The full dataset viewer is not available (click to read why). Only showing a preview of the rows.
Error code: DatasetGenerationError
Exception: TypeError
Message: Couldn't cast array of type
struct<g_tColor: string>
to
{'g_vDetailTexCoordOffset': Value('string')}
Traceback: Traceback (most recent call last):
File "/usr/local/lib/python3.14/site-packages/datasets/builder.py", line 1835, in _prepare_split_single
for key, table in generator:
^^^^^^^^^
File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 621, in wrapped
for item in generator(*args, **kwargs):
~~~~~~~~~^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/json/json.py", line 361, in _generate_tables
self._cast_table(pa_table, json_field_paths=json_field_paths),
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/packaged_modules/json/json.py", line 132, in _cast_table
pa_table = table_cast(pa_table, self.info.features.arrow_schema)
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2381, in table_cast
return cast_table_to_schema(table, schema)
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2315, in cast_table_to_schema
cast_array_to_feature(
~~~~~~~~~~~~~~~~~~~~~^
table[name] if name in table_column_names else pa.array([None] * len(table), type=schema.field(name).type),
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
feature,
^^^^^^^^
)
^
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 1861, in wrapper
return pa.chunked_array([func(chunk, *args, **kwargs) for chunk in array.chunks])
~~~~^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2071, in cast_array_to_feature
_c(children[name] if name in array_fields else null_array, subfeature)
~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 1863, in wrapper
return func(array, *args, **kwargs)
File "/usr/local/lib/python3.14/site-packages/datasets/table.py", line 2161, in cast_array_to_feature
raise TypeError(f"Couldn't cast array of type\n{_short_str(array.type)}\nto\n{_short_str(feature)}")
TypeError: Couldn't cast array of type
struct<g_tColor: string>
to
{'g_vDetailTexCoordOffset': Value('string')}
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 1379, in compute_config_parquet_and_info_response
parquet_operations, partial, estimated_dataset_info = stream_convert_to_parquet(
~~~~~~~~~~~~~~~~~~~~~~~~~^
builder, max_dataset_size_bytes=max_dataset_size_bytes
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
)
^
File "/src/services/worker/src/worker/job_runners/config/parquet_and_info.py", line 956, in stream_convert_to_parquet
builder._prepare_split(split_generator=splits_generators[split], file_format="parquet")
~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/usr/local/lib/python3.14/site-packages/datasets/builder.py", line 1702, in _prepare_split
for job_id, done, content in self._prepare_split_single(
~~~~~~~~~~~~~~~~~~~~~~~~~~^
gen_kwargs=gen_kwargs, job_id=job_id, **_prepare_split_args
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
):
^
File "/usr/local/lib/python3.14/site-packages/datasets/builder.py", line 1887, in _prepare_split_single
raise DatasetGenerationError("An error occurred while generating the dataset") from e
datasets.exceptions.DatasetGenerationError: An error occurred while generating the datasetNeed help to make the dataset viewer work? Make sure to review how to configure the dataset viewer, and open a discussion for direct support.
Layer0 dict |
|---|
{
"shader": "hero.vfx",
"F_ALPHA_TEST": "1",
"F_DETAIL": "1",
"F_MASKS_1": "1",
"F_MASKS_2": "1",
"F_MORPH_SUPPORTED": "1",
"F_SPECULAR_CUBE_MAP": "1",
"F_TRANSLUCENT": "0",
"F_USE_STATUS_EFFECTS_PROXY": "1",
"g_flAmbientScale": "1",
"g_flBloomScale": "0",
"g_flBloomShift": "0",
"g_flCubeMapSc... |
{
"shader": "hero.vfx",
"F_ALPHA_TEST": "1",
"F_DETAIL": "1",
"F_MASKS_1": "1",
"F_MASKS_2": "1",
"F_MORPH_SUPPORTED": "1",
"F_SPECULAR_CUBE_MAP": "1",
"F_TRANSLUCENT": "0",
"F_USE_STATUS_EFFECTS_PROXY": "1",
"g_flAmbientScale": "1",
"g_flBloomScale": "0",
"g_flBloomShift": "0",
"g_flCubeMapSc... |
{
"shader": "hero.vfx",
"F_ALPHA_TEST": "1",
"F_DETAIL": "1",
"F_MASKS_1": "1",
"F_MASKS_2": "1",
"F_MORPH_SUPPORTED": "1",
"F_SPECULAR_CUBE_MAP": "1",
"F_TRANSLUCENT": "0",
"F_USE_STATUS_EFFECTS_PROXY": "1",
"g_flAmbientScale": "1",
"g_flBloomScale": "0",
"g_flBloomShift": "0",
"g_flCubeMapSc... |
{
"shader": "hero.vfx",
"F_ALPHA_TEST": "1",
"F_DETAIL": "1",
"F_MASKS_1": "1",
"F_MASKS_2": "1",
"F_MORPH_SUPPORTED": "1",
"F_SPECULAR_CUBE_MAP": "1",
"F_TRANSLUCENT": "0",
"F_USE_STATUS_EFFECTS_PROXY": "1",
"g_flAmbientScale": "1",
"g_flBloomScale": "0",
"g_flBloomShift": "0",
"g_flCubeMapSc... |
{
"shader": "hero.vfx",
"F_ALPHA_TEST": "1",
"F_DETAIL": "1",
"F_MASKS_1": "1",
"F_MASKS_2": "1",
"F_MORPH_SUPPORTED": "1",
"F_SPECULAR_CUBE_MAP": "1",
"F_TRANSLUCENT": "0",
"F_USE_STATUS_EFFECTS_PROXY": "1",
"g_flAmbientScale": "1",
"g_flBloomScale": "0",
"g_flBloomShift": "0",
"g_flCubeMapSc... |
{
"shader": "hero.vfx",
"F_ALPHA_TEST": "1",
"F_DETAIL": "1",
"F_MASKS_1": "1",
"F_MASKS_2": "1",
"F_MORPH_SUPPORTED": "1",
"F_SPECULAR_CUBE_MAP": "1",
"F_TRANSLUCENT": "0",
"F_USE_STATUS_EFFECTS_PROXY": "1",
"g_flAmbientScale": "1",
"g_flBloomScale": "0",
"g_flBloomShift": "0",
"g_flCubeMapSc... |
Dota 2 Game Data and Texts

Every script and text file of Dota 2 as JSON, and the code of its interface: all items and cosmetics (items_game), heroes, abilities, units, shops, events, emoticons, chat wheel, voice line rules, and every localization of the game in all 28 languages. Straight from the game files, updated after every patch. 44,842 files, 1.2 GB.
What's inside
| Folder | What | Files | Size |
|---|---|---|---|
materials/ |
materials | 27,712 | 79 MB |
scripts/ |
the game's scripts | 4,177 | 77 MB |
panorama/ |
the interface: layouts, styles, scripts | 4,126 | 25 MB |
dotadex/ |
files made for the Dotadex site | 2,852 | 478 MB |
scenes/ |
voice lines' choreography | 1,992 | 12 MB |
resource/ |
texts in every language, fonts | 1,460 | 466 MB |
models/ |
models' materials | 1,033 | 2 MB |
soundevents/ |
sound events | 956 | 19 MB |
maps/ |
maps' materials | 405 | 1 MB |
particles/ |
53 | 1 MB | |
soundstacks/ |
the sound mixer | 29 | 1 MB |
dev/ |
22 | 1 MB | |
cfg/ |
default settings | 7 | 1 MB |
sounds/ |
the sound mixer's graphs | 7 | 1 MB |
scripts/,resource/: the game's own files at their own paths,<path>.jsonfor<path>in the game. KeyValues text becomes JSON objects with string values; a key a block repeats keeps every value, the next ones askey#2,key#3(items'visualsrepeatasset_modifier). KeyValues3 and compiled resources (.vdata_c, response rules.vrr_c, ...) are decompiled to JSON. The few text files that are not KeyValues are kept as they are.panorama/: the client's interface (Panorama UI), readable: every layout (.xml), style (.css) and script (.js, TypeScript ones compiled), decompiled from the game files: how every screen, tooltip and button of Dota 2 is built.<path>.vmat.json: every material of the game (materials/,models/.../materials,maps/...): its shader, feature flags, parameters and the textures it names (those are in dota2-textures).soundevents/<file>.vsndevts.json: every sound event: its sound files, volume, pitch, mix group, distance, layers (the sounds are in dota2-sounds).resource/*.otf,resource/*.ttf: Dota's own fonts (Radiance, Hypatia Sans).patchnotes/patchnotes.vdpn.json: the patch notes the game shows, every patch with its item, hero and ability changes.novels/<event>.vdvn.json: the events' visual novels (Crownfall, Dark Carnival, ...): every act, scene and line.scenes/<hero>/<line>.vcd.json: the choreography of every voice line: what the hero's face and gestures do while it speaks, as timed flex animations;scenes/<hero>.vcdlistlists them.soundstacks/,sounds/graphs/: the sound mixer: operator stacks, DSP presets, mix graphs.- the files at the game's root and in
cfg/: match modes, workshop tags, default key bindings and video settings. dotadex/: files made from those for the Dotadex site, handy on their own:dotadex/data/heroes.json,abilities.json,items.json,treasures.json(chests and what drops from them),voices/<hero>.json(voice lines with their sound files),i18n/<language>.json(every text the site shows), and lighter pictures (dotadex/images/: loading screens and hero page backdrops at 1920 px, the hero grid in one atlas, cursor packs).
Popular files:
| File | What |
|---|---|
scripts/items/items_game.txt.json |
Every item, cosmetic, set, treasure and their visuals |
scripts/npc/npc_heroes.txt.json, scripts/npc/heroes/*.json |
Heroes and their abilities |
scripts/npc/npc_abilities.txt.json, scripts/npc/items.txt.json |
Abilities and shop items |
scripts/npc/npc_units.txt.json |
Creeps, summons, buildings, Roshan |
resource/localization/<file>_<language>.txt.json |
Every text of the game (items_, abilities_, dota_, hero_lore_, ...) |
How to use it
One file, straight from its link (works in a browser, an <img>, fetch; served with CORS):
https://huggingface.co/datasets/Sqls1/dota2-data/resolve/main/scripts/items/items_game.txt.json
Python (huggingface_hub):
from huggingface_hub import hf_hub_download, snapshot_download
# one file
path = hf_hub_download("Sqls1/dota2-data", "scripts/items/items_game.txt.json", repo_type="dataset")
# a whole folder
snapshot_download("Sqls1/dota2-data", repo_type="dataset", allow_patterns="resource/localization/*", local_dir="dota2-data")
Command line (pip install -U huggingface_hub):
hf download Sqls1/dota2-data --repo-type dataset --include "resource/localization/*" --local-dir dota2-data
Find anything: files.json at the root lists every file with its size, one download instead of walking the folders:
const { files } = await (await fetch("https://huggingface.co/datasets/Sqls1/dota2-data/resolve/main/files.json")).json(); // [[path, size], ...]
How it stays up to date
Read from the game files by gamefiles.js (scripts and texts) and data.js, audio.js, models.js (the dotadex/ files). The tracker checks Steam every six hours; after a game update it exports only what changed and removes what the game removed. Everything at the game's own paths, so a file you know from the game is easy to find.
Made for Dotadex, a site that shows every Dota 2 hero and cosmetic in 3D as the game does, and open to everyone.
The whole family
- dota2-data: every script and text of the game as JSON (items, heroes, abilities, 28 languages) (this one)
- dota2-images: every picture of the interface: icons, portraits, loading screens
- dota2-videos: every video of the interface: animated hero portraits, trailers
- dota2-models: every 3D model: heroes, cosmetics, units, buildings, props
- dota2-textures: every texture of the 3D models and maps, on its own
- dota2-particles: every particle effect system and its textures
- dota2-sounds: every sound: voice lines, abilities, music, announcers
- dota2-maps: every map and scene: the main map, events, backgrounds, MVP screens
License and credit
Everything here is Valve's content (and the Dota 2 Workshop authors' for cosmetics), taken from the game files and shared for reference, research, fan sites, art and other non-commercial community projects. Dota 2 is a registered trademark of Valve Corporation. This is an unofficial, fan-made dataset, not affiliated with or endorsed by Valve. If you use it, please credit Valve and Dota 2.
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