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.
function on_tick()
if not local_player():is_alive() then return end
-- ...
endon_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.
function on_unload()
-- reset any state set outside this script's env
endon_kill ​
Fires when a tracked player dies. There are two cases:
- Health drops to 0 while the player is still in the snapshot -
playeris a full player object. - Player disappears from the snapshot while previously alive -
playeris 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:
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
endon_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).
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
endThe 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.
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
endon_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.
| Field | Type | Description |
|---|---|---|
name | string | RTTI name, e.g. "ability_vampirebat_batswarm" |
slot | integer | 0-3 |
cooldown | number | Initial cooldown in seconds (may be 0 before commit) |
phase | string | Always "start" |
cast_delay_start | number? | sim_time() when cast-delay began (nil if absent) |
channel_start | number? | sim_time() when channel began (nil if not yet started) |
cooldown_start | number? | sim_time() when cooldown began (nil if not yet started) |
cooldown_end | number? | sim_time() when cooldown ends (nil if not yet started) |
cast_completed | number? | sim_time() the cast finished (nil if not yet completed) |
charges | integer? | Remaining charges at event time (nil if ability has no charges) |
upgrade_bits | integer | Bitmask of purchased upgrade tiers |
function on_ability_start(player, info)
if player:is_enemy() then
print(player:hero_name() .. " started cast on slot " .. info.slot)
end
endon_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".
| Field | Type | Description |
|---|---|---|
name | string | RTTI name, e.g. "ability_vampirebat_batswarm" |
slot | integer | 0-3 |
cooldown | number | Initial cooldown in seconds |
phase | string | Always "cast" |
cast_delay_start | number? | sim_time() when cast-delay began (nil if absent) |
channel_start | number? | sim_time() when channel began (nil if not channeled) |
cooldown_start | number? | sim_time() when cooldown began (nil if absent) |
cooldown_end | number? | sim_time() when cooldown ends (nil if absent) |
cast_completed | number? | sim_time() the cast finished (nil if absent) |
charges | integer? | Remaining charges at event time (nil if ability has no charges) |
upgrade_bits | integer | Bitmask of purchased upgrade tiers |
function on_ability_cast(player, info)
if player:is_enemy() then
print(player:hero_name() .. " cast slot " .. info.slot)
end
endon_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".
| Field | Type | Description |
|---|---|---|
name | string | RTTI name, e.g. "ability_vampirebat_batswarm" |
slot | integer | 0-3 |
cooldown | number | Initial cooldown in seconds |
phase | string | Always "channel" |
cast_delay_start | number? | sim_time() when cast-delay began (nil if absent) |
channel_start | number | sim_time() when channel began (always present for this event) |
cooldown_start | number? | sim_time() when cooldown began (nil if not yet on cooldown) |
cooldown_end | number? | sim_time() when cooldown ends (nil if not yet on cooldown) |
cast_completed | number? | sim_time() the cast finished (nil if not yet completed) |
charges | integer? | Remaining charges at event time (nil if ability has no charges) |
upgrade_bits | integer | Bitmask of purchased upgrade tiers |
function on_ability_channel(player, info)
if player:is_enemy() then
print(player:hero_name() .. " channeling slot " .. info.slot)
end
endon_item_used ​
Fires when an active item (slots 4-7) goes on cooldown.
| Field | Type | Description |
|---|---|---|
name | string | RTTI name, e.g. "upgrade_metal_skin" |
slot | integer | 4-7 |
cooldown | number | Initial cooldown in seconds |
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
endThe 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_particle_create ​
Fires when a particle effect appears on a tracked player. By default, particle events only include ability-related effects (projectiles, impacts, casts) for the local player, all enemies, and all teammates. Set needs_all_particles = true at the top of your script to also receive events for cosmetic, environmental, tower, and ability-spawned particles. This increases processing overhead - leave it off unless your script specifically requires those event types.
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".
| Field | Type | Description |
|---|---|---|
name | string | Full particle path, e.g. "particles/abilities/melee/melee_heavy_activate_charge.vpcf" |
is_enemy | boolean | Particle belongs to an enemy player |
is_local | boolean | Particle belongs to the local player |
is_teammate | boolean | Particle belongs to a teammate |
owner_label | string | Human-readable owner tag, e.g. "(enemy t2)", "(local)", "(ally t3)" |
owner_pawn | integer | Raw pawn pointer of the particle owner |
owner | player or nil | Resolved 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 |
position | table | {x, y, z} world position from m_vSortOrigin. May be (0, 0, 0) for entity-attached particles (use control points instead) |
has_control_points | boolean | true if control point data was successfully read. Only populated for particles whose path contains "abilities/" or "melee" |
cp0 | table | {x, y, z} control point 0 (typically bounding box min) |
cp1 | table | {x, y, z} control point 1 (typically bounding box max) |
cp2 | table | {x, y, z} control point 2, effect center / AoE target position. Usually the most useful CP for gameplay logic |
cp3 | table | {x, y, z} control point 3 (adjusted center) |
function on_particle_create(ev)
if ev.is_enemy and ev.name:find("melee_heavy_activate_charge") then
toast("Enemy charging heavy melee!")
end
endNotes 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_castfor 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 requiresneeds_all_particles = trueto detect. - For melee particles, CPs represent the swing bounding box.
- Not all particles have meaningful CPs, check
has_control_pointsbefore 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).
function on_particle_destroy(ev)
if ev.is_enemy and ev.name:find("melee_heavy_activate_charge") then
print("Enemy melee charge ended")
end
endCommon 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 ​
| Particle | Meaning |
|---|---|
melee_heavy_activate_charge | Enemy starts charging a heavy melee (the wind-up) |
melee_heavy_activate | Heavy melee transitions from charge to swing |
melee_swing_heavy | The actual heavy melee swing |
melee_parry | A parry was activated |
melee_parry_success | A parry successfully blocked an attack |
melee_parry_debuff | Parry debuff applied to the stunned attacker |
Hero-specific melee ​
| Particle | Hero |
|---|---|
unicorn_anim_heavy_melee_start | Celeste (Unicorn) heavy melee wind-up |
unicorn_anim_heavy_melee | Celeste heavy melee swing animation |
Movement ​
| Particle | Meaning |
|---|---|
generic/sprint | Player is sprinting |
generic/slide | Player is sliding |
generic/air_dash | Player used air dash |
generic/bridge_buff | Player has the bridge zipline buff |
Combat ​
| Particle | Meaning |
|---|---|
generic/headshot | Headshot indicator |
modifiers/stunned | Player is stunned |
weapon_fx/*/muzzle_flash | Weapon muzzle flash (hero-specific subfolder) |
weapon_fx/*/tracer | Bullet tracer (hero-specific subfolder) |
Ability-spawned (requires needs_all_particles) ​
| Particle | Meaning |
|---|---|
unicorn_daggers_target | Celeste Luminous Strike AoE landing indicator |
unicorn_flux_rainbow | Celeste Luminous Strike rainbow effect |
npc/npc_melee_swing | Tower / NPC melee swing |
npc/npc_healthbar | NPC 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:
if modifier.name:find("stunned") then ... end
if modifier.name:find("glitch") then ... end
if modifier.name:find("sleep") then ... endIf you want exact matching, use the token (an integer) instead:
if player:has_modifier(0x9C02E614) then ... end