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API Reference ​

Every namespace below is served by TSUKI itself and works 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 game, storage, json and timer namespaces, 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 TSUKI calls on kills, casts, particles, modifiers and sounds.
Game MessagesSubscribe to the game's own network messages: damage, kills, hits and chat. Messages only arrive while the internal is running.

Aiming ​

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

Output ​

PageWhat it covers
Draw2D and 3D primitives, buffered per tick.
Game IconsThe game's own ability, item, status and portrait art.
UICustom menu widgets (tabs, sliders, checkboxes and color pickers) and panels you draw that take mouse clicks.

Input and data ​

PageWhat it covers
InputKeyboard and mouse state, using Windows VK codes.
HTTPAsynchronous GET, POST, PUT, DELETE, PATCH and HEAD requests 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, hero_id and the VK key codes.
Modifier FlagsEvery modifier_flag constant.

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, with upgrades and scaling applied.
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. trace.bvh checks a line against the map without the internal.
AimThe scripted aim path: aim.silent, aim.shoot, aim.can_reach.
Schema FieldsRead, write and watch any game field by name.
PingsA real map ping on an enemy.
Chat and MapSend a chat message, ping a spot, or draw on the minimap.
CommandsChange the buttons in your own game command, including taking one away.
GlowOutline or fill any player or entity.
Console SettingsRead and change the game's console settings.
HUDHow many interface panels carry a class, for reading the game's cast indicator.