| <code>int GetGoldBagsCollected(int a) </code>  | | <code>int GetGoldBagsCollected(int a) </code>  | ||
| Line 3,201: | Line 3,201: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldLostToDeath|GetGoldLostToDeath}}  | ||
| <code>int GetGoldLostToDeath(int a) </code>  | | <code>int GetGoldLostToDeath(int a) </code>  | ||
| Line 3,209: | Line 3,209: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldPerMin|GetGoldPerMin}}  | ||
| <code>float GetGoldPerMin(int a) </code>  | | <code>float GetGoldPerMin(int a) </code>  | ||
| Line 3,217: | Line 3,217: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnBuybacks|GetGoldSpentOnBuybacks}}  | ||
| <code>int GetGoldSpentOnBuybacks(int a) </code>  | | <code>int GetGoldSpentOnBuybacks(int a) </code>  | ||
| Line 3,225: | Line 3,225: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnConsumables|GetGoldSpentOnConsumables}}  | ||
| <code>int GetGoldSpentOnConsumables(int a) </code>  | | <code>int GetGoldSpentOnConsumables(int a) </code>  | ||
| Line 3,233: | Line 3,233: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnItems|GetGoldSpentOnItems}}  | ||
| <code>int GetGoldSpentOnItems(int a) </code>  | | <code>int GetGoldSpentOnItems(int a) </code>  | ||
| Line 3,241: | Line 3,241: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetGoldSpentOnSupport|GetGoldSpentOnSupport}}  | ||
| <code>int GetGoldSpentOnSupport(int a) </code>  | | <code>int GetGoldSpentOnSupport(int a) </code>  | ||
| Line 3,249: | Line 3,249: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHealing|GetHealing}}  | ||
| <code>float GetHealing(int a) </code>  | | <code>float GetHealing(int a) </code>  | ||
| Line 3,257: | Line 3,257: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetHeroDamageTaken|GetHeroDamageTaken}}  | ||
| <code>int GetHeroDamageTaken(int a) </code>  | | <code>int GetHeroDamageTaken(int a) </code>  | ||
| Line 3,265: | Line 3,265: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKills|GetKills}}  | ||
| <code>int GetKills(int playerID) </code>  | | <code>int GetKills(int playerID) </code>  | ||
| Line 3,272: | Line 3,272: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetKillsDoneToHero|GetKillsDoneToHero}}  | ||
| <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code>  | | <code>int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) </code>  | ||
| Line 3,279: | Line 3,279: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitMultikill|GetLastHitMultikill}}  | ||
| <code>int GetLastHitMultikill(int a) </code>  | | <code>int GetLastHitMultikill(int a) </code>  | ||
| Line 3,287: | Line 3,287: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHits|GetLastHits}}  | ||
| <code>int GetLastHits(int playerID) </code>  | | <code>int GetLastHits(int playerID) </code>  | ||
| Line 3,295: | Line 3,295: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLastHitStreak|GetLastHitStreak}}  | ||
| <code>int GetLastHitStreak(int a) </code>  | | <code>int GetLastHitStreak(int a) </code>  | ||
| Line 3,303: | Line 3,303: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetLevel|GetLevel}}  | ||
| <code>int GetLevel(int playerID) </code>  | | <code>int GetLevel(int playerID) </code>  | ||
| Line 3,311: | Line 3,311: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetMisses|GetMisses}}  | ||
| <code>int GetMisses(int a) </code>  | | <code>int GetMisses(int a) </code>  | ||
| Line 3,319: | Line 3,319: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNearbyCreepDeaths|GetNearbyCreepDeaths}}  | ||
| <code>int GetNearbyCreepDeaths(int a) </code>  | | <code>int GetNearbyCreepDeaths(int a) </code>  | ||
| Line 3,327: | Line 3,327: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,335: | Line 3,335: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,343: | Line 3,343: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumConsumablesPurchased|GetNumConsumablesPurchased}}  | ||
| <code>int GetNumConsumablesPurchased(int a) </code>  | | <code>int GetNumConsumablesPurchased(int a) </code>  | ||
| Line 3,351: | Line 3,351: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumCouriersForTeam|GetNumCouriersForTeam}}  | ||
| <code>int GetNumCouriersForTeam(int a) </code>  | | <code>int GetNumCouriersForTeam(int a) </code>  | ||
| Line 3,359: | Line 3,359: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetNumItemsPurchased|GetNumItemsPurchased}}  | ||
| <code>int GetNumItemsPurchased(int a) </code>  | | <code>int GetNumItemsPurchased(int a) </code>  | ||
| Line 3,366: | Line 3,366: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetOriginalLobbyTeam|GetOriginalLobbyTeam}}  | ||
| <code>int GetOriginalLobbyTeam(int iPlayerID) </code>  | | <code>int GetOriginalLobbyTeam(int iPlayerID) </code>  | ||
| Line 3,374: | Line 3,374: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayer|GetPlayer}}  | ||
| <code>handle GetPlayer(int playerID) </code>  | | <code>handle GetPlayer(int playerID) </code>  | ||
| Line 3,382: | Line 3,382: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerCount|GetPlayerCount}}  | ||
| <code>int GetPlayerCount() </code>  | | <code>int GetPlayerCount() </code>  | ||
| Line 3,390: | Line 3,390: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerCountForTeam|GetPlayerCountForTeam}}  | ||
| <code>int GetPlayerCountForTeam(int iTeam) </code>  | | <code>int GetPlayerCountForTeam(int iTeam) </code>  | ||
| Line 3,398: | Line 3,398: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerLoadedCompletely|GetPlayerLoadedCompletely}}  | ||
| <code>bool GetPlayerLoadedCompletely(int a) </code>  | | <code>bool GetPlayerLoadedCompletely(int a) </code>  | ||
| Line 3,406: | Line 3,406: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerName|GetPlayerName}}  | ||
| <code>string GetPlayerName(int a) </code>  | | <code>string GetPlayerName(int a) </code>  | ||
| Line 3,414: | Line 3,414: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetPlayerReservedState|GetPlayerReservedState}}  | ||
| <code>bool GetPlayerReservedState(int a) </code>  | | <code>bool GetPlayerReservedState(int a) </code>  | ||
| Line 3,422: | Line 3,422: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRawPlayerDamage|GetRawPlayerDamage}}  | ||
| <code>int GetRawPlayerDamage(int a) </code>  | | <code>int GetRawPlayerDamage(int a) </code>  | ||
| Line 3,430: | Line 3,430: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetReliableGold|GetReliableGold}}  | ||
| <code>int GetReliableGold(int playerID) </code>  | | <code>int GetReliableGold(int playerID) </code>  | ||
| Line 3,437: | Line 3,437: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRespawnSeconds|GetRespawnSeconds}}  | ||
| <code>int GetRespawnSeconds(int a) </code>  | | <code>int GetRespawnSeconds(int a) </code>  | ||
| Line 3,445: | Line 3,445: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRoshanKills|GetRoshanKills}}  | ||
| <code>int GetRoshanKills(int a) </code>  | | <code>int GetRoshanKills(int a) </code>  | ||
| Line 3,453: | Line 3,453: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetRunePickups|GetRunePickups}}  | ||
| <code>int GetRunePickups(int a) </code>  | | <code>int GetRunePickups(int a) </code>  | ||
| Line 3,461: | Line 3,461: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroEntity|GetSelectedHeroEntity}}  | ||
| <code>handle GetSelectedHeroEntity(int a) </code>  | | <code>handle GetSelectedHeroEntity(int a) </code>  | ||
| Line 3,469: | Line 3,469: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroID|GetSelectedHeroID}}  | ||
| <code>int GetSelectedHeroID(int a) </code>  | | <code>int GetSelectedHeroID(int a) </code>  | ||
| Line 3,477: | Line 3,477: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSelectedHeroName|GetSelectedHeroName}}  | ||
| <code>string GetSelectedHeroName(int a) </code>  | | <code>string GetSelectedHeroName(int a) </code>  | ||
| Line 3,485: | Line 3,485: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamAccountID|GetSteamAccountID}}  | ||
| <code><> GetSteamAccountID(int a) </code>  | | <code><> GetSteamAccountID(int a) </code>  | ||
| Line 3,493: | Line 3,493: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetSteamID|GetSteamID}}  | ||
| <code>unsigned GetSteamID(int iPlayerID) </code>  | | <code>unsigned GetSteamID(int iPlayerID) </code>  | ||
| 获取64位SteamID  | | 获取64位SteamID  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStreak|GetStreak}}  | ||
| <code>int GetStreak(int a) </code>  | | <code>int GetStreak(int a) </code>  | ||
| Line 3,506: | Line 3,506: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetStuns|GetStuns}}  | ||
| <code>float GetStuns(int a) </code>  | | <code>float GetStuns(int a) </code>  | ||
| Line 3,514: | Line 3,514: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeam|GetTeam}}  | ||
| <code>int GetTeam(int a) </code>  | | <code>int GetTeam(int a) </code>  | ||
| Line 3,522: | Line 3,522: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamKills|GetTeamKills}}  | ||
| <code>int GetTeamKills(int a) </code>  | | <code>int GetTeamKills(int a) </code>  | ||
| Line 3,530: | Line 3,530: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTeamPlayerCount|GetTeamPlayerCount}}  | ||
| <code>int GetTeamPlayerCount() </code>  | | <code>int GetTeamPlayerCount() </code>  | ||
| Line 3,538: | Line 3,538: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase|GetTimeOfLastConsumablePurchase}}  | ||
| <code>float GetTimeOfLastConsumablePurchase(int a) </code>  | | <code>float GetTimeOfLastConsumablePurchase(int a) </code>  | ||
| Line 3,546: | Line 3,546: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastDeath|GetTimeOfLastDeath}}  | ||
| <code>float GetTimeOfLastDeath(int a) </code>  | | <code>float GetTimeOfLastDeath(int a) </code>  | ||
| Line 3,554: | Line 3,554: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTimeOfLastItemPurchase|GetTimeOfLastItemPurchase}}  | ||
| <code>float GetTimeOfLastItemPurchase(int a) </code>  | | <code>float GetTimeOfLastItemPurchase(int a) </code>  | ||
| Line 3,562: | Line 3,562: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedGold|GetTotalEarnedGold}}  | ||
| <code>int GetTotalEarnedGold(int a) </code>  | | <code>int GetTotalEarnedGold(int a) </code>  | ||
| Line 3,570: | Line 3,570: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalEarnedXP|GetTotalEarnedXP}}  | ||
| <code>int GetTotalEarnedXP(int a) </code>  | | <code>int GetTotalEarnedXP(int a) </code>  | ||
| Line 3,578: | Line 3,578: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTotalGoldSpent|GetTotalGoldSpent}}  | ||
| <code>int GetTotalGoldSpent(int a) </code>  | | <code>int GetTotalGoldSpent(int a) </code>  | ||
| Line 3,586: | Line 3,586: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerDamageTaken|GetTowerDamageTaken}}  | ||
| <code>int GetTowerDamageTaken(int a) </code>  | | <code>int GetTowerDamageTaken(int a) </code>  | ||
| Line 3,594: | Line 3,594: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetTowerKills|GetTowerKills}}  | ||
| <code>int GetTowerKills(int a) </code>  | | <code>int GetTowerKills(int a) </code>  | ||
| Line 3,602: | Line 3,602: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,610: | Line 3,610: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetUnreliableGold|GetUnreliableGold}}  | ||
| <code>int GetUnreliableGold(int playerID) </code>  | | <code>int GetUnreliableGold(int playerID) </code>  | ||
| Line 3,617: | Line 3,617: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.GetXPPerMin|GetXPPerMin}}  | ||
| <code>float GetXPPerMin(int a) </code>  | | <code>float GetXPPerMin(int a) </code>  | ||
| Line 3,625: | Line 3,625: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasCustomGameTicketForPlayerID|HasCustomGameTicketForPlayerID}}  | ||
| <code>bool HasCustomGameTicketForPlayerID(int iPlayerID) </code>  | | <code>bool HasCustomGameTicketForPlayerID(int iPlayerID) </code>  | ||
| 当玩家拥有通行证时返回true  | | 当玩家拥有通行证时返回true  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRandomed|HasRandomed}}  | ||
| <code>bool HasRandomed(int a) </code>  | | <code>bool HasRandomed(int a) </code>  | ||
| Line 3,638: | Line 3,638: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasRepicked|HasRepicked}}  | ||
| <code>bool HasRepicked(int playerID) </code>  | | <code>bool HasRepicked(int playerID) </code>  | ||
| Line 3,646: | Line 3,646: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HasSelectedHero|HasSelectedHero}}  | ||
| <code>bool HasSelectedHero(int a) </code>  | | <code>bool HasSelectedHero(int a) </code>  | ||
| Line 3,654: | Line 3,654: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HaveAllPlayersJoined|HaveAllPlayersJoined}}  | ||
| <code>bool HaveAllPlayersJoined() </code>  | | <code>bool HaveAllPlayersJoined() </code>  | ||
| Line 3,662: | Line 3,662: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.HeroLevelUp|HeroLevelUp}}  | ||
| <code>void HeroLevelUp(int a) </code>  | | <code>void HeroLevelUp(int a) </code>  | ||
| Line 3,670: | Line 3,670: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementAssists|IncrementAssists}}  | ||
| <code>void IncrementAssists(int playerID) </code>  | | <code>void IncrementAssists(int playerID) </code>  | ||
| Line 3,678: | Line 3,678: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedDenies|IncrementClaimedDenies}}  | ||
| <code>void IncrementClaimedDenies(int a) </code>  | | <code>void IncrementClaimedDenies(int a) </code>  | ||
| Line 3,686: | Line 3,686: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementClaimedMisses|IncrementClaimedMisses}}  | ||
| <code>void IncrementClaimedMisses(int a) </code>  | | <code>void IncrementClaimedMisses(int a) </code>  | ||
| Line 3,694: | Line 3,694: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDeaths|IncrementDeaths}}  | ||
| <code>void IncrementDeaths(int playerID) </code>  | | <code>void IncrementDeaths(int playerID) </code>  | ||
| Line 3,702: | Line 3,702: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementDenies|IncrementDenies}}  | ||
| <code>void IncrementDenies(int a) </code>  | | <code>void IncrementDenies(int a) </code>  | ||
| Line 3,710: | Line 3,710: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementGoldBagsCollected|IncrementGoldBagsCollected}}  | ||
| <code>void IncrementGoldBagsCollected(int a) </code>  | | <code>void IncrementGoldBagsCollected(int a) </code>  | ||
| Line 3,718: | Line 3,718: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,726: | Line 3,726: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitMultikill|IncrementLastHitMultikill}}  | ||
| <code>void IncrementLastHitMultikill(int a) </code>  | | <code>void IncrementLastHitMultikill(int a) </code>  | ||
| Line 3,734: | Line 3,734: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHits|IncrementLastHits}}  | ||
| <code>void IncrementLastHits(int a) </code>  | | <code>void IncrementLastHits(int a) </code>  | ||
| Line 3,742: | Line 3,742: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementLastHitStreak|IncrementLastHitStreak}}  | ||
| <code>void IncrementLastHitStreak(int a) </code>  | | <code>void IncrementLastHitStreak(int a) </code>  | ||
| Line 3,750: | Line 3,750: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementMisses|IncrementMisses}}  | ||
| <code>void IncrementMisses(int a) </code>  | | <code>void IncrementMisses(int a) </code>  | ||
| Line 3,758: | Line 3,758: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementNearbyCreepDeaths|IncrementNearbyCreepDeaths}}  | ||
| <code>void IncrementNearbyCreepDeaths(int a) </code>  | | <code>void IncrementNearbyCreepDeaths(int a) </code>  | ||
| Line 3,766: | Line 3,766: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IncrementStreak|IncrementStreak}}  | ||
| <code>void IncrementStreak(int a) </code>  | | <code>void IncrementStreak(int a) </code>  | ||
| Line 3,774: | Line 3,774: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,782: | Line 3,782: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsBroadcaster|IsBroadcaster}}  | ||
| <code>bool IsBroadcaster(int a) </code>  | | <code>bool IsBroadcaster(int a) </code>  | ||
| Line 3,790: | Line 3,790: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,798: | Line 3,798: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsFakeClient|IsFakeClient}}  | ||
| <code>bool IsFakeClient(int a) </code>  | | <code>bool IsFakeClient(int a) </code>  | ||
| Line 3,806: | Line 3,806: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsHeroSelected|IsHeroSelected}}  | ||
| <code>bool IsHeroSelected(string a) </code>  | | <code>bool IsHeroSelected(string a) </code>  | ||
| Line 3,814: | Line 3,814: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,822: | Line 3,822: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayer|IsValidPlayer}}  | ||
| <code>bool IsValidPlayer(int playerID) </code>  | | <code>bool IsValidPlayer(int playerID) </code>  | ||
| Line 3,830: | Line 3,830: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidPlayerID|IsValidPlayerID}}  | ||
| <code>bool IsValidPlayerID(int playerID) </code>  | | <code>bool IsValidPlayerID(int playerID) </code>  | ||
| Line 3,838: | Line 3,838: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayer|IsValidTeamPlayer}}  | ||
| <code>bool IsValidTeamPlayer(int playerID) </code>  | | <code>bool IsValidTeamPlayer(int playerID) </code>  | ||
| Line 3,846: | Line 3,846: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.IsValidTeamPlayerID|IsValidTeamPlayerID}}  | ||
| <code>bool IsValidTeamPlayerID(int playerID) </code>  | | <code>bool IsValidTeamPlayerID(int playerID) </code>  | ||
| Line 3,854: | Line 3,854: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,862: | Line 3,862: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,869: | Line 3,869: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetBuybackCostTime|ResetBuybackCostTime}}  | ||
| <code>void ResetBuybackCostTime(int a) </code>  | | <code>void ResetBuybackCostTime(int a) </code>  | ||
| Line 3,877: | Line 3,877: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.ResetTotalEarnedGold|ResetTotalEarnedGold}}  | ||
| <code>void ResetTotalEarnedGold(int a) </code>  | | <code>void ResetTotalEarnedGold(int a) </code>  | ||
| Line 3,885: | Line 3,885: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,893: | Line 3,893: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,901: | Line 3,901: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,908: | Line 3,908: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,915: | Line 3,915: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,923: | Line 3,923: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomPlayerColor|SetCustomPlayerColor}}  | ||
| <code>void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) </code>  | | <code>void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) </code>  | ||
| Line 3,931: | Line 3,931: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetCustomTeamAssignment|SetCustomTeamAssignment}}  | ||
| <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code>  | | <code>void SetCustomTeamAssignment(int playerIndex, int teamToJoin) </code>  | ||
| Line 3,938: | Line 3,938: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetGold|SetGold}}  | ||
| <code>void SetGold(int playerID, int amount, bool reliableGold) </code>  | | <code>void SetGold(int playerID, int amount, bool reliableGold) </code>  | ||
| Line 3,945: | Line 3,945: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRandomed|SetHasRandomed}}  | ||
| <code>void SetHasRandomed(int playerID) </code>  | | <code>void SetHasRandomed(int playerID) </code>  | ||
| Line 3,953: | Line 3,953: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetHasRepicked|SetHasRepicked}}  | ||
| <code>void SetHasRepicked(int playerID) </code>  | | <code>void SetHasRepicked(int playerID) </code>  | ||
| Line 3,961: | Line 3,961: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,969: | Line 3,969: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SetOverrideSelectionEntity|SetOverrideSelectionEntity}}  | ||
| <code>void SetOverrideSelectionEntity(int nPlayerID, handle hEntity)   </code>  | | <code>void SetOverrideSelectionEntity(int nPlayerID, handle hEntity)   </code>  | ||
| Line 3,976: | Line 3,976: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,984: | Line 3,984: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 3,992: | Line 3,992: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.SpendGold|SpendGold}}  | ||
| <code>void SpendGold(int playerID, int amount, int reason) </code>  | | <code>void SpendGold(int playerID, int amount, int reason) </code>  | ||
| Line 4,000: | Line 4,000: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 4,008: | Line 4,008: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_PlayerResource.WhoSelectedHero|WhoSelectedHero}}  | ||
| <code>int WhoSelectedHero(string a) </code>  | | <code>int WhoSelectedHero(string a) </code>  | ||
| Line 4,032: | Line 4,032: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddAbility|AddAbility}}  | ||
| <code>handle AddAbility(string a)</code>  | | <code>handle AddAbility(string a)</code>  | ||
| 以技能名称为该单位新增技能,并且返回该技能句柄。  | | 以技能名称为该单位新增技能,并且返回该技能句柄。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItem|AddItem}}  | ||
| <code>handle AddItem(handle a)</code>v  | | <code>handle AddItem(handle a)</code>v  | ||
| 增加物品到该单位的库存 。  | | 增加物品到该单位的库存 。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddItemByName|AddItemByName}}  | ||
| <code>handle AddItemByName(string pszItemName)</code>  | | <code>handle AddItemByName(string pszItemName)</code>  | ||
| 向玩家的库存添加一个物品。  | | 向玩家的库存添加一个物品。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNewModifier|AddNewModifier}}  | ||
| <code>handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)</code>  | | <code>handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)</code>  | ||
| 为该单位增加修改器。  | | 为该单位增加修改器。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddNoDraw|AddNoDraw}}  | ||
| <code>void AddNoDraw()</code>  | | <code>void AddNoDraw()</code>  | ||
| 为单位添加No Draw的flag。  | | 为单位添加No Draw的flag。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AddSpeechBubble|AddSpeechBubble }}  | ||
| <code>void AddSpeechBubble(int iBubble, string pszSpeech, float flDuration, unsigned unOffsetX, unsigned unOffsetY)</code>  | | <code>void AddSpeechBubble(int iBubble, string pszSpeech, float flDuration, unsigned unOffsetX, unsigned unOffsetY)</code>  | ||
| 为单位添加一个会话气泡(可同时存在1-4个)。  | | 为单位添加一个会话气泡(可同时存在1-4个)。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AlertNearbyUnits|AlertNearbyUnits}}  | ||
| <code>void AlertNearbyUnits(handle hAttacker, handle hAbility)</code>  | | <code>void AlertNearbyUnits(handle hAttacker, handle hAbility)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AngerNearbyUnits|AngerNearbyUnits}}  | ||
| <code>void AngerNearbyUnits()</code>  | | <code>void AngerNearbyUnits()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackNoEarlierThan|AttackNoEarlierThan}}  | ||
| <code>void AttackNoEarlierThan(float a)</code>  | | <code>void AttackNoEarlierThan(float a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.AttackReady|AttackReady}}  | ||
| <code>bool AttackReady()</code>  | | <code>bool AttackReady()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.BoundingRadius2D|BoundingRadius2D}}  | ||
| <code>float BoundingRadius2D()</code>  | | <code>float BoundingRadius2D()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanEntityBeSeenByMyTeam|CanEntityBeSeenByMyTeam}}  | ||
| <code>bool CanEntityBeSeenByMyTeam(handle a)</code>  | | <code>bool CanEntityBeSeenByMyTeam(handle a)</code>  | ||
| Check FoW to see if an entity is visible.  | | Check FoW to see if an entity is visible.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CanSellItems|CanSellItems}}  | ||
| <code>bool CanSellItems()</code>  | | <code>bool CanSellItems()</code>  | ||
| Query if this unit can sell items.  | | Query if this unit can sell items.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.CastAbilityImmediately|CastAbilityImmediately}}  | ||
| <code>void CastAbilityImmediately(handle ability, int playerIndex)</code>  | | <code>void CastAbilityImmediately(handle ability, int playerIndex)</code>  | ||
| 技能立即施法。  | | 技能立即施法。  | ||
|-    | |-    | ||
|   | | {{L|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 ) 。  | | 无目标的施放技能 ( hAbility, iPlayerIndex ) 。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 对一地点施放技能。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 对一实体施放技能。  | ||
|-    | |-    | ||
|   | | {{L|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 ) 。  | | 切换技能 ( hAbility, iPlayerIndex ) 。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.DestroyAllSpeechBubbles|DestroyAllSpeechBubbles}}  | ||
| <code>void DestroyAllSpeechBubbles()</code>  | | <code>void DestroyAllSpeechBubbles()</code>  | ||
|    | |    | ||
|-    | |-    | ||
|   | | {{L|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  | | 拆解该单位库存中过时的物品  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| 将物品扔在指定地点。  | | 将物品扔在指定地点。  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| 立即将物品扔在指定地点。  | | 立即将物品扔在指定地点。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 自库存栏丢落指定的物品。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以名称寻找技能。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAllModifiers|FindAllModifiers}}  | ||
| <code>table FindAllModifiers() </code>  | | <code>table FindAllModifiers() </code>  | ||
| 以table形式返回该单位所具有的所有Modifier。  | | 以table形式返回该单位所具有的所有Modifier。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindAllModifiersByName|FindAllModifiersByName}}  | ||
| <code>table FindAllModifiersByName(string pszScriptName)</code>  | | <code>table FindAllModifiersByName(string pszScriptName)</code>  | ||
| 根据Modifier的名字,以table形式返回该单位所具有的modifier。  | | 根据Modifier的名字,以table形式返回该单位所具有的modifier。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindModifierByName|FindModifierByName}}  | ||
| <code>handle FindModifierByName(string pszScriptName)</code>  | | <code>handle FindModifierByName(string pszScriptName)</code>  | ||
| 根据给定的名称,返回modifier的句柄。如果没有找到该名称,将返回nil。  | | 根据给定的名称,返回modifier的句柄。如果没有找到该名称,将返回nil。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.FindModifierByNameAndCaster|FindModifierByNameAndCaster}}  | ||
| <code>handle FindModifierByNameAndCaster(string pszScriptName, handle hCaster)</code>  | | <code>handle FindModifierByNameAndCaster(string pszScriptName, handle hCaster)</code>  | ||
| 根据给定的名称,返回某施法者所具有modifier的句柄。如果没有找到该名称,将返回nil。  | | 根据给定的名称,返回某施法者所具有modifier的句柄。如果没有找到该名称,将返回nil。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 强制击杀该单位。  | ||
|-    | |-    | ||
|   | | {{L|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。0是第一个技能  | | 以下标值检索该单位的技能。0是第一个技能  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取拥有的技能数量。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取单位的自动收集距离。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取当与该单位战斗时将会计算的战斗音乐权重。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAggroTarget|GetAggroTarget}}  | ||
| <code>handle GetAggroTarget()Returns this unit's aggro target. </code>  | | <code>handle GetAggroTarget()Returns this unit's aggro target. </code>  | ||
| 获取该单位的仇恨目标。  | | 获取该单位的仇恨目标。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackAnimationPoint|GetAttackAnimationPoint}}  | ||
| <code>float GetAttackAnimationPoint()</code>  | | <code>float GetAttackAnimationPoint()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetAttackCapability|GetAttackCapability}}  | ||
| <code>int GetAttackCapability() </code>  | | <code>int GetAttackCapability() </code>  | ||
| 获取单位的攻击力。  | | 获取单位的攻击力。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位伤害最大值与最小值之间的随机整数。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取单位当前的攻击距离。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取状态增加的攻击距离。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的攻速。  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 获取APS值(每秒能够打几下)。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位的攻击目标。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位最大伤害值与最小伤害值的平均数。  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 获取单位的基础攻击距离(修改器不列入计算)。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseAttackTime|GetBaseAttackTime}}  | ||
| <code>float GetBaseAttackTime()</code>  | | <code>float GetBaseAttackTime()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取最大伤害值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取最小伤害值。  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 获取单位的基础日间视野距离(修改器不列入计算)。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取单位的基础血量恢复值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取单位的基础魔法抗性值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取基础血量值。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetBaseMoveSpeed|GetBaseMoveSpeed}}  | ||
| <code>float GetBaseMoveSpeed()</code>  | | <code>float GetBaseMoveSpeed()</code>  | ||
| 获取基础跑速。  | | 获取基础跑速。  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 获取单位基础的夜间视野距离(修改器不列入计算)。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCastPoint|GetCastPoint}}  | ||
| <code>float GetCastPoint(bool a)</code>  | | <code>float GetCastPoint(bool a)</code>  | ||
| Parameter: bAttack  | | Parameter: bAttack  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCloneSource|GetCloneSource}}  | ||
| <code>handle GetCloneSource()</code>  | | <code>handle GetCloneSource()</code>  | ||
| 获取米波的主身(如果这个单位是米波)。  | | 获取米波的主身(如果这个单位是米波)。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位的碰撞体积。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取基础的魔力恢复值常数。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCreationTime|GetCreationTime}}  | ||
| <code>float GetCreationTime()</code>  | | <code>float GetCreationTime()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位正在使用中的法术。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取当前的视野距离。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取鼠标指定的施法目标。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorPosition|GetCursorPosition}}  | ||
| <code>Vector GetCursorPosition()</code>  | | <code>Vector GetCursorPosition()</code>  | ||
| 获取鼠标位置。  | | 获取鼠标位置。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetCursorTargetingNothing|GetCursorTargetingNothing}}  | ||
| <code>bool GetCursorTargetingNothing()</code>  | | <code>bool GetCursorTargetingNothing()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 获取该单位的日间视野(将修改器并入计算)。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的击杀经验值奖赏。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetForceAttackTarget|GetForceAttackTarget}}  | ||
| <code>handle GetForceAttackTarget()</code>  | | <code>handle GetForceAttackTarget()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的击杀金钱奖赏。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetHasteFactor|GetHasteFactor}}  | ||
| <code>float GetHasteFactor()</code>  | | <code>float GetHasteFactor()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的血量。  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 返回损失的血量 (最大血量 - 当前血量)。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位当前的血量百分比。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位当前的血量恢复值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的碰撞体积半径。  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 获取该单位的跑速(将修改器并入计算)。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetIncreasedAttackSpeed|GetIncreasedAttackSpeed}}  | ||
| <code>float GetIncreasedAttackSpeed()</code>  | | <code>float GetIncreasedAttackSpeed()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位初始的路径点。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以下标值获取物品栏中的物品。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位最后 进入/离开 闲置状态的时间。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位当前的等级。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位当前的魔法抗性值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回控制该单位的玩家ID。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的魔力值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的剩余魔力值百分比。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的魔力恢复值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的最大血量。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位的最大魔力。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaximumGoldBounty|GetMaximumGoldBounty}}  | ||
| <code>int GetMaximumGoldBounty()</code>  | | <code>int GetMaximumGoldBounty()</code>  | ||
| 获取击杀该单位所得的最大金钱。  | | 获取击杀该单位所得的最大金钱。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMaxMana|GetMaxMana}}  | ||
| <code>float GetMaxMana()</code>  | | <code>float GetMaxMana()</code>  | ||
| 获取单位的最大法力值。  | | 获取单位的最大法力值。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMinimumGoldBounty|GetMinimumGoldBounty}}  | ||
| <code>int GetMinimumGoldBounty()</code>  | | <code>int GetMinimumGoldBounty()</code>  | ||
| 获取击杀该单位所得的最小金钱。  | | 获取击杀该单位所得的最小金钱。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取模型大小半径。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位所拥有的修改器数量。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以下标值索引修改器,并返回修改器名称字符串。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetModifierStackCount|GetModifierStackCount}}  | ||
| <code>int GetModifierStackCount(string modifierName, handle b)</code>  | | <code>int GetModifierStackCount(string modifierName, handle b)</code>  | ||
| Gets the stack count of a given modifier.  | | Gets the stack count of a given modifier.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetMoveSpeedModifier|GetMoveSpeedModifier}}  | ||
| <code>float GetMoveSpeedModifier(float a)</code>  | | <code>float GetMoveSpeedModifier(float a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否被要求走访每个路径点?  | ||
|-    | |-    | ||
|   | | {{L|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)。  | | 返回夜间视野距离(将修改器并入计算)。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetOpposingTeamNumber|GetOpposingTeamNumber}}  | ||
| <code>int GetOpposingTeamNumber()</code>  | | <code>int GetOpposingTeamNumber()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取单位碰撞体积半径。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取基础魔力恢复值百分比。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回基础护甲值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回当前的护甲值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取拥有此单位的玩家实体。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取拥有此单位的玩家ID。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetProjectileSpeed|GetProjectileSpeed}}  | ||
| <code>int GetProjectileSpeed()</code>  | | <code>int GetProjectileSpeed()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetRangeToUnit|GetRangeToUnit}}  | ||
| <code>float GetRangeToUnit(handle a)</code>  | | <code>float GetRangeToUnit(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetSecondsPerAttack|GetSecondsPerAttack}}  | ||
| <code>float GetSecondsPerAttack()</code>  | | <code>float GetSecondsPerAttack()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取因智慧而增加的魔法恢复值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取该单位所属的队伍ID。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取用在升级的金钱。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitLabel|GetUnitLabel}}  | ||
| <code>string GetUnitLabel()</code>  | | <code>string GetUnitLabel()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.GetUnitName|GetUnitName}}  | ||
| <code>string GetUnitName()</code>  | | <code>string GetUnitName()</code>  | ||
| 获取单位名称。  | | 获取单位名称。  | ||
|-    | |-    | ||
|   | | {{L|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!)  | | 给予此单位指定的魔法值。(Giff me mana!)  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以技能名称搜寻该单位是否拥有此技能。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasAttackCapability|HasAttackCapability}}  | ||
| <code>bool HasAttackCapability()</code>  | | <code>bool HasAttackCapability()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyingVision|HasFlyingVision}}  | ||
| <code>bool HasFlyingVision()</code>  | | <code>bool HasFlyingVision()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasFlyMovementCapability|HasFlyMovementCapability}}  | ||
| <code>bool HasFlyMovementCapability()</code>  | | <code>bool HasFlyMovementCapability()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasGroundMovementCapability|HasGroundMovementCapability}}  | ||
| <code>bool HasGroundMovementCapability()</code>  | | <code>bool HasGroundMovementCapability()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasInventory|HasInventory}}  | ||
| <code>bool HasInventory()</code>  | | <code>bool HasInventory()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以物品名称搜寻该单位是否拥有此物品。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以修改器名称搜寻该单位是否拥有此修改器。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasMovementCapability|HasMovementCapability}}  | ||
| <code>bool HasMovementCapability()</code>  | | <code>bool HasMovementCapability()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.HasScepter|HasScepter}}  | ||
| <code>bool HasScepter()</code>  | | <code>bool HasScepter()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Heal|Heal}}  | ||
| <code>void Heal(float amount, handle source)</code>  | | <code>void Heal(float amount, handle source)</code>  | ||
| 治疗该单位。  | | 治疗该单位。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 命令单位在原地待命。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Interrupt|Interrupt}}  | ||
| <code>void Interrupt()</code>  | | <code>void Interrupt()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptChannel|InterruptChannel}}  | ||
| <code>void InterruptChannel()</code>  | | <code>void InterruptChannel()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.InterruptMotionControllers|InterruptMotionControllers}}  | ||
| <code>void InterruptMotionControllers(bool a)</code>  | | <code>void InterruptMotionControllers(bool a)</code>  | ||
| Parameter boolean determines finding clear space.  | | Parameter boolean determines finding clear space.  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 此单位是否还活着?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该生物是否为远古野怪?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackImmune|IsAttackImmune}}  | ||
| <code>bool IsAttackImmune()</code>  | | <code>bool IsAttackImmune()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttacking|IsAttacking}}  | ||
| <code>bool IsAttacking()</code>  | | <code>bool IsAttacking()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsAttackingEntity|IsAttackingEntity}}  | ||
| <code>bool IsAttackingEntity(handle a)</code>  | | <code>bool IsAttackingEntity(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlind|IsBlind}}  | ||
| <code>bool IsBlind()</code>  | | <code>bool IsBlind()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsBlockDisabled|IsBlockDisabled}}  | ||
| <code>bool IsBlockDisabled()</code>  | | <code>bool IsBlockDisabled()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsCommandRestricted|IsCommandRestricted}}  | ||
| <code>bool IsCommandRestricted()</code>  | | <code>bool IsCommandRestricted()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否为非Bot玩家所控制?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 此单位是否为怪物类型单位?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDeniable|IsDeniable}}  | ||
| <code>bool IsDeniable()</code>  | | <code>bool IsDeniable()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDisarmed|IsDisarmed}}  | ||
| <code>bool IsDisarmed()</code>  | | <code>bool IsDisarmed()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsDominated|IsDominated}}  | ||
| <code>bool IsDominated()</code>  | | <code>bool IsDominated()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsEvadeDisabled|IsEvadeDisabled}}  | ||
| <code>bool IsEvadeDisabled()</code>  | | <code>bool IsEvadeDisabled()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsFrozen|IsFrozen}}  | ||
| <code>bool IsFrozen()</code>  | | <code>bool IsFrozen()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHardDisarmed|IsHardDisarmed}}  | ||
| <code>bool IsHardDisarmed()</code>  | | <code>bool IsHardDisarmed()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 此单位是否为英雄或英雄幻象?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsHexed|IsHexed}}  | ||
| <code>bool IsHexed()</code>  | | <code>bool IsHexed()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该生物是否处于闲置状态?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否为幻象单位?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvisible|IsInvisible}}  | ||
| <code>bool IsInvisible()</code>  | | <code>bool IsInvisible()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsInvulnerable|IsInvulnerable}}  | ||
| <code>bool IsInvulnerable()</code>  | | <code>bool IsInvulnerable()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsLowAttackPriority|IsLowAttackPriority}}  | ||
| <code>bool IsLowAttackPriority()</code>  | | <code>bool IsLowAttackPriority()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否魔法免疫?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否为机械单位?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMovementImpaired|IsMovementImpaired}}  | ||
| <code>bool IsMovementImpaired()</code>  | | <code>bool IsMovementImpaired()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsMuted|IsMuted}}  | ||
| <code>bool IsMuted()</code>  | | <code>bool IsMuted()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否为野怪?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsNightmared|IsNightmared}}  | ||
| <code>bool IsNightmared()</code>  | | <code>bool IsNightmared()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOpposingTeam|IsOpposingTeam}}  | ||
| <code>bool IsOpposingTeam(int a)</code>  | | <code>bool IsOpposingTeam(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsOutOfGame|IsOutOfGame}}  | ||
| <code>bool IsOutOfGame()</code>  | | <code>bool IsOutOfGame()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否为非Bot之玩家所有?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否为幻象单位?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsPhantomBlocker|IsPhantomBlocker}}  | ||
| <code>bool IsPhantomBlocker()</code>  | | <code>bool IsPhantomBlocker()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 是否在相位状态?  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否在某点的范围内  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位攻击类型是否为远程攻击?  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 返回该单位是否为真正的英雄单位,而非小兵或是幻象。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsRooted|IsRooted}}  | ||
| <code>bool IsRooted()</code>  | | <code>bool IsRooted()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否被沉默?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSoftDisarmed|IsSoftDisarmed}}  | ||
| <code>bool IsSoftDisarmed()</code>  | | <code>bool IsSoftDisarmed()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsSpeciallyDeniable|IsSpeciallyDeniable}}  | ||
| <code>bool IsSpeciallyDeniable()</code>  | | <code>bool IsSpeciallyDeniable()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 该单位是否被晕眩了?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 此单位是否为召唤物?  | ||
|-    | |-    | ||
|   | | {{L|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?  | | 此单位是否为塔?  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnableToMiss|IsUnableToMiss}}  | ||
| <code>bool IsUnableToMiss()</code>  | | <code>bool IsUnableToMiss()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.IsUnselectable|IsUnselectable}}  | ||
| <code>bool IsUnselectable()</code>  | | <code>bool IsUnselectable()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 杀死一个单位,参数为使用的技能与攻击者。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeIllusion|MakeIllusion}}  | ||
| <code>void MakeIllusion()</code>  | | <code>void MakeIllusion()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakePhantomBlocker|MakePhantomBlocker}}  | ||
| <code>void MakePhantomBlocker()</code>  | | <code>void MakePhantomBlocker()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MakeVisibleDueToAttack|MakeVisibleDueToAttack}}  | ||
| <code>void MakeVisibleDueToAttack(int a)</code>  | | <code>void MakeVisibleDueToAttack(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ManageModelChanges|ManageModelChanges}}  | ||
| <code>void ManageModelChanges()</code>  | | <code>void ManageModelChanges()</code>  | ||
|    | |    | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置血量为所指定的值  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 移动至指定的单位。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.MoveToNPCToGiveItem|MoveToNPCToGiveItem}}  | ||
| <code>void MoveToNPCToGiveItem(handle npc, handle item)</code>  | | <code>void MoveToNPCToGiveItem(handle npc, handle item)</code>  | ||
| 将身上的物品丢给指定的单位。  | | 将身上的物品丢给指定的单位。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 移动到指定的位置。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 移动到指定的位置。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 移动至指定的单位,并且发动攻击。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoHealthBar|NoHealthBar}}  | ||
| <code>bool NoHealthBar()</code>  | | <code>bool NoHealthBar()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamMoveTo|NoTeamMoveTo}}  | ||
| <code>bool NoTeamMoveTo()</code>  | | <code>bool NoTeamMoveTo()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoTeamSelect|NoTeamSelect}}  | ||
| <code>bool NoTeamSelect()</code>  | | <code>bool NoTeamSelect()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotifyWearablesOfModelChange|NotifyWearablesOfModelChange}}  | ||
| <code>void NotifyWearablesOfModelChange(bool bOriginalModel) </code>  | | <code>void NotifyWearablesOfModelChange(bool bOriginalModel) </code>  | ||
| 通知模型的可穿戴性发生了改变。  | | 通知模型的可穿戴性发生了改变。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimap|NotOnMinimap}}  | ||
| <code>bool NotOnMinimap()</code>  | | <code>bool NotOnMinimap()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NotOnMinimapForEnemies|NotOnMinimapForEnemies}}  | ||
| <code>bool NotOnMinimapForEnemies()</code>  | | <code>bool NotOnMinimapForEnemies()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.NoUnitCollision|NoUnitCollision}}  | ||
| <code>bool NoUnitCollision()</code>  | | <code>bool NoUnitCollision()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PassivesDisabled|PassivesDisabled}}  | ||
| <code>bool PassivesDisabled()</code>  | | <code>bool PassivesDisabled()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.PerformAttack|PerformAttack}}  | ||
| <code>void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile)</code>  | | <code>void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile)</code>  | ||
| 对一单位执行攻击。  | | 对一单位执行攻击。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 捡起掉落的物品。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 捡起神符。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ProvidesVision|ProvidesVision}}  | ||
| <code>bool ProvidesVision()</code>  | | <code>bool ProvidesVision()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.Purge|Purge}}  | ||
| <code>void Purge(bool bRemovePositiveBuffs, bool bRemoveDebuffs, bool bFrameOnly, bool bRemoveStuns, bool bRemoveExceptions)</code>  | | <code>void Purge(bool bRemovePositiveBuffs, bool bRemoveDebuffs, bool bFrameOnly, bool bRemoveStuns, bool bRemoveExceptions)</code>  | ||
| (bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions 根据增益、减益等一系列条件,清除单位的BUFF。  | | (bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions 根据增益、减益等一系列条件,清除单位的BUFF。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 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。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以技能名称移除该单位相应的技能。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveGesture|RemoveGesture}}  | ||
| <code>void RemoveGesture(int nActivity)  </code>  | | <code>void RemoveGesture(int nActivity)  </code>  | ||
| 移除某个动作。  | | 移除某个动作。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveHorizontalMotionController|RemoveHorizontalMotionController}}  | ||
| <code>void RemoveHorizontalMotionController(handle hBuff) </code>  | | <code>void RemoveHorizontalMotionController(handle hBuff) </code>  | ||
| 移除水平方向上的运动控制器。  | | 移除水平方向上的运动控制器。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 将该单位库存中的过期物品移除。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以名称移除修改器。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以施法者与修改器名称移除修改器。  | ||
|-    | |-    | ||
|   | | {{L|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.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RemoveVerticalMotionController|RemoveVerticalMotionController}}  | ||
| <code>void RemoveVerticalMotionController(handle hBuff)</code>  | | <code>void RemoveVerticalMotionController(handle hBuff)</code>  | ||
| 移除垂直方向上的运动控制器。  | | 移除垂直方向上的运动控制器。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.RespawnUnit|RespawnUnit}}  | ||
| <code>void RespawnUnit()</code>  | | <code>void RespawnUnit()</code>  | ||
| 复活该单位。  | | 复活该单位。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TakeItem|TakeItem}}  | ||
| <code>void TakeItem(handle hItem) </code>  | | <code>void TakeItem(handle hItem) </code>  | ||
| 隐藏物品  | | 隐藏物品  | ||
|-  | |-  | ||
|   | | {{L|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。  | | 卖出该单位的物品。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAbilityByIndex|SetAbilityByIndex}}  | ||
| <code>void SetAbilityByIndex(handle hAbility, int iIndex) </code>  | | <code>void SetAbilityByIndex(handle hAbility, int iIndex) </code>  | ||
| 改变技能Index  | | 改变技能Index  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAcquisitionRange|SetAcquisitionRange}}  | ||
| <code>void SetAcquisitionRange(float a)</code>  | | <code>void SetAcquisitionRange(float a)</code>  | ||
| Sets acquisition range  | | Sets acquisition range  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 获取当与该单位战斗时将会计算的战斗音乐权重。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAggroTarget|SetAggroTarget}}  | ||
| <code>void SetAggroTarget(handle hAggroTarget)</code>  | | <code>void SetAggroTarget(handle hAggroTarget)</code>  | ||
| 将这个单位的仇恨目标设为某个单位。  | | 将这个单位的仇恨目标设为某个单位。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttackCapability|SetAttackCapability}}  | ||
| <code>void SetAttackCapability(int a)</code>  | | <code>void SetAttackCapability(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetAttacking|SetAttacking}}  | ||
| <code>void SetAttacking(handle a)</code>  | | <code>void SetAttacking(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseAttackTime|SetBaseAttackTime}}  | ||
| <code>void SetBaseAttackTime(float a)</code>  | | <code>void SetBaseAttackTime(float a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础最大攻击力。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础最小攻击力。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetBaseHealthRegen|SetBaseHealthRegen}}  | ||
| <code>void SetBaseHealthRegen(float a)</code>  | | <code>void SetBaseHealthRegen(float a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础魔法抗性值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础魔力恢复值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础最大血量。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础跑速。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCanSellItems|SetCanSellItems}}  | ||
| <code>void SetCanSellItems(bool bCanSell)</code>  | | <code>void SetCanSellItems(bool bCanSell)</code>  | ||
| 设置这个单位是否能出售物品。  | | 设置这个单位是否能出售物品。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 以玩家ID设置该单位的控制权。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorCastTarget|SetCursorCastTarget}}  | ||
| <code>void SetCursorCastTarget(handle a)</code>  | | <code>void SetCursorCastTarget(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorPosition|SetCursorPosition}}  | ||
| <code>void SetCursorPosition(Vector a)</code>  | | <code>void SetCursorPosition(Vector a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetCursorTargetingNothing|SetCursorTargetingNothing}}  | ||
| <code>void SetCursorTargetingNothing(bool a)</code>  | | <code>void SetCursorTargetingNothing(bool a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础的视间视野距离。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位的击杀经验值奖赏。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetDeathXP|SetDeathXP}}  | ||
| <code>void SetDeathXP(int iXPBounty)</code>  | | <code>void SetDeathXP(int iXPBounty)</code>  | ||
| Set the XP bounty on this unit  | | Set the XP bounty on this unit  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetForceAttackTarget|SetForceAttackTarget}}  | ||
| <code>void SetForceAttackTarget(handle a)</code>  | | <code>void SetForceAttackTarget(handle a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetHasInventory|SetHasInventory}}  | ||
| <code>void SetHasInventory(bool a)</code>  | | <code>void SetHasInventory(bool a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位的碰撞半径。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetIdleAcquire|SetIdleAcquire}}  | ||
| <code>void SetIdleAcquire(bool a)</code>  | | <code>void SetIdleAcquire(bool a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位的初始路径点。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位的魔力值。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位的最高赏金。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位的最低赏金。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetModifierStackCount|SetModifierStackCount}}  | ||
| <code>void SetModifierStackCount(string modifierName, handle b, int modifierCount)</code>  | | <code>void SetModifierStackCount(string modifierName, handle b, int modifierCount)</code>  | ||
| Sets the stack count of a given modifier.  | | Sets the stack count of a given modifier.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetMoveCapability|SetMoveCapability}}  | ||
| <code>void SetMoveCapability(int a)</code>  | | <code>void SetMoveCapability(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置该单位是否要走访每个路径点。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 如果设置为True,则不会将该单位移动到净空的地方。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础夜间视野距离。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetOrigin|SetOrigin}}  | ||
| <code>void SetOrigin(Vector vLocation)</code>  | | <code>void SetOrigin(Vector vLocation)</code>  | ||
| 设置单位位置。  | | 设置单位位置。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置单位原模型。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 设置基础护甲值。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRangedProjectileName|SetRangedProjectileName}}  | ||
| <code>void SetRangedProjectileName(string a)</code>  | | <code>void SetRangedProjectileName(string a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetRenderAlpha|SetRenderAlpha}}  | ||
| <code>void SetRenderAlpha( int alpha ) </code>  | | <code>void SetRenderAlpha( int alpha ) </code>  | ||
| No Description Set  | | No Description Set  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetStolenScepter|SetStolenScepter}}  | ||
| <code>void SetStolenScepter(bool a)</code>  | | <code>void SetStolenScepter(bool a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SetUnitName|SetUnitName}}  | ||
| <code>void SetUnitName(string a)</code>  | | <code>void SetUnitName(string a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.ShouldIdleAcquire|ShouldIdleAcquire}}  | ||
| <code>bool ShouldIdleAcquire()</code>  | | <code>bool ShouldIdleAcquire()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 消耗魔力,可以用在技能消耗或使用物品。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.StartGesture|StartGesture}}  | ||
| <code>void StartGesture(int nActivity)</code>  | | <code>void StartGesture(int nActivity)</code>  | ||
| 向单位添加给定的动作。  | | 向单位添加给定的动作。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.StartGestureWithPlaybackRate|StartGestureWithPlaybackRate}}  | ||
| <code>void StartGestureWithPlaybackRate(int nActivity, float flRate ) </code>  | | <code>void StartGestureWithPlaybackRate(int nActivity, float flRate ) </code>  | ||
| 向单位添加给定的动作,带有自定义的动作速度。  | | 向单位添加给定的动作,带有自定义的动作速度。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 使该单位暂停当前动作。  | ||
|-    | |-    | ||
|   | | {{L|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。  | | 交换两个技能的字段,并设置其是否生效。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.SwapItems|SwapItems}}  | ||
| <code>void SwapItems(int nSlot1, int nSlot2)</code>  | | <code>void SwapItems(int nSlot1, int nSlot2)</code>  | ||
| 交换两个物品的位置。  | | 交换两个物品的位置。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TimeUntilNextAttack|TimeUntilNextAttack}}  | ||
| <code>float TimeUntilNextAttack()</code>  | | <code>float TimeUntilNextAttack()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerModifierDodge|TriggerModifierDodge}}  | ||
| <code>bool TriggerModifierDodge()</code>  | | <code>bool TriggerModifierDodge()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 判断传递的技能是否会触发该单位的技能吸收  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.TriggerSpellReflect|TriggerSpellReflect}}  | ||
| <code>void TriggerSpellReflect(handle hAbility)</code>  | | <code>void TriggerSpellReflect(handle hAbility)</code>  | ||
| 触发类似于清莲宝珠一样的效果。  | | 触发类似于清莲宝珠一样的效果。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC.UnitCanRespawn|UnitCanRespawn}}  | ||
| <code>bool UnitCanRespawn()</code>  | | <code>bool UnitCanRespawn()</code>  | ||
| No Description Set  | | No Description Set  | ||
| Line 5,108: | Line 5,108: | ||
|-  | |-  | ||
|   | | {{L|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  | | 给单位增加经验值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 花费金钱并买活英雄  | ||
|-    | |-    | ||
|   | | {{L|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  | | 英雄返回属性后,重新计算全部属性  | ||
|-    | |-    | ||
|   | | {{L|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.....)  | | 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.....)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回未分配的技能点数  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAdditionalOwnedUnits|GetAdditionalOwnedUnits}}  | ||
| <code>table GetAdditionalOwnedUnits()</code>  | | <code>table GetAdditionalOwnedUnits()</code>  | ||
| 返回玩家拥有的额外单位  | | 返回玩家拥有的额外单位  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAgility|GetAgility}}  | ||
| <code>float GetAgility()</code>  | | <code>float GetAgility()</code>  | ||
| 返回敏捷值  | | 返回敏捷值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回敏捷成长  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回助攻数,数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetAttacker|GetAttacker}}  | ||
| <code>int GetAttacker(int a)</code>  | | <code>int GetAttacker(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回基础敏捷  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回基础智力  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回基础力量  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回来自主属性奖励的攻击伤害值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回该英雄买活CD的剩余时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回买活所需金钱  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回买活所带来的金钱惩罚剩余时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回当前经验值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回死亡损失金钱  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回死亡次数  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回反补次数  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回该英雄拥有者所有的金钱数量  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetGoldBounty|GetGoldBounty}}  | ||
| <code>int GetGoldBounty()</code>  | | <code>int GetGoldBounty()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回每秒生命回复,英雄生命回复受到属性影响  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回攻击速度增加值(IAS),英雄攻击速度受到敏捷影响  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetIntellect|GetIntellect}}  | ||
| <code>float GetIntellect()</code>  | | <code>float GetIntellect()</code>  | ||
| 返回智力值  | | 返回智力值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回智力成长  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回击杀数,数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回正补数,数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回每秒魔法回复,英雄魔法回复受到属性影响  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回最近一次伤害时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回多杀计数  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumAttackers|GetNumAttackers}}  | ||
| <code>int GetNumAttackers()</code>  | | <code>int GetNumAttackers()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumItemsInInventory|GetNumItemsInInventory}}  | ||
| <code>int GetNumItemsInInventory()</code>  | | <code>int GetNumItemsInInventory()</code>  | ||
| 返回玩家拥有的物品数量。  | | 返回玩家拥有的物品数量。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetNumItemsInStash|GetNumItemsInStash}}  | ||
| <code>int GetNumItemsInStash()</code>  | | <code>int GetNumItemsInStash()</code>  | ||
| 返回玩家储藏处内  | | 返回玩家储藏处内  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回护甲值,英雄护甲受到属性影响  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回英雄拥有者的ID  | ||
|-    | |-    | ||
|   | | {{L|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.  | | 返回英雄主要属性,0 = 力量, 1 = 敏捷, 2 = 智力.  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回主属性值  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetRespawnsDisabled|GetRespawnsDisabled}}  | ||
| <code>bool GetRespawnsDisabled()</code>  | | <code>bool GetRespawnsDisabled()</code>  | ||
| 返回该英雄是否被禁止复活。  | | 返回该英雄是否被禁止复活。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回复活时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回属性提供的魔法回复  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStreak|GetStreak}}  | ||
| <code>int GetStreak()</code>  | | <code>int GetStreak()</code>  | ||
| 返回连杀数  | | 返回连杀数  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetStrength|GetStrength}}  | ||
| <code>float GetStrength()</code>  | | <code>float GetStrength()</code>  | ||
| 返回力量值  | | 返回力量值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回力量成长  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回复活所需的时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.GetTogglableWearable|GetTogglableWearable}}  | ||
| <code>handle GetTogglableWearable(int nSlotType)</code>  | | <code>handle GetTogglableWearable(int nSlotType)</code>  | ||
| 返回物品栏中可佩带(可切换)的物品。  | | 返回物品栏中可佩带(可切换)的物品。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回是否有可用物品栏空间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回是否拥有空中视野  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.HasOwnerAbandoned|HasOwnerAbandoned}}  | ||
| <code>bool HasOwnerAbandoned()</code>  | | <code>bool HasOwnerAbandoned()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 参数: const char pItemName, bool bIncludeStashCombines, bool bAllowSelling  | ||
|-    | |-    | ||
|   | | {{L|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.  | | 升级英雄, 参数决定是否播放升级效果.  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 数值存储在玩家资源(PlayerResource)中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否被死神镰刀禁止买活  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否处于重生中  | ||
|-    | |-    | ||
|   | | {{L|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  | | 参数: 英雄, 加害者  | ||
|-    | |-    | ||
|   | | {{L|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  | | 增加指定值到英雄基础敏捷,随后调用CalculateStatBonus  | ||
|-    | |-    | ||
|   | | {{L|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  | | 给予英雄金钱。参数: int 金钱数, bool 是否为可靠金钱, int 原因  | ||
|-    | |-    | ||
|   | | {{L|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  | | 增加指定值到英雄基础智力,随后调用CalculateStatBonus  | ||
|-    | |-    | ||
|   | | {{L|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  | | 增加指定值到英雄基础力量,随后调用CalculateStatBonus  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.PerformTaunt|PerformTaunt}}  | ||
| <code>void PerformTaunt()</code>  | | <code>void PerformTaunt()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RecordLastHit|RecordLastHit}}  | ||
| <code>void RecordLastHit()</code>  | | <code>void RecordLastHit()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.RespawnHero|RespawnHero}}  | ||
| <code>void RespawnHero(bool buyback, bool IsActuallyBeingSpawnedForTheFirstTime, bool RespawnPenalty)</code>  | | <code>void RespawnHero(bool buyback, bool IsActuallyBeingSpawnedForTheFirstTime, bool RespawnPenalty)</code>  | ||
|    | |    | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置当前可用技能点  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置基础敏捷  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置基础智力  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置基础力量  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetBotDifficulty|SetBotDifficulty}}  | ||
| <code>void SetBotDifficulty(int nDifficulty)</code>  | | <code>void SetBotDifficulty(int nDifficulty)</code>  | ||
| 设置人机对战的难度。  | | 设置人机对战的难度。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置买活冷却时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置是否被死神镰刀禁止买活  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置买活后金钱惩罚时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetCustomDeathXP|SetCustomDeathXP}}  | ||
| <code>void SetCustomDeathXP(int a)</code>  | | <code>void SetCustomDeathXP(int a)</code>  | ||
| GameRules boolean must be set for this to work!}}  | | GameRules boolean must be set for this to work!}}  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetGold|SetGold}}  | ||
| <code>void SetGold(int amount, bool reliableGold)</code>  | | <code>void SetGold(int amount, bool reliableGold)</code>  | ||
| 设置英雄拥有者的金钱  | | 设置英雄拥有者的金钱  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPlayerID|SetPlayerID}}  | ||
| <code>void SetPlayerID(int a)</code>  | | <code>void SetPlayerID(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetPrimaryAttribute|SetPrimaryAttribute}}  | ||
| <code>void SetPrimaryAttribute(int nPrimaryAttribute)</code>  | | <code>void SetPrimaryAttribute(int nPrimaryAttribute)</code>  | ||
| 设置英雄的主属性值。  | | 设置英雄的主属性值。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnPosition|SetRespawnPosition}}  | ||
| <code>void SetRespawnPosition(Vector a)</code>  | | <code>void SetRespawnPosition(Vector a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetRespawnsDisabled|SetRespawnsDisabled}}  | ||
| <code>void SetRespawnsDisabled(bool bDisableRespawns)</code>  | | <code>void SetRespawnsDisabled(bool bDisableRespawns)</code>  | ||
| 禁止英雄复活。  | | 禁止英雄复活。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SetTimeUntilRespawn|SetTimeUntilRespawn}}  | ||
| <code>void SetTimeUntilRespawn(float a)</code>  | | <code>void SetTimeUntilRespawn(float a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual|ShouldDoFlyHeightVisual}}  | ||
| <code>bool ShouldDoFlyHeightVisual()</code>  | | <code>bool ShouldDoFlyHeightVisual()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.SpendGold|SpendGold}}  | ||
| <code>void SpendGold(int amount, int reason)</code>  | | <code>void SpendGold(int amount, int reason)</code>  | ||
| 参数: int 金钱, int 原因  | | 参数: int 金钱, int 原因  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.UnitCanRespawn|UnitCanRespawn}}  | ||
| <code>bool UnitCanRespawn()</code>  | | <code>bool UnitCanRespawn()</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 升级指定技能,需要英雄拥有该技能和技能点  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Hero.WillReincarnate|WillReincarnate}}  | ||
| <code>bool WillReincarnate()</code>  | | <code>bool WillReincarnate()</code>  | ||
| No Description Set  | | No Description Set  | ||
| Line 5,509: | Line 5,509: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.AddItemDrop|AddItemDrop}}  | ||
| <code>void AddItemDrop(handle a) </code>  | | <code>void AddItemDrop(handle a) </code>  | ||
| Line 5,516: | Line 5,516: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.CreatureLevelUp|CreatureLevelUp}}  | ||
| <code>void CreatureLevelUp(int a) </code>  | | <code>void CreatureLevelUp(int a) </code>  | ||
| Line 5,523: | Line 5,523: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.IsChampion|IsChampion}}  | ||
| <code>bool IsChampion() </code>  | | <code>bool IsChampion() </code>  | ||
| Line 5,530: | Line 5,530: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetArmorGain|SetArmorGain}}  | ||
| <code>void SetArmorGain(float a) </code>  | | <code>void SetArmorGain(float a) </code>  | ||
| Line 5,537: | Line 5,537: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetAttackTimeGain|SetAttackTimeGain}}  | ||
| <code>void SetAttackTimeGain(float a) </code>  | | <code>void SetAttackTimeGain(float a) </code>  | ||
| Line 5,544: | Line 5,544: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetBountyGain|SetBountyGain}}  | ||
| <code>void SetBountyGain(int a) </code>  | | <code>void SetBountyGain(int a) </code>  | ||
| Line 5,551: | Line 5,551: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetChampion|SetChampion}}  | ||
| <code>void SetChampion(bool a) </code>  | | <code>void SetChampion(bool a) </code>  | ||
| Line 5,558: | Line 5,558: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDamageGain|SetDamageGain}}  | ||
| <code>void SetDamageGain(int a) </code>  | | <code>void SetDamageGain(int a) </code>  | ||
| Line 5,565: | Line 5,565: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetDisableResistanceGain|SetDisableResistanceGain}}  | ||
| <code>void SetDisableResistanceGain(float a) </code>  | | <code>void SetDisableResistanceGain(float a) </code>  | ||
| Line 5,572: | Line 5,572: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPGain|SetHPGain}}  | ||
| <code>void SetHPGain(int a) </code>  | | <code>void SetHPGain(int a) </code>  | ||
| Line 5,579: | Line 5,579: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetHPRegenGain|SetHPRegenGain}}  | ||
| <code>void SetHPRegenGain(float a) </code>  | | <code>void SetHPRegenGain(float a) </code>  | ||
| Line 5,586: | Line 5,586: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMagicResistanceGain|SetMagicResistanceGain}}  | ||
| <code>void SetMagicResistanceGain(float a) </code>  | | <code>void SetMagicResistanceGain(float a) </code>  | ||
| Line 5,593: | Line 5,593: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaGain|SetManaGain}}  | ||
| <code>void SetManaGain(int a) </code>  | | <code>void SetManaGain(int a) </code>  | ||
| Line 5,600: | Line 5,600: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetManaRegenGain|SetManaRegenGain}}  | ||
| <code>void SetManaRegenGain(float a) </code>  | | <code>void SetManaRegenGain(float a) </code>  | ||
| Line 5,607: | Line 5,607: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetMoveSpeedGain|SetMoveSpeedGain}}  | ||
| <code>void SetMoveSpeedGain(int a) </code>  | | <code>void SetMoveSpeedGain(int a) </code>  | ||
| Line 5,614: | Line 5,614: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Creature.SetXPGain|SetXPGain}}  | ||
| <code>void SetXPGain(int a) </code>  | | <code>void SetXPGain(int a) </code>  | ||
| Line 5,641: | Line 5,641: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.GetInvulnCount|GetInvulnCount}}  | ||
| <code>int GetInvulnCount() </code>  | | <code>int GetInvulnCount() </code>  | ||
| Line 5,648: | Line 5,648: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_BaseNPC_Building.SetInvulnCount|SetInvulnCount}}  | ||
| <code>void SetInvulnCount(int a) </code>  | | <code>void SetInvulnCount(int a) </code>  | ||
| Line 5,673: | Line 5,673: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ActionState|ActionState}}  | ||
| <code>handle ActionState() </code>  | | <code>handle ActionState() </code>  | ||
| Line 5,680: | Line 5,680: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.ClearMovementTarget|ClearMovementTarget}}  | ||
| <code>void ClearMovementTarget() </code>  | | <code>void ClearMovementTarget() </code>  | ||
| Line 5,687: | Line 5,687: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.FindSensedEnemies|FindSensedEnemies}}  | ||
| <code>table FindSensedEnemies() </code>  | | <code>table FindSensedEnemies() </code>  | ||
| Line 5,694: | Line 5,694: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxSpeed|GetMaxSpeed}}  | ||
| <code>float GetMaxSpeed() </code>  | | <code>float GetMaxSpeed() </code>  | ||
| Line 5,701: | Line 5,701: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMaxStamina|GetMaxStamina}}  | ||
| <code>float GetMaxStamina() </code>  | | <code>float GetMaxStamina() </code>  | ||
| Line 5,708: | Line 5,708: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetMovementTargetEntity|GetMovementTargetEntity}}  | ||
| <code>handle GetMovementTargetEntity() </code>  | | <code>handle GetMovementTargetEntity() </code>  | ||
| Line 5,715: | Line 5,715: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSensingSphereRange|GetSensingSphereRange}}  | ||
| <code>float GetSensingSphereRange() </code>  | | <code>float GetSensingSphereRange() </code>  | ||
| Line 5,722: | Line 5,722: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeAngle|GetSightConeAngle}}  | ||
| <code>float GetSightConeAngle() </code>  | | <code>float GetSightConeAngle() </code>  | ||
| Line 5,729: | Line 5,729: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetSightConeRange|GetSightConeRange}}  | ||
| <code>float GetSightConeRange() </code>  | | <code>float GetSightConeRange() </code>  | ||
| Line 5,736: | Line 5,736: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetStamina|GetStamina}}  | ||
| <code>float GetStamina() </code>  | | <code>float GetStamina() </code>  | ||
| Line 5,743: | Line 5,743: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetTurnRate|GetTurnRate}}  | ||
| <code>float GetTurnRate() </code>  | | <code>float GetTurnRate() </code>  | ||
| Line 5,750: | Line 5,750: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.GetUnitName|GetUnitName}}  | ||
| <code>string GetUnitName() </code>  | | <code>string GetUnitName() </code>  | ||
| Line 5,757: | Line 5,757: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 5,764: | Line 5,764: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.IsBlocking|IsBlocking}}  | ||
| <code>bool IsBlocking() </code>  | | <code>bool IsBlocking() </code>  | ||
| Line 5,771: | Line 5,771: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 5,778: | Line 5,778: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetBlocking|SetBlocking}}  | ||
| <code>void SetBlocking(bool a) </code>  | | <code>void SetBlocking(bool a) </code>  | ||
| Line 5,785: | Line 5,785: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetMaxSpeed|SetMaxSpeed}}  | ||
| <code>void SetMaxSpeed(float a) </code>  | | <code>void SetMaxSpeed(float a) </code>  | ||
| Line 5,792: | Line 5,792: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 5,799: | Line 5,799: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 5,806: | Line 5,806: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSensingSphereRange|SetSensingSphereRange}}  | ||
| <code>void SetSensingSphereRange(float a) </code>  | | <code>void SetSensingSphereRange(float a) </code>  | ||
| Line 5,813: | Line 5,813: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeAngle|SetSightConeAngle}}  | ||
| <code>void SetSightConeAngle(float a) </code>  | | <code>void SetSightConeAngle(float a) </code>  | ||
| Line 5,820: | Line 5,820: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetSightConeRange|SetSightConeRange}}  | ||
| <code>void SetSightConeRange(float a) </code>  | | <code>void SetSightConeRange(float a) </code>  | ||
| Line 5,827: | Line 5,827: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CRPG_Unit.SetTurnRate|SetTurnRate}}  | ||
| <code>void SetTurnRate(float a) </code>  | | <code>void SetTurnRate(float a) </code>  | ||
| Line 5,853: | Line 5,853: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearAbilityTuningValueFilter|ClearAbilityTuningValueFilter}}  | ||
| <code>void ClearAbilityTuningValueFilter()</code>  | | <code>void ClearAbilityTuningValueFilter()</code>  | ||
| 清除脚本过滤器--有关技能中所用到的调整值的  | | 清除脚本过滤器--有关技能中所用到的调整值的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearBountyRunePickupFilter|ClearBountyRunePickupFilter}}  | ||
| <code>void ClearBountyRunePickupFilter()</code>  | | <code>void ClearBountyRunePickupFilter()</code>  | ||
| 清除脚本过滤器--控制触发赏金符时的行为的  | | 清除脚本过滤器--控制触发赏金符时的行为的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearDamageFilter|ClearDamageFilter}}  | ||
| <code>void ClearDamageFilter()</code>  | | <code>void ClearDamageFilter()</code>  | ||
| 清除脚本过滤器--控制单位造成伤害  | | 清除脚本过滤器--控制单位造成伤害  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearExecuteOrderFilter|ClearExecuteOrderFilter}}  | ||
| <code>void ClearExecuteOrderFilter()</code>  | | <code>void ClearExecuteOrderFilter()</code>  | ||
| 清除脚本过滤器--在单位捡起物品时生效的  | | 清除脚本过滤器--在单位捡起物品时生效的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearItemAddedToInventoryFilter|ClearItemAddedToInventoryFilter}}  | ||
| <code>void ClearItemAddedToInventoryFilter() </code>  | | <code>void ClearItemAddedToInventoryFilter() </code>  | ||
| 清除脚本过滤器--在物品放入物品栏时生效的  | | 清除脚本过滤器--在物品放入物品栏时生效的  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearModifierGainedFilter|ClearModifierGainedFilter}}  | ||
| <code>void ClearModifierGainedFilter()</code>  | | <code>void ClearModifierGainedFilter()</code>  | ||
| 清除脚本过滤器--控制Modifier控制器的  | | 清除脚本过滤器--控制Modifier控制器的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearModifyExperienceFilter|ClearModifyExperienceFilter}}  | ||
| <code>void ClearModifyExperienceFilter()</code>  | | <code>void ClearModifyExperienceFilter()</code>  | ||
| 清除脚本过滤器--控制单位的经验机制的  | | 清除脚本过滤器--控制单位的经验机制的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearModifyGoldFilter|ClearModifyGoldFilter}}  | ||
| <code>void ClearModifyGoldFilter()</code>  | | <code>void ClearModifyGoldFilter()</code>  | ||
| 清除脚本过滤器--控制英雄金钱机制的  | | 清除脚本过滤器--控制英雄金钱机制的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearRuneSpawnFilter|ClearRuneSpawnFilter}}  | ||
| <code>void ClearRuneSpawnFilter()</code>  | | <code>void ClearRuneSpawnFilter()</code>  | ||
| 清除脚本过滤器--控制神符刷新的  | | 清除脚本过滤器--控制神符刷新的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.ClearTrackingProjectileFilter|ClearTrackingProjectileFilter}}  | ||
| <code>void ClearTrackingProjectileFilter()</code>  | | <code>void ClearTrackingProjectileFilter()</code>  | ||
| 清除脚本过滤器--控制追踪投射物的  | | 清除脚本过滤器--控制追踪投射物的  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAlwaysShowPlayerNames|GetAlwaysShowPlayerNames}}  | ||
| <code>bool GetAlwaysShowPlayerNames() </code>  | | <code>bool GetAlwaysShowPlayerNames() </code>  | ||
| No Description Set  | | No Description Set  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAlwaysShowPlayerInventory|GetAlwaysShowPlayerInventory}}  | ||
| <code>bool GetAlwaysShowPlayerInventory()</code>  | | <code>bool GetAlwaysShowPlayerInventory()</code>  | ||
| 返回是否不论任何单位被选中,始终在HUD上显示英雄的物品库存  | | 返回是否不论任何单位被选中,始终在HUD上显示英雄的物品库存  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetAnnouncerDisabled|GetAnnouncerDisabled}}  | ||
| <code>bool GetAnnouncerDisabled()</code>  | | <code>bool GetAnnouncerDisabled()</code>  | ||
| 返回游戏内播音员是否被禁用  | | 返回游戏内播音员是否被禁用  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCameraDistanceOverride|GetCameraDistanceOverride}}  | ||
| <code>float GetCameraDistanceOverride()</code>  | | <code>float GetCameraDistanceOverride()</code>  | ||
| 返回是否设置摄像机距离Dota内的默认值为1134  | | 返回是否设置摄像机距离Dota内的默认值为1134  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCustomBuybackCooldownEnabled|GetCustomBuybackCooldownEnabled}}  | ||
| <code>bool GetCustomBuybackCooldownEnabled()</code>  | | <code>bool GetCustomBuybackCooldownEnabled()</code>  | ||
|  返回是否允许自定义的买活CD  | |  返回是否允许自定义的买活CD  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCustomBuybackCostEnabled|GetCustomBuybackCostEnabled}}  | ||
| <code>bool GetCustomBuybackCostEnabled()</code>  | | <code>bool GetCustomBuybackCostEnabled()</code>  | ||
| 返回是否允许自定义的买活金钱  | | 返回是否允许自定义的买活金钱  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetCustomHeroMaxLevel|GetCustomHeroMaxLevel}}  | ||
| <code>int GetCustomHeroMaxLevel()</code>  | | <code>int GetCustomHeroMaxLevel()</code>  | ||
| 返回是否允许改变英雄的最高等级(默认25)  | | 返回是否允许改变英雄的最高等级(默认25)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetFixedRespawnTime|GetFixedRespawnTime}}  | ||
| <code>float GetFixedRespawnTime() </code>  | | <code>float GetFixedRespawnTime() </code>  | ||
| 返回是否返回固定的复活时间  | | 返回是否返回固定的复活时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetFogOfWarDisabled|GetFogOfWarDisabled}}  | ||
| <code>bool GetFogOfWarDisabled()</code>  | | <code>bool GetFogOfWarDisabled()</code>  | ||
| 返回是否关闭/开启战争迷雾  | | 返回是否关闭/开启战争迷雾  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetGoldSoundDisabled|GetGoldSoundDisabled}}  | ||
| <code>bool GetGoldSoundDisabled()</code>  | | <code>bool GetGoldSoundDisabled()</code>  | ||
| 返回是否开启/关闭获得金钱时的音效  | | 返回是否开启/关闭获得金钱时的音效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetMaximumAttackSpeed|GetMaximumAttackSpeed}}  | ||
| <code>int GetMaximumAttackSpeed()</code>  | | <code>int GetMaximumAttackSpeed()</code>  | ||
| 获取单位的最大攻击速度  | | 获取单位的最大攻击速度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetMinimumAttackSpeed|GetMinimumAttackSpeed}}  | ||
| <code>int GetMinimumAttackSpeed()</code>  | | <code>int GetMinimumAttackSpeed()</code>  | ||
| 获取单位的最小攻击速度  | | 获取单位的最小攻击速度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetRecommendedItemsDisabled|GetRecommendedItemsDisabled}}  | ||
| <code>bool GetRecommendedItemsDisabled()</code>  | | <code>bool GetRecommendedItemsDisabled()</code>  | ||
|  返回是否开启/关闭推荐出装在商店中的显示  | |  返回是否开启/关闭推荐出装在商店中的显示  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetStashPurchasingDisabled|GetStashPurchasingDisabled}}  | ||
| <code>bool GetStashPurchasingDisabled()</code>  | | <code>bool GetStashPurchasingDisabled()</code>  | ||
| 返回是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品  | | 返回是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetStickyItemDisabled|GetStickyItemDisabled}}  | ||
| <code>bool GetStickyItemDisabled()</code>  | | <code>bool GetStickyItemDisabled()</code>  | ||
| 返回是否隐藏快速购买处的物品  | | 返回是否隐藏快速购买处的物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetTopBarTeamValuesOverride|GetTopBarTeamValuesOverride}}  | ||
| <code>bool GetTopBarTeamValuesOverride()</code>  | | <code>bool GetTopBarTeamValuesOverride()</code>  | ||
| 返回是否覆盖游戏界面顶部的队伍比分  | | 返回是否覆盖游戏界面顶部的队伍比分  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetTopBarTeamValuesVisible|GetTopBarTeamValuesVisible}}  | ||
| <code>bool GetTopBarTeamValuesVisible()</code>  | | <code>bool GetTopBarTeamValuesVisible()</code>  | ||
| 返回是否关闭/开启游戏界面顶部的队伍比分  | | 返回是否关闭/开启游戏界面顶部的队伍比分  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetTowerBackdoorProtectionEnabled|GetTowerBackdoorProtectionEnabled}}  | ||
| <code>bool GetTowerBackdoorProtectionEnabled()</code>  | | <code>bool GetTowerBackdoorProtectionEnabled()</code>  | ||
| 返回是否启用/禁用偷塔保护  | | 返回是否启用/禁用偷塔保护  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.GetUseCustomHeroLevels|GetUseCustomHeroLevels}}  | ||
| <code>bool GetUseCustomHeroLevels()</code>  | | <code>bool GetUseCustomHeroLevels()</code>  | ||
| 返回自定义经验机制是否被使用  | | 返回自定义经验机制是否被使用  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.IsBuybackEnabled|IsBuybackEnabled}}  | ||
| <code>bool IsBuybackEnabled()</code>  | | <code>bool IsBuybackEnabled()</code>  | ||
|  返回是否启用/禁用买活  | |  返回是否启用/禁用买活  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAbilityTuningValueFilter|SetAbilityTuningValueFilter}}  | ||
| <code>void SetAbilityTuningValueFilter(handle hFunction, handle hContext)</code>  | | <code>void SetAbilityTuningValueFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制技能所用到的调整值(修改数据table并返回True来使用新值,, 返回False来使用旧值)  | | 设置一个过滤器,用来控制技能所用到的调整值(修改数据table并返回True来使用新值,, 返回False来使用旧值)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerNames|SetAlwaysShowPlayerNames}}  | ||
| <code>void SetAlwaysShowPlayerNames(bool bShow) </code>  | | <code>void SetAlwaysShowPlayerNames(bool bShow) </code>  | ||
| No Description Set  | | No Description Set  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAlwaysShowPlayerInventory|SetAlwaysShowPlayerInventory}}  | ||
| <code>void SetAlwaysShowPlayerInventory(bool bAlwaysShow)</code>  | | <code>void SetAlwaysShowPlayerInventory(bool bAlwaysShow)</code>  | ||
| 不论任何单位被选中,始终在HUD上显示英雄的物品库存  | | 不论任何单位被选中,始终在HUD上显示英雄的物品库存  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetAnnouncerDisabled|SetAnnouncerDisabled}}  | ||
| <code>void SetAnnouncerDisabled(bool enabled)</code>  | | <code>void SetAnnouncerDisabled(bool enabled)</code>  | ||
| 禁用播音员  | | 禁用播音员  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsAlwaysPushWithHuman|SetBotsAlwaysPushWithHuman}}  | ||
| <code>void SetBotsAlwaysPushWithHuman(bool bAlwaysPush)</code>  | | <code>void SetBotsAlwaysPushWithHuman(bool bAlwaysPush)</code>  | ||
| 设置Bot玩家是否总是跟从人类玩家进行推进  | | 设置Bot玩家是否总是跟从人类玩家进行推进  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsInLateGame|SetBotsInLateGame}}  | ||
| <code>void SetBotsInLateGame(bool bLateGame)</code>  | | <code>void SetBotsInLateGame(bool bLateGame)</code>  | ||
| Set if bots should enable their late game behavior.  | | Set if bots should enable their late game behavior.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBotsMaxPushTier|SetBotsMaxPushTier}}  | ||
| <code>void SetBotsMaxPushTier(int nMaxTier)</code>  | | <code>void SetBotsMaxPushTier(int nMaxTier)</code>  | ||
| 设置Bot玩家将推进到哪一级别的防御塔(-1代表不推进)  | | 设置Bot玩家将推进到哪一级别的防御塔(-1代表不推进)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetBountyRunePickupFilter|SetBountyRunePickupFilter}}  | ||
| <code>void SetBountyRunePickupFilter(handle hFunction, handle hContext)</code>  | | <code>void SetBountyRunePickupFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制触发赏金符时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制触发赏金符时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 完全允许/禁止买活  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置默认的镜头距离Dota默认为1134  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开启该选项来允许自定义买活冷却时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开启该选项来允许自定义买活花费  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetCustomGameForceHero|SetCustomGameForceHero}}  | ||
| <code>void SetCustomGameForceHero(string pHeroName)</code>  | | <code>void SetCustomGameForceHero(string pHeroName)</code>  | ||
| 强制单人游戏英雄的选择  | | 强制单人游戏英雄的选择  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 定义最大英雄等级(默认为25)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 定义英雄经验值表(table)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetDamageFilter|SetDamageFilter}}  | ||
| <code>void SetDamageFilter(handle hFunction, handle hContext)</code>  | | <code>void SetDamageFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制单位受到伤害时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制单位受到伤害时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetExecuteOrderFilter|SetExecuteOrderFilter}}  | ||
| <code>void SetExecuteOrderFilter(handle hFunction, handle hContext)</code>  | | <code>void SetExecuteOrderFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制单位捡起物品时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制单位捡起物品时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFixedRespawnTime|SetFixedRespawnTime}}  | ||
| <code>void SetFixedRespawnTime(float time)</code>  | | <code>void SetFixedRespawnTime(float time)</code>  | ||
| Sets the dota respawn time. -1 for default behavior  | | Sets the dota respawn time. -1 for default behavior  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开关战争迷雾  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainConstantManaRegen|SetFountainConstantManaRegen}}  | ||
| <code>void SetFountainConstantManaRegen(float flConstantManaRegen)</code>  | | <code>void SetFountainConstantManaRegen(float flConstantManaRegen)</code>  | ||
| 设定泉水给予的固定魔法的恢复速率(默认为-1)  | | 设定泉水给予的固定魔法的恢复速率(默认为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainPercentageHealthRegen|SetFountainPercentageHealthRegen}}  | ||
| <code>void SetFountainPercentageHealthRegen(float flPercentageHealthRegen)</code>  | | <code>void SetFountainPercentageHealthRegen(float flPercentageHealthRegen)</code>  | ||
| 设定泉水给予的的百分比生命恢复速率(默认为-1)  | | 设定泉水给予的的百分比生命恢复速率(默认为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetFountainPercentageManaRegen|SetFountainPercentageManaRegen}}  | ||
| <code>void SetFountainPercentageManaRegen(float flPercentageManaRegen)</code>  | | <code>void SetFountainPercentageManaRegen(float flPercentageManaRegen)</code>  | ||
| 设定泉水给予的百分比魔法恢复速率(默认为-1)  | | 设定泉水给予的百分比魔法恢复速率(默认为-1)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否禁止获取金钱时的声音提示  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetHUDVisible|SetHUDVisible}}  | ||
| <code>void SetHUDVisible(int iHUDElement, bool bVisible)</code>  | | <code>void SetHUDVisible(int iHUDElement, bool bVisible)</code>  | ||
| 设置HUD元素是否可见  | | 设置HUD元素是否可见  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetItemAddedToInventoryFilter|SetItemAddedToInventoryFilter}}  | ||
| <code>void SetItemAddedToInventoryFilter(handle hFunction, handle hContext) </code>  | | <code>void SetItemAddedToInventoryFilter(handle hFunction, handle hContext) </code>  | ||
| 设置一个过滤器,用来控制物品被放入物品栏时的行为。  | | 设置一个过滤器,用来控制物品被放入物品栏时的行为。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetLoseGoldOnDeath|SetLoseGoldOnDeath}}  | ||
| <code>void SetLoseGoldOnDeath(bool bEnabled)</code>  | | <code>void SetLoseGoldOnDeath(bool bEnabled)</code>  | ||
| 设置禁用死亡时损失金钱  | | 设置禁用死亡时损失金钱  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetMaximumAttackSpeed|SetMaximumAttackSpeed}}  | ||
| <code>void SetMaximumAttackSpeed(int nMaxSpeed)</code>  | | <code>void SetMaximumAttackSpeed(int nMaxSpeed)</code>  | ||
| 设置单位的最大攻击速度  | | 设置单位的最大攻击速度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetMinimumAttackSpeed|SetMinimumAttackSpeed}}  | ||
| <code>void SetMinimumAttackSpeed(int nMinSpeed)</code>  | | <code>void SetMinimumAttackSpeed(int nMinSpeed)</code>  | ||
| 设置单位的最小攻击速度  | | 设置单位的最小攻击速度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetModifierGainedFilter|SetModifierGainedFilter}}  | ||
| <code>void SetModifierGainedFilter(handle hFunction, handle hContext)</code>  | | <code>void SetModifierGainedFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制Modifier的获得, 返回Flase来删除Modifier  | | 设置一个过滤器,用来控制Modifier的获得, 返回Flase来删除Modifier  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetModifyExperienceFilter|SetModifyExperienceFilter}}  | ||
| <code>void SetModifyExperienceFilter(handle hFunction, handle hContext)</code>  | | <code>void SetModifyExperienceFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制英雄经验值被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制英雄经验值被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetModifyGoldFilter|SetModifyGoldFilter}}  | ||
| <code>void SetModifyGoldFilter(handle hFunction, handle hContext)</code>  | | <code>void SetModifyGoldFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制英雄的金钱被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制英雄的金钱被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 覆盖默认选择实体,替代所有玩家的英雄  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否禁止显示商店中的推荐购买物品  | ||
|-    | |-    | ||
|   | | {{L|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  | | 使幻象死亡时立即消失,而不是延迟数秒  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRuneEnabled|SetRuneEnabled}}  | ||
| <code>void SetRuneEnabled(int nRune, bool bEnabled)</code>  | | <code>void SetRuneEnabled(int nRune, bool bEnabled)</code>  | ||
| 设定某种神符是否启用  | | 设定某种神符是否启用  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetRuneSpawnFilter|SetRuneSpawnFilter}}  | ||
| <code>void SetRuneSpawnFilter(handle hFunction, handle hContext)</code>  | | <code>void SetRuneSpawnFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制神符的刷新(改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制神符的刷新(改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetStashPurchasingDisabled|SetStashPurchasingDisabled}}  | ||
| <code>void SetStashPurchasingDisabled(bool bDisabled) </code>  | | <code>void SetStashPurchasingDisabled(bool bDisabled) </code>  | ||
| 是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品  | | 是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetStickyItemDisabled|SetStickyItemDisabled}}  | ||
| <code>void SetStickyItemDisabled(bool bDisabled)</code>  | | <code>void SetStickyItemDisabled(bool bDisabled)</code>  | ||
| 隐藏快速购买处的物品  | | 隐藏快速购买处的物品  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置顶端的队伍数值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否覆盖顶端的队伍数值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开关顶端的队伍数值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开关偷塔保护  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetTrackingProjectileFilter|SetTrackingProjectileFilter}}  | ||
| <code>void SetTrackingProjectileFilter(handle hFunction, handle hContext)</code>  | | <code>void SetTrackingProjectileFilter(handle hFunction, handle hContext)</code>  | ||
| 设置一个过滤器,用来控制追踪投射物(改变数据表并返回True来使用新值, 返回False来取消事件)  | | 设置一个过滤器,用来控制追踪投射物(改变数据表并返回True来使用新值, 返回False来取消事件)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTABaseGameMode.SetUnseenFogOfWarEnabled|SetUnseenFogOfWarEnabled}}  | ||
| <code>void SetUnseenFogOfWarEnabled(bool bEnabled)</code>  | | <code>void SetUnseenFogOfWarEnabled(bool bEnabled)</code>  | ||
| 启用/禁用战争迷雾。启用时,玩家从未探测过的区域将会完全被战争迷雾掩盖  | | 启用/禁用战争迷雾。启用时,玩家从未探测过的区域将会完全被战争迷雾掩盖  | ||
|-    | |-    | ||
|   | | {{L|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  | | 开关自定义英雄英雄经验表,该表必须提前被定义  | ||
| Line 6,178: | Line 6,178: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.AddSubquest|AddSubquest}}  | ||
| <code>void AddSubquest(handle a) </code>  | | <code>void AddSubquest(handle a) </code>  | ||
| Line 6,185: | Line 6,185: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.CompleteQuest|CompleteQuest}}  | ||
| <code>void CompleteQuest() </code>  | | <code>void CompleteQuest() </code>  | ||
| Line 6,192: | Line 6,192: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquest|GetSubquest}}  | ||
| <code>handle GetSubquest(int a) </code>  | | <code>handle GetSubquest(int a) </code>  | ||
| Line 6,199: | Line 6,199: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.GetSubquestByName|GetSubquestByName}}  | ||
| <code>handle GetSubquestByName(string a) </code>  | | <code>handle GetSubquestByName(string a) </code>  | ||
| Line 6,206: | Line 6,206: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.RemoveSubquest|RemoveSubquest}}  | ||
| <code>void RemoveSubquest(handle a) </code>  | | <code>void RemoveSubquest(handle a) </code>  | ||
| Line 6,213: | Line 6,213: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaQuest.SetTextReplaceString|SetTextReplaceString}}  | ||
| <code>void SetTextReplaceString(string a) </code>  | | <code>void SetTextReplaceString(string a) </code>  | ||
| Line 6,220: | Line 6,220: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,247: | Line 6,247: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.CompleteSubquest|CompleteSubquest}}  | ||
| <code>void CompleteSubquest() </code>  | | <code>void CompleteSubquest() </code>  | ||
| Line 6,254: | Line 6,254: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDotaSubquestBase.SetTextReplaceString|SetTextReplaceString}}  | ||
| <code>void SetTextReplaceString(string a) </code>  | | <code>void SetTextReplaceString(string a) </code>  | ||
| Line 6,261: | Line 6,261: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,286: | Line 6,286: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,311: | Line 6,311: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.DeleteCreatedSpawnGroups|DeleteCreatedSpawnGroups}}  | ||
| <code>void DeleteCreatedSpawnGroups() </code>  | | <code>void DeleteCreatedSpawnGroups() </code>  | ||
| Line 6,318: | Line 6,318: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.ForceSpawn|ForceSpawn}}  | ||
| <code>void ForceSpawn() </code>  | | <code>void ForceSpawn() </code>  | ||
| Line 6,325: | Line 6,325: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPointTemplate.GetSpawnedEntities|GetSpawnedEntities}}  | ||
| <code>handle GetSpawnedEntities() </code>  | | <code>handle GetSpawnedEntities() </code>  | ||
| Line 6,332: | Line 6,332: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,357: | Line 6,357: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,364: | Line 6,364: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,371: | Line 6,371: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.DetachFromParent|DetachFromParent}}  | ||
| <code>void DetachFromParent() </code>  | | <code>void DetachFromParent() </code>  | ||
| Line 6,378: | Line 6,378: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.GetSequence|GetSequence}}  | ||
| <code><unknown> GetSequence() </code>  | | <code><unknown> GetSequence() </code>  | ||
| Line 6,385: | Line 6,385: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.IsAttachedToParent|IsAttachedToParent}}  | ||
| <code>bool IsAttachedToParent() </code>  | | <code>bool IsAttachedToParent() </code>  | ||
| Line 6,392: | Line 6,392: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.LookupSequence|LookupSequence}}  | ||
| <code><unknown> LookupSequence(string a) </code>  | | <code><unknown> LookupSequence(string a) </code>  | ||
| Line 6,399: | Line 6,399: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SequenceDuration|SequenceDuration}}  | ||
| <code>float SequenceDuration(string a) </code>  | | <code>float SequenceDuration(string a) </code>  | ||
| Line 6,406: | Line 6,406: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAngularVelocity|SetAngularVelocity}}  | ||
| <code>void SetAngularVelocity(Vector a) </code>  | | <code>void SetAngularVelocity(Vector a) </code>  | ||
| Line 6,414: | Line 6,414: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetAnimation|SetAnimation}}  | ||
| <code>void SetAnimation(string a) </code>  | | <code>void SetAnimation(string a) </code>  | ||
| Line 6,421: | Line 6,421: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetBodyGroup|SetBodyGroup}}  | ||
| <code>void SetBodyGroup(string a) </code>  | | <code>void SetBodyGroup(string a) </code>  | ||
| Line 6,429: | Line 6,429: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetMaterialGroup|SetMaterialGroup}}  | ||
| <code>void SetMaterialGroup(utlstringtoken a) </code>  | | <code>void SetMaterialGroup(utlstringtoken a) </code>  | ||
| Line 6,437: | Line 6,437: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBodyComponent.SetVelocity|SetVelocity}}  | ||
| <code>void SetVelocity(Vector velocity) </code>  | | <code>void SetVelocity(Vector velocity) </code>  | ||
| Line 6,465: | Line 6,465: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentAngles|GetAttachmentAngles}}  | ||
| <code>Vector GetAttachmentAngles(int a) </code>  | | <code>Vector GetAttachmentAngles(int a) </code>  | ||
| Line 6,472: | Line 6,472: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetAttachmentOrigin|GetAttachmentOrigin}}  | ||
| <code>Vector GetAttachmentOrigin(int a) </code>  | | <code>Vector GetAttachmentOrigin(int a) </code>  | ||
| Line 6,479: | Line 6,479: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.GetModelScale|GetModelScale}}  | ||
| <code>float GetModelScale() </code>  | | <code>float GetModelScale() </code>  | ||
| Line 6,487: | Line 6,487: | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.IsSequenceFinished|IsSequenceFinished}}  | ||
| <code>bool IsSequenceFinished() </code>  | | <code>bool IsSequenceFinished() </code>  | ||
| Line 6,494: | Line 6,494: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.ScriptLookupAttachment|ScriptLookupAttachment}}  | ||
| <code>int ScriptLookupAttachment(string a) </code>  | | <code>int ScriptLookupAttachment(string a) </code>  | ||
| Line 6,501: | Line 6,501: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,508: | Line 6,508: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseAnimating.SetModelScale|SetModelScale}}  | ||
| <code>void SetModelScale(float scale) </code>  | | <code>void SetModelScale(float scale) </code>  | ||
| Line 6,515: | Line 6,515: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,536: | Line 6,536: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetEquippedWeapons|GetEquippedWeapons}}  | ||
| <code>table GetEquippedWeapons() </code>  | | <code>table GetEquippedWeapons() </code>  | ||
| Line 6,543: | Line 6,543: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseCombatCharacter.GetWeaponCount|GetWeaponCount}}  | ||
| <code>int GetWeaponCount() </code>  | | <code>int GetWeaponCount() </code>  | ||
| Line 6,568: | Line 6,568: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateLinearProjectile|CreateLinearProjectile}}  | ||
| <code>int CreateLinearProjectile(table infoTable) </code>  | | <code>int CreateLinearProjectile(table infoTable) </code>  | ||
| Line 6,575: | Line 6,575: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.CreateTrackingProjectile|CreateTrackingProjectile}}  | ||
| <code>void CreateTrackingProjectile(handle a) </code>  | | <code>void CreateTrackingProjectile(handle a) </code>  | ||
| Line 6,582: | Line 6,582: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.DestroyLinearProjectile|DestroyLinearProjectile}}  | ||
| <code>void DestroyLinearProjectile(int a) </code>  | | <code>void DestroyLinearProjectile(int a) </code>  | ||
| Line 6,589: | Line 6,589: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.GetLinearProjectileVelocity|GetLinearProjectileVelocity}}  | ||
| <code>Vector GetLinearProjectileVelocity(int int_1) </code>  | | <code>Vector GetLinearProjectileVelocity(int int_1) </code>  | ||
| Line 6,596: | Line 6,596: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/ProjectileManager.ProjectileDodge|ProjectileDodge}}  | ||
| <code>void ProjectileDodge(handle a) </code>  | | <code>void ProjectileDodge(handle a) </code>  | ||
| Line 6,619: | Line 6,619: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Disable|Disable}}  | ||
| <code>void Disable() </code>  | | <code>void Disable() </code>  | ||
| Line 6,626: | Line 6,626: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.Enable|Enable}}  | ||
| <code>void Enable() </code>  | | <code>void Enable() </code>  | ||
| Line 6,633: | Line 6,633: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseTrigger.IsTouching|IsTouching}}  | ||
| <code>bool IsTouching(handle a) </code>  | | <code>bool IsTouching(handle a) </code>  | ||
| Line 6,660: | Line 6,660: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntity|SpawnEntity}}  | ||
| <code>void SpawnEntity() </code>  | | <code>void SpawnEntity() </code>  | ||
| Line 6,667: | Line 6,667: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtEntityOrigin|SpawnEntityAtEntityOrigin}}  | ||
| <code>void SpawnEntityAtEntityOrigin(handle a) </code>  | | <code>void SpawnEntityAtEntityOrigin(handle a) </code>  | ||
| Line 6,674: | Line 6,674: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,681: | Line 6,681: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin|SpawnEntityAtNamedEntityOrigin}}  | ||
| <code>void SpawnEntityAtNamedEntityOrigin(string a) </code>  | | <code>void SpawnEntityAtNamedEntityOrigin(string a) </code>  | ||
| Line 6,706: | Line 6,706: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAVoteSystem.StartVote|StartVote}}  | ||
| <code>void StartVote(handle a) </code>  | | <code>void StartVote(handle a) </code>  | ||
| Line 6,731: | Line 6,731: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CMarkupVolumeTagged.HasTag|HasTag}}  | ||
| <code>bool HasTag(string a) </code>  | | <code>bool HasTag(string a) </code>  | ||
| Line 6,756: | Line 6,756: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.AddResource|AddResource}}  | ||
| <code>void AddResource(string a) </code>  | | <code>void AddResource(string a) </code>  | ||
| Line 6,763: | Line 6,763: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptPrecacheContext.GetValue|GetValue}}  | ||
| <code>table GetValue(string a) </code>  | | <code>table GetValue(string a) </code>  | ||
| Line 6,788: | Line 6,788: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptKeyValues.GetValue|GetValue}}  | ||
| <code>table GetValue(string a) </code>  | | <code>table GetValue(string a) </code>  | ||
| Line 6,818: | Line 6,818: | ||
|-  | |-  | ||
|   | | {{L|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  | | 创建一个新的粒子特效  | ||
|-    | |-    | ||
|   | | {{L|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  | | 创建一个只对指定玩家播放的粒子特效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.CreateParticleForTeam|CreateParticleForTeam}}  | ||
| <code>int CreateParticleForTeam(string string_1, int int_2, handle handle_3, int int_4) </code>  | | <code>int CreateParticleForTeam(string string_1, int int_2, handle handle_3, int int_4) </code>  | ||
| 创建一个仅为某方队伍播放的粒子特效。  | | 创建一个仅为某方队伍播放的粒子特效。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.DestroyParticle|DestroyParticle}}  | ||
| <code>void DestroyParticle(int particleID, bool immediately)</code>  | | <code>void DestroyParticle(int particleID, bool immediately)</code>  | ||
| 清除粒子。  | | 清除粒子。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.GetParticleReplacement|GetParticleReplacement}}  | ||
| <code>string GetParticleReplacement(string a, handle b)</code>  | | <code>string GetParticleReplacement(string a, handle b)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 施放指定粒子特效索引号  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleAlwaysSimulate|SetParticleAlwaysSimulate}}  | ||
| <code>void SetParticleAlwaysSimulate(int a)</code>  | | <code>void SetParticleAlwaysSimulate(int a)</code>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置控制粒子特效的控制点数据  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| No Description Set  | | No Description Set  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlForward|SetParticleControlForward}}  | ||
| <code>void SetParticleControlForward(int int_1, int int_2, Vector Vector_3)(int nFXIndex, int nPoint, vForward) </code>  | | <code>void SetParticleControlForward(int int_1, int int_2, Vector Vector_3)(int nFXIndex, int nPoint, vForward) </code>  | ||
| 设置粒子的前进运动  | | 设置粒子的前进运动  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptParticleManager.SetParticleControlOrientation|SetParticleControlOrientation}}  | ||
| <code>void SetParticleControlOrientation(int int_1, int int_2, Vector Vector_3, Vector Vector_4, Vector Vector_5)(int nFXIndex, int nPoint, vForward, vRight, vUp) </code>  | | <code>void SetParticleControlOrientation(int int_1, int int_2, Vector Vector_3, Vector Vector_4, Vector Vector_5)(int nFXIndex, int nPoint, vForward, vRight, vUp) </code>  | ||
| 设置粒子的三向运动。  | | 设置粒子的三向运动。  | ||
| Line 6,881: | Line 6,881: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetAllHeroes|GetAllHeroes}}  | ||
| <code>table GetAllHeroes() </code>  | | <code>table GetAllHeroes() </code>  | ||
| Line 6,888: | Line 6,888: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHero|GetHero}}  | ||
| <code>handle GetHero(int heroId) </code>  | | <code>handle GetHero(int heroId) </code>  | ||
| Line 6,895: | Line 6,895: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CScriptHeroList.GetHeroCount|GetHeroCount}}  | ||
| <code>int GetHeroCount() </code>  | | <code>int GetHeroCount() </code>  | ||
| Line 6,920: | Line 6,920: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 6,927: | Line 6,927: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CNativeOutputs.Init|Init}}  | ||
| <code>void Init(int a) </code>  | | <code>void Init(int a) </code>  | ||
| Line 6,954: | Line 6,954: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetFarRange|SetFarRange}}  | ||
| <code>void SetFarRange(float a) </code>  | | <code>void SetFarRange(float a) </code>  | ||
| Line 6,961: | Line 6,961: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetLinearAttenuation|SetLinearAttenuation}}  | ||
| <code>void SetLinearAttenuation(float a) </code>  | | <code>void SetLinearAttenuation(float a) </code>  | ||
| Line 6,968: | Line 6,968: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetNearRange|SetNearRange}}  | ||
| <code>void SetNearRange(float a) </code>  | | <code>void SetNearRange(float a) </code>  | ||
| Line 6,975: | Line 6,975: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CEnvProjectedTexture.SetQuadraticAttenuation|SetQuadraticAttenuation}}  | ||
| <code>void SetQuadraticAttenuation(float a) </code>  | | <code>void SetQuadraticAttenuation(float a) </code>  | ||
| Line 6,982: | Line 6,982: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,007: | Line 7,007: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,014: | Line 7,014: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,021: | Line 7,021: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,028: | Line 7,028: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,035: | Line 7,035: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,042: | Line 7,042: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,067: | Line 7,067: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.DisableMotion|DisableMotion}}  | ||
| <code>void DisableMotion() </code>  | | <code>void DisableMotion() </code>  | ||
| Line 7,074: | Line 7,074: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPhysicsProp.EnableMotion|EnableMotion}}  | ||
| <code>void EnableMotion() </code>  | | <code>void EnableMotion() </code>  | ||
| Line 7,103: | Line 7,103: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.AddMinimapDebugPoint|AddMinimapDebugPoint}}  | ||
| <code>void AddMinimapDebugPoint(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7)</code>  | | <code>void AddMinimapDebugPoint(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7)</code>  | ||
| 在小地图上增加一个点。  | | 在小地图上增加一个点。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.AddMinimapDebugPointForTeam|AddMinimapDebugPointForTeam}}  | ||
| <code>void AddMinimapDebugPointForTeam(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7, int int_8)</code>  | | <code>void AddMinimapDebugPointForTeam(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7, int int_8)</code>  | ||
| 向某方队伍在小地图上增加一个点。  | | 向某方队伍在小地图上增加一个点。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.Defeated|Defeated}}  | ||
| <code>void Defeated()</code>  | | <code>void Defeated()</code>  | ||
| 摧毁遗迹等  | | 摧毁遗迹等  | ||
|-    | |-    | ||
|   | | {{L|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  | | 当游戏结束,等待弹窗时为真  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.EnableCustomGameSetupAutoLaunch|EnableCustomGameSetupAutoLaunch}}  | ||
| <code>void EnableCustomGameSetupAutoLaunch(bool bool_1)</code>  | | <code>void EnableCustomGameSetupAutoLaunch(bool bool_1)</code>  | ||
| 启用 (true)或禁用 (false) 自定义游戏的自动设置。  | | 启用 (true)或禁用 (false) 自定义游戏的自动设置。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.FinishCustomGameSetup|FinishCustomGameSetup}}  | ||
| <code>void FinishCustomGameSetup()</code>  | | <code>void FinishCustomGameSetup()</code>  | ||
| 提示自定义游戏的设置阶段已经完成,并应用到游戏中。  | | 提示自定义游戏的设置阶段已经完成,并应用到游戏中。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetCustomGameDifficulty|GetCustomGameDifficulty}}  | ||
| <code>int GetCustomGameDifficulty()</code>  | | <code>int GetCustomGameDifficulty()</code>  | ||
| 返回自定义游戏难度。  | | 返回自定义游戏难度。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回自定义游戏模式难度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDifficulty|GetDifficulty}}  | ||
| <code>int GetDifficulty()</code>  | | <code>int GetDifficulty()</code>  | ||
| 返回游戏难度  | | 返回游戏难度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetDOTATime|GetDOTATime}}  | ||
| <code>float GetDOTATime(bool bool_1, bool bool_2)(b IncludePregameTime b IncludeNegativeTime) </code>  | | <code>float GetDOTATime(bool bool_1, bool bool_2)(b IncludePregameTime b IncludeNegativeTime) </code>  | ||
| 返回Dota游戏内的时间。(是否包含赛前时间或负时间)。  | | 返回Dota游戏内的时间。(是否包含赛前时间或负时间)。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获得第X个掉落物品  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置游戏模式实体  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetGameSessionConfigValue|GetGameSessionConfigValue}}  | ||
| <code>string GetGameSessionConfigValue(string string_1, string string_2)</code>  | | <code>string GetGameSessionConfigValue(string string_1, string string_2)</code>  | ||
| 从会话配置中获取字符串 (地图选项)。  | | 从会话配置中获取字符串 (地图选项)。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回游戏开始后经过的秒数,暂停时间不计算在内  | ||
|-    | |-    | ||
|   | | {{L|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  | | 是否已经接受包含回报信息的弹窗  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获得年兽大战开始时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 芳晓活动,获得年兽受到的总伤害  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.GetPlayerCustomGameAccountRecord|GetPlayerCustomGameAccountRecord}}  | ||
| <code>table GetPlayerCustomGameAccountRecord(int int_1)(Preview/Unreleased) </code>  | | <code>table GetPlayerCustomGameAccountRecord(int int_1)(Preview/Unreleased) </code>  | ||
| Gets the player's custom game account record, as it looked at the start of this session  | | Gets the player's custom game account record, as it looked at the start of this session  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 获取一天中的时间(游戏时间)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsDaytime|IsDaytime}}  | ||
| <code>bool IsDaytime()</code>  | | <code>bool IsDaytime()</code>  | ||
| 是否是白天  | | 是否是白天  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsGamePaused|IsGamePaused}}  | ||
| <code>bool IsGamePaused()</code>  | | <code>bool IsGamePaused()</code>  | ||
| 返回游戏是否被暂停了。  | | 返回游戏是否被暂停了。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.IsCheatMode|IsCheatMode}}  | ||
| <code>bool IsCheatMode() </code>  | | <code>bool IsCheatMode() </code>  | ||
| 检测房间是否被设置为允许作弊或 sv_cheats 1.  | | 检测房间是否被设置为允许作弊或 sv_cheats 1.  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.LockCustomGameSetupTeamAssignment|LockCustomGameSetupTeamAssignment}}  | ||
| <code>void LockCustomGameSetupTeamAssignment(bool bool_1)</code>  | | <code>void LockCustomGameSetupTeamAssignment(bool bool_1)</code>  | ||
| 锁定(true)或解锁(false)队伍分配.。如果队伍分配被锁定,玩家将不再能修改队伍。  | | 锁定(true)或解锁(false)队伍分配.。如果队伍分配被锁定,玩家将不再能修改队伍。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 使指定队伍失败  | ||
|-    | |-    | ||
|   | | {{L|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  | | 返回当前掉落在地面的物品数量  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.PlayerHasCustomGameHostPrivileges|PlayerHasCustomGameHostPrivileges}}  | ||
| <code>bool PlayerHasCustomGameHostPrivileges(handle handle_1)</code>  | | <code>bool PlayerHasCustomGameHostPrivileges(handle handle_1)</code>  | ||
| 返回玩家是否具有主机特权 (洗牌等)。  | | 返回玩家是否具有主机特权 (洗牌等)。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 从磁盘数据中更新自定义英雄、单位、技能的键值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 遗迹摧毁后重新开始  | ||
|-    | |-    | ||
|   | | {{L|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  | | 重新开始时选择英雄  | ||
|-    | |-    | ||
|   | | {{L|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>  | ||
| 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<;)  | | 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<;)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SendCustomMessageToTeam|SendCustomMessageToTeam}}  | ||
| <code>void SendCustomMessageToTeam(string string_1, int int_2, int int_3, int int_4)</code>  | | <code>void SendCustomMessageToTeam(string string_1, int int_2, int int_3, int int_4)</code>  | ||
| 代表一个玩家向某个队伍发送信息。  | | 代表一个玩家向某个队伍发送信息。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在小地图上缩放中立生物图标  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameAccountRecordSaveFunction|SetCustomGameAccountRecordSaveFunction}}  | ||
| <code>void SetCustomGameAccountRecordSaveFunction(handle handle_1, handle handle_2)(Preview/Unreleased) </code>  | | <code>void SetCustomGameAccountRecordSaveFunction(handle handle_1, handle handle_2)(Preview/Unreleased) </code>  | ||
| 向句柄设置一个回调来保存玩家的账户信息。 (回调传递了玩家的ID,并应该返回一个简单的table)。  | | 向句柄设置一个回调来保存玩家的账户信息。 (回调传递了玩家的ID,并应该返回一个简单的table)。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置自定义游戏模式难度等级  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameEndDelay|SetCustomGameEndDelay}}  | ||
| <code>void SetCustomGameEndDelay(float delay)</code>  | | <code>void SetCustomGameEndDelay(float delay)</code>  | ||
| 设置游戏完全结束前的等待时间。  | | 设置游戏完全结束前的等待时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameSetupAutoLaunchDelay|SetCustomGameSetupAutoLaunchDelay}}  | ||
| <code>void SetCustomGameSetupAutoLaunchDelay(float float_1)</code>  | | <code>void SetCustomGameSetupAutoLaunchDelay(float float_1)</code>  | ||
| 设置自动开始前的等待时间。  | | 设置自动开始前的等待时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameSetupRemainingTime|SetCustomGameSetupRemainingTime}}  | ||
| <code>void SetCustomGameSetupRemainingTime(float float_1)</code>  | | <code>void SetCustomGameSetupRemainingTime(float float_1)</code>  | ||
| 设置游戏的设置时间,0 = 立即开始 -1 = 等待直到设置完毕。  | | 设置游戏的设置时间,0 = 立即开始 -1 = 等待直到设置完毕。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameSetupTimeout|SetCustomGameSetupTimeout}}  | ||
| <code>void SetCustomGameSetupTimeout(float float_1)</code>  | | <code>void SetCustomGameSetupTimeout(float float_1)</code>  | ||
| 设置设置(赛前)阶段的超时。 0 = 立即开始, -1 = 永远 (直到FinishCustomGameSetup 被调用)  | | 设置设置(赛前)阶段的超时。 0 = 立即开始, -1 = 永远 (直到FinishCustomGameSetup 被调用)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomGameTeamMaxPlayers|SetCustomGameTeamMaxPlayers}}  | ||
| <code>void SetCustomGameTeamMaxPlayers(int int_1, int int_2)</code>  | | <code>void SetCustomGameTeamMaxPlayers(int int_1, int int_2)</code>  | ||
| 在设置阶段,设置某方队伍是否还能被选择加入  | | 在设置阶段,设置某方队伍是否还能被选择加入  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessage|SetCustomVictoryMessage}}  | ||
| <code>void SetCustomVictoryMessage(string string_1)</code>  | | <code>void SetCustomVictoryMessage(string string_1)</code>  | ||
| 设置胜利信息。  | | 设置胜利信息。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetCustomVictoryMessageDuration|SetCustomVictoryMessageDuration}}  | ||
| <code>void SetCustomVictoryMessageDuration(float duration)</code>  | | <code>void SetCustomVictoryMessageDuration(float duration)</code>  | ||
| 设置自订胜利信息将会持续多长时间。  | | 设置自订胜利信息将会持续多长时间。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置第一滴血是否已经产生  | ||
|-    | |-    | ||
|   | | {{L|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  | | 使指定队伍胜利  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置每个时间间隔获得的金币  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置获得金币的时间周期  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHeroMinimapIconScale|SetHeroMinimapIconScale}}  | ||
| <code>void SetHeroMinimapIconScale(int iconSize)</code>  | | <code>void SetHeroMinimapIconScale(int iconSize)</code>  | ||
| 设置小地图英雄图标尺寸  | | 设置小地图英雄图标尺寸  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置是否使用默认英雄复活规则  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置选择英雄的时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetHideKillMessageHeaders|SetHideKillMessageHeaders}}  | ||
| <code>void SetHideKillMessageHeaders(bool hide)</code>  | | <code>void SetHideKillMessageHeaders(bool hide)</code>  | ||
| 设置是否隐藏击杀提示。  | | 设置是否隐藏击杀提示。  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置年兽大战开始时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 在前端蒙版生命条上显示单位生命值  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置在结束游戏后服务器与玩家断线前的时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置选择英雄与开始游戏之间的时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 缩放小地图神符图标  | ||
|-    | |-    | ||
|   | | {{L|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  | | 设置神符刷新时间  | ||
|-    | |-    | ||
|   | | {{L|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  | | 标记游戏可安全离开  | ||
|-    | |-    | ||
|   | | {{L|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  | | 允许选择重复英雄  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTAGamerules.SetStartingGold|SetStartingGold}}  | ||
| <code>void SetStartingGold(int int_1)</code>  | | <code>void SetStartingGold(int int_1)</code>  | ||
| 设置初始金钱。  | | 设置初始金钱。  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 设置一天中的时间(游戏时间)  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 设置树重新生长的时间(秒)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 英雄将使用基础NPC规则来决定赏金,而不是DOTA指定规则  | ||
|-    | |-    | ||
|   | | {{L|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)  | | 允许英雄提供指定数目的经验值(必须先设置)  | ||
|-    | |-    | ||
|   | | {{L|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  | | 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  | ||
|-    | |-    | ||
|   | | {{L|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  | | 获取当前游戏规则状态  | ||
| Line 7,374: | Line 7,374: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetBloomScale|GetBloomScale}}  | ||
| <code>float GetBloomScale() </code>  | | <code>float GetBloomScale() </code>  | ||
| Line 7,381: | Line 7,381: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMaxExposure|GetMaxExposure}}  | ||
| <code>float GetMaxExposure() </code>  | | <code>float GetMaxExposure() </code>  | ||
| Line 7,388: | Line 7,388: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.GetMinExposure|GetMinExposure}}  | ||
| <code>float GetMinExposure() </code>  | | <code>float GetMinExposure() </code>  | ||
| Line 7,395: | Line 7,395: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetBloomScale|SetBloomScale}}  | ||
| <code>void SetBloomScale(float a) </code>  | | <code>void SetBloomScale(float a) </code>  | ||
| Line 7,402: | Line 7,402: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMaxExposure|SetMaxExposure}}  | ||
| <code>void SetMaxExposure(float a) </code>  | | <code>void SetMaxExposure(float a) </code>  | ||
| Line 7,409: | Line 7,409: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CToneMapControllerComponent.SetMinExposure|SetMinExposure}}  | ||
| <code>void SetMinExposure(float a) </code>  | | <code>void SetMinExposure(float a) </code>  | ||
| Line 7,434: | Line 7,434: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,441: | Line 7,441: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,448: | Line 7,448: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,455: | Line 7,455: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,462: | Line 7,462: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,469: | Line 7,469: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,476: | Line 7,476: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,483: | Line 7,483: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,490: | Line 7,490: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,497: | Line 7,497: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,504: | Line 7,504: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,511: | Line 7,511: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.EntityAttachments|EntityAttachments}}  | ||
| <code>void EntityAttachments(ehandle ehandle_1, float float_2, float float_3) </code>  | | <code>void EntityAttachments(ehandle ehandle_1, float float_2, float float_3) </code>  | ||
| Line 7,518: | Line 7,518: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,525: | Line 7,525: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,532: | Line 7,532: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,539: | Line 7,539: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,546: | Line 7,546: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,553: | Line 7,553: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,560: | Line 7,560: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,567: | Line 7,567: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,574: | Line 7,574: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PopDebugOverlayScope|PopDebugOverlayScope}}  | ||
| <code>void PopDebugOverlayScope() </code>  | | <code>void PopDebugOverlayScope() </code>  | ||
| Line 7,581: | Line 7,581: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope|PushAndClearDebugOverlayScope}}  | ||
| <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code>  | | <code>void PushAndClearDebugOverlayScope(utlstringtoken a) </code>  | ||
| Line 7,588: | Line 7,588: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.PushDebugOverlayScope|PushDebugOverlayScope}}  | ||
| <code>void PushDebugOverlayScope(utlstringtoken a) </code>  | | <code>void PushDebugOverlayScope(utlstringtoken a) </code>  | ||
| Line 7,595: | Line 7,595: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.RemoveAllInScope|RemoveAllInScope}}  | ||
| <code>void RemoveAllInScope(utlstringtoken a) </code>  | | <code>void RemoveAllInScope(utlstringtoken a) </code>  | ||
| Line 7,602: | Line 7,602: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,609: | Line 7,609: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,616: | Line 7,616: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,623: | Line 7,623: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,630: | Line 7,630: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,637: | Line 7,637: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,644: | Line 7,644: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType|UnitTestCycleOverlayRenderType}}  | ||
| <code>void UnitTestCycleOverlayRenderType() </code>  | | <code>void UnitTestCycleOverlayRenderType() </code>  | ||
| Line 7,651: | Line 7,651: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,658: | Line 7,658: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,665: | Line 7,665: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,692: | Line 7,692: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetCurrentScene|GetCurrentScene}}  | ||
| <code>handle GetCurrentScene() </code>  | | <code>handle GetCurrentScene() </code>  | ||
| Line 7,699: | Line 7,699: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseFlex.GetSceneByIndex|GetSceneByIndex}}  | ||
| <code>handle GetSceneByIndex(int a) </code>  | | <code>handle GetSceneByIndex(int a) </code>  | ||
| Line 7,726: | Line 7,726: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.AddBroadcastTeamTarget|AddBroadcastTeamTarget}}  | ||
| <code>void AddBroadcastTeamTarget(int a) </code>  | | <code>void AddBroadcastTeamTarget(int a) </code>  | ||
| Line 7,733: | Line 7,733: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Cancel|Cancel}}  | ||
| <code>void Cancel() </code>  | | <code>void Cancel() </code>  | ||
| Line 7,740: | Line 7,740: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.EstimateLength|EstimateLength}}  | ||
| <code>float EstimateLength() </code>  | | <code>float EstimateLength() </code>  | ||
| Line 7,747: | Line 7,747: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindCamera|FindCamera}}  | ||
| <code>handle FindCamera() </code>  | | <code>handle FindCamera() </code>  | ||
| Line 7,754: | Line 7,754: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.FindNamedEntity|FindNamedEntity}}  | ||
| <code>handle FindNamedEntity(string a) </code>  | | <code>handle FindNamedEntity(string a) </code>  | ||
| Line 7,761: | Line 7,761: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPaused|IsPaused}}  | ||
| <code>bool IsPaused() </code>  | | <code>bool IsPaused() </code>  | ||
| Line 7,768: | Line 7,768: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.IsPlayingBack|IsPlayingBack}}  | ||
| <code>bool IsPlayingBack() </code>  | | <code>bool IsPlayingBack() </code>  | ||
| Line 7,775: | Line 7,775: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,782: | Line 7,782: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.RemoveBroadcastTeamTarget|RemoveBroadcastTeamTarget}}  | ||
| <code>void RemoveBroadcastTeamTarget(int a) </code>  | | <code>void RemoveBroadcastTeamTarget(int a) </code>  | ||
| Line 7,789: | Line 7,789: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CSceneEntity.Start|Start}}  | ||
| <code>void Start(handle a) </code>  | | <code>void Start(handle a) </code>  | ||
| Line 7,813: | Line 7,813: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.CanFindPath|CanFindPath}}  | ||
| <code>bool CanFindPath(Vector Vector_1, Vector Vector_2)</code>  | | <code>bool CanFindPath(Vector Vector_1, Vector Vector_2)</code>  | ||
| 判断是否能从某个起始点移动到某个终点。(vStart, vEnd)  | | 判断是否能从某个起始点移动到某个终点。(vStart, vEnd)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.DestroyTreesAroundPoint|DestroyTreesAroundPoint}}  | ||
| <code>void DestroyTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)</code>  | | <code>void DestroyTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)</code>  | ||
| 砍掉区域内所有的树。(vPosition, flRadius, bFullCollision  | | 砍掉区域内所有的树。(vPosition, flRadius, bFullCollision  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.FindPathLength|FindPathLength}}  | ||
| <code>float FindPathLength(Vector Vector_1, Vector Vector_2)</code>  | | <code>float FindPathLength(Vector Vector_1, Vector Vector_2)</code>  | ||
| 找到两点间可通过的路径,并返回路径长度。如果寻路失败,将返回-1。 float (vStart, vEnd )  | | 找到两点间可通过的路径,并返回路径长度。如果寻路失败,将返回-1。 float (vStart, vEnd )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GetAllTreesAroundPoint|GetAllTreesAroundPoint}}  | ||
| <code>table GetAllTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)</code>  | | <code>table GetAllTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)</code>  | ||
| 以table形式返回附近所有的树木。 HSCRIPTS (vPosition, flRadius, bFullCollision).  | | 以table形式返回附近所有的树木。 HSCRIPTS (vPosition, flRadius, bFullCollision).  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterX|GridPosToWorldCenterX}}  | ||
| <code>float GridPosToWorldCenterX(int a) </code>  | | <code>float GridPosToWorldCenterX(int a) </code>  | ||
| Line 7,836: | Line 7,836: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.GridPosToWorldCenterY|GridPosToWorldCenterY}}  | ||
| <code>float GridPosToWorldCenterY(int a) </code>  | | <code>float GridPosToWorldCenterY(int a) </code>  | ||
| Line 7,843: | Line 7,843: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsBlocked|IsBlocked}}  | ||
| <code>bool IsBlocked(Vector a) </code>  | | <code>bool IsBlocked(Vector a) </code>  | ||
| Line 7,850: | Line 7,850: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,858: | Line 7,858: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.IsTraversable|IsTraversable}}  | ||
| <code>bool IsTraversable(Vector a) </code>  | | <code>bool IsTraversable(Vector a) </code>  | ||
| Line 7,865: | Line 7,865: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.RegrowAllTrees|RegrowAllTrees}}  | ||
| <code>void RegrowAllTrees() </code>  | | <code>void RegrowAllTrees() </code>  | ||
| Line 7,873: | Line 7,873: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosX|WorldToGridPosX}}  | ||
| <code>int WorldToGridPosX(float a) </code>  | | <code>int WorldToGridPosX(float a) </code>  | ||
| Line 7,880: | Line 7,880: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/GridNav.WorldToGridPosY|WorldToGridPosY}}  | ||
| <code>int WorldToGridPosY(float a) </code>  | | <code>int WorldToGridPosY(float a) </code>  | ||
| Line 7,905: | Line 7,905: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetBool|GetBool}}  | ||
| <code>table GetBool(string variableName) </code>  | | <code>table GetBool(string variableName) </code>  | ||
| Line 7,912: | Line 7,912: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetCommandClient|GetCommandClient}}  | ||
| <code>handle GetCommandClient() </code>  | | <code>handle GetCommandClient() </code>  | ||
| Line 7,919: | Line 7,919: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetDOTACommandClient|GetDOTACommandClient}}  | ||
| <code>handle GetDOTACommandClient() </code>  | | <code>handle GetDOTACommandClient() </code>  | ||
| Line 7,926: | Line 7,926: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetFloat|GetFloat}}  | ||
| <code>table GetFloat(string name) </code>  | | <code>table GetFloat(string name) </code>  | ||
| Line 7,933: | Line 7,933: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetInt|GetInt}}  | ||
| <code>table GetInt(string a) </code>  | | <code>table GetInt(string a) </code>  | ||
| Line 7,940: | Line 7,940: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Convars.GetStr|GetStr}}  | ||
| <code>table GetStr(string variableName) </code>  | | <code>table GetStr(string variableName) </code>  | ||
| Line 7,947: | Line 7,947: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,954: | Line 7,954: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,961: | Line 7,961: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,968: | Line 7,968: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,975: | Line 7,975: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 7,982: | Line 7,982: | ||
|-  | |-  | ||
|   | | {{L|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>  | ||
| Line 8,011: | Line 8,011: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__add|__add}}  | ||
| <code>Vector __add(Vector a, Vector b) </code>  | | <code>Vector __add(Vector a, Vector b) </code>  | ||
| Line 8,018: | Line 8,018: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__div|__div}}  | ||
| <code>Vector __div(Vector a, Vector b) </code>  | | <code>Vector __div(Vector a, Vector b) </code>  | ||
| Line 8,025: | Line 8,025: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__eq|__eq}}  | ||
| <code>bool __eq(Vector a, Vector b) </code>  | | <code>bool __eq(Vector a, Vector b) </code>  | ||
| Line 8,032: | Line 8,032: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__len|__len}}  | ||
| <code>float __len() </code>  | | <code>float __len() </code>  | ||
| Line 8,039: | Line 8,039: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__mul|__mul}}  | ||
| <code>Vector __mul(Vector a, Vector b) </code>  | | <code>Vector __mul(Vector a, Vector b) </code>  | ||
| Line 8,046: | Line 8,046: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__sub|__sub}}  | ||
| <code>Vector __sub(Vector a, Vector b) </code>  | | <code>Vector __sub(Vector a, Vector b) </code>  | ||
| Line 8,053: | Line 8,053: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__tostring|__tostring}}  | ||
| <code>string __tostring() </code>  | | <code>string __tostring() </code>  | ||
| Line 8,060: | Line 8,060: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.__unm|__unm}}  | ||
| <code>Vector __unm() </code>  | | <code>Vector __unm() </code>  | ||
| Line 8,067: | Line 8,067: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Cross|Cross}}  | ||
| <code>Vector Cross(Vector a, Vector b) </code>  | | <code>Vector Cross(Vector a, Vector b) </code>  | ||
| Line 8,074: | Line 8,074: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Dot|Dot}}  | ||
| <code>float Dot(Vector a, Vector b) </code>  | | <code>float Dot(Vector a, Vector b) </code>  | ||
| Line 8,081: | Line 8,081: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Length|Length}}  | ||
| <code>float Length() </code>  | | <code>float Length() </code>  | ||
| Line 8,088: | Line 8,088: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Length2D|Length2D}}  | ||
| <code>float Length2D() </code>  | | <code>float Length2D() </code>  | ||
| Line 8,095: | Line 8,095: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/Vector.Normalized|Normalized}}  | ||
| <code>Vector Normalized() </code>  | | <code>Vector Normalized() </code>  | ||
| Line 8,122: | Line 8,122: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDown|CutDown}}  | ||
| <code>void CutDown(int TeamNumberKnownTo ) </code>  | | <code>void CutDown(int TeamNumberKnownTo ) </code>  | ||
| Line 8,130: | Line 8,130: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.CutDownRegrowAfter|CutDownRegrowAfter}}  | ||
| <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code>  | | <code>void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) </code>  | ||
| Line 8,138: | Line 8,138: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.GrowBack|GrowBack}}  | ||
| <code>void GrowBack() </code>  | | <code>void GrowBack() </code>  | ||
| Line 8,146: | Line 8,146: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_MapTree.IsStanding|IsStanding}}  | ||
| <code>bool IsStanding() </code>  | | <code>bool IsStanding() </code>  | ||
| Line 8,170: | Line 8,170: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.IsEnabled|IsEnabled}}  | ||
| <code>bool IsEnabled() </code>  | | <code>bool IsEnabled() </code>  | ||
| Line 8,178: | Line 8,178: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_SimpleObstruction.SetEnabled|SetEnabled}}  | ||
| <code>void SetEnabled(bool enabled, bool b) </code>  | | <code>void SetEnabled(bool enabled, bool b) </code>  | ||
| Line 8,199: | Line 8,199: | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Unit_Courier.UpgradeToFlyingCourier|UpgradeToFlyingCourier}}  | ||
| <code>bool UpgradeToFlyingCourier()</code>  | | <code>bool UpgradeToFlyingCourier()</code>  | ||
| Line 8,215: | Line 8,215: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_DataDriven.ApplyDataDrivenModifier|ApplyDataDrivenModifier}}  | ||
| <code>handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable) </code>  | | <code>handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable) </code>  | ||
| 获取单位的攻击力。  | | 获取单位的攻击力。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_DataDriven.ApplyDataDrivenThinker|ApplyDataDrivenThinker}}  | ||
| <code>handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) </code>  | | <code>handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) </code>  | ||
| 在指定地点应用一个数据驱动thinker。  | | 在指定地点应用一个数据驱动thinker。  | ||
| Line 8,233: | Line 8,233: | ||
! Description    | ! Description    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetLightGroup|SetLightGroup}}  | ||
| <code>void SetLightGroup(string pLightGroup) </code>  | | <code>void SetLightGroup(string pLightGroup) </code>  | ||
| SetLightGroup( string ): 设置实体所属的光照组。  | | SetLightGroup( string ): 设置实体所属的光照组。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetModel|SetModel}}  | ||
| <code>void SetModel(string pModelName) </code>  | | <code>void SetModel(string pModelName) </code>  | ||
| 设置模型  | | 设置模型  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetRenderColor|SetRenderColor}}  | ||
| <code>void SetRenderColor(int r, int g, int b) </code>  | | <code>void SetRenderColor(int r, int g, int b) </code>  | ||
| SetRenderColor( r, g, b ): 设置实体的渲染颜色。  | | SetRenderColor( r, g, b ): 设置实体的渲染颜色。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetRenderMode|SetRenderMode}}  | ||
| <code>void SetRenderMode(int nMode) </code>  | | <code>void SetRenderMode(int nMode) </code>  | ||
| SetRenderMode( int ): 设置实体的渲染模式。  | | SetRenderMode( int ): 设置实体的渲染模式。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CBaseModelEntity.SetSize|SetSize}}  | ||
| <code>void SetSize(Vector mins, Vector maxs) </code>  | | <code>void SetSize(Vector mins, Vector maxs) </code>  | ||
| 设置尺寸。  | | 设置尺寸。  | ||
| Line 8,264: | Line 8,264: | ||
! Description    | ! Description    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.RegisterListener|RegisterListener}}  | ||
| <code>int RegisterListener(string string_1, handle handle_2) </code>  | | <code>int RegisterListener(string string_1, handle handle_2) </code>  | ||
| ( string EventName, func CallbackFunction ) - 监听指定自定义事件,注册一个回调函数,在指定事件触发时被调用。返回一个监听者ID用来在以后取消监听。  | | ( string EventName, func CallbackFunction ) - 监听指定自定义事件,注册一个回调函数,在指定事件触发时被调用。返回一个监听者ID用来在以后取消监听。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.Send_ServerToAllClients|Send_ServerToAllClients}}  | ||
| <code>void Send_ServerToAllClients(string string_1, handle handle_2) </code>  | | <code>void Send_ServerToAllClients(string string_1, handle handle_2) </code>  | ||
| ( string EventName, table EventData )  | | ( string EventName, table EventData )  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.Send_ServerToPlayer|Send_ServerToPlayer}}  | ||
| <code>void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3) </code>  | | <code>void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3) </code>  | ||
| ( Entity Player, string EventName, table EventData )  | | ( Entity Player, string EventName, table EventData )  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.Send_ServerToTeam|Send_ServerToTeam}}  | ||
| <code>void Send_ServerToTeam(int int_1, string string_2, handle handle_3) </code>  | | <code>void Send_ServerToTeam(int int_1, string string_2, handle handle_3) </code>  | ||
| ( int TeamNumber, string EventName, table EventData )  | | ( int TeamNumber, string EventName, table EventData )  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomGameEventManager.UnregisterListener|UnregisterListener}}  | ||
| <code>void UnregisterListener(int int_1) </code>  | | <code>void UnregisterListener(int int_1) </code>  | ||
| ( int ListnerID ) - 对指定的监听者取消监听。  | | ( int ListnerID ) - 对指定的监听者取消监听。  | ||
| Line 8,294: | Line 8,294: | ||
! Description    | ! Description    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomNetTableManager.GetTableValue|GetTableValue}}  | ||
| <code>handle GetTableValue(string string_1, string string_2) </code>  | | <code>handle GetTableValue(string string_1, string string_2) </code>  | ||
| ( string TableName, string KeyName )  | | ( string TableName, string KeyName )  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CCustomNetTableManager.SetTableValue|SetTableValue}}  | ||
| <code>bool SetTableValue(string string_1, string string_2, handle handle_3) </code>  | | <code>bool SetTableValue(string string_1, string string_2, handle handle_3) </code>  | ||
| ( string TableName, string KeyName, script_table Value )  | | ( string TableName, string KeyName, script_table Value )  | ||
| Line 8,313: | Line 8,313: | ||
! 解释  | ! 解释  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.AddBot|AddBot}}  | ||
| <code>bool AddBot(string string_1, string string_2, string string_3, bool bool_4)</code>  | | <code>bool AddBot(string string_1, string string_2, string string_3, bool bool_4)</code>  | ||
| 添加一个由电脑控制的机器人。  | | 添加一个由电脑控制的机器人。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.AddQuest|AddQuest}}  | ||
| <code>void AddQuest(string string_1, int int_2, string string_3, string string_4)</code>  | | <code>void AddQuest(string string_1, int int_2, string string_3, string string_4)</code>  | ||
| 向任务日志中添加一个任务。  | | 向任务日志中添加一个任务。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.AddShopWhitelistItem|AddShopWhitelistItem}}  | ||
| <code>void AddShopWhitelistItem(string string_1)</code>  | | <code>void AddShopWhitelistItem(string string_1)</code>  | ||
| 向商店白名单中添加一个物品。  | | 向商店白名单中添加一个物品。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.CompleteQuest|CompleteQuest}}  | ||
| <code>void CompleteQuest(string string_1)</code>  | | <code>void CompleteQuest(string string_1)</code>  | ||
| 完成一个任务。  | | 完成一个任务。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.CreateLocationTask|CreateLocationTask}}  | ||
| <code>void CreateLocationTask(Vector Vector_1)</code>  | | <code>void CreateLocationTask(Vector Vector_1)</code>  | ||
| 增加一个移动到指定地点的任务。  | | 增加一个移动到指定地点的任务。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.EnableCreepAggroViz|EnableCreepAggroViz}}  | ||
| <code>void EnableCreepAggroViz(bool bool_1)</code>  | | <code>void EnableCreepAggroViz(bool bool_1)</code>  | ||
| 当小兵对英雄产生仇恨时提醒玩家。  | | 当小兵对英雄产生仇恨时提醒玩家。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.EnablePlayerOffscreenTip|EnablePlayerOffscreenTip}}  | ||
| <code>void EnablePlayerOffscreenTip(bool bool_1) </code>  | | <code>void EnablePlayerOffscreenTip(bool bool_1) </code>  | ||
| 启用提醒玩家找到其英雄的提示。  | | 启用提醒玩家找到其英雄的提示。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.EnableTowerAggroViz|EnableTowerAggroViz}}  | ||
| <code>void EnableTowerAggroViz(bool bool_1)</code>  | | <code>void EnableTowerAggroViz(bool bool_1)</code>  | ||
| 当防御塔对英雄产生仇恨时提醒玩家。  | | 当防御塔对英雄产生仇恨时提醒玩家。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.FinishTutorial|FinishTutorial}}  | ||
| <code>void FinishTutorial()</code>  | | <code>void FinishTutorial()</code>  | ||
| 结束教程。  | | 结束教程。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.ForceGameStart|ForceGameStart}}  | ||
| <code>void ForceGameStart()</code>  | | <code>void ForceGameStart()</code>  | ||
| 强制开始游戏。  | | 强制开始游戏。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.GetTimeFrozen|GetTimeFrozen}}  | ||
| <code>bool GetTimeFrozen()</code>  | | <code>bool GetTimeFrozen()</code>  | ||
| 返回时间是否停止。  | | 返回时间是否停止。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.IsItemInWhiteList|IsItemInWhiteList}}  | ||
| <code>bool IsItemInWhiteList(string string_1)</code>  | | <code>bool IsItemInWhiteList(string string_1)</code>  | ||
| 返回物品是否在白名单中。  | | 返回物品是否在白名单中。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.RemoveShopWhitelistItem|RemoveShopWhitelistItem}}  | ||
| <code>void RemoveShopWhitelistItem(string string_1)</code>  | | <code>void RemoveShopWhitelistItem(string string_1)</code>  | ||
| 从白名单中移除一个物品。  | | 从白名单中移除一个物品。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SelectHero|SelectHero}}  | ||
| <code>void SelectHero(string string_1)</code>  | | <code>void SelectHero(string string_1)</code>  | ||
| 为本地玩家选取一个英雄。  | | 为本地玩家选取一个英雄。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SelectPlayerTeam|SelectPlayerTeam}}  | ||
| <code>void SelectPlayerTeam(string string_1)</code>  | | <code>void SelectPlayerTeam(string string_1)</code>  | ||
| 为本地玩家选取一个队伍。  | | 为本地玩家选取一个队伍。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetItemGuide|SetItemGuide}}  | ||
| <code>void SetItemGuide(string string_1) </code>  | | <code>void SetItemGuide(string string_1) </code>  | ||
| 设置当前的物品指南。  | | 设置当前的物品指南。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetOrModifyPlayerGold|SetOrModifyPlayerGold}}  | ||
| <code>void SetOrModifyPlayerGold(int int_1, bool bool_2)</code>  | | <code>void SetOrModifyPlayerGold(int int_1, bool bool_2)</code>  | ||
| 为教学中的玩家设置金钱数目(设置或修改), (int) GoldAmount, (bool) true=进行设置, false=进行修改。  | | 为教学中的玩家设置金钱数目(设置或修改), (int) GoldAmount, (bool) true=进行设置, false=进行修改。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetQuickBuy|SetQuickBuy}}  | ||
| <code>void SetQuickBuy(string string_1)</code>  | | <code>void SetQuickBuy(string string_1)</code>  | ||
| 设置快速购买。  | | 设置快速购买。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetShopOpen|SetShopOpen}}  | ||
| <code>void SetShopOpen(bool bool_1)</code>  | | <code>void SetShopOpen(bool bool_1)</code>  | ||
| 设置打开/关闭商店。  | | 设置打开/关闭商店。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTimeFrozen|SetTimeFrozen}}  | ||
| <code>void SetTimeFrozen(bool bool_1)</code>  | | <code>void SetTimeFrozen(bool bool_1)</code>  | ||
| 设置是否停止时间。  | | 设置是否停止时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTutorialConvar|SetTutorialConvar}}  | ||
| <code>void SetTutorialConvar(string string_1, string string_2)</code>  | | <code>void SetTutorialConvar(string string_1, string string_2)</code>  | ||
| Set a tutorial convar  | | Set a tutorial convar  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetTutorialUI|SetTutorialUI}}  | ||
| <code>void SetTutorialUI(int int_1)</code>  | | <code>void SetTutorialUI(int int_1)</code>  | ||
| 设置教学UI,以简化界面并突出一些元素。  | | 设置教学UI,以简化界面并突出一些元素。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.SetWhiteListEnabled|SetWhiteListEnabled}}  | ||
| <code>void SetWhiteListEnabled(bool bool_1)</code>  | | <code>void SetWhiteListEnabled(bool bool_1)</code>  | ||
| 设置是否将商店物品加入白名单。  | | 设置是否将商店物品加入白名单。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.StartTutorialMode|StartTutorialMode}}  | ||
| <code>void StartTutorialMode() </code>  | | <code>void StartTutorialMode() </code>  | ||
| 初始化教学模式。  | | 初始化教学模式。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTATutorial.UpgradePlayerAbility|UpgradePlayerAbility}}  | ||
| <code>void UpgradePlayerAbility(string string_1)</code>  | | <code>void UpgradePlayerAbility(string string_1)</code>  | ||
| 为本地英雄升级某个技能。  | | 为本地英雄升级某个技能。  | ||
| Line 8,423: | Line 8,423: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResult|CastFilterResult}}  | ||
| <code>int CastFilterResult()</code>  | | <code>int CastFilterResult()</code>  | ||
| 判断一个无目标的命令是否有效  | | 判断一个无目标的命令是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResultLocation|CastFilterResultLocation}}  | ||
| <code>int CastFilterResultLocation(Vector vLocation)</code>  | | <code>int CastFilterResultLocation(Vector vLocation)</code>  | ||
| (Vector vLocation)判断一个作用于某个地点的命令是否有效  | | (Vector vLocation)判断一个作用于某个地点的命令是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.CastFilterResultTarget|CastFilterResultTarget}}  | ||
| <code>int CastFilterResultTarget(handle hTarget)</code>  | | <code>int CastFilterResultTarget(handle hTarget)</code>  | ||
| (HSCRIPT hTarget) 判断一个作用于某个单位的命令是否有效  | | (HSCRIPT hTarget) 判断一个作用于某个单位的命令是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}}  | ||
| <code>string GetAssociatedPrimaryAbilities()</code>  | | <code>string GetAssociatedPrimaryAbilities()</code>  | ||
| 获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality.  | | 获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}}  | ||
| <code>string GetAssociatedSecondaryAbilities()</code>  | | <code>string GetAssociatedSecondaryAbilities()</code>  | ||
| Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.  | | Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetBehavior|GetBehavior}}  | ||
| <code>int GetBehavior()</code>  | | <code>int GetBehavior()</code>  | ||
| 返回技能的施法动作类型  | | 返回技能的施法动作类型  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCastAnimation|GetCastAnimation}}  | ||
| <code>int GetCastAnimation()</code>  | | <code>int GetCastAnimation()</code>  | ||
| 返回技能的施法动画  | | 返回技能的施法动画  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCastRange|GetCastRange}}  | ||
| <code>int GetCastRange(Vector vLocation, handle hTarget)</code>  | | <code>int GetCastRange(Vector vLocation, handle hTarget)</code>  | ||
| 返回技能的施法范围  | | 返回技能的施法范围  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetChannelAnimation|GetChannelAnimation}}  | ||
| <code>int GetChannelAnimation()</code>  | | <code>int GetChannelAnimation()</code>  | ||
| 返回技能的持续施法动画  | | 返回技能的持续施法动画  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}}  | ||
| <code>int GetChannelledManaCostPerSecond(int iLevel)</code>  | | <code>int GetChannelledManaCostPerSecond(int iLevel)</code>  | ||
| 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)  | | 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetChannelTime|GetChannelTime}}  | ||
| <code>float GetChannelTime()</code>  | | <code>float GetChannelTime()</code>  | ||
| 返回技能的持续施法时间  | | 返回技能的持续施法时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetConceptRecipientType|GetConceptRecipientType}}  | ||
| <code>int GetConceptRecipientType()</code>  | | <code>int GetConceptRecipientType()</code>  | ||
| 返回该技能被释放时将听到语音的单位  | | 返回该技能被释放时将听到语音的单位  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCooldown|GetCooldown}}  | ||
| <code>float GetCooldown(int iLevel)</code>  | | <code>float GetCooldown(int iLevel)</code>  | ||
| 返回技能的CD  | | 返回技能的CD  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastError|GetCustomCastError}}  | ||
| <code>string GetCustomCastError()</code>  | | <code>string GetCustomCastError()</code>  | ||
| 返回一条失效的无目标命令的错误信息  | | 返回一条失效的无目标命令的错误信息  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastErrorLocation|GetCustomCastErrorLocation}}  | ||
| <code>string GetCustomCastErrorLocation(Vector vLocation)</code>  | | <code>string GetCustomCastErrorLocation(Vector vLocation)</code>  | ||
| (Vector vLocation) 返回一条失效的作用于地点的命令的错误信息  | | (Vector vLocation) 返回一条失效的作用于地点的命令的错误信息  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetCustomCastErrorTarget|GetCustomCastErrorTarget}}  | ||
| <code>string GetCustomCastErrorTarget(handle hTarget)</code>  | | <code>string GetCustomCastErrorTarget(handle hTarget)</code>  | ||
| (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息  | | (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetGoldCost|GetGoldCost}}  | ||
| <code>int GetGoldCost(int iLevel)</code>  | | <code>int GetGoldCost(int iLevel)</code>  | ||
| 返回某等级的金钱花费(当前为-1)  | | 返回某等级的金钱花费(当前为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetIntrinsicModifierName|GetIntrinsicModifierName}}  | ||
| <code>string GetIntrinsicModifierName()</code>  | | <code>string GetIntrinsicModifierName()</code>  | ||
| 返回被该技能被动施加的Mordifier  | | 返回被该技能被动施加的Mordifier  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetManaCost|GetManaCost}}  | ||
| <code>int GetManaCost(int iLevel)</code>  | | <code>int GetManaCost(int iLevel)</code>  | ||
| 返回某等级的魔法消耗(当前为-1)  | | 返回某等级的魔法消耗(当前为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.GetPlaybackRateOverride|GetPlaybackRateOverride}}  | ||
| <code>float GetPlaybackRateOverride()</code>  | | <code>float GetPlaybackRateOverride()</code>  | ||
| 返回施法动画的播放速度  | | 返回施法动画的播放速度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsHiddenAbilityCastable|IsHiddenAbilityCastable}}  | ||
| <code>bool IsHiddenAbilityCastable()</code>  | | <code>bool IsHiddenAbilityCastable()</code>  | ||
| 返回当该技能不在动作面板上时是否能使用  | | 返回当该技能不在动作面板上时是否能使用  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsHiddenWhenStolen|IsHiddenWhenStolen}}  | ||
| <code>bool IsHiddenWhenStolen()</code>  | | <code>bool IsHiddenWhenStolen()</code>  | ||
| 返回该技能被技能窃取后是否是隐藏的  | | 返回该技能被技能窃取后是否是隐藏的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsRefreshable|IsRefreshable}}  | ||
| <code>bool IsRefreshable()</code>  | | <code>bool IsRefreshable()</code>  | ||
| 返回该技能是否能被刷新球刷新  | | 返回该技能是否能被刷新球刷新  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.IsStealable|IsStealable}}  | ||
| <code>bool IsStealable()</code>  | | <code>bool IsStealable()</code>  | ||
| 返回该技能是否能被窃取  | | 返回该技能是否能被窃取  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}}  | ||
| <code>void OnAbilityPhaseInterrupted()</code>  | | <code>void OnAbilityPhaseInterrupted()</code>  | ||
| 施法被打断  | | 施法被打断  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnAbilityPhaseStart|OnAbilityPhaseStart}}  | ||
| <code>bool OnAbilityPhaseStart()</code>  | | <code>bool OnAbilityPhaseStart()</code>  | ||
| 施法开始(施法成功时返回True)  | | 施法开始(施法成功时返回True)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnChannelFinish|OnChannelFinish}}  | ||
| <code>void OnChannelFinish(bool bInterrupted)</code>  | | <code>void OnChannelFinish(bool bInterrupted)</code>  | ||
| (bool bInterrupted) 持续施法完成  | | (bool bInterrupted) 持续施法完成  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnChannelThink|OnChannelThink}}  | ||
| <code>void OnChannelThink(float flInterval)</code>  | | <code>void OnChannelThink(float flInterval)</code>  | ||
| (float flInterval) 持续施法开始  | | (float flInterval) 持续施法开始  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}}  | ||
| <code>void OnHeroCalculateStatBonus()</code>  | | <code>void OnHeroCalculateStatBonus()</code>  | ||
| 施法者(仅限英雄)升级,得到技能加点, 或 received a new stat bonus.  | | 施法者(仅限英雄)升级,得到技能加点, 或 received a new stat bonus.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroDiedNearby|OnHeroDiedNearby}}  | ||
| <code>void OnHeroDiedNearby(handle unit, handle attacker, handle table)</code>  | | <code>void OnHeroDiedNearby(handle unit, handle attacker, handle table)</code>  | ||
| 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表  | | 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnHeroLevelUp|OnHeroLevelUp}}  | ||
| <code>void OnHeroLevelUp()</code>  | | <code>void OnHeroLevelUp()</code>  | ||
| 施法者升级  | | 施法者升级  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnInventoryContentsChanged|OnInventoryContentsChanged}}  | ||
| <code>void OnInventoryContentsChanged()</code>  | | <code>void OnInventoryContentsChanged()</code>  | ||
| 施法者物品库存发生变化  | | 施法者物品库存发生变化  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnItemEquipped|OnItemEquipped}}  | ||
| <code>void OnItemEquipped(handle hItem)</code>  | | <code>void OnItemEquipped(handle hItem)</code>  | ||
| ( HSCRIPT hItem ) 施法者装备了物品  | | ( HSCRIPT hItem ) 施法者装备了物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnOwnerDied|OnOwnerDied}}  | ||
| <code>void OnOwnerDied()</code>  | | <code>void OnOwnerDied()</code>  | ||
| 施法者死亡  | | 施法者死亡  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnOwnerSpawned|OnOwnerSpawned}}  | ||
| <code>void OnOwnerSpawned()</code>  | | <code>void OnOwnerSpawned()</code>  | ||
| 施法者第一次出生或重生  | | 施法者第一次出生或重生  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileHit|OnProjectileHit}}  | ||
| <code>bool OnProjectileHit(handle hTarget, Vector vLocation)</code>  | | <code>bool OnProjectileHit(handle hTarget, Vector vLocation)</code>  | ||
| (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)  | | (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileHit_ExtraData|OnProjectileHit_ExtraData}}  | ||
| <code>bool OnProjectileHit_ExtraData(handle hTarget, Vector vLocation, handle table)</code>  | | <code>bool OnProjectileHit_ExtraData(handle hTarget, Vector vLocation, handle table)</code>  | ||
| (HSCRIPT hTarget, Vector vLocation, table kv) 投射物撞击到某目标或者到达指定位置 (目标不可用)  | | (HSCRIPT hTarget, Vector vLocation, table kv) 投射物撞击到某目标或者到达指定位置 (目标不可用)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileThink|OnProjectileThink}}  | ||
| <code>void OnProjectileThink(Vector vLocation)</code>  | | <code>void OnProjectileThink(Vector vLocation)</code>  | ||
| (Vector vLocation) 投射物正在运动  | | (Vector vLocation) 投射物正在运动  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnProjectileThink_ExtraData|OnProjectileThink_ExtraData}}  | ||
| <code>void OnProjectileThink_ExtraData(Vector vLocation, handle table)</code>  | | <code>void OnProjectileThink_ExtraData(Vector vLocation, handle table)</code>  | ||
| (Vector vLocation, table kv ) 投射物正在运动  | | (Vector vLocation, table kv ) 投射物正在运动  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnSpellStart|OnSpellStart}}  | ||
| <code>void OnSpellStart()</code>  | | <code>void OnSpellStart()</code>  | ||
| 施法前摇结束,技能效果开始  | | 施法前摇结束,技能效果开始  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnStolen|OnStolen}}  | ||
| <code>void OnStolen(handle hSourceAbility)</code>  | | <code>void OnStolen(handle hSourceAbility)</code>  | ||
| ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为  | | ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnToggle|OnToggle}}  | ||
| <code>void OnToggle()</code>  | | <code>void OnToggle()</code>  | ||
| Ability is toggled on/off.   技能被开启/关闭  | | Ability is toggled on/off.   技能被开启/关闭  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnUnStolen|OnUnStolen}}  | ||
| <code>void OnUnStolen()</code>  | | <code>void OnUnStolen()</code>  | ||
| 当技能未被(成功)窃取时,进行的某特殊行为  | | 当技能未被(成功)窃取时,进行的某特殊行为  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.OnUpgrade|OnUpgrade}}  | ||
| <code>void OnUpgrade()</code>  | | <code>void OnUpgrade()</code>  | ||
| 技能升级  | | 技能升级  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.ProcsMagicStick|ProcsMagicStick}}  | ||
| <code>bool ProcsMagicStick() </code>  | | <code>bool ProcsMagicStick() </code>  | ||
| 返回该技能是否会增加周围单位的魔棒点数  | | 返回该技能是否会增加周围单位的魔棒点数  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Ability_Lua.SpeakTrigger|SpeakTrigger}}  | ||
| <code>int SpeakTrigger()</code>  | | <code>int SpeakTrigger()</code>  | ||
| 返回所使用的语音类型  | | 返回所使用的语音类型  | ||
| Line 8,616: | Line 8,616: | ||
! 解释  | ! 解释  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_Create|DynamicHud_Create}}  | ||
| <code>void DynamicHud_Create(int int_1, string string_2, string string_3, handle handle_4)</code>  | | <code>void DynamicHud_Create(int int_1, string string_2, string string_3, handle handle_4)</code>  | ||
| 为某玩家建立一个新的自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID /* should be unique */, string LayoutFileName, table DialogVariables /* can be nil */ )  | | 为某玩家建立一个新的自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID /* should be unique */, string LayoutFileName, table DialogVariables /* can be nil */ )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_Destroy|DynamicHud_Destroy}}  | ||
| <code>void DynamicHud_Destroy(int int_1, string string_2)</code>  | | <code>void DynamicHud_Destroy(int int_1, string string_2)</code>  | ||
| 删除一个自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID )  | | 删除一个自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_SetDialogVariables|DynamicHud_SetDialogVariables}}  | ||
| <code>void DynamicHud_SetDialogVariables(int int_1, string string_2, handle handle_3)</code>  | | <code>void DynamicHud_SetDialogVariables(int int_1, string string_2, handle handle_3)</code>  | ||
| 为已有的用户界面元素添加/修改一个会话变量。( int PlayerID /*-1 means everyone*/, string ElementID, table DialogVariables )  | | 为已有的用户界面元素添加/修改一个会话变量。( int PlayerID /*-1 means everyone*/, string ElementID, table DialogVariables )  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_CustomUIManager.DynamicHud_SetVisible|DynamicHud_SetVisible}}  | ||
| <code>void DynamicHud_SetVisible(int int_1, string string_2, bool bool_3)</code>  | | <code>void DynamicHud_SetVisible(int int_1, string string_2, bool bool_3)</code>  | ||
| 切换已有的用户见面元素的可见性。 ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible )  | | 切换已有的用户见面元素的可见性。 ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible )  | ||
| Line 8,642: | Line 8,642: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPropHMDAvatar.GetVRHand|GetVRHand}}  | ||
| <code>handle GetVRHand(int nHandID) </code>  | | <code>handle GetVRHand(int nHandID) </code>  | ||
| 根据ID获取VR  | | 根据ID获取VR  | ||
| Line 8,656: | Line 8,656: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPropVRHand.GetAttachment|GetAttachment}}  | ||
| <code>handle GetAttachment() </code>  | | <code>handle GetAttachment() </code>  | ||
| 获取这只手上的附件。  | | 获取这只手上的附件。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CPropVRHand.SetAttachment|SetAttachment}}  | ||
| <code>void SetAttachment(handle hAttachment) </code>  | | <code>void SetAttachment(handle hAttachment) </code>  | ||
| 设置这只手上的附件。  | | 设置这只手上的附件。  | ||
| Line 8,674: | Line 8,674: | ||
! 解释    | ! 解释    | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.AddParticle|AddParticle}}  | ||
| <code>void AddParticle(int i, bool bDestroyImmediately, bool bStatusEffect, int iPriority, bool bHeroEffect, bool bOverheadEffect)(index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect) </code>  | | <code>void AddParticle(int i, bool bDestroyImmediately, bool bStatusEffect, int iPriority, bool bHeroEffect, bool bOverheadEffect)(index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect) </code>  | ||
| 增加粒子。  | | 增加粒子。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.DecrementStackCount|DecrementStackCount}}  | ||
| <code>void DecrementStackCount()</code>  | | <code>void DecrementStackCount()</code>  | ||
| 将Mordifier的叠加层数-1  | | 将Mordifier的叠加层数-1  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.Destroy|Destroy}}  | ||
| <code>void Destroy()</code>  | | <code>void Destroy()</code>  | ||
| 运行所有相关的移除函数来移除这个Mordifier。  | | 运行所有相关的移除函数来移除这个Mordifier。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.ForceRefresh|ForceRefresh}}  | ||
| <code>void ForceRefresh()</code>  | | <code>void ForceRefresh()</code>  | ||
| 运行所有相关的刷新函数,使Mordifier恢复到初始  | | 运行所有相关的刷新函数,使Mordifier恢复到初始  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetAbility|GetAbility}}  | ||
| <code>handle GetAbility()</code>  | | <code>handle GetAbility()</code>  | ||
| 获取产生这个Mordifier的技能。  | | 获取产生这个Mordifier的技能。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetCaster|GetCaster}}  | ||
| <code>handle GetCaster()</code>  | | <code>handle GetCaster()</code>  | ||
| 获取产生这个Mordifier的单位。  | | 获取产生这个Mordifier的单位。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetClass|GetClass}}  | ||
| <code>string GetClass()</code>  | | <code>string GetClass()</code>  | ||
| 获取这个Mordifier所属的类。  | | 获取这个Mordifier所属的类。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetCreationTime|GetCreationTime}}  | ||
| <code>float GetCreationTime()</code>  | | <code>float GetCreationTime()</code>  | ||
| 获取这个Mordifier的创建时间。  | | 获取这个Mordifier的创建时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetDieTime|GetDieTime}}  | ||
| <code>float GetDieTime()</code>  | | <code>float GetDieTime()</code>  | ||
| 获取这个Mordifier的终止时间。  | | 获取这个Mordifier的终止时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetDuration|GetDuration}}  | ||
| <code>float GetDuration()</code>  | | <code>float GetDuration()</code>  | ||
| 获取这个Mordifier的持续时间。  | | 获取这个Mordifier的持续时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetElapsedTime|GetElapsedTime}}  | ||
| <code>float GetElapsedTime()</code>  | | <code>float GetElapsedTime()</code>  | ||
| 获取这个Mordifier的消失时间。  | | 获取这个Mordifier的消失时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetName|GetName}}  | ||
| <code>string GetName()</code>  | | <code>string GetName()</code>  | ||
| 获取这个Mordifier的名称。  | | 获取这个Mordifier的名称。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetParent|GetParent}}  | ||
| <code>handle GetParent()</code>  | | <code>handle GetParent()</code>  | ||
| 获取这个Mordifier所继承的单位。  | | 获取这个Mordifier所继承的单位。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetRemainingTime|GetRemainingTime}}  | ||
| <code>float GetRemainingTime()</code>  | | <code>float GetRemainingTime()</code>  | ||
| 获取这个Mordifier的剩余时间。  | | 获取这个Mordifier的剩余时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.GetStackCount|GetStackCount}}  | ||
| <code>int GetStackCount() </code>  | | <code>int GetStackCount() </code>  | ||
| 获取这个Mordifier的叠加层数。  | | 获取这个Mordifier的叠加层数。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.IncrementStackCount|IncrementStackCount}}  | ||
| <code>void IncrementStackCount()Increase this modifier's stack count by 1. </code>  | | <code>void IncrementStackCount()Increase this modifier's stack count by 1. </code>  | ||
| 使Mordifier的叠加层数+1。  | | 使Mordifier的叠加层数+1。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.SetDuration|SetDuration}}  | ||
| <code>void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients) </code>  | | <code>void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients) </code>  | ||
| 设置持续时间。  | | 设置持续时间。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.SetStackCount|SetStackCount}}  | ||
| <code>void SetStackCount(int iCount)</code>  | | <code>void SetStackCount(int iCount)</code>  | ||
| 设置叠加层数。  | | 设置叠加层数。  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Buff.StartIntervalThink|StartIntervalThink}}  | ||
| <code>void StartIntervalThink(float flInterval)</code>  | | <code>void StartIntervalThink(float flInterval)</code>  | ||
| 开始Mordifier的计时功能 (OnIntervalThink) ,根据给定的间隔 (float)。 值-1将会停止这个功能。  | | 开始Mordifier的计时功能 (OnIntervalThink) ,根据给定的间隔 (float)。 值-1将会停止这个功能。  | ||
| Line 8,760: | Line 8,760: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.AllowIllusionDuplicate|AllowIllusionDuplicate}}  | ||
| <code>bool AllowIllusionDuplicate()</code>  | | <code>bool AllowIllusionDuplicate()</code>  | ||
| 幻象是否继承这个Mordifier  | | 幻象是否继承这个Mordifier  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.DestroyOnExpire|DestroyOnExpire}}  | ||
| <code>bool DestroyOnExpire()</code>  | | <code>bool DestroyOnExpire()</code>  | ||
| Buff是否会在Mordifier到期时被移除  | | Buff是否会在Mordifier到期时被移除  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAttributes|GetAttributes}}  | ||
| <code>int GetAttributes()</code>  | | <code>int GetAttributes()</code>  | ||
| 返回被应用到Mordifier上的属性类别  | | 返回被应用到Mordifier上的属性类别  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraEntityReject|GetAuraEntityReject}}  | ||
| <code>bool GetAuraEntityReject(handle hEntity)</code>  | | <code>bool GetAuraEntityReject(handle hEntity)</code>  | ||
| 返回实体是否在某些条件下获得光环  | | 返回实体是否在某些条件下获得光环  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraRadius|GetAuraRadius}}  | ||
| <code>int GetAuraRadius()</code>  | | <code>int GetAuraRadius()</code>  | ||
| 返回光环半径  | | 返回光环半径  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchFlags|GetAuraSearchFlags}}  | ||
| <code>int GetAuraSearchFlags()</code>  | | <code>int GetAuraSearchFlags()</code>  | ||
| 返回光环施加效果时的Flag  | | 返回光环施加效果时的Flag  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchTeam|GetAuraSearchTeam}}  | ||
| <code>int GetAuraSearchTeam()</code>  | | <code>int GetAuraSearchTeam()</code>  | ||
| 返回光环效果将施加的队伍  | | 返回光环效果将施加的队伍  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetAuraSearchType|GetAuraSearchType}}  | ||
| <code>int GetAuraSearchType()</code>  | | <code>int GetAuraSearchType()</code>  | ||
| 返回光环效果将施加的单位类型  | | 返回光环效果将施加的单位类型  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetEffectAttachType|GetEffectAttachType}}  | ||
| <code>int GetEffectAttachType()</code>  | | <code>int GetEffectAttachType()</code>  | ||
| 通过GetEffectName获取将添加的粒子特效类型  | | 通过GetEffectName获取将添加的粒子特效类型  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetEffectName|GetEffectName}}  | ||
| <code>string GetEffectName()</code>  | | <code>string GetEffectName()</code>  | ||
| 返回Mordifier运行时所产生的粒子特效的名称  | | 返回Mordifier运行时所产生的粒子特效的名称  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetHeroEffectName|GetHeroEffectName}}  | ||
| <code>string GetHeroEffectName()</code>  | | <code>string GetHeroEffectName()</code>  | ||
| 返回Mordifier运行时所产生的英雄粒子特效的名称  | | 返回Mordifier运行时所产生的英雄粒子特效的名称  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetModifierAura|GetModifierAura}}  | ||
| <code>string GetModifierAura()</code>  | | <code>string GetModifierAura()</code>  | ||
| 返回这个Mordifier将施加的二级Mordifier 名称(如果一级Mordifier是光环)  | | 返回这个Mordifier将施加的二级Mordifier 名称(如果一级Mordifier是光环)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetStatusEffectName|GetStatusEffectName}}  | ||
| <code>string GetStatusEffectName()</code>  | | <code>string GetStatusEffectName()</code>  | ||
| 返回Mordifier运行时所产生的状态粒子特效的名称  | | 返回Mordifier运行时所产生的状态粒子特效的名称  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.GetTexture|GetTexture}}  | ||
| <code>string GetTexture()</code>  | | <code>string GetTexture()</code>  | ||
| 返回Mordifier的图标  | | 返回Mordifier的图标  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.HeroEffectPriority|HeroEffectPriority}}  | ||
| <code>int HeroEffectPriority()</code>  | | <code>int HeroEffectPriority()</code>  | ||
| 英雄特效的显示优先级 (更高的数字在Buff栏中被优先显示)  | | 英雄特效的显示优先级 (更高的数字在Buff栏中被优先显示)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsAura|IsAura}}  | ||
| <code>bool IsAura()</code>  | | <code>bool IsAura()</code>  | ||
| 这个Mordifier是否是光环  | | 这个Mordifier是否是光环  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsAuraActiveOnDeath|IsAuraActiveOnDeath}}  | ||
| <code>bool IsAuraActiveOnDeath()</code>  | | <code>bool IsAuraActiveOnDeath()</code>  | ||
| 返回携带单位死后其光环是否有效  | | 返回携带单位死后其光环是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsDebuff|IsDebuff}}  | ||
| <code>bool IsDebuff()</code>  | | <code>bool IsDebuff()</code>  | ||
| 返回这个Mordifier是否是Debuff  | | 返回这个Mordifier是否是Debuff  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsHidden|IsHidden}}  | ||
| <code>bool IsHidden()</code>  | | <code>bool IsHidden()</code>  | ||
| 返回这个Mordifier是否在状态栏中显示  | | 返回这个Mordifier是否在状态栏中显示  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsPurgable|IsPurgable}}  | ||
| <code>bool IsPurgable()</code>  | | <code>bool IsPurgable()</code>  | ||
| 返回这个Mordifier是否能被清除  | | 返回这个Mordifier是否能被清除  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsPurgeException|IsPurgeException}}  | ||
| <code>bool IsPurgeException()</code>  | | <code>bool IsPurgeException()</code>  | ||
| 返回这个Mordifier是否能被强力驱散清除  | | 返回这个Mordifier是否能被强力驱散清除  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.IsStunDebuff|IsStunDebuff}}  | ||
| <code>bool IsStunDebuff()</code>  | | <code>bool IsStunDebuff()</code>  | ||
|  返回这个Mordifier是否是眩晕类Debuff  | |  返回这个Mordifier是否是眩晕类Debuff  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnCreated|OnCreated}}  | ||
| <code>void OnCreated(handle table)</code>  | | <code>void OnCreated(handle table)</code>  | ||
|  在Mordifier被创建时运行  | |  在Mordifier被创建时运行  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnDestroy|OnDestroy}}  | ||
| <code>void OnDestroy()</code>  | | <code>void OnDestroy()</code>  | ||
| 在Mordifier清楚时运行  | | 在Mordifier清楚时运行  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnIntervalThink|OnIntervalThink}}  | ||
| <code>void OnIntervalThink()</code>  | | <code>void OnIntervalThink()</code>  | ||
| 当计时器间隔开始时  | | 当计时器间隔开始时  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.OnRefresh|OnRefresh}}  | ||
| <code>void OnRefresh(handle table)</code>  | | <code>void OnRefresh(handle table)</code>  | ||
| 当Mordifier被刷新时运行  | | 当Mordifier被刷新时运行  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.RemoveOnDeath|RemoveOnDeath}}  | ||
| <code>bool RemoveOnDeath()</code>  | | <code>bool RemoveOnDeath()</code>  | ||
| 返回持有者死亡时Mordifier是否被移除  | | 返回持有者死亡时Mordifier是否被移除  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua.StatusEffectPriority|StatusEffectPriority}}  | ||
| <code>int StatusEffectPriority()</code>  | | <code>int StatusEffectPriority()</code>  | ||
| 状态特效的显示优先级 (更高的数字在Buff栏中被优先显示)  | | 状态特效的显示优先级 (更高的数字在Buff栏中被优先显示)  | ||
| Line 8,882: | Line 8,882: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.ApplyHorizontalMotionController|ApplyHorizontalMotionController}}  | ||
| <code>bool ApplyHorizontalMotionController() </code>  | | <code>bool ApplyHorizontalMotionController() </code>  | ||
| 启动水平运动控制器的特效。启动成功后返回True。  | | 启动水平运动控制器的特效。启动成功后返回True。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.GetPriority|GetPriority}}  | ||
| <code>int GetPriority() </code>  | | <code>int GetPriority() </code>  | ||
| 获取优先级。  | | 获取优先级。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.OnHorizontalMotionInterrupted|OnHorizontalMotionInterrupted}}  | ||
| <code>void OnHorizontalMotionInterrupted() </code>  | | <code>void OnHorizontalMotionInterrupted() </code>  | ||
| 当运动被打断时进行回调。  | | 当运动被打断时进行回调。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.SetPriority|SetPriority}}  | ||
| <code>void SetPriority(int nMotionPriority) </code>  | | <code>void SetPriority(int nMotionPriority) </code>  | ||
| 设置优先级。  | | 设置优先级。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Horizontal_Motion.UpdateHorizontalMotion|UpdateHorizontalMotion}}  | ||
| <code>void UpdateHorizontalMotion(handle me, float dt) </code>  | | <code>void UpdateHorizontalMotion(handle me, float dt) </code>  | ||
| 根据给定的间隔对NPC施加水平运动  | | 根据给定的间隔对NPC施加水平运动  | ||
| Line 8,912: | Line 8,912: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.ApplyHorizontalMotionController|ApplyHorizontalMotionController}}  | ||
| <code>bool ApplyHorizontalMotionController() </code>  | | <code>bool ApplyHorizontalMotionController() </code>  | ||
| 启动水平运动控制器的特效。启动成功后返回True。  | | 启动水平运动控制器的特效。启动成功后返回True。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.ApplyVerticalMotionController|ApplyVerticalMotionController}}  | ||
| <code>bool ApplyVerticalMotionController() </code>  | | <code>bool ApplyVerticalMotionController() </code>  | ||
| 启动垂直运动控制器的特效。启动成功后返回True。  | | 启动垂直运动控制器的特效。启动成功后返回True。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.GetPriority|GetPriority}}  | ||
| <code>int GetPriority() </code>  | | <code>int GetPriority() </code>  | ||
| 获取优先级。  | | 获取优先级。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.OnHorizontalMotionInterrupted|OnHorizontalMotionInterrupted}}  | ||
| <code>void OnHorizontalMotionInterrupted() </code>  | | <code>void OnHorizontalMotionInterrupted() </code>  | ||
| 当水平运动被打断时进行回调。  | | 当水平运动被打断时进行回调。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.OnVerticalMotionInterrupted|OnVerticalMotionInterrupted}}  | ||
| <code>void OnVerticalMotionInterrupted() </code>  | | <code>void OnVerticalMotionInterrupted() </code>  | ||
| 当竖直运动被打断时进行回调。  | | 当竖直运动被打断时进行回调。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.SetPriority|SetPriority}}  | ||
| <code>void SetPriority(int nMotionPriority) </code>  | | <code>void SetPriority(int nMotionPriority) </code>  | ||
| 设置优先级。  | | 设置优先级。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.UpdateHorizontalMotion|UpdateHorizontalMotion}}  | ||
| <code>void UpdateHorizontalMotion(handle me, float dt) </code>  | | <code>void UpdateHorizontalMotion(handle me, float dt) </code>  | ||
| 根据给定的间隔对NPC施加水平运动。  | | 根据给定的间隔对NPC施加水平运动。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Motion_Both.UpdateVerticalMotion|UpdateVerticalMotion}}  | ||
| <code>void UpdateVerticalMotion(handle me, float dt) </code>  | | <code>void UpdateVerticalMotion(handle me, float dt) </code>  | ||
| 根据给定的间隔对NPC施加竖直运动。  | | 根据给定的间隔对NPC施加竖直运动。  | ||
| Line 8,954: | Line 8,954: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.ApplyVerticalMotionController|ApplyVerticalMotionController}}  | ||
| <code>bool ApplyVerticalMotionController() </code>  | | <code>bool ApplyVerticalMotionController() </code>  | ||
| 启动垂直运动控制器的特效。启动成功后返回True。  | | 启动垂直运动控制器的特效。启动成功后返回True。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.GetMotionPriority|GetMotionPriority}}  | ||
| <code>int GetMotionPriority() </code>  | | <code>int GetMotionPriority() </code>  | ||
| 获取优先级。  | | 获取优先级。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.OnVerticalMotionInterrupted|OnVerticalMotionInterrupted}}  | ||
| <code>void OnVerticalMotionInterrupted() </code>  | | <code>void OnVerticalMotionInterrupted() </code>  | ||
| 当竖直运动被打断时进行回调  | | 当竖直运动被打断时进行回调  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.SetMotionPriority|SetMotionPriority}}  | ||
| <code>void SetMotionPriority(int nMotionPriority) </code>  | | <code>void SetMotionPriority(int nMotionPriority) </code>  | ||
| 设置优先级。  | | 设置优先级。  | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Modifier_Lua_Vertical_Motion.UpdateVerticalMotion|UpdateVerticalMotion}}  | ||
| <code>void UpdateVerticalMotion(handle me, float dt) </code>  | | <code>void UpdateVerticalMotion(handle me, float dt) </code>  | ||
| 根据给定的间隔对NPC施加竖直运动。  | | 根据给定的间隔对NPC施加竖直运动。  | ||
| Line 8,984: | Line 8,984: | ||
! 解释    | ! 解释    | ||
|-  | |-  | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResult|CastFilterResult}}  | ||
| <code>int CastFilterResult()</code>  | | <code>int CastFilterResult()</code>  | ||
| 判断一个无目标的命令是否有效  | | 判断一个无目标的命令是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResultLocation|CastFilterResultLocation}}  | ||
| <code>int CastFilterResultLocation(Vector vLocation)</code>  | | <code>int CastFilterResultLocation(Vector vLocation)</code>  | ||
| (Vector vLocation)判断一个作用于地点的命令是否有效  | | (Vector vLocation)判断一个作用于地点的命令是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.CastFilterResultTarget|CastFilterResultTarget}}  | ||
| <code>int CastFilterResultTarget(handle hTarget)</code>  | | <code>int CastFilterResultTarget(handle hTarget)</code>  | ||
| (HSCRIPT hTarget) 判断一个作用于目标的命令是否有效  | | (HSCRIPT hTarget) 判断一个作用于目标的命令是否有效  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetAssociatedPrimaryAbilities|GetAssociatedPrimaryAbilities}}  | ||
| <code>string GetAssociatedPrimaryAbilities()</code>  | | <code>string GetAssociatedPrimaryAbilities()</code>  | ||
| Returns abilities that are stolen simultaneously, or otherwise related in functionality.  | | Returns abilities that are stolen simultaneously, or otherwise related in functionality.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetAssociatedSecondaryAbilities|GetAssociatedSecondaryAbilities}}  | ||
| <code>string GetAssociatedSecondaryAbilities()</code>  | | <code>string GetAssociatedSecondaryAbilities()</code>  | ||
| Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.  | | Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetBehavior|GetBehavior}}  | ||
| <code>int GetBehavior()</code>  | | <code>int GetBehavior()</code>  | ||
| 返回技能的施法动作类型  | | 返回技能的施法动作类型  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCastRange|GetCastRange}}  | ||
| <code>int GetCastRange(Vector vLocation, handle hTarget)</code>  | | <code>int GetCastRange(Vector vLocation, handle hTarget)</code>  | ||
| 返回技能的施法范围  | | 返回技能的施法范围  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetChannelledManaCostPerSecond|GetChannelledManaCostPerSecond}}  | ||
| <code>int GetChannelledManaCostPerSecond(int iLevel)</code>  | | <code>int GetChannelledManaCostPerSecond(int iLevel)</code>  | ||
| 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)  | | 返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetChannelTime|GetChannelTime}}  | ||
| <code>float GetChannelTime()</code>  | | <code>float GetChannelTime()</code>  | ||
| 返回技能的持续施法时间  | | 返回技能的持续施法时间  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetConceptRecipientType|GetConceptRecipientType}}  | ||
| <code>int GetConceptRecipientType()</code>  | | <code>int GetConceptRecipientType()</code>  | ||
| 返回该技能被释放时将听到语音的单位  | | 返回该技能被释放时将听到语音的单位  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCooldown|GetCooldown}}  | ||
| <code>float GetCooldown(int iLevel)</code>  | | <code>float GetCooldown(int iLevel)</code>  | ||
| 返回技能的CD  | | 返回技能的CD  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastError|GetCustomCastError}}  | ||
| <code>string GetCustomCastError()</code>  | | <code>string GetCustomCastError()</code>  | ||
| 返回一条失效的无目标命令的错误信息  | | 返回一条失效的无目标命令的错误信息  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastErrorLocation|GetCustomCastErrorLocation}}  | ||
| <code>string GetCustomCastErrorLocation(Vector vLocation)</code>  | | <code>string GetCustomCastErrorLocation(Vector vLocation)</code>  | ||
| (Vector vLocation) 返回一条失效的作用与地点的命令的错误信息  | | (Vector vLocation) 返回一条失效的作用与地点的命令的错误信息  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetCustomCastErrorTarget|GetCustomCastErrorTarget}}  | ||
| <code>string GetCustomCastErrorTarget(handle hTarget)</code>  | | <code>string GetCustomCastErrorTarget(handle hTarget)</code>  | ||
| (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息  | | (HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetGoldCost|GetGoldCost}}  | ||
| <code>int GetGoldCost(int iLevel)</code>  | | <code>int GetGoldCost(int iLevel)</code>  | ||
| 返回某等级的金钱花费(当前为-1)  | | 返回某等级的金钱花费(当前为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetIntrinsicModifierName|GetIntrinsicModifierName}}  | ||
| <code>string GetIntrinsicModifierName()</code>  | | <code>string GetIntrinsicModifierName()</code>  | ||
| 返回被该技能被动地施加的Mordifier  | | 返回被该技能被动地施加的Mordifier  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetManaCost|GetManaCost}}  | ||
| <code>int GetManaCost(int iLevel)</code>  | | <code>int GetManaCost(int iLevel)</code>  | ||
| 返回某等级的魔法消耗(当前为-1)  | | 返回某等级的魔法消耗(当前为-1)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.GetPlaybackRateOverride|GetPlaybackRateOverride}}  | ||
| <code>float GetPlaybackRateOverride()</code>  | | <code>float GetPlaybackRateOverride()</code>  | ||
| 返回施法动画的播放速度  | | 返回施法动画的播放速度  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsHiddenAbilityCastable|IsHiddenAbilityCastable}}  | ||
| <code>bool IsHiddenAbilityCastable()</code>  | | <code>bool IsHiddenAbilityCastable()</code>  | ||
| 返回当该技能不在动作面板上时是否能使用  | | 返回当该技能不在动作面板上时是否能使用  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsHiddenWhenStolen|IsHiddenWhenStolen}}  | ||
| <code>bool IsHiddenWhenStolen()</code>  | | <code>bool IsHiddenWhenStolen()</code>  | ||
| 返回该技能被技能窃取后是否是隐藏的  | | 返回该技能被技能窃取后是否是隐藏的  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsRefreshable|IsRefreshable}}  | ||
| <code>bool IsRefreshable()</code>  | | <code>bool IsRefreshable()</code>  | ||
| 返回该技能是否能被刷新球刷新  | | 返回该技能是否能被刷新球刷新  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.IsStealable|IsStealable}}  | ||
| <code>bool IsStealable()</code>  | | <code>bool IsStealable()</code>  | ||
| 返回该技能是否能被窃取  | | 返回该技能是否能被窃取  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnAbilityPhaseInterrupted|OnAbilityPhaseInterrupted}}  | ||
| <code>void OnAbilityPhaseInterrupted()</code>  | | <code>void OnAbilityPhaseInterrupted()</code>  | ||
| 施法被打断  | | 施法被打断  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnAbilityPhaseStart|OnAbilityPhaseStart}}  | ||
| <code>bool OnAbilityPhaseStart()</code>  | | <code>bool OnAbilityPhaseStart()</code>  | ||
| 施法开始(施法成功时返回True)  | | 施法开始(施法成功时返回True)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnChannelFinish|OnChannelFinish}}  | ||
| <code>void OnChannelFinish(bool bInterrupted)</code>  | | <code>void OnChannelFinish(bool bInterrupted)</code>  | ||
| (bool bInterrupted) 持续施法完成  | | (bool bInterrupted) 持续施法完成  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnChannelThink|OnChannelThink}}  | ||
| <code>void OnChannelThink(float flInterval)</code>  | | <code>void OnChannelThink(float flInterval)</code>  | ||
| (float flInterval)持续施法开始  | | (float flInterval)持续施法开始  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroCalculateStatBonus|OnHeroCalculateStatBonus}}  | ||
| <code>void OnHeroCalculateStatBonus()</code>  | | <code>void OnHeroCalculateStatBonus()</code>  | ||
| Caster (hero only) gained a level, skilled an ability, or received a new stat bonus.  | | Caster (hero only) gained a level, skilled an ability, or received a new stat bonus.  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroDiedNearby|OnHeroDiedNearby}}  | ||
| <code>void OnHeroDiedNearby(handle unit, handle attacker, handle table)</code>  | | <code>void OnHeroDiedNearby(handle unit, handle attacker, handle table)</code>  | ||
| 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表  | | 一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnHeroLevelUp|OnHeroLevelUp}}  | ||
| <code>void OnHeroLevelUp()</code>  | | <code>void OnHeroLevelUp()</code>  | ||
| 施法者升级  | | 施法者升级  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnInventoryContentsChanged|OnInventoryContentsChanged}}  | ||
| <code>void OnInventoryContentsChanged()</code>  | | <code>void OnInventoryContentsChanged()</code>  | ||
| 施法者物品库存发生变化  | | 施法者物品库存发生变化  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnItemEquipped|OnItemEquipped}}  | ||
| <code>void OnItemEquipped(handle hItem)</code>  | | <code>void OnItemEquipped(handle hItem)</code>  | ||
| ( HSCRIPT hItem ) 施法者装备了物品  | | ( HSCRIPT hItem ) 施法者装备了物品  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnOwnerDied|OnOwnerDied}}  | ||
| <code>void OnOwnerDied()</code>  | | <code>void OnOwnerDied()</code>  | ||
| 施法者死亡  | | 施法者死亡  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnOwnerSpawned|OnOwnerSpawned}}  | ||
| <code>void OnOwnerSpawned()</code>  | | <code>void OnOwnerSpawned()</code>  | ||
| 施法者第一次出生或重生  | | 施法者第一次出生或重生  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnProjectileHit|OnProjectileHit}}  | ||
| <code>bool OnProjectileHit(handle hTarget, Vector vLocation)</code>  | | <code>bool OnProjectileHit(handle hTarget, Vector vLocation)</code>  | ||
| (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)  | | (HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用)  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnProjectileThink|OnProjectileThink}}  | ||
| <code>void OnProjectileThink(Vector vLocation)</code>  | | <code>void OnProjectileThink(Vector vLocation)</code>  | ||
| (Vector vLocation) 投射物正在运动  | | (Vector vLocation) 投射物正在运动  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnSpellStart|OnSpellStart}}  | ||
| <code>void OnSpellStart()</code>  | | <code>void OnSpellStart()</code>  | ||
| 施法前摇结束,技能效果开始  | | 施法前摇结束,技能效果开始  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnStolen|OnStolen}}  | ||
| <code>void OnStolen(handle hSourceAbility)</code>  | | <code>void OnStolen(handle hSourceAbility)</code>  | ||
| ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为  | | ( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnToggle|OnToggle}}  | ||
| <code>void OnToggle()</code>  | | <code>void OnToggle()</code>  | ||
| 技能被开启/关闭  | | 技能被开启/关闭  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnUnStolen|OnUnStolen}}  | ||
| <code>void OnUnStolen()</code>  | | <code>void OnUnStolen()</code>  | ||
| 当技能未被窃取时,进行的某特殊行为  | | 当技能未被窃取时,进行的某特殊行为  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.OnUpgrade|OnUpgrade}}  | ||
| <code>void OnUpgrade()</code>  | | <code>void OnUpgrade()</code>  | ||
| 技能升级  | | 技能升级  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.ProcsMagicStick|ProcsMagicStick}}  | ||
| <code>bool ProcsMagicStick()</code>  | | <code>bool ProcsMagicStick()</code>  | ||
| 返回该技能是否会增加周围单位的魔棒点数  | | 返回该技能是否会增加周围单位的魔棒点数  | ||
|-    | |-    | ||
|   | | {{L|Dota 2 Workshop Tools/Scripting/API/CDOTA_Item_Lua.SpeakTrigger|SpeakTrigger}}  | ||
| <code>int SpeakTrigger()</code>  | | <code>int SpeakTrigger()</code>  | ||
| 返回所使用的语音类型  | | 返回所使用的语音类型  | ||
Latest revision as of 06:54, 11 July 2024
  
从Lua 获取 DOTA 2 scripts 接口
Lua 是一种动态类型语言dynamically typed,意味着在编写代码时你不需要显式地声明变量的类型。Lua 会在运行时自动推断变量的类型。然而,DOTA 2的引擎主要是用 C++ 编写的,C++ 是一种静态类型语言statically typed,要求程序员在编译时明确变量的类型。
当你使用 Lua 脚本与 DOTA 2 的 C++ API 交互时,由于这两种语言在类型处理上的差异,你需要特别注意你传递给 API 的数据类型。如果你尝试向 API 函数传递错误的数据类型,你将在 Vconsole(游戏内的控制台)中收到一个错误消息,告诉你传递了什么以及它期望的是什么类型。
例如,如果某个 API 函数期望接收一个整数作为参数,但你错误地传递了一个字符串,那么游戏引擎将无法正确处理这个参数,并且会在 Vconsole 中给出一个错误提示,告诉你期望一个整数但却收到了一个字符串。
因此,当你使用 Lua 调用 DOTA 2 的 C++ API 时,确保你了解每个函数期望的参数类型,并相应地传递正确的数据类型是非常重要的。这有助于避免运行时错误,并确保你的代码能够按预期工作。
Global
全局函数,可以被任何类使用。
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| AddFOWViewer | void AddFOWViewer(int int_1, Vector Vector_2, float float_3, float float_4, bool bool_5) 
 | 
为指定队伍增加临时视野 ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision) | 
| 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 | 
| CalcClosestPointOnEntityOBB | Vector CalcClosestPointOnEntityOBB(handle handle_1, Vector Vector_2)
 | 
计算实体的OBB上最接近的两个点。 | 
| CalcDistanceBetweenEntityOBB | float CalcDistanceBetweenEntityOBB(handle handle_1, handle handle_2)
 | 
计算两个实体的OBB间距离。如果返回值为负,代表输入值有错误。 返回值为0则代表OBB互相重叠。 | 
| CancelEntityIOEvents | void CancelEntityIOEvents(ehandle a)
 | 
为特定的实体创建所有输入/输出事件 | 
| ClearTeamCustomHealthbarColor | void ClearTeamCustomHealthbarColor(int int_1)( teamNumber ) 
 | 
清除自定义血条颜色。 | 
| 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 | 
| CreateHTTPRequest | handle CreateHTTPRequest(string string_1, string string_2) 
 | 
生成一个HTTP请求。 | 
| 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 | 
| CreateItemOnPositionForLaunch | handle CreateItemOnPositionForLaunch(Vector Vector_1, handle handle_2)
 | 
在给定地点生成一个实际物品。 目标地点可以是空中(但这不会清空这个位置) | 
| CreateItemOnPositionSync | handle CreateItemOnPositionSync(Vector a, handle b)
 | 
在给定位置创建一个可见的物品 | 
| CreateModifierThinker | handle CreateModifierThinker(handle handle_1, handle handle_2, string string_3, handle handle_4, Vector Vector_5, int int_6, bool bool_7)
 | 
生成一个不和任何NPC相关联的Modifier。 ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker ) | 
| CreateTempTree | void CreateTempTree(Vector Vector_1, float float_2)
 | 
生成一颗临时存在的树。 (vLocation, flDuration). | 
| 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) | 
| DoCleaveAttack | int DoCleaveAttack(handle handle_1, handle handle_2, handle handle_3, float float_4, float float_5, string string_6)
 | 
(hAttacker, hTarget, hAbility, fDamage, fRadius, effectName) | 
| 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 | 
| EmitAnnouncerSound | void EmitAnnouncerSound(string string_1)
 | 
对所有玩家播放播音员的声音。 | 
| EmitAnnouncerSoundForPlayer | void EmitAnnouncerSoundForPlayer(string string_1, int int_2)
 | 
对一位玩家播放播音员的音效。 | 
| EmitAnnouncerSoundForTeam | void EmitAnnouncerSoundForTeam(string string_1, int int_2)
 | 
对一方队伍成员播放播音员的音效。 | 
| EmitAnnouncerSoundForTeamOnLocation | void EmitAnnouncerSoundForTeamOnLocation(string string_1, int int_2, Vector Vector_3)
 | 
对在某个特定地点队伍成员播放播音员的音效 | 
| 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 | 
| EmitSoundOnLocationForAllies | void EmitSoundOnLocationForAllies(Vector Vector_1, string string_2, handle handle_3)
 | 
从处在某个地点的某个单位处播放音效,仅对这个单位的友军有效。(vLocation, soundName, hCaster) | 
| EmitSoundOnLocationWithCaster | void EmitSoundOnLocationWithCaster(Vector Vector_1, string string_2, handle handle_3)
 | 
从处在某个地点的某个单位处播放音效。 (vLocation, soundName, hCaster). | 
| 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 ) | 
| FindUnitsInLine | table FindUnitsInLine(int teamNumber, Vector vStartPos, Vector vEndPos, handle cacheUnit, float width, int teamFilter, int typeFilter, int flagFilter) 
 | 
在给定的一条线上用给定flags搜索单位 ( iTeamNumber, vStartPos, vEndPos, hCacheUnit, flWidth, iTeamFilter, iTypeFilter, iFlagFilter) | 
| 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 | 
| GetEntityIndexForTreeId | <unknown> GetEntityIndexForTreeId(unsigned unsigned_1)
 | 
对于指定为DOTA_UNIT_ORDER_CAST_TARGET_TREE下的entindex_target类型的树,这个方法用来获取其实体索引。 | 
| GetFrameCount | int GetFrameCount()
 | 
返回引擎当然的帧数 | 
| GetFrostyBoostAmount | float GetFrostyBoostAmount(int a, int b)
 | 
No Description Set | 
| GetFrostyPointsForRound | int GetFrostyPointsForRound(int a, int b, int c)
 | 
No Description Set | 
| GetGoldFrostyBoostAmount | float GetGoldFrostyBoostAmount(int a, int b)
 | 
No Description Set | 
| GetGoldFrostyPointsForRound | int GetGoldFrostyPointsForRound(int a, int b, int c)
 | 
No Description Set | 
| GetGroundHeight | float GetGroundHeight(Vector Vector_1, handle handle_2)
 | 
|
| 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 | 
| GetItemCost | int GetItemCost(string string_1)
 | 
通过名称获取一个物品的价格。 | 
| 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 | 
| GetTeamHeroKills | int GetTeamHeroKills(int int_1)
 | 
( int teamID ) | 
| GetTeamName | string GetTeamName(int teamNumber)
 | 
Returns the team name | 
| GetTreeIdForEntityIndex | int GetTreeIdForEntityIndex(int int_1)
 | 
获取已给定实体索引的树的ID | 
| 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 | 
| IsClient | bool IsClient()
 | 
Returns true if this is lua running from the client.dll. | 
| 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 | 
| IsServer | bool IsServer() 
 | 
当Lua代码是从Server.dll中被运行的时候,返回True。 | 
| IsValidEntity | bool IsValidEntity(handle a)
 | 
检查给定hScript是否为有效实体 | 
| IsInToolsMode | bool IsInToolsMode() 
 | 
当此Lua脚本在Dota2创意工坊工具模式下运行时返回true。 | 
| LimitPathingSearchDepth | void LimitPathingSearchDepth(float float_1)
 | 
设置寻路系统的搜索范围(应该是对于深度) | 
| LinkLuaModifier | void LinkLuaModifier(string modifier_name, string file_path, int motion_controller_type)
 | 
将一个Lua定义的Modifier和与其相关的类联系起来。如果这个Modifier的定义在Vscript根目录下,那么第二个argument (file_path) 可能会被忽略。 | 
| 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(?) | 
| MinimapEvent | void MinimapEvent(int int_1, handle handle_2, int int_3, int int_4, int int_5, int int_6)
 | 
设置一个小地图事件。 (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration). | 
| 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 | 
| ResolveNPCPositions | void ResolveNPCPositions(Vector Vector_1, float float_2)
 | 
Check and fix units that have been assigned a position inside collision radius of other NPCs. 检查并固定一个被分配到其他NPC的碰撞半径内的某位置的单位。 | 
| 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 | 
| 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()
 | 
No Description Set | 
| SendFrostyPointsMessageToGC | void SendFrostyPointsMessageToGC(handle a)
 | 
No Description Set | 
| SendOverheadEventMessage | void SendOverheadEventMessage(handle handle_1, int int_2, handle handle_3, int int_4, handle handle_5)
 | 
( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer和sourcePlayer 允许为nil。 - iMessageType是OVERHEAD_ALERT_分类中的一个。 | 
| 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 | 
| SetTeamCustomHealthbarColor | void SetTeamCustomHealthbarColor(int int_1, int int_2, int int_3, int int_4)
 | 
( teamNumber, r, g, b ) | 
| 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 | oid 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 | 
| StartSoundEventFromPosition | void StartSoundEventFromPosition(string string_1, Vector Vector_2)
 | 
在某个位置开始音效事件。 | 
| StartSoundEventFromPositionReliable | void StartSoundEventFromPositionReliable(string string_1, Vector Vector_2) 
 | 
通过可靠的传递,在某个位置开始音效事件。 | 
| StartSoundEventFromPositionUnreliable | void StartSoundEventFromPositionUnreliable(string string_1, Vector Vector_2)
 | 
通过随意的传递,在某个位置开始音效事件。 | 
| StartSoundEventReliable | void StartSoundEventReliable(string string_1, handle handle_2)
 | 
通过可靠的传递,开始音效事件。 | 
| StartSoundEventUnreliable | void StartSoundEventUnreliable(string string_1, handle handle_2)
 | 
通过随意的传递,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)
 | 
传递table - 输入: startpos, endpos, mask, ignore -- 输出: pos, fraction, hit, enthit, startsolid | 
| UnitFilter | int UnitFilter(handle handle_1, int int_2, int int_3, int int_4, int int_5)
 | 
当一个单位通过一系列过滤器时进行检查。 (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam | 
| 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)
 | 
No Description Set | 
| UTIL_MessageText | void UTIL_MessageText(int playerId, string message, int r, int g, int b, int a)
 | 
对特定的玩家显示信息。 | 
| 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)
 | 
在文本框内对所有玩家显示信息。 | 
| 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)
 | 
对某个玩家重新设置信息文本。 | 
| UTIL_ResetMessageTextAll | void UTIL_ResetMessageTextAll()
 | 
对所有玩家重新设置信息文本。 | 
| VectorToAngles | QAngle VectorToAngles(Vector a)
 | 
为Vector获取Qangle(没有滚动) | 
| Warning | void Warning(string a) 
 | 
输出警告 | 
CBaseEntity
The base class for stuff
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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) 
 | 
|
| 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() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| GetAngles | QAngle GetAngles() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| GetUpVector | Vector GetUpVector() 
 | 
获得实体的上方矢量 | 
| GetVelocity | Vector GetVelocity() 
 | 
No Description Set | 
| IsAlive | bool IsAlive() 
 | 
No Description Set. | 
| IsPlayer | bool IsPlayer() 
 | 
是否为玩家的实体 | 
| IsNull | bool IsNull() 
 | 
检查实体是否被C++删除了。 | 
| Kill | void Kill() 
 | 
No Description Set | 
| NextMovePeer | handle NextMovePeer() 
 | 
No Description Set | 
| 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( a:标示字符,b:执行函数 c:延迟执行的时间 ) | 
| 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) 
 | 
No Description Set | 
| SetMaxHealth | void SetMaxHealth(int maxHP) 
 | 
No Description Set | 
| SetModel | void SetModel(string modelName) 
 | 
No Description Set | 
| SetOrigin | void SetOrigin(Vector origin) 
 | 
No Description Set | 
| 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) 
 | 
No Description Set | 
| SetTeam | void SetTeam(int team) 
 | 
No Description Set | 
| SetVelocity | void SetVelocity(Vector a) 
 | 
No Description Set | 
| 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 | 
CEntities
No Description Set
Global accessor variable: Entities
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CEntityInstance
- extends CBaseEntity
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| FireOutput | void FireOutput(string outputName, handle activator, handle caller, table args, float delay) 
 | 
触发实体的输出 | 
| GetClassname | string GetClassname() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| GetIntAttr | int GetIntAttr(string a) 
 | 
获得整型属性 | 
| GetName | string GetName() 
 | 
No Description Set | 
| 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 | 
CDOTABaseAbility
- extends CBaseEntity
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| CastAbility | void CastAbility() 
 | 
No Description Set | 
| ContinueCasting | bool ContinueCasting() 
 | 
No Description Set | 
| CreateVisibilityNode | void CreateVisibilityNode(Vector a, float b, float c) 
 | 
No Description Set | 
| DecrementModifierRefCount | void DecrementModifierRefCount() 
 | 
No Description Set | 
| EndChannel | void EndChannel(bool a) 
 | 
参数: bool bInterrupted | 
| EndCooldown | void EndCooldown() 
 | 
刷新这个技能 | 
| GetAbilityDamage | int GetAbilityDamage() 
 | 
No Description Set | 
| GetAbilityDamageType | int GetAbilityDamageType() 
 | 
No Description Set | 
| GetAbilityIndex | int GetAbilityIndex() 
 | 
No Description Set | 
| GetAbilityName | string GetAbilityName() 
 | 
No Description Set | 
| GetAbilityKeyValues | table GetAbilityKeyValues() 
 | 
No Description Set | 
| GetAbilityTargetFlags | int GetAbilityTargetFlags() 
 | 
No Description Set | 
| GetAbilityTargetTeam | int GetAbilityTargetTeam() 
 | 
No Description Set | 
| GetAbilityTargetType | int GetAbilityTargetType() 
 | 
No Description Set | 
| GetAbilityType | int GetAbilityType() 
 | 
No Description Set | 
| GetAnimationIgnoresModelScale | bool GetAnimationIgnoresModelScale() 
 | 
No Description Set | 
| GetAssociatedPrimaryAbilities | string GetAssociatedPrimaryAbilities() 
 | 
No Description Set | 
| GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities() 
 | 
No Description Set | 
| GetAutoCastState | bool GetAutoCastState() 
 | 
No Description Set | 
| GetBackswingTime | float GetBackswingTime() 
 | 
No Description Set | 
| GetBehavior | int GetBehavior() 
 | 
No Description Set | 
| GetCaster | handle GetCaster() 
 | 
No Description Set | 
| GetCastPoint | float GetCastPoint() 
 | 
Returns the cast point of this ability. | 
| GetCastRange | int GetCastRange(Vector vLocation, handle hTarget) 
 | 
Returns the cast range of this ability. | 
| GetChannelledManaCostPerSecond | int GetChannelledManaCostPerSecond(int a) 
 | 
Returns the channeled mana cost per second of this ability if it's a channeling ability. | 
| GetChannelStartTime | float GetChannelStartTime() 
 | 
No Description Set | 
| GetChannelTime | float GetChannelTime() 
 | 
No Description Set | 
| GetCloneSource | handle GetCloneSource() 
 | 
No Description Set | 
| GetConceptRecipientType | int GetConceptRecipientType() 
 | 
No Description Set | 
| 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() 
 | 
No Description Set | 
| GetCooldownTimeRemaining | float GetCooldownTimeRemaining() 
 | 
No Description Set | 
| GetCursorPosition | Vector GetCursorPosition() 
 | 
Returns the target point vector from the last cast of this point-targeting ability . | 
| GetCursorTarget | handle GetCursorTarget() 
 | 
Returns the target unit from the last cast of this unit-targeting ability. | 
| GetCursorTargetingNothing | bool GetCursorTargetingNothing() 
 | 
No Description Set | 
| GetDuration | float GetDuration() 
 | 
No Description Set | 
| GetGoldCost | int GetGoldCost(int a) 
 | 
No Description Set | 
| GetGoldCostForUpgrade | int GetGoldCostForUpgrade(int a) 
 | 
No Description Set | 
| GetHeroLevelRequiredToUpgrade | int GetHeroLevelRequiredToUpgrade() 
 | 
No Description Set | 
| GetIntrinsicModifierName | string GetIntrinsicModifierName() 
 | 
No Description Set | 
| GetLevel | int GetLevel() 
 | 
获得技能目前的等级 | 
| GetLevelSpecialValueFor | table GetLevelSpecialValueFor(string a, int b) 
 | 
No Description Set | 
| GetManaCost | int GetManaCost(int a) 
 | 
No Description Set | 
| GetMaxLevel | int GetMaxLevel() 
 | 
No Description Set | 
| GetModifierValue | float GetModifierValue() 
 | 
No Description Set | 
| GetModifierValueBonus | float GetModifierValueBonus() 
 | 
No Description Set | 
| GetPlaybackRateOverride | float GetPlaybackRateOverride() 
 | 
No Description Set | 
| GetSharedCooldownName | string GetSharedCooldownName() 
 | 
No Description Set | 
| GetSpecialValueFor | table GetSpecialValueFor(string a) 
 | 
No Description Set | 
| GetStolenActivityModifier | string GetStolenActivityModifier() 
 | 
No Description Set | 
| GetToggleState | bool GetToggleState() 
 | 
No Description Set | 
| HeroXPChange | bool HeroXPChange(float a) 
 | 
No Description Set | 
| IncrementModifierRefCount | void IncrementModifierRefCount() 
 | 
No Description Set | 
| IsActivated | bool IsActivated() 
 | 
No Description Set | 
| IsAttributeBonus | bool IsAttributeBonus() 
 | 
No Description Set | 
| IsChanneling | bool IsChanneling() 
 | 
返回目前技能是否在施法状态 | 
| IsCooldownReady | bool IsCooldownReady() 
 | 
No Description Set | 
| IsCosmetic | bool IsCosmetic(handle hEntity) 
 | 
No Description Set | 
| IsFullyCastable | bool IsFullyCastable() 
 | 
返回技能能否被释放 | 
| IsHidden | bool IsHidden() 
 | 
No Description Set | 
| IsHiddenWhenStolen | bool IsHiddenWhenStolen() 
 | 
No Description Set | 
| IsInAbilityPhase | bool IsInAbilityPhase() 
 | 
返回技能目前是否在被释放 | 
| IsItem | bool IsItem() 
 | 
Returns whether this is an ability attached to an item. | 
| IsOwnersGoldEnough | bool IsOwnersGoldEnough(int a) 
 | 
No Description Set | 
| IsOwnersGoldEnoughForUpgrade | bool IsOwnersGoldEnoughForUpgrade() 
 | 
No Description Set | 
| IsOwnersManaEnough | bool IsOwnersManaEnough() 
 | 
No Description Set | 
| IsPassive | bool IsPassive() 
 | 
Returns whether this is a passive ability. | 
| IsSharedWithTeammates | bool IsSharedWithTeammates() 
 | 
No Description Set | 
| IsStealable | bool IsStealable() 
 | 
Returns whether this ability can be stealed (by Rubick's ultimate). | 
| IsStolen | bool IsStolen() 
 | 
Returns whether this ability has been stolen. | 
| IsToggle | bool IsToggle() 
 | 
No Description Set | 
| IsTrained | bool IsTrained() 
 | 
No Description Set | 
| MarkAbilityButtonDirty | void MarkAbilityButtonDirty() 
 | 
标记这个技能图标表示需要刷新 | 
| NumModifiersUsingAbility | int NumModifiersUsingAbility() 
 | 
No Description Set | 
| OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted() 
 | 
No Description Set | 
| OnAbilityPhaseStart | bool OnAbilityPhaseStart() 
 | 
No Description Set | 
| OnAbilityPinged | void OnAbilityPinged() 
 | 
No Description Set | 
| OnChannelFinish | void OnChannelFinish(bool a) 
 | 
No Description Set | 
| OnChannelThink | void OnChannelThink(float a) 
 | 
No Description Set | 
| OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus() 
 | 
No Description Set | 
| OnHeroLevelUp | void OnHeroLevelUp() 
 | 
No Description Set | 
| OnInventoryContentsChanged | void OnInventoryContentsChanged() 
 | 
No Description Set | 
| OnOwnerDied | void OnOwnerDied() 
 | 
No Description Set | 
| OnOwnerSpawned | void OnOwnerSpawned() 
 | 
No Description Set | 
| OnSpellStart | void OnSpellStart() 
 | 
No Description Set | 
| OnToggle | void OnToggle() 
 | 
No Description Set | 
| OnUpgrade | void OnUpgrade() 
 | 
No Description Set | 
| PayGoldCost | void PayGoldCost() 
 | 
No Description Set | 
| PayGoldCostForUpgrade | void PayGoldCostForUpgrade() 
 | 
No Description Set | 
| PayManaCost | void PayManaCost() 
 | 
No Description Set | 
| PlaysDefaultAnimWhenStolen | bool PlaysDefaultAnimWhenStolen() 
 | 
No Description Set | 
| ProcsMagicStick | bool ProcsMagicStick() 
 | 
Returns whether this ability procs magic stick. | 
| RefCountsModifiers | bool RefCountsModifiers() 
 | 
No Description Set | 
| RefundManaCost | void RefundManaCost() 
 | 
No Description Set | 
| ResetToggleOnRespawn | bool ResetToggleOnRespawn() 
 | 
No Description Set | 
| SetAbilityIndex | void SetAbilityIndex(int a) 
 | 
No Description Set | 
| SetActivated | void SetActivated(bool a) 
 | 
No Description Set | 
| SetChanneling | void SetChanneling(bool a) 
 | 
No Description Set | 
| SetHidden | void SetHidden(bool a) 
 | 
No Description Set | 
| SetInAbilityPhase | void SetInAbilityPhase(bool a) 
 | 
No Description Set | 
| SetLevel | void SetLevel(int a) 
 | 
设置这个技能的等级 | 
| SetOverrideCastPoint | void SetOverrideCastPoint(float a) 
 | 
No Description Set | 
| SetRefCountsModifiers | void SetRefCountsModifiers(bool a) 
 | 
No Description Set | 
| SetStolen | void SetStolen(bool a) 
 | 
No Description Set | 
| ShouldUseResources | bool ShouldUseResources() 
 | 
No Description Set | 
| SpeakAbilityConcept | void SpeakAbilityConcept(int a) 
 | 
No Description Set | 
| SpeakTrigger | bool SpeakTrigger() 
 | 
No Description Set | 
| StartCooldown | void StartCooldown(float a) 
 | 
参数:fl冷却时间? | 
| ToggleAbility | void ToggleAbility() 
 | 
No Description Set | 
| ToggleAutoCast | void ToggleAutoCast() 
 | 
No Description Set | 
| UpgradeAbility | void UpgradeAbility() 
 | 
No Description Set | 
| UseResources | void UseResources(bool a, bool b, bool c) 
 | 
No Description Set | 
CDOTA_Ability_Animation_Attack
- extends CDOTABaseAbility
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| SetPlaybackRate | void SetPlaybackRate(float a) 
 | 
重写播放速率 | 
CDOTA_Ability_Animation_TailSpin
- extends CDOTABaseAbility
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CDOTA_Item
- extends CDOTABaseAbility
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| GetContainer | handle GetContainer()
 | 
获得物品所有者 | 
| GetCost | int GetCost()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| IsAlertableItem | bool IsAlertableItem() 
 | 
|
| IsPermanent | bool IsPermanent()
 | 
判断物品是否非消耗品 | 
| IsCastOnPickup | bool IsCastOnPickup()
 | 
判断物品是否可以被捡起。 | 
| IsCombinable | bool IsCombinable()
 | 
判断物品是否可以合成。 | 
| IsDisassemblable | bool IsDisassemblable()
 | 
判断物品是否可以被拆分。 | 
| IsDroppable | bool IsDroppable() 
 | 
判断物品是否可以被丢弃。 | 
| IsItem | bool IsItem()
 | 
判断是否是物品。 | 
| IsKillable | bool IsKillable()
 | 
判断是否可以被击杀。 | 
| IsMuted | bool IsMuted()
 | 
判断是否可以被禁用(?) | 
| IsPermanent | bool IsPermanent()
 | 
判断物品是否是永久性的 | 
| IsPurchasable | bool IsPurchasable()
 | 
判断物品是否可以被购买。 | 
| IsRecipe | bool IsRecipe()
 | 
判断物品是否是卷轴。 | 
| IsRecipeGenerated | bool IsRecipeGenerated()
 | 
判断物品是否是由卷轴合成的。 | 
| IsSellable | bool IsSellable()
 | 
判断物品是否可以被出售。 | 
| IsStackable | bool IsStackable()
 | 
判断物品是否可以叠加。 | 
| LaunchLoot | void LaunchLoot(bool useOnContact, float height, float flDuration, Vector destination)
 | 
当物品掉落在地面时,将物品发射出去,使其落在某个地点。 | 
| LaunchLootInitialHeight | void LaunchLootInitialHeight(bool bAutoUse, float flInitialHeight, float flLaunchHeight, float flDuration, Vector vEndPoint)
 | 
设置发射物品时的初始高度。 | 
| RequiresCharges | bool RequiresCharges() 
 | 
判断物品是否需要充能。 | 
| 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)
 | 
No Description Set | 
| StacksWithOtherOwners | bool StacksWithOtherOwners()
 | 
No Description Set | 
| Think | void Think()
 | 
判断此物品 | 
CDOTA_Item_Physical
- extends CBaseAnimating
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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? | 
CDOTA_Item_DataDriven
- extends CDOTA_Item
 
'
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| ApplyDataDrivenModifier | void ApplyDataDrivenModifier(handle source, handle target, string modifier_name, handle modifierArgs) 
 | 
应用一个数据驱动的Mordifier。 | 
| ApplyDataDrivenThinker | handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) 
 | 
应用一个数据驱动的计时器到指定地点。 | 
CDOTA_Unit_Nian
- extends CDOTA_BaseNPC_Creature
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| GetHorn | handle GetHorn() 
 | 
获取年兽角 | 
| GetTail | handle GetTail() 
 | 
获取年兽尾巴 | 
| IsHornAlive | bool IsHornAlive() 
 | 
年兽的角巴是否损坏? | 
| IsTailAlive | bool IsTailAlive() 
 | 
年兽的尾巴是否损坏? | 
CBasePlayer
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| GetHMDAvatar | handle GetHMDAvatar()
 | 
Returns the HMD Avatar entity for this player if it exists. | 
| IsNoclipping | bool IsNoclipping()
 | 
玩家处于穿墙模式(noclip mode)下返回true | 
| IsSteamControllerButtonPressed | bool IsSteamControllerButtonPressed(int nControllerNumber, int nButton)
 | 
当Steam控制按钮被按下时,返回True。 | 
| IsUsePressed | bool IsUsePressed()
 | 
当使用按钮被按下时,返回True。 | 
| IsVRControllerButtonPressed | bool IsVRControllerButtonPressed(int nButton)
 | 
当VR控制按钮被按下时,返回True。 | 
| Quit | void Quit()
 | 
从脚本中退出游戏。 | 
CDOTAPlayer
- extends CBaseAnimating
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| GetAssignedHero | handle GetAssignedHero() 
 | 
获取该玩家的英雄 | 
| GetControlledRPGUnit | handle GetControlledRPGUnit() 
 | 
获取该玩家控制的RPG单位 | 
| GetPlayerID | int GetPlayerID() 
 | 
获取该玩家的官方玩家ID(PlayerID)玩家不在队伍中时返回-1 | 
| MakeRandomHeroSelection | void MakeRandomHeroSelection() 
 | 
随机该玩家的英雄 | 
| SetKillCamUnit | void SetKillCamUnit(handle a) 
 | 
设置英雄的击杀镜头单位(kill cam unit) | 
| SetMusicStatus | void SetMusicStatus(int nMusicStatus, float flIntensity) 
 | 
设置玩家的音乐状态,注意这只有在dota_music_battle_enable为off时才会有效 | 
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 | unsigned GetBroadcasterChannel(int a) 
 | 
No Description Set | 
| GetBroadcasterChannelSlot | unsigned 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 | int GetConnectionState(int iPlayerID) 
 | 
返回一个指示玩家连接状态的数字。 0 - 无连接. 1 - 机器人连入. 2 - 玩家连入. 3 机器人/玩家断线. | 
| 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) 
 | 
返回玩家要加入的队伍编号 | 
| 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) 
 | 
返回指定玩家现有金钱量 | 
| 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) 
 | 
返回指定玩家击杀次数 | 
| GetKillsDoneToHero | int GetKillsDoneToHero(int attackerPlayerID, int victimPlayerID) 
 | 
返回攻击者(第一个参数)杀死指定受害者(第二个参数)的次数 | 
| 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 | 
| GetOriginalLobbyTeam | int GetOriginalLobbyTeam(int iPlayerID) 
 | 
获取玩家在房间中所属的初始队伍。 当没有房间信息时,返回DOTA_TEAM_NOTEAM。 | 
| GetPlayer | handle GetPlayer(int playerID) 
 | 
No Description Set | 
| GetPlayerCount | int GetPlayerCount() 
 | 
获取未加入队伍的观战者和玩家数量。 | 
| GetPlayerCountForTeam | int GetPlayerCountForTeam(int iTeam) 
 | 
获取队伍中的玩家数量。 | 
| 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) 
 | 
返回指定玩家现有可靠金钱量 | 
| 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) 
 | 
获取32位SteamID | 
| GetSteamID | unsigned GetSteamID(int iPlayerID) 
 | 
获取64位SteamID | 
| 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 | 
| GetTeamPlayerCount | int GetTeamPlayerCount() 
 | 
获取处于有效队伍(天辉,夜魇,或者自定义队伍)的玩家数量。 | 
| 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) 
 | 
返回指定玩家现有不可靠金钱量 | 
| GetXPPerMin | float GetXPPerMin(int a) 
 | 
No Description Set | 
| HasCustomGameTicketForPlayerID | bool HasCustomGameTicketForPlayerID(int iPlayerID) 
 | 
当玩家拥有通行证时返回true | 
| 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) 
 | 
(玩家ID,英雄职业名,金钱,经验值) - 将玩家的英雄替换成指定的英雄、金钱和经验值 | 
| 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) 
 | 
(玩家ID,实体) - 强制玩家镜头跟随目标实体 | 
| SetCustomBuybackCooldown | void SetCustomBuybackCooldown(int a, float b) 
 | 
设置玩家买活冷却时间 | 
| SetCustomBuybackCost | void SetCustomBuybackCost(int a, int b) 
 | 
设置玩家买活花费 | 
| SetCustomPlayerColor | void SetCustomPlayerColor(int iPlayerID, int r, int g, int b) 
 | 
为玩家设定自定义颜色(将显示在小地图,计分板等)。 | 
| SetCustomTeamAssignment | void SetCustomTeamAssignment(int playerIndex, int teamToJoin) 
 | 
设置玩家要加入的队伍 | 
| SetGold | void SetGold(int playerID, int amount, bool reliableGold) 
 | 
设置玩家的可靠/不可靠金钱数 | 
| 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 | 
| SetOverrideSelectionEntity | void SetOverrideSelectionEntity(int nPlayerID, handle hEntity)   
 | 
强制玩家选择实体。 | 
| 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 | handle AddAbility(string a)
 | 
以技能名称为该单位新增技能,并且返回该技能句柄。 | 
| AddItem | handle AddItem(handle a)v
 | 
增加物品到该单位的库存 。 | 
| AddItemByName | handle AddItemByName(string pszItemName)
 | 
向玩家的库存添加一个物品。 | 
| AddNewModifier | handle AddNewModifier(handle caster, handle optionalSourceAbility, string modifierName, handle modifierData)
 | 
为该单位增加修改器。 | 
| AddNoDraw | void AddNoDraw()
 | 
为单位添加No Draw的flag。 | 
| AddSpeechBubble | void AddSpeechBubble(int iBubble, string pszSpeech, float flDuration, unsigned unOffsetX, unsigned unOffsetY)
 | 
为单位添加一个会话气泡(可同时存在1-4个)。 | 
| AlertNearbyUnits | void AlertNearbyUnits(handle hAttacker, handle hAbility)
 | 
No Description Set | 
| AngerNearbyUnits | void AngerNearbyUnits()
 | 
No Description Set | 
| AttackNoEarlierThan | void AttackNoEarlierThan(float a)
 | 
No Description Set | 
| AttackReady | bool AttackReady()
 | 
No Description Set | 
| BoundingRadius2D | float BoundingRadius2D()
 | 
No Description Set | 
| CanEntityBeSeenByMyTeam | bool CanEntityBeSeenByMyTeam(handle a)
 | 
Check FoW to see if an entity is visible. | 
| CanSellItems | bool CanSellItems()
 | 
Query if this unit can sell items. | 
| 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 ) 。 | 
| DestroyAllSpeechBubbles | void DestroyAllSpeechBubbles()
 | 
|
| 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)
 | 
将物品扔在指定地点。 | 
| DropItemAtPositionImmediate | void DropItemAtPositionImmediate(handle a, Vector b)
 | 
立即将物品扔在指定地点。 | 
| 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。 | 
| FindAllModifiers | table FindAllModifiers() 
 | 
以table形式返回该单位所具有的所有Modifier。 | 
| FindAllModifiersByName | table FindAllModifiersByName(string pszScriptName)
 | 
根据Modifier的名字,以table形式返回该单位所具有的modifier。 | 
| FindModifierByName | handle FindModifierByName(string pszScriptName)
 | 
根据给定的名称,返回modifier的句柄。如果没有找到该名称,将返回nil。 | 
| FindModifierByNameAndCaster | handle FindModifierByNameAndCaster(string pszScriptName, handle hCaster)
 | 
根据给定的名称,返回某施法者所具有modifier的句柄。如果没有找到该名称,将返回nil。 | 
| 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。0是第一个技能 | 
| 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。 | 
| GetAggroTarget | handle GetAggroTarget()Returns this unit's aggro target. 
 | 
获取该单位的仇恨目标。 | 
| GetAttackAnimationPoint | float GetAttackAnimationPoint()
 | 
No Description Set | 
| GetAttackCapability | int GetAttackCapability() 
 | 
获取单位的攻击力。 | 
| 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()
 | 
No Description Set | 
| 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)
 | 
Parameter: bAttack | 
| GetCloneSource | handle GetCloneSource()
 | 
获取米波的主身(如果这个单位是米波)。 | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| GetGoldBounty | int GetGoldBounty()
 | 
获取该单位的击杀金钱奖赏。 | 
| GetHasteFactor | float GetHasteFactor()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| 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。 | 
| GetMaximumGoldBounty | int GetMaximumGoldBounty()
 | 
获取击杀该单位所得的最大金钱。 | 
| GetMaxMana | float GetMaxMana()
 | 
获取单位的最大法力值。 | 
| GetMinimumGoldBounty | int GetMinimumGoldBounty()
 | 
获取击杀该单位所得的最小金钱。 | 
| 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 | int GetModifierStackCount(string modifierName, handle b)
 | 
Gets the stack count of a given modifier. | 
| GetMoveSpeedModifier | float GetMoveSpeedModifier(float a)
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| GetRangeToUnit | float GetRangeToUnit(handle a)
 | 
No Description Set | 
| GetSecondsPerAttack | float GetSecondsPerAttack()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| HasFlyingVision | bool HasFlyingVision()
 | 
No Description Set | 
| HasFlyMovementCapability | bool HasFlyMovementCapability()
 | 
No Description Set | 
| HasGroundMovementCapability | bool HasGroundMovementCapability()
 | 
No Description Set | 
| HasInventory | bool HasInventory()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| HasScepter | bool HasScepter()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| InterruptChannel | void InterruptChannel()
 | 
No Description Set | 
| InterruptMotionControllers | void InterruptMotionControllers(bool a)
 | 
Parameter boolean determines finding clear space. | 
| 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()
 | 
No Description Set | 
| IsAttacking | bool IsAttacking()
 | 
No Description Set | 
| IsAttackingEntity | bool IsAttackingEntity(handle a)
 | 
No Description Set | 
| IsBlind | bool IsBlind()
 | 
No Description Set | 
| IsBlockDisabled | bool IsBlockDisabled()
 | 
No Description Set | 
| IsCommandRestricted | bool IsCommandRestricted()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| IsDisarmed | bool IsDisarmed()
 | 
No Description Set | 
| IsDominated | bool IsDominated()
 | 
No Description Set | 
| IsEvadeDisabled | bool IsEvadeDisabled()
 | 
No Description Set | 
| IsFrozen | bool IsFrozen()
 | 
No Description Set | 
| IsHardDisarmed | bool IsHardDisarmed()
 | 
No Description Set | 
| IsHero | bool IsHero()
 | 
此单位是否为英雄或英雄幻象? | 
| IsHexed | bool IsHexed()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| IsInvulnerable | bool IsInvulnerable()
 | 
No Description Set | 
| IsLowAttackPriority | bool IsLowAttackPriority()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| IsMuted | bool IsMuted()
 | 
No Description Set | 
| IsNeutralUnitType | bool IsNeutralUnitType()
 | 
该单位是否为野怪? | 
| IsNightmared | bool IsNightmared()
 | 
No Description Set | 
| IsOpposingTeam | bool IsOpposingTeam(int a)
 | 
No Description Set | 
| IsOutOfGame | bool IsOutOfGame()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| IsSilenced | bool IsSilenced()
 | 
该单位是否被沉默? | 
| IsSoftDisarmed | bool IsSoftDisarmed()
 | 
No Description Set | 
| IsSpeciallyDeniable | bool IsSpeciallyDeniable()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| IsUnselectable | bool IsUnselectable()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| MakePhantomBlocker | void MakePhantomBlocker()
 | 
No Description Set | 
| MakeVisibleDueToAttack | void MakeVisibleDueToAttack(int a)
 | 
No Description Set | 
| MakeVisibleToTeam | void MakeVisibleToTeam(int a, float b)
 | 
No Description Set | 
| ManageModelChanges | void ManageModelChanges()
 | 
|
| 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()
 | 
No Description Set | 
| NoTeamMoveTo | bool NoTeamMoveTo()
 | 
No Description Set | 
| NoTeamSelect | bool NoTeamSelect()
 | 
No Description Set | 
| NotifyWearablesOfModelChange | void NotifyWearablesOfModelChange(bool bOriginalModel) 
 | 
通知模型的可穿戴性发生了改变。 | 
| NotOnMinimap | bool NotOnMinimap()
 | 
No Description Set | 
| NotOnMinimapForEnemies | bool NotOnMinimapForEnemies()
 | 
No Description Set | 
| NoUnitCollision | bool NoUnitCollision()
 | 
No Description Set | 
| PassivesDisabled | bool PassivesDisabled()
 | 
No Description Set | 
| PerformAttack | void PerformAttack(handle hTarget, bool bUseCastAttackOrb, bool bProcessProcs, bool bSkipCooldown, bool bIgnoreInvis, bool bUseProjectile)
 | 
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()
 | 
No Description Set | 
| Purge | void Purge(bool bRemovePositiveBuffs, bool bRemoveDebuffs, bool bFrameOnly, bool bRemoveStuns, bool bRemoveExceptions)
 | 
(bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions 根据增益、减益等一系列条件,清除单位的BUFF。 | 
| 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。 | 
| RemoveGesture | void RemoveGesture(int nActivity)  
 | 
移除某个动作。 | 
| RemoveHorizontalMotionController | void RemoveHorizontalMotionController(handle hBuff) 
 | 
移除水平方向上的运动控制器。 | 
| 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. | 
| RemoveVerticalMotionController | void RemoveVerticalMotionController(handle hBuff)
 | 
移除垂直方向上的运动控制器。 | 
| RespawnUnit | void RespawnUnit()
 | 
复活该单位。 | 
| TakeItem | void TakeItem(handle hItem) 
 | 
隐藏物品 | 
| SellItem | void SellItem(handle a)
 | 
卖出该单位的物品。 | 
| SetAbilityByIndex | void SetAbilityByIndex(handle hAbility, int iIndex) 
 | 
改变技能Index | 
| 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。 | 
| SetAggroTarget | void SetAggroTarget(handle hAggroTarget)
 | 
将这个单位的仇恨目标设为某个单位。 | 
| SetAttackCapability | void SetAttackCapability(int a)
 | 
No Description Set | 
| SetAttacking | void SetAttacking(handle a)
 | 
No Description Set | 
| SetBaseAttackTime | void SetBaseAttackTime(float a)
 | 
No Description Set | 
| 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)
 | 
No Description Set | 
| 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。 | 
| SetCanSellItems | void SetCanSellItems(bool bCanSell)
 | 
设置这个单位是否能出售物品。 | 
| 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)
 | 
No Description Set | 
| SetCursorPosition | void SetCursorPosition(Vector a)
 | 
No Description Set | 
| SetCursorTargetingNothing | void SetCursorTargetingNothing(bool a)
 | 
No Description Set | 
| 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。 | 
| SetDeathXP | void SetDeathXP(int iXPBounty)
 | 
Set the XP bounty on this unit | 
| SetForceAttackTarget | void SetForceAttackTarget(handle a)
 | 
No Description Set | 
| SetHasInventory | void SetHasInventory(bool a)
 | 
No Description Set | 
| SetHullRadius | void SetHullRadius(float a)
 | 
设置该单位的碰撞半径。 | 
| SetIdleAcquire | void SetIdleAcquire(bool a)
 | 
No Description Set | 
| 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)
 | 
No Description Set | 
| 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。 | 
| SetOrigin | void SetOrigin(Vector vLocation)
 | 
设置单位位置。 | 
| 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)
 | 
No Description Set | 
| SetRenderAlpha | void SetRenderAlpha( int alpha ) 
 | 
No Description Set | 
| SetStolenScepter | void SetStolenScepter(bool a)
 | 
No Description Set | 
| SetUnitName | void SetUnitName(string a)
 | 
No Description Set | 
| ShouldIdleAcquire | bool ShouldIdleAcquire()
 | 
No Description Set | 
| SpendMana | void SpendMana(float a, handle b)
 | 
消耗魔力,可以用在技能消耗或使用物品。 | 
| StartGesture | void StartGesture(int nActivity)
 | 
向单位添加给定的动作。 | 
| StartGestureWithPlaybackRate | void StartGestureWithPlaybackRate(int nActivity, float flRate ) 
 | 
向单位添加给定的动作,带有自定义的动作速度。 | 
| 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。 | 
| SwapItems | void SwapItems(int nSlot1, int nSlot2)
 | 
交换两个物品的位置。 | 
| TimeUntilNextAttack | float TimeUntilNextAttack()
 | 
No Description Set | 
| TriggerModifierDodge | bool TriggerModifierDodge()
 | 
No Description Set | 
| 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 | 
| TriggerSpellReflect | void TriggerSpellReflect(handle hAbility)
 | 
触发类似于清莲宝珠一样的效果。 | 
| UnitCanRespawn | bool UnitCanRespawn()
 | 
No Description Set | 
CDOTA_BaseNPC_Hero
- extends CDOTA_BaseNPC
 
'
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
| GetAdditionalOwnedUnits | table GetAdditionalOwnedUnits()
 | 
返回玩家拥有的额外单位 | 
| 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)
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| GetNumItemsInInventory | int GetNumItemsInInventory()
 | 
返回玩家拥有的物品数量。 | 
| GetNumItemsInStash | int GetNumItemsInStash()
 | 
返回玩家储藏处内 | 
| 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 | 
| GetRespawnsDisabled | bool GetRespawnsDisabled()
 | 
返回该英雄是否被禁止复活。 | 
| 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 | 
| GetTogglableWearable | handle GetTogglableWearable(int nSlotType)
 | 
返回物品栏中可佩带(可切换)的物品。 | 
| 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()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
| RecordLastHit | void RecordLastHit()
 | 
No Description Set | 
| RespawnHero | void RespawnHero(bool buyback, bool IsActuallyBeingSpawnedForTheFirstTime, bool RespawnPenalty)
 | 
|
| 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 | 
| SetBotDifficulty | void SetBotDifficulty(int nDifficulty)
 | 
设置人机对战的难度。 | 
| 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)
 | 
GameRules boolean must be set for this to work!}} | 
| SetGold | void SetGold(int amount, bool reliableGold)
 | 
设置英雄拥有者的金钱 | 
| SetPlayerID | void SetPlayerID(int a)
 | 
No Description Set | 
| SetPrimaryAttribute | void SetPrimaryAttribute(int nPrimaryAttribute)
 | 
设置英雄的主属性值。 | 
| SetRespawnPosition | void SetRespawnPosition(Vector a)
 | 
No Description Set | 
| SetRespawnsDisabled | void SetRespawnsDisabled(bool bDisableRespawns)
 | 
禁止英雄复活。 | 
| SetTimeUntilRespawn | void SetTimeUntilRespawn(float a)
 | 
No Description Set | 
| ShouldDoFlyHeightVisual | bool ShouldDoFlyHeightVisual()
 | 
No Description Set | 
| SpendGold | void SpendGold(int amount, int reason)
 | 
参数: int 金钱, int 原因 | 
| UnitCanRespawn | bool UnitCanRespawn()
 | 
No Description Set | 
| 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()
 | 
No Description Set | 
CDOTA_BaseNPC_Creature
- extends CDOTA_BaseNPC
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CDOTA_BaseNPC_Building
- extends CDOTA_BaseNPC
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| GetInvulnCount | int GetInvulnCount() 
 | 
返回建筑无敌计数 | 
| SetInvulnCount | void SetInvulnCount(int a) 
 | 
设置建筑无敌计数 | 
CRPG_Unit
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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) | 
CDOTABaseGameMode
- extends CBaseEntity
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| ClearAbilityTuningValueFilter | void ClearAbilityTuningValueFilter()
 | 
清除脚本过滤器--有关技能中所用到的调整值的 | 
| ClearBountyRunePickupFilter | void ClearBountyRunePickupFilter()
 | 
清除脚本过滤器--控制触发赏金符时的行为的 | 
| ClearDamageFilter | void ClearDamageFilter()
 | 
清除脚本过滤器--控制单位造成伤害 | 
| ClearExecuteOrderFilter | void ClearExecuteOrderFilter()
 | 
清除脚本过滤器--在单位捡起物品时生效的 | 
| ClearItemAddedToInventoryFilter | void ClearItemAddedToInventoryFilter() 
 | 
清除脚本过滤器--在物品放入物品栏时生效的 | 
| ClearModifierGainedFilter | void ClearModifierGainedFilter()
 | 
清除脚本过滤器--控制Modifier控制器的 | 
| ClearModifyExperienceFilter | void ClearModifyExperienceFilter()
 | 
清除脚本过滤器--控制单位的经验机制的 | 
| ClearModifyGoldFilter | void ClearModifyGoldFilter()
 | 
清除脚本过滤器--控制英雄金钱机制的 | 
| ClearRuneSpawnFilter | void ClearRuneSpawnFilter()
 | 
清除脚本过滤器--控制神符刷新的 | 
| ClearTrackingProjectileFilter | void ClearTrackingProjectileFilter()
 | 
清除脚本过滤器--控制追踪投射物的 | 
| 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 | 
| GetAlwaysShowPlayerNames | bool GetAlwaysShowPlayerNames() 
 | 
No Description Set | 
| GetAlwaysShowPlayerInventory | bool GetAlwaysShowPlayerInventory()
 | 
返回是否不论任何单位被选中,始终在HUD上显示英雄的物品库存 | 
| GetAnnouncerDisabled | bool GetAnnouncerDisabled()
 | 
返回游戏内播音员是否被禁用 | 
| GetCameraDistanceOverride | float GetCameraDistanceOverride()
 | 
返回是否设置摄像机距离Dota内的默认值为1134 | 
| GetCustomBuybackCooldownEnabled | bool GetCustomBuybackCooldownEnabled()
 | 
返回是否允许自定义的买活CD | 
| GetCustomBuybackCostEnabled | bool GetCustomBuybackCostEnabled()
 | 
返回是否允许自定义的买活金钱 | 
| GetCustomHeroMaxLevel | int GetCustomHeroMaxLevel()
 | 
返回是否允许改变英雄的最高等级(默认25) | 
| GetFixedRespawnTime | float GetFixedRespawnTime() 
 | 
返回是否返回固定的复活时间 | 
| GetFogOfWarDisabled | bool GetFogOfWarDisabled()
 | 
返回是否关闭/开启战争迷雾 | 
| GetGoldSoundDisabled | bool GetGoldSoundDisabled()
 | 
返回是否开启/关闭获得金钱时的音效 | 
| GetMaximumAttackSpeed | int GetMaximumAttackSpeed()
 | 
获取单位的最大攻击速度 | 
| GetMinimumAttackSpeed | int GetMinimumAttackSpeed()
 | 
获取单位的最小攻击速度 | 
| GetRecommendedItemsDisabled | bool GetRecommendedItemsDisabled()
 | 
返回是否开启/关闭推荐出装在商店中的显示 | 
| GetStashPurchasingDisabled | bool GetStashPurchasingDisabled()
 | 
返回是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品 | 
| GetStickyItemDisabled | bool GetStickyItemDisabled()
 | 
返回是否隐藏快速购买处的物品 | 
| GetTopBarTeamValuesOverride | bool GetTopBarTeamValuesOverride()
 | 
返回是否覆盖游戏界面顶部的队伍比分 | 
| GetTopBarTeamValuesVisible | bool GetTopBarTeamValuesVisible()
 | 
返回是否关闭/开启游戏界面顶部的队伍比分 | 
| GetTowerBackdoorProtectionEnabled | bool GetTowerBackdoorProtectionEnabled()
 | 
返回是否启用/禁用偷塔保护 | 
| GetUseCustomHeroLevels | bool GetUseCustomHeroLevels()
 | 
返回自定义经验机制是否被使用 | 
| IsBuybackEnabled | bool IsBuybackEnabled()
 | 
返回是否启用/禁用买活 | 
| SetAbilityTuningValueFilter | void SetAbilityTuningValueFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制技能所用到的调整值(修改数据table并返回True来使用新值,, 返回False来使用旧值) | 
| SetAlwaysShowPlayerNames | void SetAlwaysShowPlayerNames(bool bShow) 
 | 
No Description Set | 
| SetAlwaysShowPlayerInventory | void SetAlwaysShowPlayerInventory(bool bAlwaysShow)
 | 
不论任何单位被选中,始终在HUD上显示英雄的物品库存 | 
| SetAnnouncerDisabled | void SetAnnouncerDisabled(bool enabled)
 | 
禁用播音员 | 
| SetBotsAlwaysPushWithHuman | void SetBotsAlwaysPushWithHuman(bool bAlwaysPush)
 | 
设置Bot玩家是否总是跟从人类玩家进行推进 | 
| SetBotsInLateGame | void SetBotsInLateGame(bool bLateGame)
 | 
Set if bots should enable their late game behavior. | 
| SetBotsMaxPushTier | void SetBotsMaxPushTier(int nMaxTier)
 | 
设置Bot玩家将推进到哪一级别的防御塔(-1代表不推进) | 
| 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 | 
| SetBountyRunePickupFilter | void SetBountyRunePickupFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制触发赏金符时的行为(改变数据表并返回True来使用新值, 返回False来取消事件) | 
| 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 | 
| SetCustomGameForceHero | void SetCustomGameForceHero(string pHeroName)
 | 
强制单人游戏英雄的选择 | 
| 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) | 
| SetDamageFilter | void SetDamageFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制单位受到伤害时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件) | 
| SetExecuteOrderFilter | void SetExecuteOrderFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制单位捡起物品时的行为 (改变数据表并返回True来使用新值, 返回False来取消事件) | 
| 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 | 
| SetFountainConstantManaRegen | void SetFountainConstantManaRegen(float flConstantManaRegen)
 | 
设定泉水给予的固定魔法的恢复速率(默认为-1) | 
| SetFountainPercentageHealthRegen | void SetFountainPercentageHealthRegen(float flPercentageHealthRegen)
 | 
设定泉水给予的的百分比生命恢复速率(默认为-1) | 
| SetFountainPercentageManaRegen | void SetFountainPercentageManaRegen(float flPercentageManaRegen)
 | 
设定泉水给予的百分比魔法恢复速率(默认为-1) | 
| SetGoldSoundDisabled | void SetGoldSoundDisabled(bool a)
 | 
是否禁止获取金钱时的声音提示 | 
| SetHUDVisible | void SetHUDVisible(int iHUDElement, bool bVisible)
 | 
设置HUD元素是否可见 | 
| SetItemAddedToInventoryFilter | void SetItemAddedToInventoryFilter(handle hFunction, handle hContext) 
 | 
设置一个过滤器,用来控制物品被放入物品栏时的行为。 | 
| SetLoseGoldOnDeath | void SetLoseGoldOnDeath(bool bEnabled)
 | 
设置禁用死亡时损失金钱 | 
| SetMaximumAttackSpeed | void SetMaximumAttackSpeed(int nMaxSpeed)
 | 
设置单位的最大攻击速度 | 
| SetMinimumAttackSpeed | void SetMinimumAttackSpeed(int nMinSpeed)
 | 
设置单位的最小攻击速度 | 
| SetModifierGainedFilter | void SetModifierGainedFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制Modifier的获得, 返回Flase来删除Modifier | 
| SetModifyExperienceFilter | void SetModifyExperienceFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制英雄经验值被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件) | 
| SetModifyGoldFilter | void SetModifyGoldFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制英雄的金钱被改变时的行为(改变数据表并返回True来使用新值, 返回False来取消事件) | 
| 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 | 
| SetRuneEnabled | void SetRuneEnabled(int nRune, bool bEnabled)
 | 
设定某种神符是否启用 | 
| SetRuneSpawnFilter | void SetRuneSpawnFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制神符的刷新(改变数据表并返回True来使用新值, 返回False来取消事件) | 
| SetStashPurchasingDisabled | void SetStashPurchasingDisabled(bool bDisabled) 
 | 
是否关闭/开启储藏处购买功能。如果该功能被关闭,英雄必须在商店范围内购买物品 | 
| SetStickyItemDisabled | void SetStickyItemDisabled(bool bDisabled)
 | 
隐藏快速购买处的物品 | 
| 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 | 
| SetTrackingProjectileFilter | void SetTrackingProjectileFilter(handle hFunction, handle hContext)
 | 
设置一个过滤器,用来控制追踪投射物(改变数据表并返回True来使用新值, 返回False来取消事件) | 
| SetUnseenFogOfWarEnabled | void SetUnseenFogOfWarEnabled(bool bEnabled)
 | 
启用/禁用战争迷雾。启用时,玩家从未探测过的区域将会完全被战争迷雾掩盖 | 
| 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 | 
CDotaQuest
- extends CBaseEntity
 
A quest, as seen in the Tutorial and Frostivus
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CDotaSubquestBase
- extends CDotaQuest
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CPhysicsComponent
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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! | 
CPointTemplate
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CBodyComponent
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | <unknown> GetSequence() 
 | 
返回激活的序列(sequence) | 
| IsAttachedToParent | bool IsAttachedToParent() 
 | 
是否依附父项(parent) | 
| LookupSequence | <unknown> 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) 
 | 
No Description Set | 
| 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) 
 | 
No Description Set | 
| SetMaterialGroup | void SetMaterialGroup(utlstringtoken a) 
 | 
No Description Set | 
| SetVelocity | void SetVelocity(Vector velocity) 
 | 
No Description Set | 
CBaseAnimating
- extends CBaseEntity
 
A class containing functions involved in animations
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
| GetModelScale | float GetModelScale() 
 | 
获取实体的模型比例。 | 
| 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 | 
CBaseCombatCharacter
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
ProjectileManager
The projectile manager, it manages projectiles.
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
| GetLinearProjectileVelocity | Vector GetLinearProjectileVelocity(int int_1) 
 | 
返回一个表示当前投射物速度的向量。 | 
| ProjectileDodge | void ProjectileDodge(handle a) 
 | 
使得特定单位躲避投射物 | 
CBaseTrigger
- extends CBaseEntity
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CEnvEntityMaker
- extends CBaseEntity
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CDOTAVoteSystem
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| StartVote | void StartVote(handle a) 
 | 
开始投票,详细由传入的table制定 | 
CMarkupVolumeTagged
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| HasTag | bool HasTag(string a) 
 | 
查询该卷是否带有指定标签 | 
CScriptPrecacheContext
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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) | 
CScriptKeyValues
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
| CreateParticleForTeam | int CreateParticleForTeam(string string_1, int int_2, handle handle_3, int int_4) 
 | 
创建一个仅为某方队伍播放的粒子特效。 | 
| DestroyParticle | void DestroyParticle(int particleID, bool immediately)
 | 
清除粒子。 | 
| GetParticleReplacement | string GetParticleReplacement(string a, handle b)
 | 
No Description Set | 
| ReleaseParticleIndex | void ReleaseParticleIndex(int particleId)
 | 
施放指定粒子特效索引号 | 
| SetParticleAlwaysSimulate | void SetParticleAlwaysSimulate(int a)
 | 
No Description Set | 
| 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)
 | 
No Description Set | 
| SetParticleControlForward | void SetParticleControlForward(int int_1, int int_2, Vector Vector_3)(int nFXIndex, int nPoint, vForward) 
 | 
设置粒子的前进运动 | 
| SetParticleControlOrientation | void SetParticleControlOrientation(int int_1, int int_2, Vector Vector_3, Vector Vector_4, Vector Vector_5)(int nFXIndex, int nPoint, vForward, vRight, vUp) 
 | 
设置粒子的三向运动。 | 
CScriptHeroList
No Description Set
Global accessor variable: HeroList
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CNativeOutputs
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| AddOutput | void AddOutput(string a, string b) 
 | 
增加一个输出 | 
| Init | void Init(int a) 
 | 
初始化输出 | 
CEnvProjectedTexture
- extends CBaseEntity
 
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CInfoData
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CPhysicsProp
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| DisableMotion | void DisableMotion() 
 | 
禁止该元件运动 | 
| EnableMotion | void EnableMotion() 
 | 
允许该元件运动 | 
CDOTAGamerules
'
Global accessor variable: GameRules
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| AddMinimapDebugPoint | void AddMinimapDebugPoint(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7)
 | 
在小地图上增加一个点。 | 
| AddMinimapDebugPointForTeam | void AddMinimapDebugPointForTeam(int int_1, Vector Vector_2, int int_3, int int_4, int int_5, int int_6, float float_7, int int_8)
 | 
向某方队伍在小地图上增加一个点。 | 
| Defeated | void Defeated()
 | 
摧毁遗迹等 | 
| DidMatchSignoutTimeOut | bool DidMatchSignoutTimeOut()
 | 
当游戏结束,等待弹窗时为真 | 
| EnableCustomGameSetupAutoLaunch | void EnableCustomGameSetupAutoLaunch(bool bool_1)
 | 
启用 (true)或禁用 (false) 自定义游戏的自动设置。 | 
| FinishCustomGameSetup | void FinishCustomGameSetup()
 | 
提示自定义游戏的设置阶段已经完成,并应用到游戏中。 | 
| GetCustomGameDifficulty | int GetCustomGameDifficulty()
 | 
返回自定义游戏难度。 | 
| GetCustomGameDifficulty | int GetCustomGameDifficulty()
 | 
返回自定义游戏模式难度 | 
| GetDifficulty | int GetDifficulty()
 | 
返回游戏难度 | 
| GetDOTATime | float GetDOTATime(bool bool_1, bool bool_2)(b IncludePregameTime b IncludeNegativeTime) 
 | 
返回Dota游戏内的时间。(是否包含赛前时间或负时间)。 | 
| 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 | 
| GetGameSessionConfigValue | string GetGameSessionConfigValue(string string_1, string string_2)
 | 
从会话配置中获取字符串 (地图选项)。 | 
| 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 | 
| GetPlayerCustomGameAccountRecord | table GetPlayerCustomGameAccountRecord(int int_1)(Preview/Unreleased) 
 | 
Gets the player's custom game account record, as it looked at the start of this session | 
| GetTimeOfDay | float GetTimeOfDay()
 | 
获取一天中的时间(游戏时间) | 
| IsDaytime | bool IsDaytime()
 | 
是否是白天 | 
| IsGamePaused | bool IsGamePaused()
 | 
返回游戏是否被暂停了。 | 
| IsCheatMode | bool IsCheatMode() 
 | 
检测房间是否被设置为允许作弊或 sv_cheats 1. | 
| LockCustomGameSetupTeamAssignment | void LockCustomGameSetupTeamAssignment(bool bool_1)
 | 
锁定(true)或解锁(false)队伍分配.。如果队伍分配被锁定,玩家将不再能修改队伍。 | 
| 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 | 
| PlayerHasCustomGameHostPrivileges | bool PlayerHasCustomGameHostPrivileges(handle handle_1)
 | 
返回玩家是否具有主机特权 (洗牌等)。 | 
| 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?))
 | 
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<;) | 
| SendCustomMessageToTeam | void SendCustomMessageToTeam(string string_1, int int_2, int int_3, int int_4)
 | 
代表一个玩家向某个队伍发送信息。 | 
| SetCreepMinimapIconScale | void SetCreepMinimapIconScale(float scale)
 | 
在小地图上缩放中立生物图标 | 
| SetCustomGameAccountRecordSaveFunction | void SetCustomGameAccountRecordSaveFunction(handle handle_1, handle handle_2)(Preview/Unreleased) 
 | 
向句柄设置一个回调来保存玩家的账户信息。 (回调传递了玩家的ID,并应该返回一个简单的table)。 | 
| SetCustomGameDifficulty | void SetCustomGameDifficulty(int a)
 | 
设置自定义游戏模式难度等级 | 
| SetCustomGameEndDelay | void SetCustomGameEndDelay(float delay)
 | 
设置游戏完全结束前的等待时间。 | 
| SetCustomGameSetupAutoLaunchDelay | void SetCustomGameSetupAutoLaunchDelay(float float_1)
 | 
设置自动开始前的等待时间。 | 
| SetCustomGameSetupRemainingTime | void SetCustomGameSetupRemainingTime(float float_1)
 | 
设置游戏的设置时间,0 = 立即开始 -1 = 等待直到设置完毕。 | 
| SetCustomGameSetupTimeout | void SetCustomGameSetupTimeout(float float_1)
 | 
设置设置(赛前)阶段的超时。 0 = 立即开始, -1 = 永远 (直到FinishCustomGameSetup 被调用) | 
| SetCustomGameTeamMaxPlayers | void SetCustomGameTeamMaxPlayers(int int_1, int int_2)
 | 
在设置阶段,设置某方队伍是否还能被选择加入 | 
| SetCustomVictoryMessage | void SetCustomVictoryMessage(string string_1)
 | 
设置胜利信息。 | 
| SetCustomVictoryMessageDuration | void SetCustomVictoryMessageDuration(float duration)
 | 
设置自订胜利信息将会持续多长时间。 | 
| 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)
 | 
设置是否隐藏击杀提示。 | 
| 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 | 
| SetStartingGold | void SetStartingGold(int int_1)
 | 
设置初始金钱。 | 
| 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 | 
CToneMapControllerComponent
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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) | 
CDebugOverlayScriptHelper
No Description Set
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 ehandle_1, float float_2, float float_3) 
 | 
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 | 
CBaseFlex
- extends CBaseAnimating
 
Animated characters who have vertex flex capability (Hi hex6)
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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 | 
CSceneEntity
- extends CBaseEntity
 
Choreographed scene which controls animation and/or dialog on one or more actors.
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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) | 
A class that can communicate with the gridnav, useful for seeing if stuff should be able to move
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| CanFindPath | bool CanFindPath(Vector Vector_1, Vector Vector_2)
 | 
判断是否能从某个起始点移动到某个终点。(vStart, vEnd) | 
| DestroyTreesAroundPoint | void DestroyTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)
 | 
砍掉区域内所有的树。(vPosition, flRadius, bFullCollision | 
| FindPathLength | float FindPathLength(Vector Vector_1, Vector Vector_2)
 | 
找到两点间可通过的路径,并返回路径长度。如果寻路失败,将返回-1。 float (vStart, vEnd ) | 
| GetAllTreesAroundPoint | table GetAllTreesAroundPoint(Vector Vector_1, float float_2, bool bool_3)
 | 
以table形式返回附近所有的树木。 HSCRIPTS (vPosition, flRadius, bFullCollision). | 
| 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) 
 | 
|
| IsTraversable | bool IsTraversable(Vector a) 
 | 
检查给予维持是否可通过 | 
| RegrowAllTrees | void RegrowAllTrees() 
 | 
|
| 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) | 
Convars
No Description Set
Global accessor variable: ConVars
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| 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. | 
Vector
Vector class
Global accessor variable: Vector(x,y,z)
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| __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 | 
CDOTA_MapTree
- extends CBaseEntity
 
A tree on the map
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| CutDown | void CutDown(int TeamNumberKnownTo ) 
 | 
砍掉这棵树 | 
| CutDownRegrowAfter | void CutDownRegrowAfter(float RegrowAfter, int TeamNumberKnownTo ) 
 | 
砍掉这棵树,一段时间后再生 | 
| GrowBack | void GrowBack() 
 | 
再生一棵被砍掉的树 | 
| IsStanding | bool IsStanding() 
 | 
如果树站立着返回true,如果被砍掉返回false | 
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 | 
CDOTA_Unit_Courier
- extends CDOTA_BaseNPC
 
信使类。
| 函数名 | 函数原型 | 解释 | 
|---|---|---|
| UpgradeToFlyingCourier | bool UpgradeToFlyingCourier()
 | 
升级为飞行信使。 | 
CDOTA_Ability_DataDriven
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| ApplyDataDrivenModifier | handle ApplyDataDrivenModifier(handle hCaster, handle hTarget, string pszModifierName, handle hModifierTable) 
 | 
获取单位的攻击力。 | 
| ApplyDataDrivenThinker | handle ApplyDataDrivenThinker(handle hCaster, Vector vLocation, string pszModifierName, handle hModifierTable) 
 | 
在指定地点应用一个数据驱动thinker。 | 
CBaseModelEntity
No Description Set
Global accessor variable: Unknown
| Function | Signature | Description | 
|---|---|---|
| SetLightGroup | void SetLightGroup(string pLightGroup) 
 | 
SetLightGroup( string ): 设置实体所属的光照组。 | 
| SetModel | void SetModel(string pModelName) 
 | 
设置模型 | 
| SetRenderColor | void SetRenderColor(int r, int g, int b) 
 | 
SetRenderColor( r, g, b ): 设置实体的渲染颜色。 | 
| SetRenderMode | void SetRenderMode(int nMode) 
 | 
SetRenderMode( int ): 设置实体的渲染模式。 | 
| SetSize | void SetSize(Vector mins, Vector maxs) 
 | 
设置尺寸。 | 
CCustomGameEventManager
No Description Set
全局变量: CustomGameEventManager
| Function | Signature | Description | 
|---|---|---|
| RegisterListener | int RegisterListener(string string_1, handle handle_2) 
 | 
( string EventName, func CallbackFunction ) - 监听指定自定义事件,注册一个回调函数,在指定事件触发时被调用。返回一个监听者ID用来在以后取消监听。 | 
| Send_ServerToAllClients | void Send_ServerToAllClients(string string_1, handle handle_2) 
 | 
( string EventName, table EventData ) | 
| Send_ServerToPlayer | void Send_ServerToPlayer(handle handle_1, string string_2, handle handle_3) 
 | 
( Entity Player, string EventName, table EventData ) | 
| Send_ServerToTeam | void Send_ServerToTeam(int int_1, string string_2, handle handle_3) 
 | 
( int TeamNumber, string EventName, table EventData ) | 
| UnregisterListener | void UnregisterListener(int int_1) 
 | 
( int ListnerID ) - 对指定的监听者取消监听。 | 
CCustomNetTableManager
No Description Set
Global accessor variable: CustomNetTables
| Function | Signature | Description | 
|---|---|---|
| GetTableValue | handle GetTableValue(string string_1, string string_2) 
 | 
( string TableName, string KeyName ) | 
| SetTableValue | bool SetTableValue(string string_1, string string_2, handle handle_3) 
 | 
( string TableName, string KeyName, script_table Value ) | 
CDOTATutorial
No description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| AddBot | bool AddBot(string string_1, string string_2, string string_3, bool bool_4)
 | 
添加一个由电脑控制的机器人。 | 
| AddQuest | void AddQuest(string string_1, int int_2, string string_3, string string_4)
 | 
向任务日志中添加一个任务。 | 
| AddShopWhitelistItem | void AddShopWhitelistItem(string string_1)
 | 
向商店白名单中添加一个物品。 | 
| CompleteQuest | void CompleteQuest(string string_1)
 | 
完成一个任务。 | 
| CreateLocationTask | void CreateLocationTask(Vector Vector_1)
 | 
增加一个移动到指定地点的任务。 | 
| EnableCreepAggroViz | void EnableCreepAggroViz(bool bool_1)
 | 
当小兵对英雄产生仇恨时提醒玩家。 | 
| EnablePlayerOffscreenTip | void EnablePlayerOffscreenTip(bool bool_1) 
 | 
启用提醒玩家找到其英雄的提示。 | 
| EnableTowerAggroViz | void EnableTowerAggroViz(bool bool_1)
 | 
当防御塔对英雄产生仇恨时提醒玩家。 | 
| FinishTutorial | void FinishTutorial()
 | 
结束教程。 | 
| ForceGameStart | void ForceGameStart()
 | 
强制开始游戏。 | 
| GetTimeFrozen | bool GetTimeFrozen()
 | 
返回时间是否停止。 | 
| IsItemInWhiteList | bool IsItemInWhiteList(string string_1)
 | 
返回物品是否在白名单中。 | 
| RemoveShopWhitelistItem | void RemoveShopWhitelistItem(string string_1)
 | 
从白名单中移除一个物品。 | 
| SelectHero | void SelectHero(string string_1)
 | 
为本地玩家选取一个英雄。 | 
| SelectPlayerTeam | void SelectPlayerTeam(string string_1)
 | 
为本地玩家选取一个队伍。 | 
| SetItemGuide | void SetItemGuide(string string_1) 
 | 
设置当前的物品指南。 | 
| SetOrModifyPlayerGold | void SetOrModifyPlayerGold(int int_1, bool bool_2)
 | 
为教学中的玩家设置金钱数目(设置或修改), (int) GoldAmount, (bool) true=进行设置, false=进行修改。 | 
| SetQuickBuy | void SetQuickBuy(string string_1)
 | 
设置快速购买。 | 
| SetShopOpen | void SetShopOpen(bool bool_1)
 | 
设置打开/关闭商店。 | 
| SetTimeFrozen | void SetTimeFrozen(bool bool_1)
 | 
设置是否停止时间。 | 
| SetTutorialConvar | void SetTutorialConvar(string string_1, string string_2)
 | 
Set a tutorial convar | 
| SetTutorialUI | void SetTutorialUI(int int_1)
 | 
设置教学UI,以简化界面并突出一些元素。 | 
| SetWhiteListEnabled | void SetWhiteListEnabled(bool bool_1)
 | 
设置是否将商店物品加入白名单。 | 
| StartTutorialMode | void StartTutorialMode() 
 | 
初始化教学模式。 | 
| UpgradePlayerAbility | void UpgradePlayerAbility(string string_1)
 | 
为本地英雄升级某个技能。 | 
CDOTA_Ability_Lua
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| CastFilterResult | int CastFilterResult()
 | 
判断一个无目标的命令是否有效 | 
| CastFilterResultLocation | int CastFilterResultLocation(Vector vLocation)
 | 
(Vector vLocation)判断一个作用于某个地点的命令是否有效 | 
| CastFilterResultTarget | int CastFilterResultTarget(handle hTarget)
 | 
(HSCRIPT hTarget) 判断一个作用于某个单位的命令是否有效 | 
| GetAssociatedPrimaryAbilities | string GetAssociatedPrimaryAbilities()
 | 
获取相互关联的技能Returns abilities that are stolen simultaneously, or otherwise related in functionality. | 
| GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities()
 | 
Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities. | 
| GetBehavior | int GetBehavior()
 | 
返回技能的施法动作类型 | 
| GetCastAnimation | int GetCastAnimation()
 | 
返回技能的施法动画 | 
| GetCastRange | int GetCastRange(Vector vLocation, handle hTarget)
 | 
返回技能的施法范围 | 
| GetChannelAnimation | int GetChannelAnimation()
 | 
返回技能的持续施法动画 | 
| GetChannelledManaCostPerSecond | int GetChannelledManaCostPerSecond(int iLevel)
 | 
返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1) | 
| GetChannelTime | float GetChannelTime()
 | 
返回技能的持续施法时间 | 
| GetConceptRecipientType | int GetConceptRecipientType()
 | 
返回该技能被释放时将听到语音的单位 | 
| GetCooldown | float GetCooldown(int iLevel)
 | 
返回技能的CD | 
| GetCustomCastError | string GetCustomCastError()
 | 
返回一条失效的无目标命令的错误信息 | 
| GetCustomCastErrorLocation | string GetCustomCastErrorLocation(Vector vLocation)
 | 
(Vector vLocation) 返回一条失效的作用于地点的命令的错误信息 | 
| GetCustomCastErrorTarget | string GetCustomCastErrorTarget(handle hTarget)
 | 
(HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息 | 
| GetGoldCost | int GetGoldCost(int iLevel)
 | 
返回某等级的金钱花费(当前为-1) | 
| GetIntrinsicModifierName | string GetIntrinsicModifierName()
 | 
返回被该技能被动施加的Mordifier | 
| GetManaCost | int GetManaCost(int iLevel)
 | 
返回某等级的魔法消耗(当前为-1) | 
| GetPlaybackRateOverride | float GetPlaybackRateOverride()
 | 
返回施法动画的播放速度 | 
| IsHiddenAbilityCastable | bool IsHiddenAbilityCastable()
 | 
返回当该技能不在动作面板上时是否能使用 | 
| IsHiddenWhenStolen | bool IsHiddenWhenStolen()
 | 
返回该技能被技能窃取后是否是隐藏的 | 
| IsRefreshable | bool IsRefreshable()
 | 
返回该技能是否能被刷新球刷新 | 
| IsStealable | bool IsStealable()
 | 
返回该技能是否能被窃取 | 
| OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted()
 | 
施法被打断 | 
| OnAbilityPhaseStart | bool OnAbilityPhaseStart()
 | 
施法开始(施法成功时返回True) | 
| OnChannelFinish | void OnChannelFinish(bool bInterrupted)
 | 
(bool bInterrupted) 持续施法完成 | 
| OnChannelThink | void OnChannelThink(float flInterval)
 | 
(float flInterval) 持续施法开始 | 
| OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus()
 | 
施法者(仅限英雄)升级,得到技能加点, 或 received a new stat bonus. | 
| OnHeroDiedNearby | void OnHeroDiedNearby(handle unit, handle attacker, handle table)
 | 
一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表 | 
| OnHeroLevelUp | void OnHeroLevelUp()
 | 
施法者升级 | 
| OnInventoryContentsChanged | void OnInventoryContentsChanged()
 | 
施法者物品库存发生变化 | 
| OnItemEquipped | void OnItemEquipped(handle hItem)
 | 
( HSCRIPT hItem ) 施法者装备了物品 | 
| OnOwnerDied | void OnOwnerDied()
 | 
施法者死亡 | 
| OnOwnerSpawned | void OnOwnerSpawned()
 | 
施法者第一次出生或重生 | 
| OnProjectileHit | bool OnProjectileHit(handle hTarget, Vector vLocation)
 | 
(HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用) | 
| OnProjectileHit_ExtraData | bool OnProjectileHit_ExtraData(handle hTarget, Vector vLocation, handle table)
 | 
(HSCRIPT hTarget, Vector vLocation, table kv) 投射物撞击到某目标或者到达指定位置 (目标不可用) | 
| OnProjectileThink | void OnProjectileThink(Vector vLocation)
 | 
(Vector vLocation) 投射物正在运动 | 
| OnProjectileThink_ExtraData | void OnProjectileThink_ExtraData(Vector vLocation, handle table)
 | 
(Vector vLocation, table kv ) 投射物正在运动 | 
| OnSpellStart | void OnSpellStart()
 | 
施法前摇结束,技能效果开始 | 
| OnStolen | void OnStolen(handle hSourceAbility)
 | 
( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为 | 
| OnToggle | void OnToggle()
 | 
Ability is toggled on/off. 技能被开启/关闭 | 
| OnUnStolen | void OnUnStolen()
 | 
当技能未被(成功)窃取时,进行的某特殊行为 | 
| OnUpgrade | void OnUpgrade()
 | 
技能升级 | 
| ProcsMagicStick | bool ProcsMagicStick() 
 | 
返回该技能是否会增加周围单位的魔棒点数 | 
| SpeakTrigger | int SpeakTrigger()
 | 
返回所使用的语音类型 | 
CDOTA_CustomUIManager
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| DynamicHud_Create | void DynamicHud_Create(int int_1, string string_2, string string_3, handle handle_4)
 | 
为某玩家建立一个新的自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID /* should be unique */, string LayoutFileName, table DialogVariables /* can be nil */ ) | 
| DynamicHud_Destroy | void DynamicHud_Destroy(int int_1, string string_2)
 | 
删除一个自定义用户界面元素。 ( int PlayerID /*-1 means everyone*/, string ElementID ) | 
| DynamicHud_SetDialogVariables | void DynamicHud_SetDialogVariables(int int_1, string string_2, handle handle_3)
 | 
为已有的用户界面元素添加/修改一个会话变量。( int PlayerID /*-1 means everyone*/, string ElementID, table DialogVariables ) | 
| DynamicHud_SetVisible | void DynamicHud_SetVisible(int int_1, string string_2, bool bool_3)
 | 
切换已有的用户见面元素的可见性。 ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible ) | 
CPropHMDAvatar
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| GetVRHand | handle GetVRHand(int nHandID) 
 | 
根据ID获取VR | 
CPropVRHand
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| GetAttachment | handle GetAttachment() 
 | 
获取这只手上的附件。 | 
| SetAttachment | void SetAttachment(handle hAttachment) 
 | 
设置这只手上的附件。 | 
CDOTA_Buff
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| AddParticle | void AddParticle(int i, bool bDestroyImmediately, bool bStatusEffect, int iPriority, bool bHeroEffect, bool bOverheadEffect)(index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect) 
 | 
增加粒子。 | 
| DecrementStackCount | void DecrementStackCount()
 | 
将Mordifier的叠加层数-1 | 
| Destroy | void Destroy()
 | 
运行所有相关的移除函数来移除这个Mordifier。 | 
| ForceRefresh | void ForceRefresh()
 | 
运行所有相关的刷新函数,使Mordifier恢复到初始 | 
| GetAbility | handle GetAbility()
 | 
获取产生这个Mordifier的技能。 | 
| GetCaster | handle GetCaster()
 | 
获取产生这个Mordifier的单位。 | 
| GetClass | string GetClass()
 | 
获取这个Mordifier所属的类。 | 
| GetCreationTime | float GetCreationTime()
 | 
获取这个Mordifier的创建时间。 | 
| GetDieTime | float GetDieTime()
 | 
获取这个Mordifier的终止时间。 | 
| GetDuration | float GetDuration()
 | 
获取这个Mordifier的持续时间。 | 
| GetElapsedTime | float GetElapsedTime()
 | 
获取这个Mordifier的消失时间。 | 
| GetName | string GetName()
 | 
获取这个Mordifier的名称。 | 
| GetParent | handle GetParent()
 | 
获取这个Mordifier所继承的单位。 | 
| GetRemainingTime | float GetRemainingTime()
 | 
获取这个Mordifier的剩余时间。 | 
| GetStackCount | int GetStackCount() 
 | 
获取这个Mordifier的叠加层数。 | 
| IncrementStackCount | void IncrementStackCount()Increase this modifier's stack count by 1. 
 | 
使Mordifier的叠加层数+1。 | 
| SetDuration | void SetDuration(float flDuration, bool bInformClient)(flTime, bInformClients) 
 | 
设置持续时间。 | 
| SetStackCount | void SetStackCount(int iCount)
 | 
设置叠加层数。 | 
| StartIntervalThink | void StartIntervalThink(float flInterval)
 | 
开始Mordifier的计时功能 (OnIntervalThink) ,根据给定的间隔 (float)。 值-1将会停止这个功能。 | 
CDOTA_Modifier_Lua
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| AllowIllusionDuplicate | bool AllowIllusionDuplicate()
 | 
幻象是否继承这个Mordifier | 
| DestroyOnExpire | bool DestroyOnExpire()
 | 
Buff是否会在Mordifier到期时被移除 | 
| GetAttributes | int GetAttributes()
 | 
返回被应用到Mordifier上的属性类别 | 
| GetAuraEntityReject | bool GetAuraEntityReject(handle hEntity)
 | 
返回实体是否在某些条件下获得光环 | 
| GetAuraRadius | int GetAuraRadius()
 | 
返回光环半径 | 
| GetAuraSearchFlags | int GetAuraSearchFlags()
 | 
返回光环施加效果时的Flag | 
| GetAuraSearchTeam | int GetAuraSearchTeam()
 | 
返回光环效果将施加的队伍 | 
| GetAuraSearchType | int GetAuraSearchType()
 | 
返回光环效果将施加的单位类型 | 
| GetEffectAttachType | int GetEffectAttachType()
 | 
通过GetEffectName获取将添加的粒子特效类型 | 
| GetEffectName | string GetEffectName()
 | 
返回Mordifier运行时所产生的粒子特效的名称 | 
| GetHeroEffectName | string GetHeroEffectName()
 | 
返回Mordifier运行时所产生的英雄粒子特效的名称 | 
| GetModifierAura | string GetModifierAura()
 | 
返回这个Mordifier将施加的二级Mordifier 名称(如果一级Mordifier是光环) | 
| GetStatusEffectName | string GetStatusEffectName()
 | 
返回Mordifier运行时所产生的状态粒子特效的名称 | 
| GetTexture | string GetTexture()
 | 
返回Mordifier的图标 | 
| HeroEffectPriority | int HeroEffectPriority()
 | 
英雄特效的显示优先级 (更高的数字在Buff栏中被优先显示) | 
| IsAura | bool IsAura()
 | 
这个Mordifier是否是光环 | 
| IsAuraActiveOnDeath | bool IsAuraActiveOnDeath()
 | 
返回携带单位死后其光环是否有效 | 
| IsDebuff | bool IsDebuff()
 | 
返回这个Mordifier是否是Debuff | 
| IsHidden | bool IsHidden()
 | 
返回这个Mordifier是否在状态栏中显示 | 
| IsPurgable | bool IsPurgable()
 | 
返回这个Mordifier是否能被清除 | 
| IsPurgeException | bool IsPurgeException()
 | 
返回这个Mordifier是否能被强力驱散清除 | 
| IsStunDebuff | bool IsStunDebuff()
 | 
返回这个Mordifier是否是眩晕类Debuff | 
| OnCreated | void OnCreated(handle table)
 | 
在Mordifier被创建时运行 | 
| OnDestroy | void OnDestroy()
 | 
在Mordifier清楚时运行 | 
| OnIntervalThink | void OnIntervalThink()
 | 
当计时器间隔开始时 | 
| OnRefresh | void OnRefresh(handle table)
 | 
当Mordifier被刷新时运行 | 
| RemoveOnDeath | bool RemoveOnDeath()
 | 
返回持有者死亡时Mordifier是否被移除 | 
| StatusEffectPriority | int StatusEffectPriority()
 | 
状态特效的显示优先级 (更高的数字在Buff栏中被优先显示) | 
CDOTA_Modifier_Lua_Horizontal_Motion
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| ApplyHorizontalMotionController | bool ApplyHorizontalMotionController() 
 | 
启动水平运动控制器的特效。启动成功后返回True。 | 
| GetPriority | int GetPriority() 
 | 
获取优先级。 | 
| OnHorizontalMotionInterrupted | void OnHorizontalMotionInterrupted() 
 | 
当运动被打断时进行回调。 | 
| SetPriority | void SetPriority(int nMotionPriority) 
 | 
设置优先级。 | 
| UpdateHorizontalMotion | void UpdateHorizontalMotion(handle me, float dt) 
 | 
根据给定的间隔对NPC施加水平运动 | 
CDOTA_Modifier_Lua_Motion_Both
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| ApplyHorizontalMotionController | bool ApplyHorizontalMotionController() 
 | 
启动水平运动控制器的特效。启动成功后返回True。 | 
| ApplyVerticalMotionController | bool ApplyVerticalMotionController() 
 | 
启动垂直运动控制器的特效。启动成功后返回True。 | 
| GetPriority | int GetPriority() 
 | 
获取优先级。 | 
| OnHorizontalMotionInterrupted | void OnHorizontalMotionInterrupted() 
 | 
当水平运动被打断时进行回调。 | 
| OnVerticalMotionInterrupted | void OnVerticalMotionInterrupted() 
 | 
当竖直运动被打断时进行回调。 | 
| SetPriority | void SetPriority(int nMotionPriority) 
 | 
设置优先级。 | 
| UpdateHorizontalMotion | void UpdateHorizontalMotion(handle me, float dt) 
 | 
根据给定的间隔对NPC施加水平运动。 | 
| UpdateVerticalMotion | void UpdateVerticalMotion(handle me, float dt) 
 | 
根据给定的间隔对NPC施加竖直运动。 | 
CDOTA_Modifier_Lua_Vertical_Motion
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| ApplyVerticalMotionController | bool ApplyVerticalMotionController() 
 | 
启动垂直运动控制器的特效。启动成功后返回True。 | 
| GetMotionPriority | int GetMotionPriority() 
 | 
获取优先级。 | 
| OnVerticalMotionInterrupted | void OnVerticalMotionInterrupted() 
 | 
当竖直运动被打断时进行回调 | 
| SetMotionPriority | void SetMotionPriority(int nMotionPriority) 
 | 
设置优先级。 | 
| UpdateVerticalMotion | void UpdateVerticalMotion(handle me, float dt) 
 | 
根据给定的间隔对NPC施加竖直运动。 | 
CDOTA_Item_Lua
No Description Set
Global accessor variable: Unknown
| 函数 | 函数原型 | 解释 | 
|---|---|---|
| CastFilterResult | int CastFilterResult()
 | 
判断一个无目标的命令是否有效 | 
| CastFilterResultLocation | int CastFilterResultLocation(Vector vLocation)
 | 
(Vector vLocation)判断一个作用于地点的命令是否有效 | 
| CastFilterResultTarget | int CastFilterResultTarget(handle hTarget)
 | 
(HSCRIPT hTarget) 判断一个作用于目标的命令是否有效 | 
| GetAssociatedPrimaryAbilities | string GetAssociatedPrimaryAbilities()
 | 
Returns abilities that are stolen simultaneously, or otherwise related in functionality. | 
| GetAssociatedSecondaryAbilities | string GetAssociatedSecondaryAbilities()
 | 
Returns other abilities that are stolen simultaneously, or otherwise related in functionality. Generally hidden abilities. | 
| GetBehavior | int GetBehavior()
 | 
返回技能的施法动作类型 | 
| GetCastRange | int GetCastRange(Vector vLocation, handle hTarget)
 | 
返回技能的施法范围 | 
| GetChannelledManaCostPerSecond | int GetChannelledManaCostPerSecond(int iLevel)
 | 
返回当前等级下,技能持续施法时的每秒魔法消耗 (当前为-1) | 
| GetChannelTime | float GetChannelTime()
 | 
返回技能的持续施法时间 | 
| GetConceptRecipientType | int GetConceptRecipientType()
 | 
返回该技能被释放时将听到语音的单位 | 
| GetCooldown | float GetCooldown(int iLevel)
 | 
返回技能的CD | 
| GetCustomCastError | string GetCustomCastError()
 | 
返回一条失效的无目标命令的错误信息 | 
| GetCustomCastErrorLocation | string GetCustomCastErrorLocation(Vector vLocation)
 | 
(Vector vLocation) 返回一条失效的作用与地点的命令的错误信息 | 
| GetCustomCastErrorTarget | string GetCustomCastErrorTarget(handle hTarget)
 | 
(HSCRIPT hTarget) 返回一条失效的指向目标的命令的错误信息 | 
| GetGoldCost | int GetGoldCost(int iLevel)
 | 
返回某等级的金钱花费(当前为-1) | 
| GetIntrinsicModifierName | string GetIntrinsicModifierName()
 | 
返回被该技能被动地施加的Mordifier | 
| GetManaCost | int GetManaCost(int iLevel)
 | 
返回某等级的魔法消耗(当前为-1) | 
| GetPlaybackRateOverride | float GetPlaybackRateOverride()
 | 
返回施法动画的播放速度 | 
| IsHiddenAbilityCastable | bool IsHiddenAbilityCastable()
 | 
返回当该技能不在动作面板上时是否能使用 | 
| IsHiddenWhenStolen | bool IsHiddenWhenStolen()
 | 
返回该技能被技能窃取后是否是隐藏的 | 
| IsRefreshable | bool IsRefreshable()
 | 
返回该技能是否能被刷新球刷新 | 
| IsStealable | bool IsStealable()
 | 
返回该技能是否能被窃取 | 
| OnAbilityPhaseInterrupted | void OnAbilityPhaseInterrupted()
 | 
施法被打断 | 
| OnAbilityPhaseStart | bool OnAbilityPhaseStart()
 | 
施法开始(施法成功时返回True) | 
| OnChannelFinish | void OnChannelFinish(bool bInterrupted)
 | 
(bool bInterrupted) 持续施法完成 | 
| OnChannelThink | void OnChannelThink(float flInterval)
 | 
(float flInterval)持续施法开始 | 
| OnHeroCalculateStatBonus | void OnHeroCalculateStatBonus()
 | 
Caster (hero only) gained a level, skilled an ability, or received a new stat bonus. | 
| OnHeroDiedNearby | void OnHeroDiedNearby(handle unit, handle attacker, handle table)
 | 
一个英雄在附近死亡 (比如说骨灰盒的效果)时, 获取参数表 | 
| OnHeroLevelUp | void OnHeroLevelUp()
 | 
施法者升级 | 
| OnInventoryContentsChanged | void OnInventoryContentsChanged()
 | 
施法者物品库存发生变化 | 
| OnItemEquipped | void OnItemEquipped(handle hItem)
 | 
( HSCRIPT hItem ) 施法者装备了物品 | 
| OnOwnerDied | void OnOwnerDied()
 | 
施法者死亡 | 
| OnOwnerSpawned | void OnOwnerSpawned()
 | 
施法者第一次出生或重生 | 
| OnProjectileHit | bool OnProjectileHit(handle hTarget, Vector vLocation)
 | 
(HSCRIPT hTarget, Vector vLocation) 投射物撞击到某目标或者到达指定位置 (目标不可用) | 
| OnProjectileThink | void OnProjectileThink(Vector vLocation)
 | 
(Vector vLocation) 投射物正在运动 | 
| OnSpellStart | void OnSpellStart()
 | 
施法前摇结束,技能效果开始 | 
| OnStolen | void OnStolen(handle hSourceAbility)
 | 
( HSCRIPT hAbility ) 当技能被窃取时,进行的某特殊行为 | 
| OnToggle | void OnToggle()
 | 
技能被开启/关闭 | 
| OnUnStolen | void OnUnStolen()
 | 
当技能未被窃取时,进行的某特殊行为 | 
| OnUpgrade | void OnUpgrade()
 | 
技能升级 | 
| ProcsMagicStick | bool ProcsMagicStick()
 | 
返回该技能是否会增加周围单位的魔棒点数 | 
| SpeakTrigger | int SpeakTrigger()
 | 
返回所使用的语音类型 |