/Dota-2-ModKit

:handbag: GUI comprised of useful tools to help create Dota 2 custom games

Primary LanguageC#GNU General Public License v3.0GPL-3.0

Dota 2 ModKit

Dota 2 ModKit is a GUI tool that provides automation for several custom game development tasks:

  • Generate addon_language files based on KeyValue files in the scripts/npc folder.
  • Bulk modify the color and size of particle systems without the complexities of Valve's Particle Editor Tool.
  • Break up scripts/npc KeyValue files into several individual files for better structuring of your custom game.
  • Find sound names based on their .vsnd paths (given from the Asset Browser).
  • Create Panorama JS files in CoffeeScript
  • Instantly access various parts of your custom game with shortcut buttons.
  • Browse the SpellLibrary and easily swap between the Lua and KeyValue code of spells.
  • Convert .tga to .vtex_c and .vtex_c to .tga.

Installation

Extract the contents of the .zip into a folder. Run D2ModKit.exe.

Usage

Here are some gif examples of features:

Breaking up and combining KV files

Forking a Barebones addon

Generating tooltips

Contributing

Unfortunately, since I'm inactive in developing this these days, I don't have the time to review pull requests.

History

D2ModKit started around October 2014 as a project to provide a GUI to import decompiled particles into your custom game (at the time Valve didn't have a Particle Copy Tool). The project was called ParticleForker, and it was my first experience with C#. I began asking several other members of the community what else could be automated, and started implementing several more features. The project was shortly renamed to Dota 2 ModKit.

Credits

Metro WinForms

Thank you to these people who have contributed to D2ModKit in some way during its lifetime:

License

GNU GPLv3

Donations

If you feel that D2ModKit is worth some of your money, I'd gladly accept your donation!

alt text