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API Reference

Every namespace TSUKI serves itself, with one line on what each covers. These work in any script, with nothing to declare. The feeds that need the internal have their own section: Internal API Reference.

New to scripting here? Start with Getting Started and Script Structure.

Core

PageWhat it covers
GlobalsTop-level functions and the storage namespace, callable from any script.
PlayerThe player object: health, weapons, bones, hitboxes, modifiers and screen space.
EntitiesTroopers, jungle camps, the midboss, crates, powerups and other world objects, by class or by curated type.
EventsCallbacks the engine invokes on kills, casts, particles, modifiers and sounds.

Aiming

PageWhat it covers
TargetingTarget selection helpers and aim math in the targeting.* namespace.
PredictionProjectile leading and motion tracking via solve_linear and solve_ballistic.
CameraLocal camera state and world-to-screen conversion.

Output

PageWhat it covers
Draw2D and 3D primitives, buffered per tick.
UICustom menu widgets: tabs, sliders, checkboxes and color pickers.

Input and data

PageWhat it covers
InputKeyboard and mouse state, using Windows VK codes.
HTTPAsynchronous GET and POST that never block your script.
MemoryDirect memory reads, for offsets you found yourself.

Constants

PageWhat it covers
Types & ConstantsVec2 and vec3 math types, plus modifier_flag, slot, bone and hero_id.
Modifier FlagsAll 303 modifier_flag constants.

The internal API

These need the internal running and needs_internal = true in your script_info.

PageWhat it covers
Internal API ReferenceWhat the flag turns on, when a call returns nil, and how to tell whether the internal is running.
StatsResolved resists, shields, barrier and your own weapon numbers.
Ability ValuesThe resolved value of an ability property, upgrades and scaling folded in.
Hit EventsPer-hit damage events for hits you dealt or took, plus the running tally.
Entity PropertiesOne schema field by name off a player or an entity row.
TracesAsk the game what a line hits.
AimThe scripted aim path: aim.silent, aim.shoot, aim.can_reach.