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Events

Event callbacks fire when the engine detects specific game events. Define them as global functions; the engine looks them up by name. You don't have to define any of them.

on_tick

Called every reader tick - the main loop for continuous logic.

lua
function on_tick()
    if not local_player():is_alive() then return end
    -- ...
end

is_enabled

Called before anything else each tick. Return false to skip the event callbacks, on_tick and the aim lock for that tick. A script that does not define it is enabled.

lua
function is_enabled()
    return not is_in_menu()
end

WARNING

An error inside is_enabled marks the script as errored and it is skipped until reloaded. Keep it cheap.

Returning false pauses a running on_tick coroutine rather than killing it. See Script Structure.

on_unload

Called before the script's Lua environment is torn down. Fires on reload, app shutdown, and env reset (re-enable). Use it to clean up any global or main-config state the script set. Takes no arguments.

It does not run when you toggle a script off. It runs when you toggle it back on, immediately before the fresh copy starts.

lua
function on_unload()
    -- reset any state set outside this script's env
end

on_kill

Fires when a tracked player dies. There are two cases:

  • Health drops to 0 while the player is still in the snapshot - player is a full player object.
  • Player disappears from the snapshot while previously alive - player is a plain table {hero_name, team, is_alive=false} (the live object is gone; only the cached fields are available).

Always check before calling player methods:

lua
function on_kill(player)
    if type(player) == "table" then
        -- player left the snapshot before we could read them
        toast(player.hero_name .. " died (left snapshot)")
        return
    end
    if player:is_local() then
        toast("we died")
    end
end

on_modifier_added

Fires when a modifier instance appears on a tracked player. Serial-based tracking detects duplicate tokens (e.g. owning AND being hit by the same item).

lua
function on_modifier_added(player, modifier)
    -- modifier fields available; see modifier table in Player reference
    if not player:is_local() then return end
    local caster = modifier.caster
    if caster and caster:is_enemy() then
        toast(modifier.name .. " from " .. caster:hero_name())
    end
end

The modifier argument is a reduced shape - it does not include expires_at. If you need an expiry time, compute it as modifier.remaining + sim_time(). All other fields from player:get_modifiers() are present. See Player > Modifiers.

on_modifier_removed

Fires when a modifier disappears from a tracked player. Only token and name are populated - all other fields are absent because the modifier is no longer in memory. name may be an empty string and token may be 0 if the data was not cached before removal.

lua
function on_modifier_removed(player, modifier)
    -- only modifier.name (may be "") and modifier.token (may be 0) are present
    if modifier.name ~= "" then
        print(player:hero_name() .. " lost modifier: " .. modifier.name)
    end
end

on_ability_start

Fires when a hero ability (slots 0-3) begins its cast-delay / windup phase. This is the earliest possible reaction point - before the cooldown starts and before the cast commits. info.phase is always "start".

Use this for parry or dodge reactions that need maximum reaction time.

FieldTypeDescription
namestringRTTI name, e.g. "ability_vampirebat_batswarm"
slotinteger0-3
cooldownnumberInitial cooldown in seconds (may be 0 before commit)
phasestringAlways "start"
cast_delay_startnumber?sim_time() when cast-delay began (nil if absent)
channel_startnumber?sim_time() when channel began (nil if not yet started)
cooldown_startnumber?sim_time() when cooldown began (nil if not yet started)
cooldown_endnumber?sim_time() when cooldown ends (nil if not yet started)
cast_completednumber?sim_time() the cast finished (nil if not yet completed)
chargesinteger?Remaining charges at event time (nil if ability has no charges)
upgrade_bitsintegerBitmask of purchased upgrade tiers
lua
function on_ability_start(player, info)
    if player:is_enemy() then
        print(player:hero_name() .. " started cast on slot " .. info.slot)
    end
end

on_ability_cast

Fires when a hero ability (slots 0-3) commits - the cooldown rises above 0.1 seconds (ab.cooldown > 0.1f). Abilities whose cooldown lands at or below 0.1 s do not trigger this event. info.phase is always "cast".

FieldTypeDescription
namestringRTTI name, e.g. "ability_vampirebat_batswarm"
slotinteger0-3
cooldownnumberInitial cooldown in seconds
phasestringAlways "cast"
cast_delay_startnumber?sim_time() when cast-delay began (nil if absent)
channel_startnumber?sim_time() when channel began (nil if not channeled)
cooldown_startnumber?sim_time() when cooldown began (nil if absent)
cooldown_endnumber?sim_time() when cooldown ends (nil if absent)
cast_completednumber?sim_time() the cast finished (nil if absent)
chargesinteger?Remaining charges at event time (nil if ability has no charges)
upgrade_bitsintegerBitmask of purchased upgrade tiers
lua
function on_ability_cast(player, info)
    if player:is_enemy() then
        print(player:hero_name() .. " cast slot " .. info.slot)
    end
end

on_ability_channel

Fires when a hero ability (slots 0-3) begins its channel phase. Only fires for abilities that actually channel; not every ability has this phase. info.phase is always "channel".

FieldTypeDescription
namestringRTTI name, e.g. "ability_vampirebat_batswarm"
slotinteger0-3
cooldownnumberInitial cooldown in seconds
phasestringAlways "channel"
cast_delay_startnumber?sim_time() when cast-delay began (nil if absent)
channel_startnumbersim_time() when channel began (always present for this event)
cooldown_startnumber?sim_time() when cooldown began (nil if not yet on cooldown)
cooldown_endnumber?sim_time() when cooldown ends (nil if not yet on cooldown)
cast_completednumber?sim_time() the cast finished (nil if not yet completed)
chargesinteger?Remaining charges at event time (nil if ability has no charges)
upgrade_bitsintegerBitmask of purchased upgrade tiers
lua
function on_ability_channel(player, info)
    if player:is_enemy() then
        print(player:hero_name() .. " channeling slot " .. info.slot)
    end
end

on_item_used

Fires when an active item (slots 4-7) goes on cooldown.

FieldTypeDescription
namestringRTTI name, e.g. "upgrade_metal_skin"
slotinteger4-7
cooldownnumberInitial cooldown in seconds
lua
function on_item_used(player, item)
    if item.name:find("metal_skin") and player:is_enemy() then
        toast(player:hero_name() .. " popped Metal Skin!")
    end
end

The player argument is always the owner/user of the item - the player whose item slot went on cooldown. There is no targeting information in this event.

on_shot

Fires once per trigger pull by the local player, with the player first and the event table second.

FieldTypeDescription
cmdinteger?Command number the shot was attributed to. Absent unless the button feed is being read
sim_timenumberThe weapon's own last-attack time, not a call to sim_time()
clip_beforeintegerRounds in the clip before the shot
clip_afterintegerRounds in the clip after it
shot_numberintegerThe weapon's monotonic shot counter

One event per trigger pull. A shotgun blast is one event. shot_number only advances when a bullet actually left; a tap on an empty or reloading clip fires nothing.

cmd is present only while some script is reading input.buttons(). Otherwise the field is absent.

clip_after can equal clip_before at a reload boundary or in an infinite ammo state. input.diag().clip_unread counts those.

lua
function on_shot(me, info)
    shots = shots + 1
    if info.clip_after == 0 then input.tap("reload") end
end

on_shot says a shot left the gun. For what it hit, see Hit Events.

on_entity_added

Fires when an entity appears in a class you are watching.

One argument, no player

Takes a single row table and no player argument, unlike the modifier, ability and shot callbacks.

The argument is the same row table entities.by_class returns, with the same fields and the same row:get(name) method.

  • Only for classes you are polling. Call entities.by_class(class) every tick; events stop 2 seconds after the last call.
  • The first answer seeds the set silently. Added means since you started watching, not spawned.
  • The queue holds 512 events and drops the oldest past that.
lua
function on_tick()
    entities.by_class("npc_trooper")   -- keep asking, or the events stop
end

function on_entity_added(row)
    print("trooper " .. row.index .. " at " .. string.format("%.0fm", row.distance_m))
end

on_entity_removed

Fires when an entity disappears from a class you are watching. Same single row argument and the same 2 second ask window as on_entity_added.

The row holds the last values the entity had, not a fresh read, so its position and health are as of the tick before it went away.

lua
function on_entity_removed(row)
    print("lost " .. row.class .. " " .. row.index)
end

on_particle_create

Fires when a particle effect appears on a tracked player. By default only ability effects (projectiles, impacts, casts) on the local player, enemies and teammates are delivered. needs_all_particles = true adds cosmetic, environmental, tower and ability-spawned particles at a processing cost, so leave it off unless you need them.

The engine scans the game's internal particle linked list at 100Hz, detects new and removed particles via diffing, and delivers events to Lua. Particle names are full VPF paths like "particles/abilities/melee/melee_heavy_activate_charge.vpcf".

FieldTypeDescription
namestringFull particle path, e.g. "particles/abilities/melee/melee_heavy_activate_charge.vpcf"
is_enemybooleanParticle belongs to an enemy player
is_localbooleanParticle belongs to the local player
is_teammatebooleanParticle belongs to a teammate
owner_labelstringHuman-readable owner tag, e.g. "(enemy t2)", "(local)", "(ally t3)"
owner_pawnintegerRaw pawn pointer of the particle owner
ownerplayer or nilResolved player table (same shape as get_players() returns). nil if the owner couldn't be matched to a known player, happens for ability-spawned particles when needs_all_particles is enabled, since those are owned by ability entities rather than player pawns
positiontable{x, y, z} world position from m_vSortOrigin. May be (0, 0, 0) for entity-attached particles (use control points instead)
has_control_pointsbooleantrue if control point data was successfully read. Only populated for particles whose path contains "abilities/" or "melee"
cp0table{x, y, z} control point 0 (typically bounding box min)
cp1table{x, y, z} control point 1 (typically bounding box max)
cp2table{x, y, z} control point 2, effect center / AoE target position. Usually the most useful CP for gameplay logic
cp3table{x, y, z} control point 3 (adjusted center)
lua
function on_particle_create(ev)
    if ev.is_enemy and ev.name:find("melee_heavy_activate_charge") then
        toast("Enemy charging heavy melee!")
    end
end

Notes on control points

  • CP2 is typically the "target center" or AoE landing position for ability particles.
  • For some abilities (Celeste's Luminous Strike cast particle unicorn_flux_strike_cast for example), the CPs are relative to the caster and do not change with the target location. The actual AoE landing particle (unicorn_daggers_target) is ability-spawned and requires needs_all_particles = true to detect.
  • For melee particles, CPs represent the swing bounding box.
  • Not all particles have meaningful CPs, check has_control_points before reading them.

on_particle_destroy

Fires when a particle effect is removed from the game. Same fields as on_particle_create, but position and control points will be zeroed (the particle no longer exists in memory).

lua
function on_particle_destroy(ev)
    if ev.is_enemy and ev.name:find("melee_heavy_activate_charge") then
        print("Enemy melee charge ended")
    end
end

on_sound_event

Fires for each game sound seen this tick: footsteps, ability casts, item procs. Requires needs_sound_events = true in your script_info. Without it the sound stream is never parsed and the callback never runs.

One argument, no player

Unlike the modifier and ability callbacks, this takes a single event table and no player argument.

FieldTypeDescription
namestringSound event name, e.g. "Haze.Footstep"
positiontableWorld position as {x, y, z}. It is a plain table, not a vec3, so construct one with vec3(e.position.x, e.position.y, e.position.z) before doing vector math
positionalbooleanfalse for 2D sounds (UI, music) that have no world position
is_enemybooleanThe attributed owner is an enemy
is_localbooleanThe attributed owner is you
is_teammatebooleanThe attributed owner is an ally
owner_labelstringHero name of the attributed owner, or "" when nobody was close enough to attribute
owner_distancenumberDistance in game units from the sound to that player
guidintegerEngine handle for the sound instance

The engine infers ownership from how close the sound played to each player. In a crowded fight it can pick the wrong hero, and owner_label is "" when nothing was close enough. Check owner_label ~= "" before trusting is_enemy.

lua
script_info = {
    name               = "Footstep Alert",
    needs_sound_events = true,
}

function on_sound_event(e)
    if e.is_enemy and e.name:find("Footstep") then
        local p = vec3(e.position.x, e.position.y, e.position.z)
        if is_position_visible(p) then
            notify(e.owner_label .. " nearby", 1)
        end
    end
end

An error thrown inside this callback is swallowed so one bad script cannot stall the event loop for the others. Nothing visible marks the failure, so check the console.

Common particle names

Reference list of particle paths commonly used in scripting. The Particle Scanner (labelled 'Particle Logger' in the UI) is in Dev Studio > Tools, opened from the bug icon on the top navbar. The old Scripts → Dev Tools sub-tab no longer exists. See Debugging > Discovering particle names.

Melee

ParticleMeaning
melee_heavy_activate_chargeEnemy starts charging a heavy melee (the wind-up)
melee_heavy_activateHeavy melee transitions from charge to swing
melee_swing_heavyThe actual heavy melee swing
melee_parryA parry was activated
melee_parry_successA parry successfully blocked an attack
melee_parry_debuffParry debuff applied to the stunned attacker

Hero-specific melee

ParticleHero
unicorn_anim_heavy_melee_startCeleste (Unicorn) heavy melee wind-up
unicorn_anim_heavy_meleeCeleste heavy melee swing animation

Movement

ParticleMeaning
generic/sprintPlayer is sprinting
generic/slidePlayer is sliding
generic/air_dashPlayer used air dash
generic/bridge_buffPlayer has the bridge zipline buff

Combat

ParticleMeaning
generic/headshotHeadshot indicator
modifiers/stunnedPlayer is stunned
weapon_fx/*/muzzle_flashWeapon muzzle flash (hero-specific subfolder)
weapon_fx/*/tracerBullet tracer (hero-specific subfolder)

Ability-spawned (requires needs_all_particles)

ParticleMeaning
unicorn_daggers_targetCeleste Luminous Strike AoE landing indicator
unicorn_flux_rainbowCeleste Luminous Strike rainbow effect
npc/npc_melee_swingTower / NPC melee swing
npc/npc_healthbarNPC healthbar particle

Matching modifier and item names

Modifier name and item name are RTTI class strings. Use string.find for substring matches because the engine reports the full name including prefixes:

lua
if modifier.name:find("stunned") then ... end
if modifier.name:find("glitch") then ... end
if modifier.name:find("sleep") then ... end

If you want exact matching, use the token (an integer) instead:

lua
if player:has_modifier(0x9C02E614) then ... end