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.
Extract the contents of the .zip into a folder. Run D2ModKit.exe.
Here are some gif examples of features:
Breaking up and combining KV files
Unfortunately, since I'm inactive in developing this these days, I don't have the time to review pull requests.
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.
Thank you to these people who have contributed to D2ModKit in some way during its lifetime:
- Noya: Feature ideas
- RoyAwesome: KVLib
- penguinwizzard: Icon
- ToraxXx: Decompiled particles
- XavierCHN: Helping with VTEX features
- SebRut: Ideas and C# tips.
GNU GPLv3
If you feel that D2ModKit is worth some of your money, I'd gladly accept your donation!