emojiiii
- 9 skills
- 0 followers
- 13 hours ago last updated
- ▌ Dota2 Arcade Doc Research · emojiiii bundleFind, compare, and cite Dota 2 Arcade documentation across ModDota, Valve Developer Community, Panorama API pages, TypeScriptAddonTemplate, and local addon source. Use when the user asks how a Dota 2 custom game API works, where to find docs, which article applies, whether examples are Lua or TypeScript, or how to verify an implementation detail before editing code.
- ▌ Dota2 Arcade Units Heroes · emojiiii bundleDefine and debug Dota 2 Arcade custom heroes, units, bosses, summons, creeps, NPC KV, unit spawning, hero selection data, model references, unit abilities, and TypeScript or Lua unit behavior. Use when editing npc_units_custom, npc_heroes_custom, spawners, custom bosses, summons, or hero/unit metadata.
- ▌ Dota2 Arcade Project Setup · emojiiii bundleSet up, inspect, and organize Dota 2 Arcade addon projects with a TypeScript-first ModDota TypeScriptAddonTemplate workflow. Use when creating a new custom game, identifying project layout, wiring build scripts, deciding where files belong under game/content/src, or migrating a Lua addon toward TypeScript.
- ▌ Dota2 Arcade Assets Content · emojiiii bundleHandle Dota 2 Arcade asset and content work including particles, models, materials, textures, sounds, maps, minimap icons, Panorama resources, file paths, content/game separation, and packaging references. Use when custom game behavior depends on non-code assets or asset paths.
- ▌ Dota2 Arcade Abilities Items · emojiiii bundleCreate, modify, and debug Dota 2 Arcade custom abilities, items, modifiers, AbilityValues, ability/item KV, DataDriven legacy definitions, and TypeScript or Lua ability logic. Use when implementing spells, item actives/passives, charges, cooldowns, tooltips, modifier properties, or ability events.
- ▌ Dota2 Arcade Vscripts · emojiiii bundleImplement and debug Dota 2 Arcade server-side gameplay logic with TypeScript-first VScripts, Lua compatibility, GameMode setup, events, timers, filters, spawning, rounds, teams, and game rules. Use when editing addon_game_mode, GameMode classes, script systems, or gameplay flow.
- ▌ Dota2 Arcade Debugging · emojiiii bundleDiagnose Dota 2 Arcade failures across TypeScript builds, Lua runtime, Panorama UI, XML/CSS loading, KV syntax, addon structure, hot reload, events, nettables, assets, launch commands, and in-game console logs. Use when the user reports errors, missing UI, broken abilities, failed builds, or behavior mismatch.
- ▌ Dota2 Arcade Networking · emojiiii bundleImplement and debug communication between Dota 2 Arcade VScripts and Panorama with CustomNetTables, CustomGameEventManager, event payload types, shared TypeScript declarations, UI state sync, and client/server boundaries. Use when data must move between gameplay code and custom UI.
- ▌ Dota2 Arcade Panorama UI · emojiiii bundleBuild, modify, and debug Dota 2 Arcade Panorama UI with XML, CSS, TypeScript, JavaScript, Panel APIs, custom events, and nettable-driven state. Use when working on HUD, custom panels, layout files, Panorama scripts, UI styling, or client-side communication with VScripts.