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The dataset generation failed
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 dataset

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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

Dota 2

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>.json for <path> in the game. KeyValues text becomes JSON objects with string values; a key a block repeats keeps every value, the next ones as key#2, key#3 (items' visuals repeat asset_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>.vcdlist lists 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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