listFiles

A function that returns a table with all script file names from the specified path
If no path is specified,
it will fetch from the root folder
A second argument,
boolean, can be given to also list files inside subfolders
Folders can be accessed relative to the executing script using `./` and `../`
overload 1:
listFiles()
Method Property Fluent Description Representation
Return Value an array of Strings
overload 2:
listFiles(folder)
Method Property Fluent Description Representation
folder accepts a String
Return Value an array of Strings
overload 3:
listFiles(folder, subFolders)
Method Property Fluent Description Representation
folder accepts a String
subFolders accepts a Boolean
Return Value an array of Strings

log

Example by applejuice:
A function that writes its arguments to chat
Even though the syntax says only one argument,
you can put as many as you want
All of them will print,
and they'll be separated by a tab space
Returns the string representation of all values
overload 1:
log(...)
Method Property Fluent Description Representation
... accepts anything
Return Value a String

logJson

Takes a Minecraft JSON string as an argument, and prints it to the chat formatted, without the lua print header
Even though the syntax says only one argument,
you can put as many as you want
All of them will print,
and they'll be appended in the end of the previous argument
Returns the formatted string
overload 1:
logJson(json)
Method Property Fluent Description Representation
json accepts a String
Return Value a String

logTable

Example by ChloeSpacedOut:
The first argument is either a Table, or it's a Userdata, which refers to any of the added Figura types
Prints the table out to chat,
specially formatted
If userdata is passed in, it is automatically converted to a table or string,
and displayed
In the case of tables inside of tables,
the "maxDepth" parameter will be used to determine how far to go
Default value for maxDepth is 1
Third argument,
"silent", will skip the chat print and will only return the string
overload 1:
logTable(table)
Method Property Fluent Description Representation
table accepts a table
Return Value a String
overload 2:
logTable(javaObject)
Method Property Fluent Description Representation
javaObject accepts an Userdata
Return Value a String
overload 3:
logTable(table, maxDepth)
Method Property Fluent Description Representation
table accepts a table
maxDepth accepts an Integer
Return Value a String
overload 4:
logTable(javaObject, maxDepth)
Method Property Fluent Description Representation
javaObject accepts an Userdata
maxDepth accepts an Integer
Return Value a String
overload 5:
logTable(table, maxDepth, silent)
Method Property Fluent Description Representation
table accepts a table
maxDepth accepts an Integer
silent accepts a Boolean
Return Value a String
overload 6:
logTable(javaObject, maxDepth, silent)
Method Property Fluent Description Representation
javaObject accepts an Userdata
maxDepth accepts an Integer
silent accepts a Boolean
Return Value a String

print

Example by ChloeSpacedOut:
A function that writes its arguments to chat
Even though the syntax says only one argument,
you can put as many as you want
All of them will print,
and they'll be separated by a tab space
Returns the string representation of all values
overload 1:
print(...)
Method Property Fluent Description Representation
... accepts anything
Return Value a String

printJson

Takes a Minecraft JSON string as an argument, and prints it to the chat formatted, without the lua print header
Even though the syntax says only one argument,
you can put as many as you want
All of them will print,
and they'll be appended in the end of the previous argument
Returns the formatted string
overload 1:
printJson(json)
Method Property Fluent Description Representation
json accepts a String
Return Value a String

printTable

Example by ChloeSpacedOut:
The first argument is either a Table, or it's a Userdata, which refers to any of the added Figura types
Prints the table out to chat,
specially formatted
If userdata is passed in, it is automatically converted to a table or string,
and displayed
In the case of tables inside of tables,
the "maxDepth" parameter will be used to determine how far to go
Default value for maxDepth is 1
Third argument,
"silent", will skip the chat print and will only return the string
overload 1:
printTable(table)
Method Property Fluent Description Representation
table accepts a table
Return Value a String
overload 2:
printTable(javaObject)
Method Property Fluent Description Representation
javaObject accepts an Userdata
Return Value a String
overload 3:
printTable(table, maxDepth)
Method Property Fluent Description Representation
table accepts a table
maxDepth accepts an Integer
Return Value a String
overload 4:
printTable(javaObject, maxDepth)
Method Property Fluent Description Representation
javaObject accepts an Userdata
maxDepth accepts an Integer
Return Value a String
overload 5:
printTable(table, maxDepth, silent)
Method Property Fluent Description Representation
table accepts a table
maxDepth accepts an Integer
silent accepts a Boolean
Return Value a String
overload 6:
printTable(javaObject, maxDepth, silent)
Method Property Fluent Description Representation
javaObject accepts an Userdata
maxDepth accepts an Integer
silent accepts a Boolean
Return Value a String

require

Example by ChloeSpacedOut:
The require() function takes the name of one of your scripts, without the .lua extension
If this script has not been already run before,
it will run that script and return the value that script returns
If it has been run before,
then it will not run the file again, but it will return the same thing as the first time
If a required script has no returns,
then require() will return true
If the name you give isn't any of your scripts,
it will error
Scripts can be accessed relative to the executing script using `./` and `../`
overload 1:
require(scriptName)
Method Property Fluent Description Representation
scriptName accepts a String
Return Value anything
overload 2:
require(scriptName, fallbackFunction)
Method Property Fluent Description Representation
scriptName accepts a String
fallbackFunction accepts a function
Return Value anything

action_wheel

The global instance of the ActionWheelAPI and its subtypes
field signature:
action_wheel
Method Property Fluent Description Representation
Field Type an ActionWheelAPI

ActionWheelAPI.execute

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage()
action_wheel:setPage(examplePage)
examplePage:newAction(1):onRightClick(function() log('chat spam :3') end)

events.TICK:register(function()
action_wheel:execute(1,true)
end)
-- this will only run if the action wheel is open
Executes the action of the given index
If the index is null,
it will execute the last selected action
A second parameter can be given to specify if it should be executed the left or right action
overload 1:
action_wheel:execute()
Method Property Fluent Description Representation
Return Value an ActionWheelAPI
overload 2:
action_wheel:execute(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value an ActionWheelAPI
overload 3:
action_wheel:execute(index, rightClick)
Method Property Fluent Description Representation
index accepts an Integer
rightClick accepts a Boolean
Return Value an ActionWheelAPI

ActionWheelAPI.newAction

Creates a new Action that is not automatically assigned to a Page
overload 1:
action_wheel:newAction()
Method Property Fluent Description Representation
Return Value an Action

ActionWheelAPI.isEnabled

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage()
action_wheel:setPage(examplePage)

events.TICK:register(function()
if action_wheel:isEnabled() then
log("action wheel's is open!")
end
end)
Returns if the Action Wheel is being currently rendered or not
overload 1:
action_wheel:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

ActionWheelAPI.getSelected

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage()
action_wheel:setPage(examplePage)
for slot = 1,8 do
examplePage:newAction(slot)
end

events.TICK:register(function()
log(action_wheel:getSelected())
end)
-- returns even if the action wheel is closed
Returns the index of the currently selected action
overload 1:
action_wheel:getSelected()
Method Property Fluent Description Representation
Return Value an Integer

ActionWheelAPI.getSelectedAction

Returns the Action that is currently selected in the Action Wheel
overload 1:
action_wheel:getSelectedAction()
Method Property Fluent Description Representation
Return Value an Action

ActionWheelAPI.newPage

Example by ChloeSpacedOut:
Creates a new Page for the action wheel
A Title can be given to store this page internally
If no Title is given,
the Page will just be returned from this function
overload 1:
action_wheel:newPage()
Method Property Fluent Description Representation
Return Value a Page
overload 2:
action_wheel:newPage(title)
Method Property Fluent Description Representation
title accepts a String
Return Value a Page

ActionWheelAPI.setPage

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage()
action_wheel:setPage(examplePage)
Sets the Page of the action wheel to the given Title or Page
overload 1:
action_wheel:setPage(pageTitle)
Method Property Fluent Description Representation
pageTitle accepts a String
Return Value an ActionWheelAPI
overload 2:
action_wheel:setPage(page)
Method Property Fluent Description Representation
page accepts a Page
Return Value an ActionWheelAPI

ActionWheelAPI.getPage

Example by ChloeSpacedOut:
Returns a stored Page by the given title
If no title is given,
returns a table with all registered Pages
overload 1:
action_wheel:getPage()
Method Property Fluent Description Representation
Return Value either a Page or nil
overload 2:
action_wheel:getPage(pageTitle)
Method Property Fluent Description Representation
pageTitle accepts a String
Return Value a Page

ActionWheelAPI.getCurrentPage

Returns the current set Page from the Action Wheel, or NIL if no Page has been set
overload 1:
action_wheel:getCurrentPage()
Method Property Fluent Description Representation
Return Value either a Page or nil

ActionWheelAPI.leftClick

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage('pageName')
action_wheel:setPage(examplePage)

function action_wheel.leftClick()
log('you just left clicked while in the action wheel!')
end
Function that is executed when the left mouse button is clicked
field signature:
leftClick
Method Property Fluent Description Representation
Field Type a function that takes nothing and will return anything
() -> AnyType

ActionWheelAPI.rightClick

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage('pageName')
action_wheel:setPage(examplePage)

function action_wheel.rightClick()
log('you just left clicked while in the action wheel!')
end
Function that is executed when the right mouse button is clicked
field signature:
rightClick
Method Property Fluent Description Representation
Field Type a function that takes nothing and will return anything
() -> AnyType

ActionWheelAPI.scroll

Example by ChloeSpacedOut:
examplePage = action_wheel:createPage('pageName')
action_wheel:setPage(examplePage)

function action_wheel.scroll(direction)
log(direction)
end
Function that is executed when the mouse is scrolled
field signature:
scroll
Method Property Fluent Description Representation
Field Type a function that takes a Number and will return anything

animations

The global instance of the AnimationsAPI and its subtypes
field signature:
animations
Method Property Fluent Description Representation
Field Type an AnimationAPI

AnimationAPI.getPlaying

Return a table with all playing animations
Takes a boolean parameter,
where if true, animations in the HOLDING play state will be included in the table
overload 1:
animations:getPlaying()
Method Property Fluent Description Representation
Return Value a table

AnimationAPI.getAnimations

Returns a table with all animations
overload 1:
animations:getAnimations()
Method Property Fluent Description Representation
Return Value a table

AnimationAPI.stopAll

Stops all playing (and paused) animations
overload 1:
animations:stopAll()
Method Property Fluent Description Representation
Return Value an AnimationAPI

avatar

The global instance of AvatarAPI
field signature:
avatar
Method Property Fluent Description Representation
Field Type an AvatarAPI

AvatarAPI.getName

Gets the name string of this avatar
overload 1:
avatar:getName()
Method Property Fluent Description Representation
Return Value a String

AvatarAPI.store

Store the given key-value pair inside your current avatar's metadata
Someone else can get this information from a different script with the avatarVars() function in World
The key must be a string
overload 1:
avatar:store(key, value)
Method Property Fluent Description Representation
key accepts a String
value accepts anything
Return Value an AvatarAPI

AvatarAPI.getSize

Gets the file size of this avatar in bytes
overload 1:
avatar:getSize()
Method Property Fluent Description Representation
Return Value a Number

AvatarAPI.getVersion

Gets the version string of this avatar
overload 1:
avatar:getVersion()
Method Property Fluent Description Representation
Return Value a String

AvatarAPI.setColor

Sets the current color string of your avatar, used as your avatar theme, if the user has a special badge, they can pass in the badge's name to set the color for it.
overload 1:
avatar:setColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an AvatarAPI
overload 2:
avatar:setColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an AvatarAPI

AvatarAPI.getAuthors

Gets the authors string of this avatar
overload 1:
avatar:getAuthors()
Method Property Fluent Description Representation
Return Value a String

AvatarAPI.getCurrentInstructions

Gets the current number of instructions that have been executed by your avatar
Resets to 0 at the beginning of certain events
overload 1:
avatar:getCurrentInstructions()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxWorldTickCount

Gets the maximum allowed instructions in events.WORLD_TICK as permitted by the viewer
overload 1:
avatar:getMaxWorldTickCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getAnimationComplexity

Gets the current animation complexity of this avatar
overload 1:
avatar:getAnimationComplexity()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getRemainingParticles

Gets the remaining amount of particles this avatar can summon
overload 1:
avatar:getRemainingParticles()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.hasTexture

Gets whether or not this avatar has a texture
overload 1:
avatar:hasTexture()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.hasScriptError

Gets whether this script currently has stopped due to an error (kinda useless lol)
overload 1:
avatar:hasScriptError()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.getTickCount

Gets the number of events.TICK instructions of this avatar last tick
overload 1:
avatar:getTickCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxInitCount

Gets the maximum allowed instructions during initialization as permitted by the viewer
overload 1:
avatar:getMaxInitCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxTickCount

Gets the maximum allowed instructions in events.TICK as permitted by the viewer
overload 1:
avatar:getMaxTickCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getWorldTickCount

Gets the number of events.WORLD_TICK instructions of this avatar's last tick
overload 1:
avatar:getWorldTickCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getRenderCount

Gets the number of events.RENDER and events.POST_RENDER instructions of this avatar's last frame
overload 1:
avatar:getRenderCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxRenderCount

Gets the maximum allowed instructions in events.RENDER and Events.POST_RENDER as permitted by the viewer
overload 1:
avatar:getMaxRenderCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getRemainingSounds

Gets the remaining amount of sound this avatar can play
overload 1:
avatar:getRemainingSounds()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getEntityInitCount

Gets the number of events.ENTITY_INIT instructions of this avatar
overload 1:
avatar:getEntityInitCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxParticles

Gets the maximum allowed number of particles as permitted by the viewer
overload 1:
avatar:getMaxParticles()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getInitCount

Gets the number of initialization instructions of this avatar
overload 1:
avatar:getInitCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxComplexity

Gets the maximum allowed model complexity (number of faces) as permitted by the viewer
overload 1:
avatar:getMaxComplexity()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxSounds

Gets the maximum allowed number of sounds as permitted by the viewer
overload 1:
avatar:getMaxSounds()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxTextureSize

Gets the max dimensions of custom textures that this avatar can create
overload 1:
avatar:getMaxTextureSize()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.canRenderOffscreen

Gets whether or not the viewer allows you to render the avatar off-screen
overload 1:
avatar:canRenderOffscreen()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.canHaveCustomHeads

figura.docs.avatar.can_have_custom_heads
overload 1:
avatar:canHaveCustomHeads()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.canUseCustomSounds

Gets whether or not the viewer allows your avatar to play custom sounds
overload 1:
avatar:canUseCustomSounds()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.canEditNameplate

Gets whether or not the viewer allows your avatar to edit your nameplate
overload 1:
avatar:canEditNameplate()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.getColor

Gets the current color string of your avatar, used as your avatar theme
overload 1:
avatar:getColor()
Method Property Fluent Description Representation
Return Value a String

AvatarAPI.getVolume

figura.docs.avatar.get_volume
overload 1:
avatar:getVolume()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getPermissionLevel

Returns this avatar's current permission level
overload 1:
avatar:getPermissionLevel()
Method Property Fluent Description Representation
Return Value a String

AvatarAPI.getUUID

Returns the UUID of the owner of this avatar
overload 1:
avatar:getUUID()
Method Property Fluent Description Representation
Return Value a String

AvatarAPI.getComplexity

Gets the current complexity of this avatar
overload 1:
avatar:getComplexity()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.canEditVanillaModel

Gets whether or not the viewer allows your avatar to edit the vanilla models
overload 1:
avatar:canEditVanillaModel()
Method Property Fluent Description Representation
Return Value a Boolean

AvatarAPI.getMaxAnimationComplexity

Gets the maximum allowed animation complexity (number of playing channels) as permitted by the viewer
overload 1:
avatar:getMaxAnimationComplexity()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getWorldRenderCount

Gets the number of events.WORLD_RENDER and events.POST_WORLD_RENDER instructions of this avatar's last frame
overload 1:
avatar:getWorldRenderCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.getMaxWorldRenderCount

Gets the maximum allowed instructions in events.WORLD_RENDER and events.POST_WORLD_RENDER as permitted by the viewer
overload 1:
avatar:getMaxWorldRenderCount()
Method Property Fluent Description Representation
Return Value an Integer

AvatarAPI.color

Sets the current color string of your avatar, used as your avatar theme, if the user has a special badge, they can pass in the badge's name to set the color for it.
overload 1:
avatar:color(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an AvatarAPI
overload 2:
avatar:color(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an AvatarAPI

client

The global instance of ClientAPI
field signature:
client
Method Property Fluent Description Representation
Field Type a ClientAPI

ClientAPI.getVersion

Example by ChloeSpacedOut:
Returns the Minecraft version of your client
overload 1:
client.getVersion()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getDate

Returns a table with information about the client's current time
overload 1:
client.getDate()
Method Property Fluent Description Representation
Return Value a table

ClientAPI.getActiveResourcePacks

Returns a table with the active resource pack names
overload 1:
client.getActiveResourcePacks()
Method Property Fluent Description Representation
Return Value a table

ClientAPI.isModLoaded

Checks if the client has loaded the given mod ID
overload 1:
client.isModLoaded(modID)
Method Property Fluent Description Representation
modID accepts a String
Return Value a Boolean

ClientAPI.isDebugOverlayEnabled

Example by ChloeSpacedOut:
Returns true if the F3 screen is currently open
overload 1:
client.isDebugOverlayEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

ClientAPI.getEntityStatistics

Returns a string containing information about the loaded entities on the client
This string appears in the F3 menu
overload 1:
client.getEntityStatistics()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getScaledWindowSize

Example by ChloeSpacedOut:
Returns the size of the window in Minecraft's internal GUI units
overload 1:
client.getScaledWindowSize()
Method Property Fluent Description Representation
Return Value a Vector2

ClientAPI.getCameraPos

Example by ChloeSpacedOut:
Returns the position of the viewer's camera
overload 1:
client.getCameraPos()
Method Property Fluent Description Representation
Return Value a Vector3

ClientAPI.getCameraRot

Example by ChloeSpacedOut:
Returns the rotation of the viewer's camera
overload 1:
client.getCameraRot()
Method Property Fluent Description Representation
Return Value a Vector3

ClientAPI.getServerBrand

Example by ChloeSpacedOut:
Returns the type of server you're on
In singleplayer,
this is "Integrated"
overload 1:
client.getServerBrand()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getFPS

Example by ChloeSpacedOut:
events.TICK:register(function()
log(client.getFPS())
end)
Gets the FPS of the client
Returns 0 if the fps counter isn't ready yet (or if your PC is just that bad)
overload 1:
client.getFPS()
Method Property Fluent Description Representation
Return Value an Integer

ClientAPI.getVersionType

Example by ChloeSpacedOut:
figura.docs.client.get_version_type
overload 1:
client.getVersionType()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getChunkStatistics

Returns a string containing information about the player's chunk
This string appears in the F3 menu
overload 1:
client.getChunkStatistics()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getFOV

Example by ChloeSpacedOut:
Returns the current FOV option of the client, not including additional effects such as speed or sprinting
overload 1:
client.getFOV()
Method Property Fluent Description Representation
Return Value a Number

ClientAPI.getFPSString

Example by ChloeSpacedOut:
Gets the FPS string of the client, displayed in the F3 menu
Contains info on the fps,
the fps limit, vsync, cloud types, and biome blend radius
overload 1:
client.getFPSString()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getMousePos

Example by ChloeSpacedOut:
Returns the position of the mouse in pixels, relative to the top-left corner
overload 1:
client.getMousePos()
Method Property Fluent Description Representation
Return Value a Vector2

ClientAPI.getEntityCount

Example by ChloeSpacedOut:
Returns the number of currently loaded entities
overload 1:
client.getEntityCount()
Method Property Fluent Description Representation
Return Value an Integer

ClientAPI.getCurrentEffect

Example by ChloeSpacedOut:
Returns the path to the currently applied shader, used when spectating an entity that has different vision than normal
Normally returns nil
overload 1:
client.getCurrentEffect()
Method Property Fluent Description Representation
Return Value either a String or nil

ClientAPI.getAllocatedMemory

Returns the maximum amount of memory that Minecraft could possibly use
overload 1:
client.getAllocatedMemory()
Method Property Fluent Description Representation
Return Value an Integer

ClientAPI.getParticleCount

Example by ChloeSpacedOut:
Returns the number of currently loaded particles
overload 1:
client.getParticleCount()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getGuiScale

Example by ChloeSpacedOut:
Returns the current value of your Gui Scale setting
If you use auto,
then it gets the actual current scale
overload 1:
client.getGuiScale()
Method Property Fluent Description Representation
Return Value a Number

ClientAPI.getJavaVersion

Example by ChloeSpacedOut:
Returns your current Java version you're playing Minecraft with
overload 1:
client.getJavaVersion()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getSoundStatistics

Returns a string containing information about the currently playing sounds on the client
This string appears in the F3 menu
overload 1:
client.getSoundStatistics()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getWindowSize

Example by ChloeSpacedOut:
Returns the size of the Minecraft window in pixels, as {width, height}
overload 1:
client.getWindowSize()
Method Property Fluent Description Representation
Return Value a Vector2

ClientAPI.isHudEnabled

Example by ChloeSpacedOut:
Returns true if the hud is enabled (F1 disables the HUD)
overload 1:
client.isHudEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

ClientAPI.isWindowFocused

Example by ChloeSpacedOut:
Returns true if the Minecraft window is currently focused
overload 1:
client.isWindowFocused()
Method Property Fluent Description Representation
Return Value a Boolean

ClientAPI.getMaxMemory

Example by ChloeSpacedOut:
Returns the maximum amount of memory that Minecraft will try to use
overload 1:
client.getMaxMemory()
Method Property Fluent Description Representation
Return Value an Integer

ClientAPI.getUsedMemory

Example by ChloeSpacedOut:
Returns the number of bytes of memory Minecraft is currently using
overload 1:
client.getUsedMemory()
Method Property Fluent Description Representation
Return Value an Integer

ClientAPI.getSystemTime

Example by ChloeSpacedOut:
Returns the current system time in milliseconds
overload 1:
client.getSystemTime()
Method Property Fluent Description Representation
Return Value an Integer

ClientAPI.hasIrisShader

figura.docs.client.has_iris_shader
overload 1:
client.hasIrisShader()
Method Property Fluent Description Representation
Return Value a Boolean

ClientAPI.intUUIDToString

Converts an int array UUID (as 4 separated arguments) into its hexadecimal string representation
overload 1:
client.intUUIDToString(a, b, c, d)
Method Property Fluent Description Representation
a accepts an Integer
b accepts an Integer
c accepts an Integer
d accepts an Integer
Return Value a String

ClientAPI.getViewer

Returns the player entity from the running client
overload 1:
client.getViewer()
Method Property Fluent Description Representation
Return Value a ViewerAPI

ClientAPI.compareVersions

Compares two versions if they are less than (-1), equals (0) or greater than (1)
overload 1:
client.compareVersions(version1, version2)
Method Property Fluent Description Representation
version1 accepts a String
version2 accepts a String
Return Value an Integer

ClientAPI.getServerData

Returns a table with information on the currently connected server (also for singleplayer worlds)
overload 1:
client.getServerData()
Method Property Fluent Description Representation
Return Value a table

ClientAPI.getTextWidth

Example by ChloeSpacedOut:
Returns the width of the given text in pixels
In case of multiple lines,
return the largest width of all lines
overload 1:
client.getTextWidth(text)
Method Property Fluent Description Representation
text accepts a String
Return Value an Integer

ClientAPI.getTextDimensions

Returns the width and height of the given text, wrapping lines and trimming to a max width
overload 1:
client.getTextDimensions(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a Vector2
overload 2:
client.getTextDimensions(text, maxWidth, wrap)
Method Property Fluent Description Representation
text accepts a String
maxWidth accepts an Integer
wrap accepts a Boolean
Return Value a Vector2

ClientAPI.getTextHeight

Example by ChloeSpacedOut:
Returns the height of the given text in pixels
overload 1:
client.getTextHeight(text)
Method Property Fluent Description Representation
text accepts a String
Return Value an Integer

ClientAPI.hasIris

figura.docs.client.has_iris
overload 1:
client.hasIris()
Method Property Fluent Description Representation
Return Value a Boolean

ClientAPI.getFiguraVersion

Gets the client Figura version
overload 1:
client.getFiguraVersion()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.hasResource

Checks if the specific resource exists within the client resources
overload 1:
client.hasResource(path)
Method Property Fluent Description Representation
path accepts a String
Return Value a Boolean

ClientAPI.getActiveLang

Example by ChloeSpacedOut:
Returns a string representation of the current game language
overload 1:
client.getActiveLang()
Method Property Fluent Description Representation
Return Value a String

ClientAPI.getFrameTime

Returns the current fraction between the last tick and the next tick
This is the value used as "delta" in the RENDER event
overload 1:
client.getFrameTime()
Method Property Fluent Description Representation
Return Value a Number

ClientAPI.isPaused

Example by ChloeSpacedOut:
events.TICK:register(function()
log(client.isPaused())
end)
Returns true if the client is paused
overload 1:
client.isPaused()
Method Property Fluent Description Representation
Return Value a Boolean

config

The global instance of the ConfigAPI
field signature:
config
Method Property Fluent Description Representation
Field Type a ConfigAPI

ConfigAPI.getName

Returns the name of the destination file
overload 1:
config:getName()
Method Property Fluent Description Representation
Return Value a String

ConfigAPI.load

Loads a saved variable under the specific key
If no key is given,
it will return a table with all saved variables
overload 1:
config:load()
Method Property Fluent Description Representation
Return Value a table
overload 2:
config:load(key)
Method Property Fluent Description Representation
key accepts a String
Return Value anything

ConfigAPI.setName

Sets the name of the destination file, data will be saved and loaded from that file
Defaults to the avatar name
overload 1:
config:setName(name)
Method Property Fluent Description Representation
name accepts a String
Return Value a ConfigAPI

ConfigAPI.save

Save to disk a variable under the specific key
If the value is nil,
the variable is removed from the file
overload 1:
config:save(key, value)
Method Property Fluent Description Representation
key accepts a String
value accepts anything
Return Value a ConfigAPI

ConfigAPI.name

Sets the name of the destination file, data will be saved and loaded from that file
Defaults to the avatar name
overload 1:
config:name(name)
Method Property Fluent Description Representation
name accepts a String
Return Value a ConfigAPI

events

The global instance of the EventsAPI and its subtypes
field signature:
events
Method Property Fluent Description Representation
Field Type an EventsAPI

EventsAPI.getEvents

Returns a table with all events types
overload 1:
events:getEvents()
Method Property Fluent Description Representation
Return Value a table

EventsAPI.ENTITY_INIT

The ENTITY_INIT event is run once this avatar's entity exists
field signature:
ENTITY_INIT
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.TICK

The TICK event is run every tick in-game if this avatar's entity exists
field signature:
TICK
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.WORLD_TICK

The WORLD_TICK event is run every in-game tick
field signature:
WORLD_TICK
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.RENDER

The RENDER event is run every frame, before the avatar is rendered
Takes a parameter delta,
which is a number from 0 to 1 indicating the proportion of the way the game is between ticks
A second parameter,
giving out context of the current RenderMode, with is a string with the name of the source of this render event
And a third paramenter,
being the source matrix used to render the Avatar
field signature:
RENDER
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.POST_RENDER

The POST_RENDER event runs every frame after the avatar is rendered
Takes a parameter delta,
which is a number from 0 to 1 indicating the proportion of the way the game is between ticks
A second parameter,
giving out context of the current RenderMode, with is a string with the name of the source of this render event
And a third parameter,
being the source matrix used to render the Avatar
field signature:
POST_RENDER
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.WORLD_RENDER

The WORLD_RENDER event is run every frame before the world is rendered
Always runs when a world is visible,
even when the avatar itself is not, so this runs even in first person
Takes a parameter delta,
which is a number from 0 to 1 indicating the proportion of the way the game is between ticks
field signature:
WORLD_RENDER
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.POST_WORLD_RENDER

The POST_WORLD_RENDER event runs every frame after the world is rendered
Always runs when a world is visible,
even when the avatar itself is not, so this runs even in first person
Takes a parameter delta,
which is a number from 0 to 1 indicating the proportion of the way the game is between ticks
field signature:
POST_WORLD_RENDER
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.CHAT_SEND_MESSAGE

The CHAT_SEND_MESSAGE event is run every time you send a message in chat
A string parameter is passed in,
which contains the message that was sent
The return value is chained to the next events of the same type,
whereas NIL cancels the message from being sent and any other value will modify the sent message (if allowed in the settings)
field signature:
CHAT_SEND_MESSAGE
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.CHAT_RECEIVE_MESSAGE

The CHAT_RECEIVE_MESSAGE event is run every time a message is received in chat
The first argument is the raw string of the received text
The second argument is a JSON string representation of the received text
If the first return value is not nil,
the message will be replaced with that value
If the first return value is false,
it will suppress adding this message
The second return value is,
optionally, an RGB vector which will be used as the background color for this message
field signature:
CHAT_RECEIVE_MESSAGE
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.SKULL_RENDER

Called on every one of your skull blocks placed in the world
It have 5 arguments,
as listed below:
(number) - the tick delta
(blockstate) - the block,
when rendered from a block
(itemstack) - the item,
when rendered from an item
(entity) - the entity, when rendered from an entity
(string) - the type of the rendering (LEFT_HAND,
HEAD, BLOCK, …)
If the return value is true, the skull will not render
field signature:
SKULL_RENDER
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.MOUSE_SCROLL

The MOUSE_SCROLL event runs every time the mouse is scrolled
Takes a parameter delta,
which is the direction of the scroll
If returned true,
the event cancels its vanilla function
field signature:
MOUSE_SCROLL
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.MOUSE_MOVE

The MOUSE_MOVE event runs every time the mouse is moved around
Takes two parameters,
x and y, which is the difference from the mouse position based on the latest saved position
If returned true,
the event cancels its vanilla function
Note that canceling the vanilla function also cancels saving the last mouse position
field signature:
MOUSE_MOVE
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.KEY_PRESS

The KEY_PRESS event runs every time a keyboard key is pressed
Takes three number parameters,
a "key", which is the number id of the key that was been pressed, the "action", which is the status of the press event (0 for release, 1 for press, 2 for hold), and the "modifier", which is a bitmask number detecting if you have any modifier keys being pressed (like shift or alt, for example)
If returned true, the event cancels its vanilla function
field signature:
KEY_PRESS
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.MOUSE_PRESS

The MOUSE_PRESS event runs every time a mouse button is pressed
Takes three number parameters,
a "button", which is the number id of the button that was been pressed, the "action", which is the status of the press event (0 for release, 1 for press, 2 for hold), and the "modifier", which is a bitmask number detecting if you have any modifier keys being pressed (like shift or alt, for example)
If returned true, the event cancels its vanilla function
field signature:
MOUSE_PRESS
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.USE_ITEM

The USE_ITEM event is run every time the entity uses an item
The item,
action and amount of particles this item would produce is given as argument
If returned true,
the event cancels its vanilla function
field signature:
USE_ITEM
Method Property Fluent Description Representation
Field Type an Event

EventsAPI.ARROW_RENDER

The ARROW_RENDER event is run for every arrow entity shot by the Avatar owner
It takes two arguments,
the tick delta, and the arrow entity
Returning "true" stops this arrow from rendering,
including the Arrow parent parts
Requires the "Vanilla Model Change" permission
field signature:
ARROW_RENDER
Method Property Fluent Description Representation
Field Type an Event

figuraMetatables

A table containing all the metatables for Figura's object types
The metatables are editable
field signature:
figuraMetatables
Method Property Fluent Description Representation
Field Type a table

host

The global instance of HostAPI
field signature:
host
Method Property Fluent Description Representation
Field Type a HostAPI

HostAPI.getSlot

Gets an ItemStack for the item in the given slot
The slot is either their numerical id (0 indexed) or the slot string,
as used in the /item command
overload 1:
host:getSlot(slot)
Method Property Fluent Description Representation
slot accepts a String
Return Value an ItemStack
overload 2:
host:getSlot(slot)
Method Property Fluent Description Representation
slot accepts an Integer
Return Value an ItemStack

HostAPI.setTitle

Sets the current title to the given text
The text is given as json
overload 1:
host:setTitle(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.saveTexture

figura.docs.host.save_texture
overload 1:
host:saveTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value a HostAPI

HostAPI.getClipboard

Gets the text from the clipboard
overload 1:
host:getClipboard()
Method Property Fluent Description Representation
Return Value a String

HostAPI.setClipboard

Sets the clipboard text
overload 1:
host:setClipboard(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.isAvatarUploaded

Checks if this avatar is currently uploaded
overload 1:
host:isAvatarUploaded()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.isHost

Returns true if this instance of the script is running on host
overload 1:
host:isHost()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.setUnlockCursor

Toggles locking of your cursor, letting you move it freely on the screen instead of it controlling your player's rotation
overload 1:
host:setUnlockCursor(boolean)
Method Property Fluent Description Representation
boolean accepts a Boolean
Return Value a HostAPI

HostAPI.setTitleTimes

Sets the duration of the title on the screen, also its fade-in and fade-out durations
overload 1:
host:setTitleTimes(timesData)
Method Property Fluent Description Representation
timesData accepts a Vector3
Return Value a HostAPI
overload 2:
host:setTitleTimes(fadeInTime, stayTime, fadeOutTime)
Method Property Fluent Description Representation
fadeInTime accepts an Integer
stayTime accepts an Integer
fadeOutTime accepts an Integer
Return Value a HostAPI

HostAPI.isCursorUnlocked

Checks if the cursor is currently unlocked
Only responds to your own changes in your script,
not anything done by Minecraft itself
overload 1:
host:isCursorUnlocked()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.clearTitle

Clears the current title from the GUI
overload 1:
host:clearTitle()
Method Property Fluent Description Representation
Return Value a HostAPI

HostAPI.swingArm

Animates swinging the player's arm
If the boolean is true,
then the offhand is the one that swings
overload 1:
host:swingArm()
Method Property Fluent Description Representation
Return Value a HostAPI
overload 2:
host:swingArm(offhand)
Method Property Fluent Description Representation
offhand accepts a Boolean
Return Value a HostAPI

HostAPI.sendChatCommand

Sends the given command in the chat
overload 1:
host:sendChatCommand(command)
Method Property Fluent Description Representation
command accepts a String
Return Value a HostAPI

HostAPI.setActionbar

Sets the action bar message to the given text
The boolean parameter defaults to false
overload 1:
host:setActionbar(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI
overload 2:
host:setActionbar(text, animated)
Method Property Fluent Description Representation
text accepts a String
animated accepts a Boolean
Return Value a HostAPI

HostAPI.setChatColor

Sets the color of the text that is currently being typed into the chat window
overload 1:
host:setChatColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a HostAPI
overload 2:
host:setChatColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a HostAPI

HostAPI.getChatText

Gets the text that is currently being typed into the chat window
overload 1:
host:getChatText()
Method Property Fluent Description Representation
Return Value a String

HostAPI.getChatColor

Gets the chat window text color
overload 1:
host:getChatColor()
Method Property Fluent Description Representation
Return Value an Integer

HostAPI.setChatText

Sets the text currently being typed in the chat window to the given string
overload 1:
host:setChatText(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.setSubtitle

Sets the current subtitle to the given text
The text is given as a JSON string
overload 1:
host:setSubtitle(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.appendChatHistory

Appends the message on the recent chat history
overload 1:
host:appendChatHistory(message)
Method Property Fluent Description Representation
message accepts a String
Return Value a HostAPI

HostAPI.getScreen

Gets the class name of the screen the player is currently on
If the player is not currently in a screen,
returns nil
overload 1:
host:getScreen()
Method Property Fluent Description Representation
Return Value either a String or nil

HostAPI.isChatOpen

Checks if the host has the chat screen opened
overload 1:
host:isChatOpen()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.isContainerOpen

Checks if the host has a container screen opened
overload 1:
host:isContainerOpen()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.isJumping

Checks if the player is jumping
Note this is only true during the first tick the player started jumping
overload 1:
host:isJumping()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.sendChatMessage

Sends the given message in the chat
overload 1:
host:sendChatMessage(message)
Method Property Fluent Description Representation
message accepts a String
Return Value a HostAPI

HostAPI.screenshot

Takes a screenshot from the current screen and returns a Texture of it
overload 1:
host:screenshot(name)
Method Property Fluent Description Representation
name accepts a String
Return Value a Texture

HostAPI.getReachDistance

Returns the current reach distance of the player
overload 1:
host:getReachDistance()
Method Property Fluent Description Representation
Return Value a Number

HostAPI.getAir

Gets the remaining amount of air of the player
overload 1:
host:getAir()
Method Property Fluent Description Representation
Return Value an Integer

HostAPI.getStatusEffects

Returns a table of all of the player's status effects
The table contains sub-tables,
each of which contains the name, amplifier, duration, and particle visibility of each status effect
overload 1:
host:getStatusEffects()
Method Property Fluent Description Representation
Return Value a table

HostAPI.getAttackCharge

Returns a fraction (0 to 1) of the charge of the player attack
If less than 1,
every attack will result in a weak attack
overload 1:
host:getAttackCharge()
Method Property Fluent Description Representation
Return Value a Number

HostAPI.isFlying

Checks if the player is currently flying
overload 1:
host:isFlying()
Method Property Fluent Description Representation
Return Value a Boolean

HostAPI.title

Sets the current title to the given text
The text is given as json
overload 1:
host:title(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.clipboard

Sets the clipboard text
overload 1:
host:clipboard(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.titleTimes

Sets the duration of the title on the screen, also its fade-in and fade-out durations
overload 1:
host:titleTimes(timesData)
Method Property Fluent Description Representation
timesData accepts a Vector3
Return Value a HostAPI
overload 2:
host:titleTimes(fadeInTime, stayTime, fadeOutTime)
Method Property Fluent Description Representation
fadeInTime accepts an Integer
stayTime accepts an Integer
fadeOutTime accepts an Integer
Return Value a HostAPI

HostAPI.actionbar

Sets the action bar message to the given text
The boolean parameter defaults to false
overload 1:
host:actionbar(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI
overload 2:
host:actionbar(text, animated)
Method Property Fluent Description Representation
text accepts a String
animated accepts a Boolean
Return Value a HostAPI

HostAPI.chatColor

Sets the color of the text that is currently being typed into the chat window
overload 1:
host:chatColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a HostAPI
overload 2:
host:chatColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a HostAPI

HostAPI.chatText

Sets the text currently being typed in the chat window to the given string
overload 1:
host:chatText(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.subtitle

Sets the current subtitle to the given text
The text is given as a JSON string
overload 1:
host:subtitle(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a HostAPI

HostAPI.unlockCursor

Setting this value to true will unlock your cursor, letting you move it freely on the screen instead of it controlling your player's rotation
field signature:
unlockCursor
Method Property Fluent Description Representation
Field Type a Boolean

keybinds

The global instance of the KeybindAPI and its subtypes
field signature:
keybinds
Method Property Fluent Description Representation
Field Type a KeybindAPI

KeybindAPI.fromVanilla

Creates a new Keybind based from a vanilla key
overload 1:
keybinds:fromVanilla(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a Keybind

KeybindAPI.newKeybind

Creates and returns a new Keybind
The name is used in the keybind menu
The key parameter is an identifier for a key,
such as "key.keyboard.r"
The boolean gui indicates whether the keybind should always work,
or if it should only work when you don't have a screen open
Check the docs enum command for all key names
overload 1:
keybinds:newKeybind(name)
Method Property Fluent Description Representation
name accepts a String
Return Value a Keybind
overload 2:
keybinds:newKeybind(name, key)
typings.568216823
Method Property Fluent Description Representation
name accepts a String
key accepts
Return Value a Keybind
overload 3:
keybinds:newKeybind(name, key, gui)
typings.568216823
Method Property Fluent Description Representation
name accepts a String
key accepts
gui accepts a Boolean
Return Value a Keybind

KeybindAPI.getKeybinds

Returns a table with all registered keybinds
overload 1:
keybinds:getKeybinds()
Method Property Fluent Description Representation
Return Value a table

KeybindAPI.getVanillaKey

Gets the id of the key bound to the given action, as a string
Check the docs enum command for all key names and vanilla actions
overload 1:
keybinds:getVanillaKey(id)
Method Property Fluent Description Representation
id accepts a KeyIDs
Return Value a String

KeybindAPI.of

Creates and returns a new Keybind
The name is used in the keybind menu
The key parameter is an identifier for a key,
such as "key.keyboard.r"
The boolean gui indicates whether the keybind should always work,
or if it should only work when you don't have a screen open
Check the docs enum command for all key names
overload 1:
keybinds:of(name)
Method Property Fluent Description Representation
name accepts a String
Return Value a Keybind
overload 2:
keybinds:of(name, key)
Method Property Fluent Description Representation
name accepts a String
key accepts a String
Return Value a Keybind
overload 3:
keybinds:of(name, key, gui)
Method Property Fluent Description Representation
name accepts a String
key accepts a String
gui accepts a Boolean
Return Value a Keybind

matrices

The global instance of the MatricesAPI and its subtypes
field signature:
matrices
Method Property Fluent Description Representation
Field Type a MatricesAPI

MatricesAPI.scale2

Creates a new Matrix2 that scales by the specified factors
overload 1:
matrices.scale2(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Matrix2
overload 2:
matrices.scale2(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Matrix2

MatricesAPI.zRotation4

Creates a new Matrix4 that rotates by the specified angle around the Z axis
Angle is given in degrees
overload 1:
matrices.zRotation4(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix4

MatricesAPI.rotation3

Creates a new Matrix3 that rotates by the specified angles
Angles are given in degrees,
and the rotation order is ZYX
overload 1:
matrices.rotation3(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix3
overload 2:
matrices.rotation3(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix3

MatricesAPI.mat2

Creates a Matrix2 using the given parameters as columns
If you call the function with no parameters,
returns the 2x2 identity matrix
overload 1:
matrices.mat2()
Method Property Fluent Description Representation
Return Value a Matrix2
overload 2:
matrices.mat2(col1, col2)
Method Property Fluent Description Representation
col1 accepts a Vector2
col2 accepts a Vector2
Return Value a Matrix2

MatricesAPI.yRotation3

Creates a new Matrix3 that rotates by the specified angle around the Y axis
Angle is given in degrees
overload 1:
matrices.yRotation3(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix3

MatricesAPI.zRotation3

Creates a new Matrix3 that rotates by the specified angle around the Z axis
Angle is given in degrees
overload 1:
matrices.zRotation3(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix3

MatricesAPI.xRotation3

Creates a new Matrix3 that rotates by the specified angle around the X axis
Angle is given in degrees
overload 1:
matrices.xRotation3(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix3

MatricesAPI.rotation4

Creates a new Matrix4 that rotates by the specified angles
Angles are given in degrees,
and the rotation order is ZYX
overload 1:
matrices.rotation4(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix4
overload 2:
matrices.rotation4(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix4

MatricesAPI.mat3

Creates a Matrix3 using the given parameters as columns
If you call the function with no parameters,
returns the 3x3 identity matrix
overload 1:
matrices.mat3()
Method Property Fluent Description Representation
Return Value a Matrix3
overload 2:
matrices.mat3(col1, col2, col3)
Method Property Fluent Description Representation
col1 accepts a Vector3
col2 accepts a Vector3
col3 accepts a Vector3
Return Value a Matrix3

MatricesAPI.xRotation4

Creates a new Matrix4 that rotates by the specified angle around the X axis
Angle is given in degrees
overload 1:
matrices.xRotation4(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix4

MatricesAPI.rotation2

Creates a new Matrix2 that rotates by the specified angle
Angle is given in degrees
overload 1:
matrices.rotation2(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix2

MatricesAPI.yRotation4

Creates a new Matrix4 that rotates by the specified angle around the Y axis
Angle is given in degrees
overload 1:
matrices.yRotation4(angle)
Method Property Fluent Description Representation
angle accepts a Number
Return Value a Matrix4

MatricesAPI.mat4

Creates a Matrix4 using the given parameters as columns
If you call the function with no parameters,
returns the 4x4 identity matrix
overload 1:
matrices.mat4()
Method Property Fluent Description Representation
Return Value a Matrix4
overload 2:
matrices.mat4(col1, col2, col3, col4)
Method Property Fluent Description Representation
col1 accepts a Vector4
col2 accepts a Vector4
col3 accepts a Vector4
col4 accepts a Vector4
Return Value a Matrix4

MatricesAPI.translate3

Creates a new Matrix3 that translates by the specified offset
overload 1:
matrices.translate3(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Matrix3
overload 2:
matrices.translate3(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Matrix3

MatricesAPI.scale4

Creates a new Matrix4 that scales by the specified factors
overload 1:
matrices.scale4(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix4
overload 2:
matrices.scale4(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix4

MatricesAPI.translate4

Creates a new Matrix4 that translates by the specified offset
overload 1:
matrices.translate4(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix4
overload 2:
matrices.translate4(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix4

MatricesAPI.scale3

Creates a new Matrix3 that scales by the specified factors
overload 1:
matrices.scale3(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix3
overload 2:
matrices.scale3(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix3

models

The global instance of the Avatar Models and its subtypes
field signature:
models
Method Property Fluent Description Representation
Field Type a ModelPart

ModelPart.getName

The name of this model part
overload 1:
models:getName()
Method Property Fluent Description Representation
Return Value a String

ModelPart.getParent

Gets the parent part of this part
If this part has no parent,
returns nil
overload 1:
models:getParent()
Method Property Fluent Description Representation
Return Value either a ModelPart or nil

ModelPart.getType

Returns whether this part is a "GROUP", a "CUBE", or a "MESH"
overload 1:
models:getType()
Method Property Fluent Description Representation
Return Value a String

ModelPart.copy

Returns a copy of this part, with all customizations and vertices copied
Children parts are passed as reference,
in a new list
overload 1:
models:copy(name)
Method Property Fluent Description Representation
name accepts a String
Return Value a ModelPart

ModelPart.getChildren

Gets the children of this part, stored in a table
overload 1:
models:getChildren()
Method Property Fluent Description Representation
Return Value an array of ModelParts

ModelPart.setColor

Sets the color multiplier for this part for primary and secondary colors
Values are RGB from 0 to 1
overload 1:
models:setColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a ModelPart
overload 2:
models:setColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a ModelPart

ModelPart.setScale

Sets the scale factor for this part
Nil values for scale are assumed to be 1
overload 1:
models:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a ModelPart
overload 2:
models:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.removeChild

Removes the given part from this part's children list
overload 1:
models:removeChild(part)
Method Property Fluent Description Representation
part accepts a ModelPart
Return Value a ModelPart

ModelPart.getTextures

Returns a table with all textures used by this part
Does not include children textures,
so groups usually will return an empty table
overload 1:
models:getTextures()
Method Property Fluent Description Representation
Return Value a table

ModelPart.overrideVanillaScale

Returns if this part vanilla scale is being overridden by an animation
overload 1:
models:overrideVanillaScale()
Method Property Fluent Description Representation
Return Value a Boolean

ModelPart.getPositionMatrixRaw

Returns the position matrix for this model part
The Raw version of the function is different in that it doesn't recalculate the matrix before getting it
overload 1:
models:getPositionMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix4

ModelPart.getSecondaryRenderType

Gets the current secondary render type of this model part
Nil by default,
meaning the part copies the secondary render type of its parent
overload 1:
models:getSecondaryRenderType()
Method Property Fluent Description Representation
Return Value either a RenderTypes or nil

ModelPart.setPrimaryRenderType

Sets the current primary render type of this model part
Nil by default,
meaning the part copies the primary render type of its parent during rendering
Check the docs enum command for all render types
overload 1:
models:setPrimaryRenderType(renderType)
Method Property Fluent Description Representation
renderType accepts a String
Return Value a ModelPart

ModelPart.getPrimaryRenderType

Gets the current primary render type of this model part
Nil by default,
meaning the part copies the primary render type of its parent
overload 1:
models:getPrimaryRenderType()
Method Property Fluent Description Representation
Return Value either a RenderTypes or nil

ModelPart.setSecondaryRenderType

Sets the current secondary render type of this model part
Nil by default,
meaning the part copies the secondary render type of its parent during rendering
Check the docs enum command for all render types
overload 1:
models:setSecondaryRenderType(renderType)
Method Property Fluent Description Representation
renderType accepts a String
Return Value a ModelPart

ModelPart.setSecondaryTexture

Sets the secondary texture override of this part
Check the TextureType types in the list docs
If using "resource",
the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom",
the second parameter should indicate a texture object
overload 1:
models:setSecondaryTexture(textureType)
Method Property Fluent Description Representation
textureType accepts a String
Return Value a ModelPart
overload 2:
models:setSecondaryTexture(resource, path)
Method Property Fluent Description Representation
resource accepts a String
path accepts a String
Return Value a ModelPart
overload 3:
models:setSecondaryTexture(custom, texture)
Method Property Fluent Description Representation
custom accepts a String
texture accepts a Texture
Return Value a ModelPart

ModelPart.setVisible

Sets this part to be visible or invisible
The default value is nil,
meaning the part copies its visibility from its parent part
overload 1:
models:setVisible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a ModelPart

ModelPart.getVisible

Gets whether or not this model part is visible
The default value is nil,
meaning it copies the visibility of its parent part during rendering
overload 1:
models:getVisible()
Method Property Fluent Description Representation
Return Value either a Boolean or nil

ModelPart.moveTo

Moves this part to be a child of the given part
overload 1:
models:moveTo(part)
Method Property Fluent Description Representation
part accepts a ModelPart
Return Value a ModelPart

ModelPart.getColor

Returns the average set color from this part, as adding the primary color with the secondary, then dividing them
Values are RGB from 0 to 1
overload 1:
models:getColor()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getRot

Gets the rotation of the model part, including its rotation in Blockbench
For relative rotation values,
check out the "offset" rot functions
overload 1:
models:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getPos

Gets the position of the model part, as an offset from its position in Blockbench
Only changes from {0,
0,0} when you call setPos()
overload 1:
models:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.setPos

Sets the position offset for this part from its Blockbench position
Nil values for position are assumed to be 0
overload 1:
models:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a ModelPart
overload 2:
models:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.setUV

Sets the UV of this part
This function is normalized,
meaning it works with values 0 to 1
If you say setUV(0.5,
0.25), for example, it will scroll by half of your texture width to the right, and one-fourth of the texture width downwards
overload 1:
models:setUV(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a ModelPart
overload 2:
models:setUV(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a ModelPart

ModelPart.getUV

Gets the UV of this part
This function is normalized,
meaning it will return values between 0 to 1
overload 1:
models:getUV()
Method Property Fluent Description Representation
Return Value a Vector2

ModelPart.getOffsetPivot

Gets the pivot offset of the model part, offset from its pivot in Blockbench
For absolute pivot point values,
check out the non-offset pivot functions
overload 1:
models:getOffsetPivot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.overrideVanillaRot

Returns if this part vanilla rotation is being overridden by an animation
overload 1:
models:overrideVanillaRot()
Method Property Fluent Description Representation
Return Value a Boolean

ModelPart.setMatrix

Sets the given matrix as the position matrix for this model part
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the model part
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
models:setMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a ModelPart

ModelPart.getAnimRot

Gets the rotation offset provided by the currently active animation of this model part
overload 1:
models:getAnimRot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getAnimPos

Gets the position offset provided by the currently active animation of this model part
overload 1:
models:getAnimPos()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getPivot

Gets the pivot point of the model part, including its pivot in Blockbench
For relative values,
check out the "offset" pivot functions
overload 1:
models:getPivot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.overrideVanillaPos

Returns if this part vanilla position is being overridden by an animation
overload 1:
models:overrideVanillaPos()
Method Property Fluent Description Representation
Return Value a Boolean

ModelPart.getTruePos

Gets the true position of this model part, which is a sum of the position and the animation position
overload 1:
models:getTruePos()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getTrueScale

Gets the true scale of this model part, which is a sum of the scale, the offset scale and the animation scale
overload 1:
models:getTrueScale()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.setOffsetRot

Sets the rotation offset for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values,
check out the non-offset rot functions
overload 1:
models:setOffsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a ModelPart
overload 2:
models:setOffsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.setPivot

Sets the absolute pivot for this part
Nil values are assumed to be 0
For relative pivot offsets,
check out the "offset" pivot functions
overload 1:
models:setPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a ModelPart
overload 2:
models:setPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.setRot

Sets the absolute rotation for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For relative rotation values,
check out the "offset" rot functions
overload 1:
models:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a ModelPart
overload 2:
models:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.setOffsetPivot

Sets the pivot offset point for this part (multiplicative)
Nil values are assumed to be 0
For absolute pivot point values,
check out the non-offset pivot functions
overload 1:
models:setOffsetPivot(offsetPivot)
Method Property Fluent Description Representation
offsetPivot accepts a Vector3
Return Value a ModelPart
overload 2:
models:setOffsetPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.isChildOf

Checks if this part is a child of the given part
overload 1:
models:isChildOf(part)
Method Property Fluent Description Representation
part accepts a ModelPart
Return Value a Boolean

ModelPart.getScale

Gets the scale of the model part, as a multiple of its Blockbench size
Only changes from {1,
1,1} when you call setScale()
overload 1:
models:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getTrueRot

Gets the true rotation of this model part, which is a sum of the rotation, the offset rotation and the animation position
overload 1:
models:getTrueRot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getOffsetScale

Gets the scale offset of the model part, offset from its default scale
For absolute scale values,
check out the non-offset rot functions
overload 1:
models:getOffsetScale()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getAnimScale

Gets the scale multiplier provided by the currently active animation of this model part
overload 1:
models:getAnimScale()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getOffsetRot

Gets the rotation offset of the model part, offset from its rotation in Blockbench
For absolute rotation values,
check out the non-offset rot functions
overload 1:
models:getOffsetRot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.setOffsetScale

Sets the scale offset for this part
Nil values are assumed to be 1
For absolute scale values,
check out the non-offset rot functions
overload 1:
models:setOffsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a ModelPart
overload 2:
models:setOffsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.partToWorldMatrix

Gets a matrix which transforms a point from this part's position to a world location
Recommended to use this in POST_RENDER,
as by then the matrix is updated
In RENDER it will be 1 frame behind the part's visual position for that frame
Also,
if the model is not rendered in-world, the part's matrix will not be updated
Paperdoll rendering and other UI renderings will not affect this matrix
overload 1:
models:partToWorldMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

ModelPart.setPrimaryTexture

Sets the primary texture override of this part
Check the TextureType types in the list docs
If using "resource",
the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom",
the second parameter should indicate a texture object
overload 1:
models:setPrimaryTexture(textureType)
Method Property Fluent Description Representation
textureType accepts a String
Return Value a ModelPart
overload 2:
models:setPrimaryTexture(resource, path)
Method Property Fluent Description Representation
resource accepts a String
path accepts a String
Return Value a ModelPart
overload 3:
models:setPrimaryTexture(custom, texture)
Method Property Fluent Description Representation
custom accepts a String
texture accepts a Texture
Return Value a ModelPart

ModelPart.getNormalMatrixRaw

Returns the normal matrix for this model part
The Raw version of the function is different in that it doesn't recalculate the matrix before returning it
overload 1:
models:getNormalMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix3

ModelPart.getTruePivot

Gets the true pivot of this model part, which is a sum of the pivot and the offset pivot
overload 1:
models:getTruePivot()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getTextureSize

Gets the width, height of this part's texture in pixels
Throws an error if this part has multiple different-sized textures on it,
or if the part is a Group
overload 1:
models:getTextureSize()
Method Property Fluent Description Representation
Return Value a Vector2

ModelPart.getPositionMatrix

Recalculates the matrix for this model part, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
models:getPositionMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

ModelPart.getNormalMatrix

Recalculates the normal matrix for this model part, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
models:getNormalMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

ModelPart.getPrimaryColor

Gets the primary color multiplier of this part
Values are RGB from 0 to 1
overload 1:
models:getPrimaryColor()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getSecondaryColor

Gets the secondary color multiplier of this part
Values are RGB from 0 to 1
overload 1:
models:getSecondaryColor()
Method Property Fluent Description Representation
Return Value a Vector3

ModelPart.getUVPixels

Gets the UV of this part
Automatically multiplies the result by getTextureSize()
Errors if the part has multiple different-sized textures of if the part is a Group
overload 1:
models:getUVPixels()
Method Property Fluent Description Representation
Return Value a Vector2

ModelPart.getUVMatrix

Gets the UV matrix of this part
overload 1:
models:getUVMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

ModelPart.setPrimaryColor

Sets the primary color multiplier for this part
Values are RGB from 0 to 1
overload 1:
models:setPrimaryColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a ModelPart
overload 2:
models:setPrimaryColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a ModelPart

ModelPart.setSecondaryColor

Sets the secondary color multiplier for this part
Values are RGB from 0 to 1
overload 1:
models:setSecondaryColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a ModelPart
overload 2:
models:setSecondaryColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a ModelPart

ModelPart.setUVMatrix

Sets the UV matrix of this part
This matrix is applied to all UV points during the transform,
with the UVs treated as homogeneous vectors
setUV() and setUVPixels() are just simpler ways of setting this matrix
overload 1:
models:setUVMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix3
Return Value a ModelPart

ModelPart.setUVPixels

Sets the UV of this part in pixels
Automatically divides by the results of getTextureSize(),
so you can just input the number of pixels you want the UV to scroll by
Errors if the part has multiple different-sized textures
If this part is a Group,
it will attempt to setUVPixels on its children
overload 1:
models:setUVPixels(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a ModelPart
overload 2:
models:setUVPixels(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a ModelPart

ModelPart.setOpacity

Sets the opacity multiplier of this part
Note that opacity settings will only take effect if the part has a suitable Render Type for them,
mainly TRANSLUCENT
Check out modelPart.setPrimaryRenderType() for how to do this
overload 1:
models:setOpacity(opacity)
Method Property Fluent Description Representation
opacity accepts a Number
Return Value a ModelPart

ModelPart.getOpacity

Gets the opacity multiplier of this part
Note that opacity settings will only take effect if the part has a suitable Render Type for them,
mainly TRANSLUCENT
Check out modelPart.setPrimaryRenderType() for how to do this
overload 1:
models:getOpacity()
Method Property Fluent Description Representation
Return Value a Number

ModelPart.setLight

Sets the light level to be used when rendering this part
Values you give are 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this part
overload 1:
models:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a ModelPart
overload 2:
models:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a ModelPart

ModelPart.newItem

Adds a new Item Render Task on this part
overload 1:
models:newItem(taskName)
Method Property Fluent Description Representation
taskName accepts a String
Return Value an ItemTask

ModelPart.getParentType

Returns the current parent type of the part
overload 1:
models:getParentType()
Method Property Fluent Description Representation
Return Value a String

ModelPart.newSprite

Adds a new Sprite Render Task on this part
overload 1:
models:newSprite(taskName)
Method Property Fluent Description Representation
taskName accepts a String
Return Value a SpriteTask

ModelPart.getOverlay

Gets the overlay color you set earlier to this part
Does not interact with Minecraft's overlay system,
only retrieving values you set earlier with setOverlay()
overload 1:
models:getOverlay()
Method Property Fluent Description Representation
Return Value a Vector2

ModelPart.setParentType

Sets the parent type of the part
See the ParentType parts in the list docs for legal types
overload 1:
models:setParentType(parentType)
Method Property Fluent Description Representation
parentType accepts a String
Return Value a ModelPart

ModelPart.newBlock

Adds a new Block Render Task on this part
overload 1:
models:newBlock(taskName)
Method Property Fluent Description Representation
taskName accepts a String
Return Value a BlockTask

ModelPart.getLight

Gets the light level you set earlier to this part
Does not interact with Minecraft's lighting system,
only retrieving values you set earlier with setLight()
overload 1:
models:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

ModelPart.setOverlay

Sets the overlay color to be used when rendering this part
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this part
overload 1:
models:setOverlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a ModelPart
overload 2:
models:setOverlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a ModelPart

ModelPart.removeTask

Removes the Task with the given name from this part
Removes ALL tasks if a name is not given
overload 1:
models:removeTask()
Method Property Fluent Description Representation
Return Value a ModelPart
overload 2:
models:removeTask(taskName)
Method Property Fluent Description Representation
taskName accepts a String
Return Value a ModelPart

ModelPart.getAllVertices

Return a table of all texture ids and their vertices
overload 1:
models:getAllVertices()
Method Property Fluent Description Representation
Return Value a table

ModelPart.getVertices

Return a table with all vertices from the given texture id
Returns nil if no vertices were found
overload 1:
models:getVertices(textureID)
Method Property Fluent Description Representation
textureID accepts a String
Return Value a table

ModelPart.addChild

Adds the given part into this part's children list
overload 1:
models:addChild(part)
Method Property Fluent Description Representation
part accepts a ModelPart
Return Value a ModelPart

ModelPart.newText

Adds a new Text Render Task on this part
overload 1:
models:newText(taskName)
Method Property Fluent Description Representation
taskName accepts a String
Return Value a TextTask

ModelPart.getTask

Gets the Render Task with the given name from this part
Returns a table with all tasks if a name is not given
overload 1:
models:getTask()
Method Property Fluent Description Representation
Return Value a table mapping a String to a RenderTask
overload 2:
models:getTask(taskName)
Method Property Fluent Description Representation
taskName accepts a String
Return Value a RenderTask

ModelPart.color

Sets the color multiplier for this part for primary and secondary colors
Values are RGB from 0 to 1
overload 1:
models:color(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a ModelPart
overload 2:
models:color(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a ModelPart

ModelPart.scale

Sets the scale factor for this part
Nil values for scale are assumed to be 1
overload 1:
models:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a ModelPart
overload 2:
models:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.primaryRenderType

Sets the current primary render type of this model part
Nil by default,
meaning the part copies the primary render type of its parent during rendering
Check the docs enum command for all render types
overload 1:
models:primaryRenderType(renderType)
Method Property Fluent Description Representation
renderType accepts a String
Return Value a ModelPart

ModelPart.secondaryRenderType

Sets the current secondary render type of this model part
Nil by default,
meaning the part copies the secondary render type of its parent during rendering
Check the docs enum command for all render types
overload 1:
models:secondaryRenderType(renderType)
Method Property Fluent Description Representation
renderType accepts a String
Return Value a ModelPart

ModelPart.secondaryTexture

Sets the secondary texture override of this part
Check the TextureType types in the list docs
If using "resource",
the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom",
the second parameter should indicate a texture object
overload 1:
models:secondaryTexture(textureType)
Method Property Fluent Description Representation
textureType accepts a String
Return Value a ModelPart
overload 2:
models:secondaryTexture(resource, path)
Method Property Fluent Description Representation
resource accepts a String
path accepts a String
Return Value a ModelPart
overload 3:
models:secondaryTexture(custom, texture)
Method Property Fluent Description Representation
custom accepts a String
texture accepts a Texture
Return Value a ModelPart

ModelPart.visible

Sets this part to be visible or invisible
The default value is nil,
meaning the part copies its visibility from its parent part
overload 1:
models:visible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a ModelPart

ModelPart.pos

Sets the position offset for this part from its Blockbench position
Nil values for position are assumed to be 0
overload 1:
models:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a ModelPart
overload 2:
models:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.uv

Sets the UV of this part
This function is normalized,
meaning it works with values 0 to 1
If you say setUV(0.5,
0.25), for example, it will scroll by half of your texture width to the right, and one-fourth of the texture width downwards
overload 1:
models:uv(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a ModelPart
overload 2:
models:uv(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a ModelPart

ModelPart.matrix

Sets the given matrix as the position matrix for this model part
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the model part
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
models:matrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a ModelPart

ModelPart.offsetRot

Sets the rotation offset for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values,
check out the non-offset rot functions
overload 1:
models:offsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a ModelPart
overload 2:
models:offsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.pivot

Sets the absolute pivot for this part
Nil values are assumed to be 0
For relative pivot offsets,
check out the "offset" pivot functions
overload 1:
models:pivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a ModelPart
overload 2:
models:pivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.rot

Sets the absolute rotation for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For relative rotation values,
check out the "offset" rot functions
overload 1:
models:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a ModelPart
overload 2:
models:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.offsetPivot

Sets the pivot offset point for this part (multiplicative)
Nil values are assumed to be 0
For absolute pivot point values,
check out the non-offset pivot functions
overload 1:
models:offsetPivot(offsetPivot)
Method Property Fluent Description Representation
offsetPivot accepts a Vector3
Return Value a ModelPart
overload 2:
models:offsetPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.offsetScale

Sets the scale offset for this part
Nil values are assumed to be 1
For absolute scale values,
check out the non-offset rot functions
overload 1:
models:offsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a ModelPart
overload 2:
models:offsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a ModelPart

ModelPart.primaryTexture

Sets the primary texture override of this part
Check the TextureType types in the list docs
If using "resource",
the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom",
the second parameter should indicate a texture object
overload 1:
models:primaryTexture(textureType)
Method Property Fluent Description Representation
textureType accepts a String
Return Value a ModelPart
overload 2:
models:primaryTexture(resource, path)
Method Property Fluent Description Representation
resource accepts a String
path accepts a String
Return Value a ModelPart
overload 3:
models:primaryTexture(custom, texture)
Method Property Fluent Description Representation
custom accepts a String
texture accepts a Texture
Return Value a ModelPart

ModelPart.primaryColor

Sets the primary color multiplier for this part
Values are RGB from 0 to 1
overload 1:
models:primaryColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a ModelPart
overload 2:
models:primaryColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a ModelPart

ModelPart.secondaryColor

Sets the secondary color multiplier for this part
Values are RGB from 0 to 1
overload 1:
models:secondaryColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a ModelPart
overload 2:
models:secondaryColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a ModelPart

ModelPart.uvMatrix

Sets the UV matrix of this part
This matrix is applied to all UV points during the transform,
with the UVs treated as homogeneous vectors
setUV() and setUVPixels() are just simpler ways of setting this matrix
overload 1:
models:uvMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix3
Return Value a ModelPart

ModelPart.uvPixels

Sets the UV of this part in pixels
Automatically divides by the results of getTextureSize(),
so you can just input the number of pixels you want the UV to scroll by
Errors if the part has multiple different-sized textures
If this part is a Group,
it will attempt to setUVPixels on its children
overload 1:
models:uvPixels(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a ModelPart
overload 2:
models:uvPixels(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a ModelPart

ModelPart.opacity

Sets the opacity multiplier of this part
Note that opacity settings will only take effect if the part has a suitable Render Type for them,
mainly TRANSLUCENT
Check out modelPart.setPrimaryRenderType() for how to do this
overload 1:
models:opacity(opacity)
Method Property Fluent Description Representation
opacity accepts a Number
Return Value a ModelPart

ModelPart.light

Sets the light level to be used when rendering this part
Values you give are 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this part
overload 1:
models:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a ModelPart
overload 2:
models:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a ModelPart

ModelPart.parentType

Sets the parent type of the part
See the ParentType parts in the list docs for legal types
overload 1:
models:parentType(parentType)
Method Property Fluent Description Representation
parentType accepts a String
Return Value a ModelPart

ModelPart.overlay

Sets the overlay color to be used when rendering this part
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this part
overload 1:
models:overlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a ModelPart
overload 2:
models:overlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a ModelPart

nameplate

The global instance of the NameplateAPI and its subtypes
field signature:
nameplate
Method Property Fluent Description Representation
Field Type a NameplateAPI

NameplateAPI.CHAT

A customization for your nameplate in the chat
field signature:
CHAT
Method Property Fluent Description Representation
Field Type a NameplateCustomization

NameplateAPI.ENTITY

A customization for your nameplate above your head
field signature:
ENTITY
Method Property Fluent Description Representation
Field Type an EntityNameplateCustomization

NameplateAPI.LIST

A customization for your nameplate in the tab list
field signature:
LIST
Method Property Fluent Description Representation
Field Type a NameplateCustomization

NameplateAPI.ALL

A group that manages all your nameplate customizations at once
field signature:
ALL
Method Property Fluent Description Representation
Field Type a NameplateCustomizationGroup

particles

The global instance of ParticleAPI
field signature:
particles
Method Property Fluent Description Representation
Field Type a ParticleAPI

ParticleAPI.isPresent

Checks if this particle id is registered
overload 1:
particles:isPresent(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a Boolean

ParticleAPI.removeParticles

Removes all particles spawned from this avatar
overload 1:
particles:removeParticles()
Method Property Fluent Description Representation
Return Value a ParticleAPI

ParticleAPI.newParticle

Creates a particle with the given name at the specified position, with the given velocity
Some particles have special properties,
like the "dust" particle
For these particles, the special properties can be put into the "name" parameter,
the same way as it works for commands
overload 1:
particles:newParticle(name, pos)
Method Property Fluent Description Representation
name accepts a String
pos accepts a Vector3
Return Value a Particle
overload 2:
particles:newParticle(name, pos, vel)
Method Property Fluent Description Representation
name accepts a String
pos accepts a Vector3
vel accepts a Vector3
Return Value a Particle
overload 3:
particles:newParticle(name, posX, posY, posZ)
Method Property Fluent Description Representation
name accepts a String
posX accepts a Number
posY accepts a Number
posZ accepts a Number
Return Value a Particle
overload 4:
particles:newParticle(name, pos, velX, velY, velZ)
Method Property Fluent Description Representation
name accepts a String
pos accepts a Vector3
velX accepts a Number
velY accepts a Number
velZ accepts a Number
Return Value a Particle
overload 5:
particles:newParticle(name, posX, posY, posZ, vel)
Method Property Fluent Description Representation
name accepts a String
posX accepts a Number
posY accepts a Number
posZ accepts a Number
vel accepts a Vector3
Return Value a Particle
overload 6:
particles:newParticle(name, posX, posY, posZ, velX, velY, velZ)
Method Property Fluent Description Representation
name accepts a String
posX accepts a Number
posY accepts a Number
posZ accepts a Number
velX accepts a Number
velY accepts a Number
velZ accepts a Number
Return Value a Particle

pings

The global instance of PingAPI
field signature:
pings
Method Property Fluent Description Representation
Field Type a PingAPI

player

The global instance of the EntityAPI and its subtypes
field signature:
player
Method Property Fluent Description Representation
Field Type a PlayerAPI

PlayerAPI.getExperienceProgress

Gets the progress of the way towards the player's next level, as a value from 0 to 1
overload 1:
player:getExperienceProgress()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getChargedAttackDelay

Returns the delay (in ticks) of charged attacks
overload 1:
player:getChargedAttackDelay()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getModelType

Example by JimmyHelp:
Returns "SLIM" or "DEFAULT", depending on the player's model type
overload 1:
player:getModelType()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.hasCape

Returns whether the player has a cape loaded
overload 1:
player:hasCape()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getGamemode

Example by JimmyHelp:
Returns "SURVIVAL", "CREATIVE", "ADVENTURE", or "SPECTATOR" depending on the player's gamemode
If the gamemode is unknown,
returns nil
overload 1:
player:getGamemode()
Method Property Fluent Description Representation
Return Value either a String or nil

PlayerAPI.hasSkin

Returns whether the player has a custom skin loaded
overload 1:
player:hasSkin()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getFood

Example by JimmyHelp:
Gets the current food level of the player, from 0 to 20
overload 1:
player:getFood()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.getSaturation

Example by JimmyHelp:
Gets the current saturation level of the player
overload 1:
player:getSaturation()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.isSkinLayerVisible

Example by JimmyHelp:
Returns whether the specified skin layer, from the Skin Customizations settings, is currently visible
overload 1:
player:isSkinLayerVisible(part)
Method Property Fluent Description Representation
part accepts a String
Return Value a Boolean

PlayerAPI.getExperienceLevel

Example by JimmyHelp:
Gets the player's current level
overload 1:
player:getExperienceLevel()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.getIPAddress

Returns this player's IP address
overload 1:
player:getIPAddress()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.getShoulderEntity

Returns a table of the nbt of this entity left or right shoulder entity
overload 1:
player:getShoulderEntity()
Method Property Fluent Description Representation
Return Value a table
overload 2:
player:getShoulderEntity(right)
Method Property Fluent Description Representation
right accepts a Boolean
Return Value a table

PlayerAPI.isFishing

Returns if the player is currently fishing
overload 1:
player:isFishing()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getAbsorptionAmount

Inherited from LivingEntityAPI

Returns the amount of this entity's absorption (yellow hearts)
overload 1:
player:getAbsorptionAmount()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getSwingDuration

Inherited from LivingEntityAPI

Returns the number of ticks this entity will have while swinging its arms
overload 1:
player:getSwingDuration()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.getBodyYaw

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the yaw of this entity's body in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the body between the previous tick and the current tick
The default value of delta is 1
overload 1:
player:getBodyYaw()
Method Property Fluent Description Representation
Return Value a Number
overload 2:
player:getBodyYaw(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Number

PlayerAPI.getHeldItem

Inherited from LivingEntityAPI

Returns an ItemStack representing the item in this entity's main hand
If true is passed in for "offhand",
then it will instead look at the item in the entity's offhand
If the entity isn't holding an item in that hand,
returns air
overload 1:
player:getHeldItem()
Method Property Fluent Description Representation
Return Value an ItemStack
overload 2:
player:getHeldItem(offhand)
Method Property Fluent Description Representation
offhand accepts a Boolean
Return Value an ItemStack

PlayerAPI.getArmor

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the amount of armor points this entity has
overload 1:
player:getArmor()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getDeathTime

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the number of ticks this entity has been dead for
overload 1:
player:getDeathTime()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getArrowCount

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the number of arrows sticking out of this entity
overload 1:
player:getArrowCount()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.isUsingItem

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if the entity is currently using an item
overload 1:
player:isUsingItem()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getMaxHealth

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the maximum amount of health this entity can have
overload 1:
player:getMaxHealth()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getActiveItem

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns an ItemStack representing the item the entity is currently using
If they're not using any item,
returns air
overload 1:
player:getActiveItem()
Method Property Fluent Description Representation
Return Value an ItemStack

PlayerAPI.getSwingArm

Inherited from LivingEntityAPI

Returns "OFF_HAND" or "MAIN_HAND", based on the arm this entity is currently swinging
overload 1:
player:getSwingArm()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.isSwingingArm

Inherited from LivingEntityAPI

Returns true if the entity is currently swinging its arm
overload 1:
player:isSwingingArm()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getStingerCount

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the number of bee stingers sticking out of this entity
overload 1:
player:getStingerCount()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.isSensitiveToWater

Inherited from LivingEntityAPI

Returns if this entity takes damage to water
overload 1:
player:isSensitiveToWater()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isClimbing

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if the entity is currently using a climbable block, like a ladder or vine
overload 1:
player:isClimbing()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getActiveItemTime

Inherited from LivingEntityAPI

Returns the ticks this entity's active item has been used for
overload 1:
player:getActiveItemTime()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.isLeftHanded

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if the entity's main hand is its left
overload 1:
player:isLeftHanded()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getSwingTime

Inherited from LivingEntityAPI

Returns the number of ticks this entity has the arm swinging
overload 1:
player:getSwingTime()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.getEntityCategory

Inherited from LivingEntityAPI

Returns the category of this entity
The categories are: "ARTHROPOD",
"UNDEAD", "WATER", "ILLAGER" and by default, "UNDEFINED"
overload 1:
player:getEntityCategory()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.getActiveHand

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns "OFF_HAND" or "MAIN_HAND", depending on which hand this entity uses an item with
overload 1:
player:getActiveHand()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.getHealth

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the amount of health this entity has remaining
overload 1:
player:getHealth()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.riptideSpinning

Inherited from LivingEntityAPI

Returns if this entity is riptide spinning
overload 1:
player:riptideSpinning()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isVisuallySwimming

Inherited from LivingEntityAPI

Returns if this entity has the swimming pose
overload 1:
player:isVisuallySwimming()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isGliding

Inherited from LivingEntityAPI

Returns if this entity is gliding with an elytra
overload 1:
player:isGliding()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isBlocking

Inherited from LivingEntityAPI

Return if this entity is blocking with a shield
overload 1:
player:isBlocking()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getName

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the name of this entity, if it has a custom name
If it doesn't,
returns a translated form of getType()
overload 1:
player:getName()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.isAlive

Inherited from LivingEntityAPI

Returns whether this entity is alive or not
overload 1:
player:isAlive()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getType

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the Minecraft identifier of this entity
For instance,
"minecraft:pig"
overload 1:
player:getType()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.isLoaded

Inherited from LivingEntityAPI

Example by JimmyHelp:
Checks if this entity object is still being updated and loaded
A non-loaded entity would be someone or something which is in another dimension or out of the render distance for example
overload 1:
player:isLoaded()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getItem

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets an ItemStack for the item in the given slot
For the player,
slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet
If an invalid slot number is given,
this will return nil
overload 1:
player:getItem(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value an ItemStack

PlayerAPI.getNbt

Inherited from LivingEntityAPI

Gets a table containing the NBT of this entity
Please note that not all values in the entity's NBT may be synced,
as some are handled only on the server side
overload 1:
player:getNbt()
Method Property Fluent Description Representation
Return Value a table

PlayerAPI.getPermissionLevel

Inherited from LivingEntityAPI

Returns the permission level number of this entity
Server Operators,
by default, have the permission level of 4
overload 1:
player:getPermissionLevel()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.getLookDir

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns a unit vector pointing in the direction that this entity is looking
See the blue line in the F3+B screen for an example
overload 1:
player:getLookDir()
Method Property Fluent Description Representation
Return Value a Vector3

PlayerAPI.getFrozenTicks

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the number of ticks this entity has been freezing in powder snow for
overload 1:
player:getFrozenTicks()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.isHamburger

Inherited from LivingEntityAPI

Example by JimmyHelp:
figura.docs.entity.is_hamburger
overload 1:
player:isHamburger()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getPose

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the current pose of the player
This can be one of: "STANDING",
"FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING"
overload 1:
player:getPose()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.getMaxAir

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the maximum amount of air this entity can have
overload 1:
player:getMaxAir()
Method Property Fluent Description Representation
Return Value an Integer

PlayerAPI.getVelocity

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick
overload 1:
player:getVelocity()
Method Property Fluent Description Representation
Return Value a Vector3

PlayerAPI.isOnGround

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns whether or not this entity is currently on the ground
overload 1:
player:isOnGround()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getRot

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the rotation of the entity in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
player:getRot()
Method Property Fluent Description Representation
Return Value a Vector2
overload 2:
player:getRot(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector2

PlayerAPI.getEyeHeight

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the current eye height of this entity
overload 1:
player:getEyeHeight()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.getPos

Inherited from LivingEntityAPI

Example by JimmyHelp:
Gets the position of the entity in the world
If delta is passed in,
then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
player:getPos()
Method Property Fluent Description Representation
Return Value a Vector3
overload 2:
player:getPos(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector3

PlayerAPI.getVehicle

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns a proxy for the entity that this player is currently riding
If the player isn't riding anything,
returns nil
overload 1:
player:getVehicle()
Method Property Fluent Description Representation
Return Value an EntityAPI

PlayerAPI.getBoundingBox

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the size of this entity's bounding box as a Vector3
{x,
y, z} are the width, height, and width
Minecraft entity hitboxes always have square bases
overload 1:
player:getBoundingBox()
Method Property Fluent Description Representation
Return Value a Vector3

PlayerAPI.getDimensionName

Inherited from LivingEntityAPI

Gets the Minecraft identifier of the dimension this entity is in
overload 1:
player:getDimensionName()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.isWet

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column
Otherwise,
returns false
overload 1:
player:isWet()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getUUID

Inherited from LivingEntityAPI

Gets the UUID of the proxied entity
overload 1:
player:getUUID()
Method Property Fluent Description Representation
Return Value a String

PlayerAPI.isInLava

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is currently in lava
overload 1:
player:isInLava()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isUnderwater

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity's eyes are touching water
overload 1:
player:isUnderwater()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isSilent

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is silent
overload 1:
player:isSilent()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isSneaking

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is logically sneaking (can't fall from blocks edges, can't see nameplate behind walls, etc)
overload 1:
player:isSneaking()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isInWater

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is currently in a water block, including waterlogging
overload 1:
player:isInWater()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isGlowing

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is currently glowing
overload 1:
player:isGlowing()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isSprinting

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is currently sprinting
overload 1:
player:isSprinting()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isInRain

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is currently standing in rain
overload 1:
player:isInRain()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.hasAvatar

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if Figura has an avatar loaded for this entity
overload 1:
player:hasAvatar()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isInvisible

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is invisible, for one reason or another
overload 1:
player:isInvisible()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.isCrouching

Inherited from LivingEntityAPI

Returns true if this entity is visually sneaking
overload 1:
player:isCrouching()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getPassengers

Inherited from LivingEntityAPI

Returns a List of entities of all passengers this entity has
overload 1:
player:getPassengers()
Method Property Fluent Description Representation
Return Value a table

PlayerAPI.getEyeY

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns the Y level of this entity's eyes
Not to be confused with getEyeHeight,
this function also takes the entity itself's Y position into account
overload 1:
player:getEyeY()
Method Property Fluent Description Representation
Return Value a Number

PlayerAPI.isOnFire

Inherited from LivingEntityAPI

Example by JimmyHelp:
Returns true if this entity is currently on fire
overload 1:
player:isOnFire()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getTargetedBlock

Inherited from LivingEntityAPI

Returns a proxy for your currently targeted BlockState
This BlockState appears on the F3 screen
The maximum (and default) distance is 20,
minimum is -20
Returns the block, the hit position,
and the targeted block face as three separate values
overload 1:
player:getTargetedBlock()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
player:getTargetedBlock(ignoreLiquids)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
Return Value a Varargs
overload 3:
player:getTargetedBlock(ignoreLiquids, distance)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
distance accepts a Number
Return Value a Varargs

PlayerAPI.hasInventory

Inherited from LivingEntityAPI

Checks if the entity has an inventory (Horses, Camels, LLamas, …)
overload 1:
player:hasInventory()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getVariable

Inherited from LivingEntityAPI

Gets the value of a variable this entity stored in themselves using the Avatar API's store() function
overload 1:
player:getVariable()
Method Property Fluent Description Representation
Return Value anything
overload 2:
player:getVariable(key)
Method Property Fluent Description Representation
key accepts a String
Return Value anything

PlayerAPI.hasContainer

Inherited from LivingEntityAPI

Checks if the entity has a container (Chest Boats, Minecarts with Chests, …)
overload 1:
player:hasContainer()
Method Property Fluent Description Representation
Return Value a Boolean

PlayerAPI.getTargetedEntity

Inherited from LivingEntityAPI

Returns a proxy for your currently targeted Entity
This Entity appears on the F3 screen
Maximum and Default distance is 20,
Minimum is 0
overload 1:
player:getTargetedEntity()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
player:getTargetedEntity(distance)
Method Property Fluent Description Representation
distance accepts a Number
Return Value a Varargs

renderer

The global instance of RendererAPI
field signature:
renderer
Method Property Fluent Description Representation
Field Type a RendererAPI

RendererAPI.shouldRenderVehicle

Check if your vehicle should be rendered
overload 1:
renderer:shouldRenderVehicle()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.shouldRenderCrosshair

Check if your crosshair should be rendered
overload 1:
renderer:shouldRenderCrosshair()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.shouldForcePaperdoll

Check if the paperdoll should forcefully be rendered
overload 1:
renderer:shouldForcePaperdoll()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.getCameraOffsetPivot

Gets the offset pivot for the camera
overload 1:
renderer:getCameraOffsetPivot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.getPrimaryFireTexture

Gets the current custom primary fire texture
overload 1:
renderer:getPrimaryFireTexture()
Method Property Fluent Description Representation
Return Value a String

RendererAPI.setSecondaryFireTexture

Sets a custom secondary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:setSecondaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.setPrimaryFireTexture

Sets a custom primary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:setPrimaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.getSecondaryFireTexture

Gets the current custom secondary fire texture
overload 1:
renderer:getSecondaryFireTexture()
Method Property Fluent Description Representation
Return Value a String

RendererAPI.setOffsetCameraPivot

Sets the offset pivot for the camera
The pivot will also move the camera
Its values are relative to the world
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the non-offset pivot function
overload 1:
renderer:setOffsetCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setOffsetCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.shouldRenderFire

Checks if the fire effect should be rendered
overload 1:
renderer:shouldRenderFire()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setRenderVehicle

Sets if your vehicle should be rendered
overload 1:
renderer:setRenderVehicle(renderVehicle)
Method Property Fluent Description Representation
renderVehicle accepts a Boolean
Return Value a RendererAPI

RendererAPI.setRenderCrosshair

Sets if your crosshair should be rendered
overload 1:
renderer:setRenderCrosshair(renderCrosshair)
Method Property Fluent Description Representation
renderCrosshair accepts a Boolean
Return Value a RendererAPI

RendererAPI.setRenderFire

Sets if the fire effect should be rendered
overload 1:
renderer:setRenderFire(renderFire)
Method Property Fluent Description Representation
renderFire accepts a Boolean
Return Value a RendererAPI

RendererAPI.getShadowRadius

Gets the radius of your shadow
overload 1:
renderer:getShadowRadius()
Method Property Fluent Description Representation
Return Value a Number

RendererAPI.getCameraOffsetRot

Gets the offset rotation for the camera
overload 1:
renderer:getCameraOffsetRot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.shouldRenderHUD

Check if the vanilla HUD should be rendered
overload 1:
renderer:shouldRenderHUD()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setPostEffect

Sets the current rendering effect
Same as the discontinued Super Secret Settings
overload 1:
renderer:setPostEffect(effect)
Method Property Fluent Description Representation
effect accepts a String
Return Value a RendererAPI

RendererAPI.setCameraRot

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values,
check out the "offset" rot function
overload 1:
renderer:setCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.isCameraBackwards

Checks if your camera is in the backward third person view
overload 1:
renderer:isCameraBackwards()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setRenderHUD

Sets if the vanilla HUD should be rendered
overload 1:
renderer:setRenderHUD(renderHUD)
Method Property Fluent Description Representation
renderHUD accepts a Boolean
Return Value a RendererAPI

RendererAPI.getCameraPos

Gets the position offset for the camera
overload 1:
renderer:getCameraPos()
Method Property Fluent Description Representation
Return Value either a Vector3 or nil

RendererAPI.setCameraPivot

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the "offset" pivot function
overload 1:
renderer:setCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.setForcePaperdoll

Sets if the paperdoll should forcefully be rendered
overload 1:
renderer:setForcePaperdoll(forcePaperdoll)
Method Property Fluent Description Representation
forcePaperdoll accepts a Boolean
Return Value a RendererAPI

RendererAPI.getCameraRot

Gets the absolute rotation of the camera
overload 1:
renderer:getCameraRot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.setOffsetCameraRot

Sets the offset rotation for the camera
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values,
check out the non-offset rot function
overload 1:
renderer:setOffsetCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setOffsetCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.isFirstPerson

Checks if your camera is in the first person view
overload 1:
renderer:isFirstPerson()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setShadowRadius

Sets the radius of your shadow
The default value is nil,
which means to use the vanilla default of 0.5 for players
The maximum value is 12
overload 1:
renderer:setShadowRadius()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:setShadowRadius(radius)
Method Property Fluent Description Representation
radius accepts a Number
Return Value a RendererAPI

RendererAPI.setCameraPos

Sets the position offset for the camera
Nil values for position are assumed to be 0
overload 1:
renderer:setCameraPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setCameraPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.getCameraPivot

Gets the absolute pivot for the camera
overload 1:
renderer:getCameraPivot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.setCrosshairOffset

Sets the offset of your crosshair
overload 1:
renderer:setCrosshairOffset(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a RendererAPI
overload 2:
renderer:setCrosshairOffset(x, y)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
Return Value a RendererAPI

RendererAPI.getCrosshairOffset

Gets the offset of your crosshair
overload 1:
renderer:getCrosshairOffset()
Method Property Fluent Description Representation
Return Value a Vector2

RendererAPI.getFOV

Gets the multiplier of your fov
overload 1:
renderer:getFOV()
Method Property Fluent Description Representation
Return Value a Number

RendererAPI.setFOV

Sets the multiplier of your fov
The default value is nil,
which means no changes will be applied to your fov
overload 1:
renderer:setFOV()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:setFOV(fov)
Method Property Fluent Description Representation
fov accepts a Number
Return Value a RendererAPI

RendererAPI.setOutlineColor

Sets the custom glowing effect's outline color
overload 1:
renderer:setOutlineColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setOutlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a RendererAPI

RendererAPI.getOutlineColor

Gets the custom glowing effect's outline color
overload 1:
renderer:getOutlineColor()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.secondaryFireTexture

Sets a custom secondary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:secondaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.primaryFireTexture

Sets a custom primary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:primaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.offsetCameraPivot

Sets the offset pivot for the camera
The pivot will also move the camera
Its values are relative to the world
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the non-offset pivot function
overload 1:
renderer:offsetCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:offsetCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.postEffect

Sets the current rendering effect
Same as the discontinued Super Secret Settings
overload 1:
renderer:postEffect(effect)
Method Property Fluent Description Representation
effect accepts a String
Return Value a RendererAPI

RendererAPI.cameraRot

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values,
check out the "offset" rot function
overload 1:
renderer:cameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:cameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.cameraPivot

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the "offset" pivot function
overload 1:
renderer:cameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:cameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.offsetCameraRot

Sets the offset rotation for the camera
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values,
check out the non-offset rot function
overload 1:
renderer:offsetCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:offsetCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.shadowRadius

Sets the radius of your shadow
The default value is nil,
which means to use the vanilla default of 0.5 for players
The maximum value is 12
overload 1:
renderer:shadowRadius()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:shadowRadius(radius)
Method Property Fluent Description Representation
radius accepts a Number
Return Value a RendererAPI

RendererAPI.cameraPos

Sets the position offset for the camera
Nil values for position are assumed to be 0
overload 1:
renderer:cameraPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:cameraPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.crosshairOffset

Sets the offset of your crosshair
overload 1:
renderer:crosshairOffset(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a RendererAPI
overload 2:
renderer:crosshairOffset(x, y)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
Return Value a RendererAPI

RendererAPI.fov

Sets the multiplier of your fov
The default value is nil,
which means no changes will be applied to your fov
overload 1:
renderer:fov()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:fov(fov)
Method Property Fluent Description Representation
fov accepts a Number
Return Value a RendererAPI

RendererAPI.outlineColor

Sets the custom glowing effect's outline color
overload 1:
renderer:outlineColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:outlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a RendererAPI

RendererAPI.renderFire

Whether or not you should visually have the fire effect while on fire
True by default
field signature:
renderFire
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderVehicle

Whether or not your vehicle (boat, minecart, horse, whatever) will be rendered
True by default
field signature:
renderVehicle
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderCrosshair

Toggles whether or not your crosshair should render
True by default
field signature:
renderCrosshair
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.forcePaperdoll

Toggles if the paperdoll should render regardless of the player doing an action
If the paperdoll is disabled,
or set to always render, nothing will change
False by default
field signature:
forcePaperdoll
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderHUD

Toggles whether or not the vanilla HUD should be rendered
Hands and the Figura HUD are not included
field signature:
renderHUD
Method Property Fluent Description Representation
Field Type a Boolean

sounds

The global instance of SoundAPI
field signature:
sounds
Method Property Fluent Description Representation
Field Type a SoundAPI

SoundAPI.isPresent

Checks if this sound id is registered either by custom avatar sounds or a vanilla sound
overload 1:
sounds:isPresent(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a Boolean

SoundAPI.newSound

Registers a new custom sound for this avatar
The first argument is the sound id while the second argument is either a byte array of the sound data or a base64 string representation of the same
overload 1:
sounds:newSound(name, byteArray)
Method Property Fluent Description Representation
name accepts a String
byteArray accepts a table
Return Value a SoundAPI
overload 2:
sounds:newSound(name, base64Text)
Method Property Fluent Description Representation
name accepts a String
base64Text accepts a String
Return Value a SoundAPI

SoundAPI.playSound

Plays the specified sound at the specified position with the given volume and pitch multipliers
The sound id is either an identifier or the custom sound name
Volume in Minecraft refers to how far away people can hear the sound from,
not the actual loudness of it
If you don't give values for volume and pitch,
the default values are 1
overload 1:
sounds:playSound(sound, pos)
Method Property Fluent Description Representation
sound accepts a String
pos accepts a Vector3
Return Value a Sound
overload 2:
sounds:playSound(sound, posX, posY, posZ)
Method Property Fluent Description Representation
sound accepts a String
posX accepts a Number
posY accepts a Number
posZ accepts a Number
Return Value a Sound
overload 3:
sounds:playSound(sound, pos, volume, pitch, loop)
Method Property Fluent Description Representation
sound accepts a String
pos accepts a Vector3
volume accepts a Number
pitch accepts a Number
loop accepts a Boolean
Return Value a Sound
overload 4:
sounds:playSound(sound, posX, posY, posZ, volume, pitch, loop)
Method Property Fluent Description Representation
sound accepts a String
posX accepts a Number
posY accepts a Number
posZ accepts a Number
volume accepts a Number
pitch accepts a Number
loop accepts a Boolean
Return Value a Sound

SoundAPI.stopSound

Stops the playing sounds from this avatar
If an id is specified,
it only stops the sounds from that id
overload 1:
sounds:stopSound()
Method Property Fluent Description Representation
Return Value a SoundAPI
overload 2:
sounds:stopSound(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a SoundAPI

textures

The global instance of the TextureAPI
field signature:
textures
Method Property Fluent Description Representation
Field Type a TextureAPI

TextureAPI.get

Gets a registered texture based on its name, or nil if no texture was found with that name
overload 1:
textures:get(name)
Method Property Fluent Description Representation
name accepts a String
Return Value either a Texture or nil

TextureAPI.read

Reads a texture from a base64 string or a byte array
overload 1:
textures:read(name, base64Text)
Method Property Fluent Description Representation
name accepts a String
base64Text accepts a String
Return Value a Texture
overload 2:
textures:read(name, byteArray)
Method Property Fluent Description Representation
name accepts a String
byteArray accepts a table
Return Value a Texture

TextureAPI.copy

Creates a copy of the texture
The copy is registered with the given name
overload 1:
textures:copy(name, texture)
Method Property Fluent Description Representation
name accepts a String
texture accepts a Texture
Return Value a Texture

TextureAPI.getTextures

Returns a table with all textures used by this avatar
Do not include generated textures from this API
overload 1:
textures:getTextures()
Method Property Fluent Description Representation
Return Value a table

TextureAPI.newTexture

Creates a new texture with the given name, width and height
The texture is filled with a solid color
overload 1:
textures:newTexture(name, width, height)
Method Property Fluent Description Representation
name accepts a String
width accepts an Integer
height accepts an Integer
Return Value a Texture

type

Figura overrides lua's type() function
When used on Figura types,
returns the type's name as seen in the docs and in the figuraMetatables global
When called on a table that has a metatable with a __type key,
returns the corresponding value
field signature:
type
Method Property Fluent Description Representation
Field Type a function that takes anything and will return a String

user

An alias for player, just in case the user of your avatar isn't a player
(Foreshadowing?)
field signature:
user
Method Property Fluent Description Representation
Field Type an EntityAPI

EntityAPI.getName

Gets the name of this entity, if it has a custom name
If it doesn't,
returns a translated form of getType()
overload 1:
user:getName()
Method Property Fluent Description Representation
Return Value a String

EntityAPI.isAlive

Returns whether this entity is alive or not
overload 1:
user:isAlive()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getType

Gets the Minecraft identifier of this entity
For instance,
"minecraft:pig"
overload 1:
user:getType()
Method Property Fluent Description Representation
Return Value a String

EntityAPI.isLoaded

Checks if this entity object is still being updated and loaded
A non-loaded entity would be someone or something which is in another dimension or out of the render distance for example
overload 1:
user:isLoaded()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getItem

Gets an ItemStack for the item in the given slot
For the player,
slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet
If an invalid slot number is given,
this will return nil
overload 1:
user:getItem(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value either an ItemStack or nil

EntityAPI.getNbt

Gets a table containing the NBT of this entity
Please note that not all values in the entity's NBT may be synced,
as some are handled only on the server side
overload 1:
user:getNbt()
Method Property Fluent Description Representation
Return Value a table

EntityAPI.getPermissionLevel

Returns the permission level number of this entity
Server Operators,
by default, have the permission level of 4
overload 1:
user:getPermissionLevel()
Method Property Fluent Description Representation
Return Value an Integer

EntityAPI.getLookDir

Returns a unit vector pointing in the direction that this entity is looking
See the blue line in the F3+B screen for an example
overload 1:
user:getLookDir()
Method Property Fluent Description Representation
Return Value a Vector3

EntityAPI.getFrozenTicks

Gets the number of ticks this entity has been freezing in powder snow for
overload 1:
user:getFrozenTicks()
Method Property Fluent Description Representation
Return Value an Integer

EntityAPI.isHamburger

figura.docs.entity.is_hamburger
overload 1:
user:isHamburger()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getPose

Returns the current pose of the player
This can be one of: "STANDING",
"FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING"
overload 1:
user:getPose()
Method Property Fluent Description Representation
Return Value a String

EntityAPI.getMaxAir

Gets the maximum amount of air this entity can have
overload 1:
user:getMaxAir()
Method Property Fluent Description Representation
Return Value an Integer

EntityAPI.getVelocity

Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick
overload 1:
user:getVelocity()
Method Property Fluent Description Representation
Return Value a Vector3

EntityAPI.isOnGround

Returns whether or not this entity is currently on the ground
overload 1:
user:isOnGround()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getRot

Gets the rotation of the entity in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
user:getRot()
Method Property Fluent Description Representation
Return Value a Vector2
overload 2:
user:getRot(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector2

EntityAPI.getEyeHeight

Returns the current eye height of this entity
overload 1:
user:getEyeHeight()
Method Property Fluent Description Representation
Return Value a Number

EntityAPI.getPos

Gets the position of the entity in the world
If delta is passed in,
then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
user:getPos()
Method Property Fluent Description Representation
Return Value a Vector3
overload 2:
user:getPos(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector3

EntityAPI.getVehicle

Returns a proxy for the entity that this player is currently riding
If the player isn't riding anything,
returns nil
overload 1:
user:getVehicle()
Method Property Fluent Description Representation
Return Value either an EntityAPI or nil

EntityAPI.getBoundingBox

Returns the size of this entity's bounding box as a Vector3
{x,
y, z} are the width, height, and width
Minecraft entity hitboxes always have square bases
overload 1:
user:getBoundingBox()
Method Property Fluent Description Representation
Return Value a Vector3

EntityAPI.getDimensionName

Gets the Minecraft identifier of the dimension this entity is in
overload 1:
user:getDimensionName()
Method Property Fluent Description Representation
Return Value a String

EntityAPI.isWet

Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column
Otherwise,
returns false
overload 1:
user:isWet()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getUUID

Gets the UUID of the proxied entity
overload 1:
user:getUUID()
Method Property Fluent Description Representation
Return Value a String

EntityAPI.isInLava

Returns true if this entity is currently in lava
overload 1:
user:isInLava()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isUnderwater

Returns true if this entity's eyes are touching water
overload 1:
user:isUnderwater()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isSilent

Returns true if this entity is silent
overload 1:
user:isSilent()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isSneaking

Returns true if this entity is logically sneaking (can't fall from blocks edges, can't see nameplate behind walls, etc)
overload 1:
user:isSneaking()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isInWater

Returns true if this entity is currently in a water block, including waterlogging
overload 1:
user:isInWater()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isGlowing

Returns true if this entity is currently glowing
overload 1:
user:isGlowing()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isSprinting

Returns true if this entity is currently sprinting
overload 1:
user:isSprinting()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isInRain

Returns true if this entity is currently standing in rain
overload 1:
user:isInRain()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.hasAvatar

Returns true if Figura has an avatar loaded for this entity
overload 1:
user:hasAvatar()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isInvisible

Returns true if this entity is invisible, for one reason or another
overload 1:
user:isInvisible()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.isCrouching

Returns true if this entity is visually sneaking
overload 1:
user:isCrouching()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getPassengers

Returns a List of entities of all passengers this entity has
overload 1:
user:getPassengers()
Method Property Fluent Description Representation
Return Value a table

EntityAPI.getEyeY

Returns the Y level of this entity's eyes
Not to be confused with getEyeHeight,
this function also takes the entity itself's Y position into account
overload 1:
user:getEyeY()
Method Property Fluent Description Representation
Return Value a Number

EntityAPI.isOnFire

Returns true if this entity is currently on fire
overload 1:
user:isOnFire()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getTargetedBlock

Returns a proxy for your currently targeted BlockState
This BlockState appears on the F3 screen
The maximum (and default) distance is 20,
minimum is -20
Returns the block, the hit position,
and the targeted block face as three separate values
overload 1:
user:getTargetedBlock()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
user:getTargetedBlock(ignoreLiquids)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
Return Value a Varargs
overload 3:
user:getTargetedBlock(ignoreLiquids, distance)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
distance accepts a Number
Return Value a Varargs

EntityAPI.hasInventory

Checks if the entity has an inventory (Horses, Camels, LLamas, …)
overload 1:
user:hasInventory()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getVariable

Gets the value of a variable this entity stored in themselves using the Avatar API's store() function
overload 1:
user:getVariable()
Method Property Fluent Description Representation
Return Value anything
overload 2:
user:getVariable(key)
Method Property Fluent Description Representation
key accepts a String
Return Value anything

EntityAPI.hasContainer

Checks if the entity has a container (Chest Boats, Minecarts with Chests, …)
overload 1:
user:hasContainer()
Method Property Fluent Description Representation
Return Value a Boolean

EntityAPI.getTargetedEntity

Returns a proxy for your currently targeted Entity
This Entity appears on the F3 screen
Maximum and Default distance is 20,
Minimum is 0
overload 1:
user:getTargetedEntity()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
user:getTargetedEntity(distance)
Method Property Fluent Description Representation
distance accepts a Number
Return Value a Varargs

vanilla_model

The global instance of the VanillaModelAPI and its subtypes
field signature:
vanilla_model
Method Property Fluent Description Representation
Field Type a VanillaModelAPI

VanillaModelAPI.HEAD

The head of the player, not including the hat
field signature:
HEAD
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.BODY

The body of the player, not including the outer layer
field signature:
BODY
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_ARM

The left arm of the player, not including the outer layer
field signature:
LEFT_ARM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_ARM

The right arm of the player, not including the outer layer
field signature:
RIGHT_ARM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_LEG

The left leg of the player, not including the outer layer
field signature:
LEFT_LEG
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_LEG

The right leg of the player, not including the outer layer
field signature:
RIGHT_LEG
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.HAT

The outer layer of the player's head
field signature:
HAT
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.JACKET

The outer layer of the player's body
field signature:
JACKET
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_SLEEVE

The outer layer of the player's left arm
field signature:
LEFT_SLEEVE
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_SLEEVE

The outer layer of the player's right arm
field signature:
RIGHT_SLEEVE
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_PANTS

The outer layer of the player's left leg
field signature:
LEFT_PANTS
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_PANTS

The outer layer of the player's right leg
field signature:
RIGHT_PANTS
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.CAPE_MODEL

The vanilla cape model
field signature:
CAPE_MODEL
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.FAKE_CAPE

A custom copy of the cape, an attempt at storing its transformations as vanilla cape math is… weird
field signature:
FAKE_CAPE
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.HELMET_ITEM

The item on the armor head slot
field signature:
HELMET_ITEM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.HELMET_HEAD

The head of the helmet model
field signature:
HELMET_HEAD
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.HELMET_HAT

The hat of the helmet model
field signature:
HELMET_HAT
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.CHESTPLATE_BODY

The body of the chestplate model
field signature:
CHESTPLATE_BODY
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.CHESTPLATE_LEFT_ARM

The left arm of the chestplate model
field signature:
CHESTPLATE_LEFT_ARM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.CHESTPLATE_RIGHT_ARM

The right arm of the chestplate model
field signature:
CHESTPLATE_RIGHT_ARM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEGGINGS_BODY

The body of the leggings model
field signature:
LEGGINGS_BODY
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEGGINGS_LEFT_LEG

The left leg of the leggings model
field signature:
LEGGINGS_LEFT_LEG
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEGGINGS_RIGHT_LEG

The right leg of the leggings model
field signature:
LEGGINGS_RIGHT_LEG
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.BOOTS_LEFT_LEG

The left boot of the boots model
field signature:
BOOTS_LEFT_LEG
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.BOOTS_RIGHT_LEG

The right boot of the boots model
field signature:
BOOTS_RIGHT_LEG
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_ELYTRA

The left wing of the elytra model
field signature:
LEFT_ELYTRA
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_ELYTRA

The right wing of the elytra model
field signature:
RIGHT_ELYTRA
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_ITEM

The item in the player's left hand
field signature:
LEFT_ITEM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_ITEM

The item in the player's right hand
field signature:
RIGHT_ITEM
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.LEFT_PARROT

The Parrot in the player's left shoulder
field signature:
LEFT_PARROT
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.RIGHT_PARROT

The Parrot in the player's right shoulder
field signature:
RIGHT_PARROT
Method Property Fluent Description Representation
Field Type a VanillaModelPart

VanillaModelAPI.ALL

Multi-part: The entirety of the vanilla model
field signature:
ALL
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.PLAYER

Multi-part: Both the outer and inner layers of the player's skin, as well as the cape
field signature:
PLAYER
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.OUTER_LAYER

Multi-part: The outer layer of the player
field signature:
OUTER_LAYER
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.INNER_LAYER

Multi-part: The main body of the player, everything except the outer layer
field signature:
INNER_LAYER
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.CAPE

Multi-part: The player's cape
field signature:
CAPE
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.ARMOR

Multi-part: All armor on the model
field signature:
ARMOR
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.HELMET

Multi-part: The helmet model
field signature:
HELMET
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.CHESTPLATE

Multi-part: The chestplate model
field signature:
CHESTPLATE
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.LEGGINGS

Multi-part: The leggings model
field signature:
LEGGINGS
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.BOOTS

Multi-part: The boots model
field signature:
BOOTS
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.ELYTRA

Multi-part: The elytra model
field signature:
ELYTRA
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.HELD_ITEMS

Multi-part: Items in the player's hands
field signature:
HELD_ITEMS
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

VanillaModelAPI.PARROTS

Multi-part: Parrots on the player's shoulders
field signature:
PARROTS
Method Property Fluent Description Representation
Field Type a VanillaModelGroup

vec

An alias for "vectors.vec"
field signature:
vec
Method Property Fluent Description Representation
Field Type a function that takes a Number, a Number, either a Number or nil, either a Number or nil, either a Number or nil and either a Number or nil and will return anything, such that supplying a Number and a Number would return a Vector2, supplying a Number, a Number and a Number would return a Vector3, supplying a Number, a Number, a Number and a Number would return a Vector4, supplying a Number, a Number, a Number, a Number and a Number would return a Vector5, supplying a Number, a Number, a Number, a Number, a Number and a Number would return a Vector6

vectors

The global instance of the VectorsAPI and its subtypes
field signature:
vectors
Method Property Fluent Description Representation
Field Type a VectorsAPI

VectorsAPI.vec

Creates and returns a vector of the appropriate size to hold the arguments passed in
For example; if you call vec(3,
4, 0, 2), then the function will return a Vector4 containing those values
There is a global alias "vec" for this function,
meaning the "vectors." can be omitted
overload 1:
vectors.vec(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2
overload 2:
vectors.vec(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3
overload 3:
vectors.vec(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

VectorsAPI.rotateAroundAxis

Rotates a vector relative to a rotation vector
overload 1:
vectors.rotateAroundAxis(angle, vec, axis)
Method Property Fluent Description Representation
angle accepts a Number
vec accepts a Vector3
axis accepts a Vector3
Return Value a Vector3
overload 2:
vectors.rotateAroundAxis(angle, x, y, z, axis)
Method Property Fluent Description Representation
angle accepts a Number
x accepts a Number
y accepts a Number
z accepts a Number
axis accepts a Vector3
Return Value a Vector3
overload 3:
vectors.rotateAroundAxis(angle, vec, axisX, axisY, axisZ)
Method Property Fluent Description Representation
angle accepts a Number
vec accepts a Vector3
axisX accepts a Number
axisY accepts a Number
axisZ accepts a Number
Return Value a Vector3
overload 4:
vectors.rotateAroundAxis(angle, x, y, z, axisX, axisY, axisZ)
Method Property Fluent Description Representation
angle accepts a Number
x accepts a Number
y accepts a Number
z accepts a Number
axisX accepts a Number
axisY accepts a Number
axisZ accepts a Number
Return Value a Vector3

VectorsAPI.hexToRGB

Parses a Hex string color into an RGB format vector
The hex "#" is optional,
and it can have any length, however only the first 6 hex digits are evaluated, short hex (length 3) is also supported
For example,
"#42" is the same as "420000", and "F0B" is the same as "FF00BB"
overload 1:
vectors.hexToRGB(hex)
Method Property Fluent Description Representation
hex accepts a String
Return Value a Vector3

VectorsAPI.worldToScreenSpace

Converts a position in the world into a position relative to the viewer's screen
overload 1:
vectors.worldToScreenSpace(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector4
overload 2:
vectors.worldToScreenSpace(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector4

VectorsAPI.toCameraSpace

Converts a position in the world into a position relative to the viewer's camera
overload 1:
vectors.toCameraSpace(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
vectors.toCameraSpace(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

VectorsAPI.vec3

Creates and returns a Vector3 with the given values
Nil values become zero
overload 1:
vectors.vec3(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

VectorsAPI.vec2

Creates and returns a Vector2 with the given values
Nil values become zero
overload 1:
vectors.vec2(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

VectorsAPI.rgbToInt

Converts the given color from RGB format to Integer format
overload 1:
vectors.rgbToInt(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value an Integer
overload 2:
vectors.rgbToInt(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Integer

VectorsAPI.intToRGB

Converts the given color from Integer format to RGB format
overload 1:
vectors.intToRGB(color)
Method Property Fluent Description Representation
color accepts an Integer
Return Value a Vector3

VectorsAPI.rgbToHSV

Converts the given color from RGB format to HSV format
overload 1:
vectors.rgbToHSV(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a Vector3
overload 2:
vectors.rgbToHSV(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a Vector3

VectorsAPI.hsvToRGB

Converts the given color from HSV format to RGB format
overload 1:
vectors.hsvToRGB(hsv)
Method Property Fluent Description Representation
hsv accepts a Vector3
Return Value a Vector3
overload 2:
vectors.hsvToRGB(h, s, v)
Method Property Fluent Description Representation
h accepts a Number
s accepts a Number
v accepts a Number
Return Value a Vector3

VectorsAPI.rgbToHex

Converts the given color from RGB format to Hex format
The "#" is not included on the return value
overload 1:
vectors.rgbToHex(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a String
overload 2:
vectors.rgbToHex(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a String

VectorsAPI.vec4

Creates and returns a Vector4 with the given values
Nil values become zero
overload 1:
vectors.vec4(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

world

The global instance of the WorldAPI and its subtypes
field signature:
world
Method Property Fluent Description Representation
Field Type a WorldAPI

WorldAPI.exists

Checks whether or not a world currently exists
This will almost always be true,
but might be false on some occasions such as while traveling between dimensions
overload 1:
world.exists()
Method Property Fluent Description Representation
Return Value a Boolean

WorldAPI.getTime

Gets the current game time of the world
If delta is passed in,
then it adds delta to the time
The default value of delta is zero
overload 1:
world.getTime()
Method Property Fluent Description Representation
Return Value a Number
overload 2:
world.getTime(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Number

WorldAPI.getTimeOfDay

Gets the current day time of the world
If delta is passed in,
then it adds delta to the time
The default value of delta is zero
overload 1:
world.getTimeOfDay()
Method Property Fluent Description Representation
Return Value a Number
overload 2:
world.getTimeOfDay(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Number

WorldAPI.getEntity

Returns an EntityAPI object from this UUID's entity, or nil if no entity was found
overload 1:
world.getEntity(UUID)
Method Property Fluent Description Representation
UUID accepts a String
Return Value either an EntityAPI or nil

WorldAPI.getDimension

Gets the dimension name of this world
overload 1:
world.getDimension()
Method Property Fluent Description Representation
Return Value a String

WorldAPI.getStrongRedstonePower

Gets the direct redstone power level of the block at the given position
overload 1:
world.getStrongRedstonePower(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an Integer
overload 2:
world.getStrongRedstonePower(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an Integer

WorldAPI.getBiome

Gets the Biome located at the given position
overload 1:
world.getBiome(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Biome
overload 2:
world.getBiome(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Biome

WorldAPI.getRedstonePower

Gets the redstone power level of the block at the given position
overload 1:
world.getRedstonePower(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an Integer
overload 2:
world.getRedstonePower(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an Integer

WorldAPI.getMoonPhase

Gets the current moon phase of the world, stored as an integer
overload 1:
world.getMoonPhase()
Method Property Fluent Description Representation
Return Value an Integer

WorldAPI.getBlockState

Gets the BlockState of the block at the given position
If it is not loaded,
returns void_air
overload 1:
world.getBlockState(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a BlockState
overload 2:
world.getBlockState(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a BlockState

WorldAPI.getRainGradient

Gets the current rain gradient in the world, interpolated from the previous tick to the current one
The default value of delta is 1,
which is the current tick
overload 1:
world.getRainGradient()
Method Property Fluent Description Representation
Return Value a Number
overload 2:
world.getRainGradient(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Number

WorldAPI.getLightLevel

Gets the overall light level of the block at the given position
overload 1:
world.getLightLevel(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an Integer
overload 2:
world.getLightLevel(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an Integer

WorldAPI.avatarVars

Returns a table containing variables stored from all loaded Avatars "avatar:store()" function
The table will be indexed by the avatar's owner UUID
overload 1:
world.avatarVars()
Method Property Fluent Description Representation
Return Value a table

WorldAPI.getBlockLightLevel

Gets the block light level of the block at the given position
overload 1:
world.getBlockLightLevel(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an Integer
overload 2:
world.getBlockLightLevel(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an Integer

WorldAPI.getSkyLightLevel

Gets the skylight level of the block at the given position
overload 1:
world.getSkyLightLevel(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an Integer
overload 2:
world.getSkyLightLevel(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an Integer

WorldAPI.getPlayers

Returns a table containing instances of Player for all players in the world
The players are indexed by their names
overload 1:
world.getPlayers()
Method Property Fluent Description Representation
Return Value a table mapping a String to a PlayerAPI

WorldAPI.isOpenSky

Gets whether or not the sky is open at the given position
overload 1:
world.isOpenSky(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Boolean
overload 2:
world.isOpenSky(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Boolean

WorldAPI.isThundering

Gets whether or not there is currently thunder/lightning happening in the world
overload 1:
world.isThundering()
Method Property Fluent Description Representation
Return Value a Boolean

WorldAPI.getBlocks

Gets a list of all BlockStates in the specified area
The maximum area size is 8 x 8 x 8
overload 1:
world.getBlocks(min, max)
Method Property Fluent Description Representation
min accepts a Vector3
max accepts a Vector3
Return Value a table
overload 2:
world.getBlocks(minX, minY, minZ, max)
Method Property Fluent Description Representation
minX accepts a Number
minY accepts a Number
minZ accepts a Number
max accepts a Vector3
Return Value a table
overload 3:
world.getBlocks(min, maxX, maxY, maxZ)
Method Property Fluent Description Representation
min accepts a Vector3
maxX accepts a Number
maxY accepts a Number
maxZ accepts a Number
Return Value a table
overload 4:
world.getBlocks(minX, minY, minZ, maxX, maxY, maxZ)
Method Property Fluent Description Representation
minX accepts a Number
minY accepts a Number
minZ accepts a Number
maxX accepts a Number
maxY accepts a Number
maxZ accepts a Number
Return Value a table

WorldAPI.newItem

Parses and creates a new ItemStack from the given string
A count and damage can be given,
to be applied on this itemstack
overload 1:
world.newItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an ItemStack
overload 2:
world.newItem(item, count)
Method Property Fluent Description Representation
item accepts a String
count accepts an Integer
Return Value an ItemStack
overload 3:
world.newItem(item, count, damage)
Method Property Fluent Description Representation
item accepts a String
count accepts an Integer
damage accepts an Integer
Return Value an ItemStack

WorldAPI.newBlock

Parses and creates a new BlockState from the given string
A world position can be optionally given for the blockstate functions that rely on its position
overload 1:
world.newBlock(block)
Method Property Fluent Description Representation
block accepts a String
Return Value a BlockState
overload 2:
world.newBlock(block, pos)
Method Property Fluent Description Representation
block accepts a String
pos accepts a Vector3
Return Value a BlockState
overload 3:
world.newBlock(block, x, y, z)
Method Property Fluent Description Representation
block accepts a String
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a BlockState

Action

An action in the Figura Action Wheel
Actions are either interacted by clicking and scrolling,
which also being able to be toggleable

Action.setColor

Sets the color of the Action
overload 1:
Action:setColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an Action
overload 2:
Action:setColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Action

Action.setTitle

Sets the title of the Action
overload 1:
Action:setTitle()
Method Property Fluent Description Representation
Return Value an Action
overload 2:
Action:setTitle(title)
Method Property Fluent Description Representation
title accepts a String
Return Value an Action

Action.getTitle

Gets this Action title
overload 1:
Action:getTitle()
Method Property Fluent Description Representation
Return Value a String

Action.getColor

Gets this Action color
overload 1:
Action:getColor()
Method Property Fluent Description Representation
Return Value a Vector3

Action.setTexture

Sets a Custom Texture to render in this Action
All values are measured in pixels
Default UV is 0,
0, the default dimensions are the texture dimensions and the default scale of 1
overload 1:
Action:setTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value an Action
overload 2:
Action:setTexture(texture, u, v)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
Return Value an Action
overload 3:
Action:setTexture(texture, u, v, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
Return Value an Action
overload 4:
Action:setTexture(texture, u, v, width, height, scale)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
scale accepts a Number
Return Value an Action

Action.getHoverColor

Gets this Action hover color
overload 1:
Action:getHoverColor()
Method Property Fluent Description Representation
Return Value a Vector3

Action.setHoverColor

Sets the color of the Action when it is being hovered
overload 1:
Action:setHoverColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an Action
overload 2:
Action:setHoverColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Action

Action.setHoverItem

Sets the item of the Action when it is being hovered
overload 1:
Action:setHoverItem(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an Action
overload 2:
Action:setHoverItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an Action

Action.setToggleTexture

Sets a Custom Texture to render in this Action when it is toggled
All values are measured in pixels
Default UV is 0,
0, the default dimensions are the texture dimensions and the default scale of 1
overload 1:
Action:setToggleTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value an Action
overload 2:
Action:setToggleTexture(texture, u, v)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
Return Value an Action
overload 3:
Action:setToggleTexture(texture, u, v, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
Return Value an Action
overload 4:
Action:setToggleTexture(texture, u, v, width, height, scale)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
scale accepts a Number
Return Value an Action

Action.setToggleColor

Sets the color of the Action when it is toggled
overload 1:
Action:setToggleColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an Action
overload 2:
Action:setToggleColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Action

Action.setOnLeftClick

Sets the function that is executed when the left mouse button is clicked
The function has one argument
The first argument is this action itself
overload 1:
Action:setOnLeftClick(leftFunction)
Method Property Fluent Description Representation
leftFunction accepts a function
Return Value an Action

Action.setOnToggle

Sets the function that is executed when the Action is toggled
The function has two arguments
The first argument is toggle state of this action
The second argument is this action itself
overload 1:
Action:setOnToggle(leftFunction)
Method Property Fluent Description Representation
leftFunction accepts a function
Return Value an Action

Action.setOnRightClick

Sets the function that is executed when the right mouse button is clicked
The function has one argument
The first argument is this action itself
overload 1:
Action:setOnRightClick(rightFunction)
Method Property Fluent Description Representation
rightFunction accepts a function
Return Value an Action

Action.setToggleItem

Sets the item of the Action when it is toggled
overload 1:
Action:setToggleItem(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an Action
overload 2:
Action:setToggleItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an Action

Action.setOnUntoggle

Sets the function that is executed when the Action is untoggled
The function has two arguments
The first argument is toggle state of this action
The second argument is this action itself
overload 1:
Action:setOnUntoggle(rightFunction)
Method Property Fluent Description Representation
rightFunction accepts a function
Return Value an Action

Action.setHoverTexture

Sets a Custom Texture to render while this Action is being hovered
All values are measured in pixels
Default UV is 0,
0, the default dimensions are the texture dimensions and the default scale of 1
overload 1:
Action:setHoverTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value an Action
overload 2:
Action:setHoverTexture(texture, u, v)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
Return Value an Action
overload 3:
Action:setHoverTexture(texture, u, v, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
Return Value an Action
overload 4:
Action:setHoverTexture(texture, u, v, width, height, scale)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
scale accepts a Number
Return Value an Action

Action.getToggleTitle

Gets this Action toggled title
overload 1:
Action:getToggleTitle()
Method Property Fluent Description Representation
Return Value a String

Action.setToggleTitle

Sets the title of the Action when it is toggled
overload 1:
Action:setToggleTitle(title)
Method Property Fluent Description Representation
title accepts a String
Return Value an Action

Action.setOnScroll

Sets the function that is executed when the mouse is scrolled
The function has two arguments
The first argument is mouse wheel direction
The second argument is this action itself
overload 1:
Action:setOnScroll(scrollFunction)
Method Property Fluent Description Representation
scrollFunction accepts a function
Return Value an Action

Action.getToggleColor

Gets this Action toggled color
overload 1:
Action:getToggleColor()
Method Property Fluent Description Representation
Return Value a Vector3

Action.isToggled

Checks if the Action is toggled or not
overload 1:
Action:isToggled()
Method Property Fluent Description Representation
Return Value a Boolean

Action.setToggled

Sets the toggle state of the Action
overload 1:
Action:setToggled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value an Action

Action.setItem

Sets the item of the Action
overload 1:
Action:setItem(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an Action
overload 2:
Action:setItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an Action

Action.color

Sets the color of the Action
overload 1:
Action:color(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an Action
overload 2:
Action:color(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Action

Action.title

Sets the title of the Action
overload 1:
Action:title()
Method Property Fluent Description Representation
Return Value an Action
overload 2:
Action:title(title)
Method Property Fluent Description Representation
title accepts a String
Return Value an Action

Action.texture

Sets a Custom Texture to render in this Action
All values are measured in pixels
Default UV is 0,
0, the default dimensions are the texture dimensions and the default scale of 1
overload 1:
Action:texture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value an Action
overload 2:
Action:texture(texture, u, v)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
Return Value an Action
overload 3:
Action:texture(texture, u, v, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
Return Value an Action
overload 4:
Action:texture(texture, u, v, width, height, scale)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
scale accepts a Number
Return Value an Action

Action.hoverColor

Sets the color of the Action when it is being hovered
overload 1:
Action:hoverColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an Action
overload 2:
Action:hoverColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Action

Action.hoverItem

Sets the item of the Action when it is being hovered
overload 1:
Action:hoverItem(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an Action
overload 2:
Action:hoverItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an Action

Action.toggleTexture

Sets a Custom Texture to render in this Action when it is toggled
All values are measured in pixels
Default UV is 0,
0, the default dimensions are the texture dimensions and the default scale of 1
overload 1:
Action:toggleTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value an Action
overload 2:
Action:toggleTexture(texture, u, v)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
Return Value an Action
overload 3:
Action:toggleTexture(texture, u, v, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
Return Value an Action
overload 4:
Action:toggleTexture(texture, u, v, width, height, scale)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
scale accepts a Number
Return Value an Action

Action.toggleColor

Sets the color of the Action when it is toggled
overload 1:
Action:toggleColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an Action
overload 2:
Action:toggleColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an Action

Action.onLeftClick

Example by applejuice:
local myAction = myPage:newAction()

myAction:onLeftClick(function()
log("Heheh I got Left Clicked!")
end)
Sets the function that is executed when the left mouse button is clicked
The function has one argument
The first argument is this action itself
overload 1:
Action:onLeftClick(leftFunction)
Method Property Fluent Description Representation
leftFunction accepts a function that takes an Action and will return anything
Return Value an Action

Action.onToggle

Sets the function that is executed when the Action is toggled
The function has two arguments
The first argument is toggle state of this action
The second argument is this action itself
overload 1:
Action:onToggle(leftFunction)
Method Property Fluent Description Representation
leftFunction accepts a function that takes a Boolean and an Action and will return anything
Return Value an Action

Action.onRightClick

Example by applejuice:
local myAction = myPage:newAction()

myAction:onRightClick(function()
log("Heheh I got Right Clicked!")
end)
Sets the function that is executed when the right mouse button is clicked
The function has one argument
The first argument is this action itself
overload 1:
Action:onRightClick(rightFunction)
Method Property Fluent Description Representation
rightFunction accepts a function that takes an Action and will return anything
Return Value an Action

Action.toggleItem

Sets the item of the Action when it is toggled
overload 1:
Action:toggleItem(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an Action
overload 2:
Action:toggleItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an Action

Action.onUntoggle

Sets the function that is executed when the Action is untoggled
The function has two arguments
The first argument is toggle state of this action
The second argument is this action itself
overload 1:
Action:onUntoggle(rightFunction)
Method Property Fluent Description Representation
rightFunction accepts a function that takes a Boolean and an Action and will return anything
Return Value an Action

Action.hoverTexture

Sets a Custom Texture to render while this Action is being hovered
All values are measured in pixels
Default UV is 0,
0, the default dimensions are the texture dimensions and the default scale of 1
overload 1:
Action:hoverTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value an Action
overload 2:
Action:hoverTexture(texture, u, v)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
Return Value an Action
overload 3:
Action:hoverTexture(texture, u, v, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
Return Value an Action
overload 4:
Action:hoverTexture(texture, u, v, width, height, scale)
Method Property Fluent Description Representation
texture accepts a Texture
u accepts a Number
v accepts a Number
width accepts an Integer
height accepts an Integer
scale accepts a Number
Return Value an Action

Action.toggleTitle

Sets the title of the Action when it is toggled
overload 1:
Action:toggleTitle(title)
Method Property Fluent Description Representation
title accepts a String
Return Value an Action

Action.onScroll

Sets the function that is executed when the mouse is scrolled
The function has two arguments
The first argument is mouse wheel direction
The second argument is this action itself
overload 1:
Action:onScroll(scrollFunction)
Method Property Fluent Description Representation
scrollFunction accepts a function that takes a Number and an Action and will return anything
Return Value an Action

Action.toggled

Sets the toggle state of the Action
overload 1:
Action:toggled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value an Action

Action.item

Sets the item of the Action
overload 1:
Action:item(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an Action
overload 2:
Action:item(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an Action

Action.leftClick

Function that is executed when the left mouse button is clicked
The function has one argument
The first argument is this action itself
field signature:
leftClick
Method Property Fluent Description Representation
Field Type a function that takes an Action and will return anything

Action.rightClick

Function that is executed when the right mouse button is clicked
The function has one argument
The first argument is this action itself
field signature:
rightClick
Method Property Fluent Description Representation
Field Type a function that takes an Action and will return anything

Action.toggle

Function that is executed when the Action is toggled
The function has two arguments
The first argument is toggle state of this action
The second argument is this action itself
field signature:
toggle
Method Property Fluent Description Representation
Field Type a function that takes a Boolean and an Action and will return anything

Action.untoggle

Function that is executed when the Action is untoggled
The function has two arguments
The first argument is toggle state of this action
The second argument is this action itself
field signature:
untoggle
Method Property Fluent Description Representation
Field Type a function that takes a Boolean and an Action and will return anything

Action.scroll

Function that is executed when the mouse is scrolled
The function has two arguments
The first argument is mouse wheel direction
The second argument is this action itself
field signature:
scroll
Method Property Fluent Description Representation
Field Type a function that takes a Number and an Action and will return anything

Animation

A Blockbench animation

Animation.getName

Returns this animation's name
overload 1:
Animation:getName()
Method Property Fluent Description Representation
Return Value a String

Animation.getLength

Gets the animation's length
overload 1:
Animation:getLength()
Method Property Fluent Description Representation
Return Value a Number

Animation.setPriority

Sets the animation's priority
Instead of blending, low priority animations are overridden by high priority ones
overload 1:
Animation:setPriority(priority)
Method Property Fluent Description Representation
priority accepts an Integer
Return Value an Animation

Animation.getPriority

Gets the animation's priority
overload 1:
Animation:getPriority()
Method Property Fluent Description Representation
Return Value an Integer

Animation.stop

Stop the animation
overload 1:
Animation:stop()
Method Property Fluent Description Representation
Return Value an Animation

Animation.setLength

Set the animation's length, in seconds
overload 1:
Animation:setLength(length)
Method Property Fluent Description Representation
length accepts a Number
Return Value an Animation

Animation.getOffset

Gets the animation's offset time
overload 1:
Animation:getOffset()
Method Property Fluent Description Representation
Return Value a Number

Animation.setOffset

Sets how much time to skip for the animation
The time is skipped on every loop
overload 1:
Animation:setOffset(offset)
Method Property Fluent Description Representation
offset accepts a Number
Return Value an Animation

Animation.getTime

Get the animation's playback current time
overload 1:
Animation:getTime()
Method Property Fluent Description Representation
Return Value a Number

Animation.setTime

Sets the animation's playback current time
overload 1:
Animation:setTime(time)
Method Property Fluent Description Representation
time accepts a Number
Return Value an Animation

Animation.pause

Pause the animation's playback
overload 1:
Animation:pause()
Method Property Fluent Description Representation
Return Value an Animation

Animation.isPlaying

Checks if this animation is being played
overload 1:
Animation:isPlaying()
Method Property Fluent Description Representation
Return Value a Boolean

Animation.setLoop

Sets the animation's loop mode
overload 1:
Animation:setLoop(loop)
Method Property Fluent Description Representation
loop accepts a String
Return Value an Animation

Animation.isPaused

Checks if this animation is paused
overload 1:
Animation:isPaused()
Method Property Fluent Description Representation
Return Value a Boolean

Animation.newCode

Adds a string to run in a determinant time
If there's already code to run at that time,
it is overwritten
overload 1:
Animation:newCode(time, code)
Method Property Fluent Description Representation
time accepts a Number
code accepts a String
Return Value an Animation

Animation.getStartDelay

Gets the animation's start delay
overload 1:
Animation:getStartDelay()
Method Property Fluent Description Representation
Return Value a Number

Animation.getBlend

Gets the animation's keyframe blend factor
overload 1:
Animation:getBlend()
Method Property Fluent Description Representation
Return Value a Number

Animation.setLoopDelay

Set how much time to wait in between the loops of this animation
overload 1:
Animation:setLoopDelay(delay)
Method Property Fluent Description Representation
delay accepts a Number
Return Value an Animation

Animation.getOverridePos

Gets if this animation should override its parts vanilla position
overload 1:
Animation:getOverridePos()
Method Property Fluent Description Representation
Return Value a Boolean

Animation.getOverrideScale

Gets if this animation should override its parts vanilla scale
overload 1:
Animation:getOverrideScale()
Method Property Fluent Description Representation
Return Value a Boolean

Animation.setOverrideRot

Set if this animation should override its parts vanilla rotation
overload 1:
Animation:setOverrideRot(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.getOverrideRot

Gets if this animation should override its parts vanilla rotation
overload 1:
Animation:getOverrideRot()
Method Property Fluent Description Representation
Return Value a Boolean

Animation.setStartDelay

Set how much time to wait before this animation is initialized
Note that while it is waiting,
the animation is considered being played
overload 1:
Animation:setStartDelay(delay)
Method Property Fluent Description Representation
delay accepts a Number
Return Value an Animation

Animation.setOverridePos

Set if this animation should override its parts vanilla position
overload 1:
Animation:setOverridePos(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.getPlayState

Get the animation's playback state
overload 1:
Animation:getPlayState()
Method Property Fluent Description Representation
Return Value a String

Animation.getLoopDelay

Gets the animation's loop delay
overload 1:
Animation:getLoopDelay()
Method Property Fluent Description Representation
Return Value a Number

Animation.setOverride

Set if this animation should override all of its parts vanilla transforms
Equivalent of calling "overrideRot",
"overridePos" and "overrideScale" altogether
overload 1:
Animation:setOverride(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.setBlend

Sets the animation's keyframe blend factor
overload 1:
Animation:setBlend(blend)
Method Property Fluent Description Representation
blend accepts a Number
Return Value an Animation

Animation.setPlaying

A function that merges "play" and "stop" together
Takes a boolean parameter,
where if true, the animation will play, and when false, the animation will stop
overload 1:
Animation:setPlaying()
Method Property Fluent Description Representation
Return Value an Animation
overload 2:
Animation:setPlaying(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value an Animation

Animation.restart

Restarts the animation
Plays the animation if it was stopped
This behavior can also be reproduced by stopping then playing the animation
overload 1:
Animation:restart()
Method Property Fluent Description Representation
Return Value an Animation

Animation.getLoop

Gets the animation's loop mode
overload 1:
Animation:getLoop()
Method Property Fluent Description Representation
Return Value a String

Animation.getSpeed

Gets the animation's speed
overload 1:
Animation:getSpeed()
Method Property Fluent Description Representation
Return Value a Number

Animation.setSpeed

Sets the animation's playback speed
Negative numbers can be used for an inverted animation
overload 1:
Animation:setSpeed(speed)
Method Property Fluent Description Representation
speed accepts a Number
Return Value an Animation

Animation.setOverrideScale

Set if this animation should override its parts vanilla scale
overload 1:
Animation:setOverrideScale(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.play

Example by JimmyHelp:
animations.bbmodelName.animationName:play()
Initializes the animation
Resume the animation if it was paused
overload 1:
Animation:play()
Method Property Fluent Description Representation
Return Value an Animation

Animation.isStopped

Checks if this animation is stopped
overload 1:
Animation:isStopped()
Method Property Fluent Description Representation
Return Value a Boolean

Animation.priority

Sets the animation's priority
Instead of blending, low priority animations are overridden by high priority ones
overload 1:
Animation:priority(priority)
Method Property Fluent Description Representation
priority accepts an Integer
Return Value an Animation

Animation.length

Set the animation's length, in seconds
overload 1:
Animation:length(length)
Method Property Fluent Description Representation
length accepts a Number
Return Value an Animation

Animation.offset

Sets how much time to skip for the animation
The time is skipped on every loop
overload 1:
Animation:offset(offset)
Method Property Fluent Description Representation
offset accepts a Number
Return Value an Animation

Animation.time

Sets the animation's playback current time
overload 1:
Animation:time(time)
Method Property Fluent Description Representation
time accepts a Number
Return Value an Animation

Animation.loop

Sets the animation's loop mode
overload 1:
Animation:loop(loop)
Method Property Fluent Description Representation
loop accepts a String
Return Value an Animation

Animation.code

Adds a string to run in a determinant time
If there's already code to run at that time,
it is overwritten
overload 1:
Animation:code(time, code)
Method Property Fluent Description Representation
time accepts a Number
code accepts a String
Return Value an Animation

Animation.loopDelay

Set how much time to wait in between the loops of this animation
overload 1:
Animation:loopDelay(delay)
Method Property Fluent Description Representation
delay accepts a Number
Return Value an Animation

Animation.overrideRot

Set if this animation should override its parts vanilla rotation
overload 1:
Animation:overrideRot(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.startDelay

Set how much time to wait before this animation is initialized
Note that while it is waiting,
the animation is considered being played
overload 1:
Animation:startDelay(delay)
Method Property Fluent Description Representation
delay accepts a Number
Return Value an Animation

Animation.overridePos

Set if this animation should override its parts vanilla position
overload 1:
Animation:overridePos(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.override

Set if this animation should override all of its parts vanilla transforms
Equivalent of calling "overrideRot",
"overridePos" and "overrideScale" altogether
overload 1:
Animation:override(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.blend

Sets the animation's keyframe blend factor
overload 1:
Animation:blend(blend)
Method Property Fluent Description Representation
blend accepts a Number
Return Value an Animation

Animation.playing

A function that merges "play" and "stop" together
Takes a boolean parameter,
where if true, the animation will play, and when false, the animation will stop
overload 1:
Animation:playing()
Method Property Fluent Description Representation
Return Value an Animation
overload 2:
Animation:playing(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value an Animation

Animation.speed

Sets the animation's playback speed
Negative numbers can be used for an inverted animation
overload 1:
Animation:speed(speed)
Method Property Fluent Description Representation
speed accepts a Number
Return Value an Animation

Animation.overrideScale

Set if this animation should override its parts vanilla scale
overload 1:
Animation:overrideScale(override)
Method Property Fluent Description Representation
override accepts a Boolean
Return Value an Animation

Animation.name

This animation's name
field signature:
name
Method Property Fluent Description Representation
Field Type a String

Biome

A proxy for a Minecraft biome
Instances are obtained through the WorldAPI
This proxy also contains a saved position for the Biome

Biome.getDownfall

Gets this biome's humidity
overload 1:
Biome:getDownfall()
Method Property Fluent Description Representation
Return Value a Number

Biome.getTags

Gets the worldgen related tags from this Biome
overload 1:
Biome:getTags()
Method Property Fluent Description Representation
Return Value a table

Biome.isHot

Checks if this biome is hot
overload 1:
Biome:isHot()
Method Property Fluent Description Representation
Return Value a Boolean

Biome.getFogColor

Gets this biome's fog color as an RGB vector
overload 1:
Biome:getFogColor()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.isCold

Checks if this biome is cold
overload 1:
Biome:isCold()
Method Property Fluent Description Representation
Return Value a Boolean

Biome.getGrassColor

Gets this biome's grass color as an RGB vector
overload 1:
Biome:getGrassColor()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.getWaterFogColor

Gets this biome's water fog color as an RGB vector
overload 1:
Biome:getWaterFogColor()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.getFoliageColor

Gets this biome's foliage color as an RGB vector
overload 1:
Biome:getFoliageColor()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.getSkyColor

Gets this biome's sky color as an RGB vector
overload 1:
Biome:getSkyColor()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.getTemperature

Gets the temperature of this biome
overload 1:
Biome:getTemperature()
Method Property Fluent Description Representation
Return Value a Number

Biome.getPrecipitation

Gets the rain type of this biome
The type can be "NONE",
"RAIN" or "SNOW"
overload 1:
Biome:getPrecipitation()
Method Property Fluent Description Representation
Return Value a String

Biome.getWaterColor

Gets this biome's water color as an RGB vector
overload 1:
Biome:getWaterColor()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.getPos

Returns the saved position for this Biome's proxy
The saved position is used in Biome functions that require a position
overload 1:
Biome:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

Biome.setPos

Sets the saved position for this Biome's proxy
The saved position is used in Biome functions that require a position
overload 1:
Biome:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Biome
overload 2:
Biome:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Biome

Biome.pos

Sets the saved position for this Biome's proxy
The saved position is used in Biome functions that require a position
overload 1:
Biome:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Biome
overload 2:
Biome:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Biome

Biome.id

The id of this biome
field signature:
id
Method Property Fluent Description Representation
Field Type a String

BlockState

A proxy for a block state from Minecraft
Instances are obtained through the WorldAPI
This proxy also contains a saved position for the BlockState

BlockState.getProperties

Returns a table with the properties of this BlockState
overload 1:
BlockState:getProperties()
Method Property Fluent Description Representation
Return Value a table

BlockState.isOpaque

Gets whether or not this BlockState is opaque
overload 1:
BlockState:isOpaque()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.getID

Returns this BlockState identifier
overload 1:
BlockState:getID()
Method Property Fluent Description Representation
Return Value a String

BlockState.getTextures

Returns a List of this BlockState's textures
The keys represents the Culling Direction,
while the values is another table with all texture paths (string)
Note this only works for normal blocks,
special blocks (water, beds, …) will return an empty table
overload 1:
BlockState:getTextures()
Method Property Fluent Description Representation
Return Value a table

BlockState.getComparatorOutput

Gets the amount of signal strength a comparator would get from this BlockState
overload 1:
BlockState:getComparatorOutput()
Method Property Fluent Description Representation
Return Value an Integer

BlockState.hasEmissiveLighting

Gets whether or not the BlockState uses emissive lighting
overload 1:
BlockState:hasEmissiveLighting()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.hasCollision

Returns true if this block has collision
overload 1:
BlockState:hasCollision()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.getTags

Returns a table containing all the tags of this block, as strings
overload 1:
BlockState:getTags()
Method Property Fluent Description Representation
Return Value a table

BlockState.emitsRedstonePower

Gets whether or not this BlockState emits redstone power
overload 1:
BlockState:emitsRedstonePower()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.getFriction

Gets the friction of this BlockState
(Slime blocks and ice in vanilla)
overload 1:
BlockState:getFriction()
Method Property Fluent Description Representation
Return Value a Number

BlockState.getBlastResistance

Gets the blast resistance of this BlockState
overload 1:
BlockState:getBlastResistance()
Method Property Fluent Description Representation
Return Value a Number

BlockState.isTranslucent

Gets whether or not the BlockState would propagate sky light downwards
overload 1:
BlockState:isTranslucent()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.isSolidBlock

Gets whether or not the BlockState is considered a "solid" block by Minecraft
overload 1:
BlockState:isSolidBlock()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.isFullCube

Gets whether or not the BlockState has a full cube as its collision hitbox
overload 1:
BlockState:isFullCube()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.asItem

Returns an ItemStack representing this block in item form, whatever Minecraft deems that to be
If it cannot find an item for this block,
it will return nil
overload 1:
BlockState:asItem()
Method Property Fluent Description Representation
Return Value either an ItemStack or nil

BlockState.getMapColor

Gets the map color of this BlockState, as a Vector3 with R,G,B ranging 0 to 1
overload 1:
BlockState:getMapColor()
Method Property Fluent Description Representation
Return Value a Vector3

BlockState.hasBlockEntity

Gets whether or not this BlockState has an associated block entity
overload 1:
BlockState:hasBlockEntity()
Method Property Fluent Description Representation
Return Value a Boolean

BlockState.getFluidTags

Returns a table containing all the fluid tags of this block, as strings
overload 1:
BlockState:getFluidTags()
Method Property Fluent Description Representation
Return Value a table

BlockState.toStateString

Converts this BlockState into a string, like you'd see in a Minecraft command
overload 1:
BlockState:toStateString()
Method Property Fluent Description Representation
Return Value a String

BlockState.getSounds

Gets the names of all the sounds which can play from this BlockState, as well as their pitch and volume
Stored in a table
overload 1:
BlockState:getSounds()
Method Property Fluent Description Representation
Return Value a table

BlockState.getOutlineShape

Returns a table representing the bounding boxes of the outline shape
The table a list of every shape,
containing two Vector3, where the first vector is one corner of the box and the other vector is the other corner
overload 1:
BlockState:getOutlineShape()
Method Property Fluent Description Representation
Return Value a table

BlockState.getCollisionShape

Returns a table representing the bounding boxes of the collision shape
The table a list of every shape,
containing two Vector3, where the first vector is one corner of the box and the other vector is the other corner
overload 1:
BlockState:getCollisionShape()
Method Property Fluent Description Representation
Return Value a table

BlockState.getEntityData

Returns the nbt of the Block Entity associated with this BlockState, at its position, as a table
Since the mod is only on client side,
this NBT might not actually contain the real nbt, which is stored server-side
overload 1:
BlockState:getEntityData()
Method Property Fluent Description Representation
Return Value a table

BlockState.getPos

Returns the saved position for this BlockState proxy
The saved position is used in BlockState functions that require a position
overload 1:
BlockState:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

BlockState.setPos

Sets the saved position for this BlockState proxy
The saved position is used in BlockState functions that require a position
overload 1:
BlockState:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a BlockState
overload 2:
BlockState:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a BlockState

BlockState.getOpacity

Gets the opacity of the BlockState, in terms of how much it affects light levels
overload 1:
BlockState:getOpacity()
Method Property Fluent Description Representation
Return Value an Integer

BlockState.getHardness

Gets the hardness of the BlockState
overload 1:
BlockState:getHardness()
Method Property Fluent Description Representation
Return Value a Number

BlockState.getLuminance

Gets the emission light level of this BlockState
overload 1:
BlockState:getLuminance()
Method Property Fluent Description Representation
Return Value an Integer

BlockState.getMaterial

figura.docs.blockstate.get_material
overload 1:
BlockState:getMaterial()
Method Property Fluent Description Representation
Return Value a String

BlockState.getVelocityMultiplier

Gets the velocity multiplier of this BlockState
(Only Soul sand,
honey blocks in vanilla)
overload 1:
BlockState:getVelocityMultiplier()
Method Property Fluent Description Representation
Return Value a Number

BlockState.getJumpVelocityMultiplier

Gets the jump velocity multiplier of this BlockState
(Literally just honey blocks in vanilla)
overload 1:
BlockState:getJumpVelocityMultiplier()
Method Property Fluent Description Representation
Return Value a Number

BlockState.pos

Sets the saved position for this BlockState proxy
The saved position is used in BlockState functions that require a position
overload 1:
BlockState:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a BlockState
overload 2:
BlockState:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a BlockState

BlockState.id

The identifier of the block this BlockState comes from
field signature:
id
Method Property Fluent Description Representation
Field Type a String

BlockState.properties

A table containing the properties of this BlockState
If this BlockState has no properties,
it is nil
field signature:
properties
Method Property Fluent Description Representation
Field Type a table

BlockTask

subclasses RenderTask

A task for rendering a Block

BlockTask.setBlock

Sets the Block for this task render
overload 1:
BlockTask:setBlock(block)
Method Property Fluent Description Representation
block accepts a String
Return Value a BlockTask
overload 2:
BlockTask:setBlock(block)
Method Property Fluent Description Representation
block accepts a BlockState
Return Value a BlockTask

BlockTask.getName

Inherited from RenderTask

Get this task's name
overload 1:
BlockTask:getName()
Method Property Fluent Description Representation
Return Value a String

BlockTask.isEnabled

Inherited from RenderTask

figura.docs.render_task.is_enabled
overload 1:
BlockTask:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

BlockTask.setScale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
BlockTask:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
BlockTask:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

BlockTask.getPositionMatrixRaw

Inherited from RenderTask

Returns the position matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before getting it
overload 1:
BlockTask:getPositionMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix4

BlockTask.setEnabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
BlockTask:setEnabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

BlockTask.getRot

Inherited from RenderTask

Gets this task rotation
overload 1:
BlockTask:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

BlockTask.getPos

Inherited from RenderTask

Gets this task position
overload 1:
BlockTask:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

BlockTask.setPos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
BlockTask:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
BlockTask:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

BlockTask.setMatrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
BlockTask:setMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

BlockTask.setRot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
BlockTask:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
BlockTask:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

BlockTask.getScale

Inherited from RenderTask

Gets this task scale
overload 1:
BlockTask:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

BlockTask.getNormalMatrixRaw

Inherited from RenderTask

Returns the normal matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before returning it
overload 1:
BlockTask:getNormalMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix3

BlockTask.getPositionMatrix

Inherited from RenderTask

Recalculates the matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
BlockTask:getPositionMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

BlockTask.getNormalMatrix

Inherited from RenderTask

Recalculates the normal matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
BlockTask:getNormalMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

BlockTask.setLight

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
BlockTask:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
BlockTask:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

BlockTask.getOverlay

Inherited from RenderTask

Returns the overlay override value of this task
overload 1:
BlockTask:getOverlay()
Method Property Fluent Description Representation
Return Value a Vector2

BlockTask.getLight

Inherited from RenderTask

Returns the light override value of this task
overload 1:
BlockTask:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

BlockTask.setOverlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
BlockTask:setOverlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
BlockTask:setOverlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

BlockTask.block

Sets the Block for this task render
overload 1:
BlockTask:block(block)
Method Property Fluent Description Representation
block accepts a String
Return Value a BlockTask
overload 2:
BlockTask:block(block)
Method Property Fluent Description Representation
block accepts a BlockState
Return Value a BlockTask

BlockTask.scale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
BlockTask:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
BlockTask:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

BlockTask.enabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
BlockTask:enabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

BlockTask.pos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
BlockTask:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
BlockTask:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

BlockTask.matrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
BlockTask:matrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

BlockTask.rot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
BlockTask:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
BlockTask:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

BlockTask.light

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
BlockTask:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
BlockTask:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

BlockTask.overlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
BlockTask:overlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
BlockTask:overlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

EntityNameplateCustomization

subclasses NameplateCustomization

A nameplate customization that is specialized for entities

EntityNameplateCustomization.setScale

Sets the scale factor of the nameplate
overload 1:
EntityNameplateCustomization:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.setVisible

Sets whether or not the nameplate should be rendered
overload 1:
EntityNameplateCustomization:setVisible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.isVisible

Gets whether or not the nameplate should be rendered
overload 1:
EntityNameplateCustomization:isVisible()
Method Property Fluent Description Representation
Return Value a Boolean

EntityNameplateCustomization.setBackgroundColor

Sets the color of the nameplate background
If the alpha value is not given,
it will use the vanilla value (as in the accessibility settings)
overload 1:
EntityNameplateCustomization:setBackgroundColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:setBackgroundColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.getBackgroundColor

Gets the set color of the nameplate background
overload 1:
EntityNameplateCustomization:getBackgroundColor()
Method Property Fluent Description Representation
Return Value a Vector4

EntityNameplateCustomization.setOutlineColor

Sets the color used for the outline in the outline mode
overload 1:
EntityNameplateCustomization:setOutlineColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:setOutlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.getPos

Gets the position offset of the nameplate, in world coordinates
overload 1:
EntityNameplateCustomization:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

EntityNameplateCustomization.setPos

Sets the position offset of the nameplate, in world coordinates
overload 1:
EntityNameplateCustomization:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.getPivot

Gets the pivot of the nameplate, in world coordinates
overload 1:
EntityNameplateCustomization:getPivot()
Method Property Fluent Description Representation
Return Value a Vector3

EntityNameplateCustomization.setPivot

Sets the pivot of the nameplate, in world coordinates
overload 1:
EntityNameplateCustomization:setPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:setPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.getScale

Gets scale factor of the nameplate
overload 1:
EntityNameplateCustomization:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

EntityNameplateCustomization.setLight

Sets the light override value
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override
overload 1:
EntityNameplateCustomization:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.getLight

Gets the lighting override value
overload 1:
EntityNameplateCustomization:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

EntityNameplateCustomization.hasOutline

figura.docs.nameplate_entity.has_outline
overload 1:
EntityNameplateCustomization:hasOutline()
Method Property Fluent Description Representation
Return Value a Boolean

EntityNameplateCustomization.hasShadow

Gets whether or not the nameplate should have shadow
overload 1:
EntityNameplateCustomization:hasShadow()
Method Property Fluent Description Representation
Return Value a Boolean

EntityNameplateCustomization.setOutline

Sets whether or not the nameplate should have outline
Incompatible with "shadow"
overload 1:
EntityNameplateCustomization:setOutline(outline)
Method Property Fluent Description Representation
outline accepts a Boolean
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.setShadow

Sets whether or not the nameplate should have shadow
Incompatible with "outline"
overload 1:
EntityNameplateCustomization:setShadow(shadow)
Method Property Fluent Description Representation
shadow accepts a Boolean
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.getText

Inherited from NameplateCustomization

The text to use in this nameplate
overload 1:
EntityNameplateCustomization:getText()
Method Property Fluent Description Representation
Return Value a String

EntityNameplateCustomization.setText

Inherited from NameplateCustomization

The text to use in this nameplate
overload 1:
EntityNameplateCustomization:setText(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a NameplateCustomization

EntityNameplateCustomization.scale

Sets the scale factor of the nameplate
overload 1:
EntityNameplateCustomization:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.visible

Sets whether or not the nameplate should be rendered
overload 1:
EntityNameplateCustomization:visible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.backgroundColor

Sets the color of the nameplate background
If the alpha value is not given,
it will use the vanilla value (as in the accessibility settings)
overload 1:
EntityNameplateCustomization:backgroundColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:backgroundColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.outlineColor

Sets the color used for the outline in the outline mode
overload 1:
EntityNameplateCustomization:outlineColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:outlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.pos

Sets the position offset of the nameplate, in world coordinates
overload 1:
EntityNameplateCustomization:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.pivot

Sets the pivot of the nameplate, in world coordinates
overload 1:
EntityNameplateCustomization:pivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:pivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.light

Sets the light override value
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override
overload 1:
EntityNameplateCustomization:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value an EntityNameplateCustomization
overload 2:
EntityNameplateCustomization:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.outline

Sets whether or not the nameplate should have outline
Incompatible with "shadow"
overload 1:
EntityNameplateCustomization:outline(outline)
Method Property Fluent Description Representation
outline accepts a Boolean
Return Value an EntityNameplateCustomization

EntityNameplateCustomization.shadow

Sets whether or not the nameplate should have shadow
Incompatible with "outline"
overload 1:
EntityNameplateCustomization:shadow(shadow)
Method Property Fluent Description Representation
shadow accepts a Boolean
Return Value an EntityNameplateCustomization

Event

A hook for a certain event in Minecraft
You may register functions to one,
and those functions will be called when the event occurs

Event.remove

Removes either a function from this event or when given a string, remove all functions registered under that name
Returns the number of functions that were removed
overload 1:
Event:remove(name)
Method Property Fluent Description Representation
name accepts a String
Return Value an Integer

Event.clear

Clears the given event of all its functions
overload 1:
Event:clear()
Method Property Fluent Description Representation
Return Value nil

Event.register

Register a function on this event
Functions are run in registration order
An optional string argument can be given,
grouping functions under that name, for an easier management later on
overload 1:
Event:register(func)
Method Property Fluent Description Representation
func accepts a function
Return Value an Event
overload 2:
Event:register(func, name)
Method Property Fluent Description Representation
func accepts a function
name accepts a String
Return Value an Event

Event.getRegisteredCount

Returns the number of functions that are registered with the given name
overload 1:
Event:getRegisteredCount(name)
Method Property Fluent Description Representation
name accepts a String
Return Value an Integer

ItemStack

A proxy for an item stack from Minecraft

ItemStack.getName

Gets the name of the item
overload 1:
ItemStack:getName()
Method Property Fluent Description Representation
Return Value a String

ItemStack.copy

Returns a copy of this item stack
overload 1:
ItemStack:copy()
Method Property Fluent Description Representation
Return Value an ItemStack

ItemStack.getCount

Gets the number of items in this stack
overload 1:
ItemStack:getCount()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.getTag

Gets a table of the NBT tags of this stack
overload 1:
ItemStack:getTag()
Method Property Fluent Description Representation
Return Value a table

ItemStack.getID

Gets the ID of this stack
overload 1:
ItemStack:getID()
Method Property Fluent Description Representation
Return Value a String

ItemStack.getTags

Gets all the tags of this item as strings in a table
overload 1:
ItemStack:getTags()
Method Property Fluent Description Representation
Return Value a table

ItemStack.isBlockItem

Returns true if this item represents a block
overload 1:
ItemStack:isBlockItem()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.isEnchantable

Returns true if this item stack can be put in an enchanting table
overload 1:
ItemStack:isEnchantable()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.isDamageable

Returns true if this item stack has durability
overload 1:
ItemStack:isDamageable()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.isStackable

Returns true if the item is stackable
overload 1:
ItemStack:isStackable()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.getCooldown

figura.docs.itemstack.get_cooldown
overload 1:
ItemStack:getCooldown()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.isFood

Returns true if this item is edible
overload 1:
ItemStack:isFood()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.getRarity

Gets the rarity of this item stack
COMMON = white, UNCOMMON = yellow,
RARE = aqua, EPIC = light purple
overload 1:
ItemStack:getRarity()
Method Property Fluent Description Representation
Return Value a String

ItemStack.getUseDuration

Gets the number of ticks needed to "use" this item
Currently only has a use for food items
Always 32 for food items except kelp,
which is 16
overload 1:
ItemStack:getUseDuration()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.getMaxDamage

Gets the maximum durability of this item stack
overload 1:
ItemStack:getMaxDamage()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.isArmor

Checks if this item is Armor
overload 1:
ItemStack:isArmor()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.getUseAction

Returns the name of the animation that plays when using this item
overload 1:
ItemStack:getUseAction()
Method Property Fluent Description Representation
Return Value a String

ItemStack.getDamage

Gets the damage value of the item in this stack
Works on things like tools,
or other things with a durability bar
overload 1:
ItemStack:getDamage()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.toStackString

Converts this ItemStack to a string, as you'd see in a command
overload 1:
ItemStack:toStackString()
Method Property Fluent Description Representation
Return Value a String

ItemStack.getMaxCount

Gets the maximum stack size of this item
overload 1:
ItemStack:getMaxCount()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.getRepairCost

Gets the repair cost modifier, in an anvil, for this item stack
overload 1:
ItemStack:getRepairCost()
Method Property Fluent Description Representation
Return Value an Integer

ItemStack.hasGlint

Returns true if this item glows with enchantment glint
overload 1:
ItemStack:hasGlint()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.getEquipmentSlot

Returns the slot name of where this item is used
overload 1:
ItemStack:getEquipmentSlot()
Method Property Fluent Description Representation
Return Value a String

ItemStack.isTool

Check if this item is a Tool (Axe, Shovel, Pickaxe, …)
overload 1:
ItemStack:isTool()
Method Property Fluent Description Representation
Return Value a Boolean

ItemStack.id

Contains the id of the item this ItemStack refers to
field signature:
id
Method Property Fluent Description Representation
Field Type a String

ItemStack.tag

A table containing the NBT tag of this ItemStack
If this ItemStack has nothing in its tag,
it is nil
field signature:
tag
Method Property Fluent Description Representation
Field Type a table

ItemTask

subclasses RenderTask

A task for rendering an Item

ItemTask.setItem

Sets the Item for this task render
overload 1:
ItemTask:setItem(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an ItemTask
overload 2:
ItemTask:setItem(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an ItemTask

ItemTask.getDisplayMode

Gets this task item display mode
overload 1:
ItemTask:getDisplayMode()
Method Property Fluent Description Representation
Return Value a String

ItemTask.setDisplayMode

Sets the item display mode for this task
overload 1:
ItemTask:setDisplayMode(displayMode)
Method Property Fluent Description Representation
displayMode accepts a String
Return Value an ItemTask

ItemTask.getName

Inherited from RenderTask

Get this task's name
overload 1:
ItemTask:getName()
Method Property Fluent Description Representation
Return Value a String

ItemTask.isEnabled

Inherited from RenderTask

figura.docs.render_task.is_enabled
overload 1:
ItemTask:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

ItemTask.setScale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
ItemTask:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
ItemTask:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

ItemTask.getPositionMatrixRaw

Inherited from RenderTask

Returns the position matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before getting it
overload 1:
ItemTask:getPositionMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix4

ItemTask.setEnabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
ItemTask:setEnabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

ItemTask.getRot

Inherited from RenderTask

Gets this task rotation
overload 1:
ItemTask:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

ItemTask.getPos

Inherited from RenderTask

Gets this task position
overload 1:
ItemTask:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

ItemTask.setPos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
ItemTask:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
ItemTask:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

ItemTask.setMatrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
ItemTask:setMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

ItemTask.setRot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
ItemTask:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
ItemTask:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

ItemTask.getScale

Inherited from RenderTask

Gets this task scale
overload 1:
ItemTask:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

ItemTask.getNormalMatrixRaw

Inherited from RenderTask

Returns the normal matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before returning it
overload 1:
ItemTask:getNormalMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix3

ItemTask.getPositionMatrix

Inherited from RenderTask

Recalculates the matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
ItemTask:getPositionMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

ItemTask.getNormalMatrix

Inherited from RenderTask

Recalculates the normal matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
ItemTask:getNormalMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

ItemTask.setLight

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
ItemTask:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
ItemTask:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

ItemTask.getOverlay

Inherited from RenderTask

Returns the overlay override value of this task
overload 1:
ItemTask:getOverlay()
Method Property Fluent Description Representation
Return Value a Vector2

ItemTask.getLight

Inherited from RenderTask

Returns the light override value of this task
overload 1:
ItemTask:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

ItemTask.setOverlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
ItemTask:setOverlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
ItemTask:setOverlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

ItemTask.item

Sets the Item for this task render
overload 1:
ItemTask:item(item)
Method Property Fluent Description Representation
item accepts a String
Return Value an ItemTask
overload 2:
ItemTask:item(item)
Method Property Fluent Description Representation
item accepts an ItemStack
Return Value an ItemTask

ItemTask.displayMode

Sets the item display mode for this task
overload 1:
ItemTask:displayMode(displayMode)
Method Property Fluent Description Representation
displayMode accepts a String
Return Value an ItemTask

ItemTask.scale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
ItemTask:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
ItemTask:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

ItemTask.enabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
ItemTask:enabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

ItemTask.pos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
ItemTask:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
ItemTask:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

ItemTask.matrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
ItemTask:matrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

ItemTask.rot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
ItemTask:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
ItemTask:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

ItemTask.light

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
ItemTask:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
ItemTask:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

ItemTask.overlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
ItemTask:overlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
ItemTask:overlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

Keybind

Represents a key binding for your script
Instances are obtained using the KeybindAPI's create() function

Keybind.getName

Gets the name of the keybind, which you set when you created the keybind
overload 1:
Keybind:getName()
Method Property Fluent Description Representation
Return Value a String

Keybind.getKey

Gets the current key for this keybind
overload 1:
Keybind:getKey()
Method Property Fluent Description Representation
Return Value a String

Keybind.isDefault

Checks whether this key is currently set to its default state (not been changed using the keybind menu)
overload 1:
Keybind:isDefault()
Method Property Fluent Description Representation
Return Value a Boolean

Keybind.getID

Returns the numeric ID of this keybind
overload 1:
Keybind:getID()
Method Property Fluent Description Representation
Return Value an Integer

Keybind.isEnabled

Returns if this keybind is enabled or not
overload 1:
Keybind:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

Keybind.setEnabled

Toggles if this keybind should be processed or not
overload 1:
Keybind:setEnabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a Keybind

Keybind.setOnPress

Sets the function that is executed when this key is pressed
The function has two arguments
The first argument is a number containing a bitmask of the currently held modifier keys
Shift = 1,
Ctrl = 2, Alt = 4
The second argument is this keybind itself
overload 1:
Keybind:setOnPress(function)
Method Property Fluent Description Representation
function accepts a function
Return Value a Keybind

Keybind.setOnRelease

Sets the function that is executed when this key is released
The function has two arguments
The first argument is a number containing a bitmask of the currently held modifier keys
Shift = 1,
Ctrl = 2, Alt = 4
The second argument is this keybind itself
overload 1:
Keybind:setOnRelease(function)
Method Property Fluent Description Representation
function accepts a function
Return Value a Keybind

Keybind.isGuiEnabled

Returns if this keybind should work when a GUI screen (Chat, Inventory, etc) is open or not
overload 1:
Keybind:isGuiEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

Keybind.getKeyName

Gets the name of the current key for this keybind
overload 1:
Keybind:getKeyName()
Method Property Fluent Description Representation
Return Value a String

Keybind.isPressed

Gets whether this keybind is currently pressed down
overload 1:
Keybind:isPressed()
Method Property Fluent Description Representation
Return Value a Boolean

Keybind.setGUI

Set whenever or not this keybind should run when a GUI screen is open
overload 1:
Keybind:setGUI(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a Keybind

Keybind.setKey

Sets the key for this keybind
overload 1:
Keybind:setKey(key)
Method Property Fluent Description Representation
key accepts a String
Return Value a Keybind

Keybind.enabled

Toggles if this keybind should be processed or not
overload 1:
Keybind:enabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a Keybind

Keybind.onPress

Sets the function that is executed when this key is pressed
The function has two arguments
The first argument is a number containing a bitmask of the currently held modifier keys
Shift = 1,
Ctrl = 2, Alt = 4
The second argument is this keybind itself
overload 1:
Keybind:onPress(function)
Method Property Fluent Description Representation
function accepts a function
Return Value a Keybind

Keybind.onRelease

Sets the function that is executed when this key is released
The function has two arguments
The first argument is a number containing a bitmask of the currently held modifier keys
Shift = 1,
Ctrl = 2, Alt = 4
The second argument is this keybind itself
overload 1:
Keybind:onRelease(function)
Method Property Fluent Description Representation
function accepts a function
Return Value a Keybind

Keybind.gui

Set whenever or not this keybind should run when a GUI screen is open
overload 1:
Keybind:gui(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a Keybind

Keybind.key

Sets the key for this keybind
overload 1:
Keybind:key(key)
Method Property Fluent Description Representation
key accepts a String
Return Value a Keybind

Keybind.press

A function that runs when the key is pressed down
The function has two arguments
The first argument is a number containing a bitmask of the currently held modifier keys
Shift = 1,
Ctrl = 2, Alt = 4
The second argument is this keybind itself
If the return value is true then all vanilla keybinds using same key will be ignored
field signature:
press
typings.-2047067631
Method Property Fluent Description Representation
Field Type

Keybind.release

A function that runs when the key is released
The function has two arguments
The first argument is a number containing a bitmask of the currently held modifier keys
Shift = 1,
Ctrl = 2, Alt = 4
The second argument is this keybind itself
If the return value is true then all vanilla keybinds using same key will be ignored
field signature:
release
typings.-2047067631
Method Property Fluent Description Representation
Field Type

LivingEntityAPI

subclasses EntityAPI

Acts as a proxy for a living entity in the Minecraft world

LivingEntityAPI.getAbsorptionAmount

Returns the amount of this entity's absorption (yellow hearts)
overload 1:
LivingEntityAPI:getAbsorptionAmount()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.getSwingDuration

Returns the number of ticks this entity will have while swinging its arms
overload 1:
LivingEntityAPI:getSwingDuration()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.getBodyYaw

Gets the yaw of this entity's body in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the body between the previous tick and the current tick
The default value of delta is 1
overload 1:
LivingEntityAPI:getBodyYaw()
Method Property Fluent Description Representation
Return Value a Number
overload 2:
LivingEntityAPI:getBodyYaw(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Number

LivingEntityAPI.getHeldItem

Returns an ItemStack representing the item in this entity's main hand
If true is passed in for "offhand",
then it will instead look at the item in the entity's offhand
If the entity isn't holding an item in that hand,
returns air
overload 1:
LivingEntityAPI:getHeldItem()
Method Property Fluent Description Representation
Return Value an ItemStack
overload 2:
LivingEntityAPI:getHeldItem(offhand)
Method Property Fluent Description Representation
offhand accepts a Boolean
Return Value an ItemStack

LivingEntityAPI.getArmor

Returns the amount of armor points this entity has
overload 1:
LivingEntityAPI:getArmor()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.getDeathTime

Returns the number of ticks this entity has been dead for
overload 1:
LivingEntityAPI:getDeathTime()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.getArrowCount

Returns the number of arrows sticking out of this entity
overload 1:
LivingEntityAPI:getArrowCount()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.isUsingItem

Returns true if the entity is currently using an item
overload 1:
LivingEntityAPI:isUsingItem()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getMaxHealth

Returns the maximum amount of health this entity can have
overload 1:
LivingEntityAPI:getMaxHealth()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.getActiveItem

Returns an ItemStack representing the item the entity is currently using
If they're not using any item,
returns air
overload 1:
LivingEntityAPI:getActiveItem()
Method Property Fluent Description Representation
Return Value an ItemStack

LivingEntityAPI.getSwingArm

Returns "OFF_HAND" or "MAIN_HAND", based on the arm this entity is currently swinging
overload 1:
LivingEntityAPI:getSwingArm()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.isSwingingArm

Returns true if the entity is currently swinging its arm
overload 1:
LivingEntityAPI:isSwingingArm()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getStingerCount

Returns the number of bee stingers sticking out of this entity
overload 1:
LivingEntityAPI:getStingerCount()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.isSensitiveToWater

Returns if this entity takes damage to water
overload 1:
LivingEntityAPI:isSensitiveToWater()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isClimbing

Returns true if the entity is currently using a climbable block, like a ladder or vine
overload 1:
LivingEntityAPI:isClimbing()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getActiveItemTime

Returns the ticks this entity's active item has been used for
overload 1:
LivingEntityAPI:getActiveItemTime()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.isLeftHanded

Returns true if the entity's main hand is its left
overload 1:
LivingEntityAPI:isLeftHanded()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getSwingTime

Returns the number of ticks this entity has the arm swinging
overload 1:
LivingEntityAPI:getSwingTime()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.getEntityCategory

Returns the category of this entity
The categories are: "ARTHROPOD",
"UNDEAD", "WATER", "ILLAGER" and by default, "UNDEFINED"
overload 1:
LivingEntityAPI:getEntityCategory()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.getActiveHand

Returns "OFF_HAND" or "MAIN_HAND", depending on which hand this entity uses an item with
overload 1:
LivingEntityAPI:getActiveHand()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.getHealth

Returns the amount of health this entity has remaining
overload 1:
LivingEntityAPI:getHealth()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.riptideSpinning

Returns if this entity is riptide spinning
overload 1:
LivingEntityAPI:riptideSpinning()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isVisuallySwimming

Returns if this entity has the swimming pose
overload 1:
LivingEntityAPI:isVisuallySwimming()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isGliding

Returns if this entity is gliding with an elytra
overload 1:
LivingEntityAPI:isGliding()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isBlocking

Return if this entity is blocking with a shield
overload 1:
LivingEntityAPI:isBlocking()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getName

Inherited from EntityAPI

Gets the name of this entity, if it has a custom name
If it doesn't,
returns a translated form of getType()
overload 1:
LivingEntityAPI:getName()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.isAlive

Inherited from EntityAPI

Returns whether this entity is alive or not
overload 1:
LivingEntityAPI:isAlive()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getType

Inherited from EntityAPI

Gets the Minecraft identifier of this entity
For instance,
"minecraft:pig"
overload 1:
LivingEntityAPI:getType()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.isLoaded

Inherited from EntityAPI

Checks if this entity object is still being updated and loaded
A non-loaded entity would be someone or something which is in another dimension or out of the render distance for example
overload 1:
LivingEntityAPI:isLoaded()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getItem

Inherited from EntityAPI

Gets an ItemStack for the item in the given slot
For the player,
slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet
If an invalid slot number is given,
this will return nil
overload 1:
LivingEntityAPI:getItem(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value an ItemStack

LivingEntityAPI.getNbt

Inherited from EntityAPI

Gets a table containing the NBT of this entity
Please note that not all values in the entity's NBT may be synced,
as some are handled only on the server side
overload 1:
LivingEntityAPI:getNbt()
Method Property Fluent Description Representation
Return Value a table

LivingEntityAPI.getPermissionLevel

Inherited from EntityAPI

Returns the permission level number of this entity
Server Operators,
by default, have the permission level of 4
overload 1:
LivingEntityAPI:getPermissionLevel()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.getLookDir

Inherited from EntityAPI

Returns a unit vector pointing in the direction that this entity is looking
See the blue line in the F3+B screen for an example
overload 1:
LivingEntityAPI:getLookDir()
Method Property Fluent Description Representation
Return Value a Vector3

LivingEntityAPI.getFrozenTicks

Inherited from EntityAPI

Gets the number of ticks this entity has been freezing in powder snow for
overload 1:
LivingEntityAPI:getFrozenTicks()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.isHamburger

Inherited from EntityAPI

figura.docs.entity.is_hamburger
overload 1:
LivingEntityAPI:isHamburger()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getPose

Inherited from EntityAPI

Returns the current pose of the player
This can be one of: "STANDING",
"FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING"
overload 1:
LivingEntityAPI:getPose()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.getMaxAir

Inherited from EntityAPI

Gets the maximum amount of air this entity can have
overload 1:
LivingEntityAPI:getMaxAir()
Method Property Fluent Description Representation
Return Value an Integer

LivingEntityAPI.getVelocity

Inherited from EntityAPI

Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick
overload 1:
LivingEntityAPI:getVelocity()
Method Property Fluent Description Representation
Return Value a Vector3

LivingEntityAPI.isOnGround

Inherited from EntityAPI

Returns whether or not this entity is currently on the ground
overload 1:
LivingEntityAPI:isOnGround()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getRot

Inherited from EntityAPI

Gets the rotation of the entity in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
LivingEntityAPI:getRot()
Method Property Fluent Description Representation
Return Value a Vector2
overload 2:
LivingEntityAPI:getRot(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector2

LivingEntityAPI.getEyeHeight

Inherited from EntityAPI

Returns the current eye height of this entity
overload 1:
LivingEntityAPI:getEyeHeight()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.getPos

Inherited from EntityAPI

Gets the position of the entity in the world
If delta is passed in,
then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
LivingEntityAPI:getPos()
Method Property Fluent Description Representation
Return Value a Vector3
overload 2:
LivingEntityAPI:getPos(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector3

LivingEntityAPI.getVehicle

Inherited from EntityAPI

Returns a proxy for the entity that this player is currently riding
If the player isn't riding anything,
returns nil
overload 1:
LivingEntityAPI:getVehicle()
Method Property Fluent Description Representation
Return Value an EntityAPI

LivingEntityAPI.getBoundingBox

Inherited from EntityAPI

Returns the size of this entity's bounding box as a Vector3
{x,
y, z} are the width, height, and width
Minecraft entity hitboxes always have square bases
overload 1:
LivingEntityAPI:getBoundingBox()
Method Property Fluent Description Representation
Return Value a Vector3

LivingEntityAPI.getDimensionName

Inherited from EntityAPI

Gets the Minecraft identifier of the dimension this entity is in
overload 1:
LivingEntityAPI:getDimensionName()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.isWet

Inherited from EntityAPI

Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column
Otherwise,
returns false
overload 1:
LivingEntityAPI:isWet()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getUUID

Inherited from EntityAPI

Gets the UUID of the proxied entity
overload 1:
LivingEntityAPI:getUUID()
Method Property Fluent Description Representation
Return Value a String

LivingEntityAPI.isInLava

Inherited from EntityAPI

Returns true if this entity is currently in lava
overload 1:
LivingEntityAPI:isInLava()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isUnderwater

Inherited from EntityAPI

Returns true if this entity's eyes are touching water
overload 1:
LivingEntityAPI:isUnderwater()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isSilent

Inherited from EntityAPI

Returns true if this entity is silent
overload 1:
LivingEntityAPI:isSilent()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isSneaking

Inherited from EntityAPI

Returns true if this entity is logically sneaking (can't fall from blocks edges, can't see nameplate behind walls, etc)
overload 1:
LivingEntityAPI:isSneaking()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isInWater

Inherited from EntityAPI

Returns true if this entity is currently in a water block, including waterlogging
overload 1:
LivingEntityAPI:isInWater()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isGlowing

Inherited from EntityAPI

Returns true if this entity is currently glowing
overload 1:
LivingEntityAPI:isGlowing()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isSprinting

Inherited from EntityAPI

Returns true if this entity is currently sprinting
overload 1:
LivingEntityAPI:isSprinting()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isInRain

Inherited from EntityAPI

Returns true if this entity is currently standing in rain
overload 1:
LivingEntityAPI:isInRain()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.hasAvatar

Inherited from EntityAPI

Returns true if Figura has an avatar loaded for this entity
overload 1:
LivingEntityAPI:hasAvatar()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isInvisible

Inherited from EntityAPI

Returns true if this entity is invisible, for one reason or another
overload 1:
LivingEntityAPI:isInvisible()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.isCrouching

Inherited from EntityAPI

Returns true if this entity is visually sneaking
overload 1:
LivingEntityAPI:isCrouching()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getPassengers

Inherited from EntityAPI

Returns a List of entities of all passengers this entity has
overload 1:
LivingEntityAPI:getPassengers()
Method Property Fluent Description Representation
Return Value a table

LivingEntityAPI.getEyeY

Inherited from EntityAPI

Returns the Y level of this entity's eyes
Not to be confused with getEyeHeight,
this function also takes the entity itself's Y position into account
overload 1:
LivingEntityAPI:getEyeY()
Method Property Fluent Description Representation
Return Value a Number

LivingEntityAPI.isOnFire

Inherited from EntityAPI

Returns true if this entity is currently on fire
overload 1:
LivingEntityAPI:isOnFire()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getTargetedBlock

Inherited from EntityAPI

Returns a proxy for your currently targeted BlockState
This BlockState appears on the F3 screen
The maximum (and default) distance is 20,
minimum is -20
Returns the block, the hit position,
and the targeted block face as three separate values
overload 1:
LivingEntityAPI:getTargetedBlock()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
LivingEntityAPI:getTargetedBlock(ignoreLiquids)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
Return Value a Varargs
overload 3:
LivingEntityAPI:getTargetedBlock(ignoreLiquids, distance)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
distance accepts a Number
Return Value a Varargs

LivingEntityAPI.hasInventory

Inherited from EntityAPI

Checks if the entity has an inventory (Horses, Camels, LLamas, …)
overload 1:
LivingEntityAPI:hasInventory()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getVariable

Inherited from EntityAPI

Gets the value of a variable this entity stored in themselves using the Avatar API's store() function
overload 1:
LivingEntityAPI:getVariable()
Method Property Fluent Description Representation
Return Value anything
overload 2:
LivingEntityAPI:getVariable(key)
Method Property Fluent Description Representation
key accepts a String
Return Value anything

LivingEntityAPI.hasContainer

Inherited from EntityAPI

Checks if the entity has a container (Chest Boats, Minecarts with Chests, …)
overload 1:
LivingEntityAPI:hasContainer()
Method Property Fluent Description Representation
Return Value a Boolean

LivingEntityAPI.getTargetedEntity

Inherited from EntityAPI

Returns a proxy for your currently targeted Entity
This Entity appears on the F3 screen
Maximum and Default distance is 20,
Minimum is 0
overload 1:
LivingEntityAPI:getTargetedEntity()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
LivingEntityAPI:getTargetedEntity(distance)
Method Property Fluent Description Representation
distance accepts a Number
Return Value a Varargs

Matrix2

A matrix with 2 rows and 2 columns
Meta name Allowed other parameters Meta execution method
__le
  • Matrix2
x <= y
__eq
  • Matrix2
x == y
__mul
  • Number
  • Matrix2
  • Vector2
x * y
__add
  • Matrix2
x + y
__sub
  • Matrix2
x - y
__len
#x

Matrix2.add

Adds the other matrix to this one
Returns self for chaining
overload 1:
Matrix2:add(other)
Method Property Fluent Description Representation
other accepts a Matrix2
Return Value a Matrix2

Matrix2.scale

Scales this matrix by the specified amount, changing the values inside
Returns self for chaining
overload 1:
Matrix2:scale(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Matrix2
overload 2:
Matrix2:scale(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Matrix2

Matrix2.apply

Treats the given values as a vector, augments this vector with a 1, multiplies it against the matrix, and returns a deaugmented vector of the first values
overload 1:
Matrix2:apply(x)
Method Property Fluent Description Representation
x accepts a Number
Return Value a Number

Matrix2.set

Sets this matrix to have the same values as the matrix passed in
Returns self for chaining
overload 1:
Matrix2:set(other)
Method Property Fluent Description Representation
other accepts a Matrix2
Return Value a Matrix2

Matrix2.copy

Creates and returns a new copy of this matrix
overload 1:
Matrix2:copy()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix2.reset

Resets this matrix back to the identity matrix
Returns self for chaining
overload 1:
Matrix2:reset()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix2.multiply

Multiplies this matrix by the other matrix, with the other matrix on the left
Returns self for chaining
overload 1:
Matrix2:multiply(other)
Method Property Fluent Description Representation
other accepts a Matrix2
Return Value a Matrix2

Matrix2.rotate

Rotates this matrix by the specified amount, changing the values inside
Angles are given in degrees
Returns self for chaining
overload 1:
Matrix2:rotate(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix2

Matrix2.sub

Subtracts the other matrix from this one
Returns self for chaining
overload 1:
Matrix2:sub(other)
Method Property Fluent Description Representation
other accepts a Matrix2
Return Value a Matrix2

Matrix2.getColumn

Gets the given column of this matrix, as a vector
Indexing starts at 1,
as usual
overload 1:
Matrix2:getColumn(col)
Method Property Fluent Description Representation
col accepts an Integer
Return Value a Vector2

Matrix2.invert

Inverts this matrix, changing the values inside
Returns self for chaining
overload 1:
Matrix2:invert()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix2.transpose

Transposes this matrix, changing the values inside
Transposing means to swap the rows and the columns
Returns self for chaining
overload 1:
Matrix2:transpose()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix2.inverted

Returns a copy of this matrix, but inverted
overload 1:
Matrix2:inverted()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix2.augmented

Augments this matrix, adding an additional row and column
Puts a 1 along the diagonal in the new spot,
and the rest are zero
overload 1:
Matrix2:augmented()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix2.rightMultiply

Multiplies this matrix by the other matrix, with the other matrix on the right
Returns self for chaining
overload 1:
Matrix2:rightMultiply(other)
Method Property Fluent Description Representation
other accepts a Matrix2
Return Value a Matrix2

Matrix2.transposed

Returns a copy of this matrix, but transposed
Transposing means to swap the rows and the columns
overload 1:
Matrix2:transposed()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix2.getRow

Gets the given row of this matrix, as a vector
Indexing starts at 1,
as usual
overload 1:
Matrix2:getRow(row)
Method Property Fluent Description Representation
row accepts an Integer
Return Value a Vector2

Matrix2.det

Calculates and returns the determinant of this matrix
overload 1:
Matrix2:det()
Method Property Fluent Description Representation
Return Value a Number

Matrix2.applyDir

Treats the given values as a vector, augments this vector with a 0, multiplies it against the matrix, and returns a deaugmented vector of the first values
overload 1:
Matrix2:applyDir(x)
Method Property Fluent Description Representation
x accepts a Number
Return Value a Number

Matrix3

A matrix with 3 rows and 3 columns
Meta name Allowed other parameters Meta execution method
__le
  • Matrix3
x <= y
__eq
  • Matrix3
x == y
__mul
  • Number
  • Matrix3
  • Vector3
x * y
__add
  • Matrix3
x + y
__sub
  • Matrix3
x - y
__len
#x

Matrix3.add

Adds the other matrix to this one
Returns self for chaining
overload 1:
Matrix3:add(other)
Method Property Fluent Description Representation
other accepts a Matrix3
Return Value a Matrix3

Matrix3.scale

Scales this matrix by the specified amount, changing the values inside
Returns self for chaining
overload 1:
Matrix3:scale(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix3
overload 2:
Matrix3:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix3

Matrix3.apply

Treats the given values as a vector, augments this vector with a 1, multiplies it against the matrix, and returns a deaugmented vector of the first values
overload 1:
Matrix3:apply(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Matrix3:apply(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Matrix3.set

Sets this matrix to have the same values as the matrix passed in
Returns self for chaining
overload 1:
Matrix3:set(other)
Method Property Fluent Description Representation
other accepts a Matrix3
Return Value a Matrix3

Matrix3.copy

Creates and returns a new copy of this matrix
overload 1:
Matrix3:copy()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix3.reset

Resets this matrix back to the identity matrix
Returns self for chaining
overload 1:
Matrix3:reset()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix3.multiply

Multiplies this matrix by the other matrix, with the other matrix on the left
Returns self for chaining
overload 1:
Matrix3:multiply(other)
Method Property Fluent Description Representation
other accepts a Matrix3
Return Value a Matrix3

Matrix3.rotate

Rotates this matrix by the specified amount, changing the values inside
Angles are given in degrees
Returns self for chaining
overload 1:
Matrix3:rotate(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix3
overload 2:
Matrix3:rotate(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix3

Matrix3.sub

Subtracts the other matrix from this one
Returns self for chaining
overload 1:
Matrix3:sub(other)
Method Property Fluent Description Representation
other accepts a Matrix3
Return Value a Matrix3

Matrix3.getColumn

Gets the given column of this matrix, as a vector
Indexing starts at 1,
as usual
overload 1:
Matrix3:getColumn(col)
Method Property Fluent Description Representation
col accepts an Integer
Return Value a Vector3

Matrix3.invert

Inverts this matrix, changing the values inside
Returns self for chaining
overload 1:
Matrix3:invert()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix3.translate

Translates this matrix by the specified amount, changing the values inside
Returns self for chaining
overload 1:
Matrix3:translate(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Matrix3
overload 2:
Matrix3:translate(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Matrix3

Matrix3.transpose

Transposes this matrix, changing the values inside
Transposing means to swap the rows and the columns
Returns self for chaining
overload 1:
Matrix3:transpose()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix3.inverted

Returns a copy of this matrix, but inverted
overload 1:
Matrix3:inverted()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix3.augmented

Augments this matrix, adding an additional row and column
Puts a 1 along the diagonal in the new spot,
and the rest are zero
overload 1:
Matrix3:augmented()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix3.rightMultiply

Multiplies this matrix by the other matrix, with the other matrix on the right
Returns self for chaining
overload 1:
Matrix3:rightMultiply(other)
Method Property Fluent Description Representation
other accepts a Matrix3
Return Value a Matrix3

Matrix3.transposed

Returns a copy of this matrix, but transposed
Transposing means to swap the rows and the columns
overload 1:
Matrix3:transposed()
Method Property Fluent Description Representation
Return Value a Matrix3

Matrix3.getRow

Gets the given row of this matrix, as a vector
Indexing starts at 1,
as usual
overload 1:
Matrix3:getRow(row)
Method Property Fluent Description Representation
row accepts an Integer
Return Value a Vector3

Matrix3.det

Calculates and returns the determinant of this matrix
overload 1:
Matrix3:det()
Method Property Fluent Description Representation
Return Value a Number

Matrix3.applyDir

Treats the given values as a vector, augments this vector with a 0, multiplies it against the matrix, and returns a deaugmented vector of the first values
overload 1:
Matrix3:applyDir(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Matrix3:applyDir(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Matrix3.rotateX

Rotates this matrix around the X axis by the specified number of degrees
Returns self for chaining
overload 1:
Matrix3:rotateX(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix3

Matrix3.rotateY

Rotates this matrix around the Y axis by the specified number of degrees
Returns self for chaining
overload 1:
Matrix3:rotateY(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix3

Matrix3.rotateZ

Rotates this matrix around the Z axis by the specified number of degrees
Returns self for chaining
overload 1:
Matrix3:rotateZ(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix3

Matrix3.deaugmented

Deaugments this matrix, removing a row and column
overload 1:
Matrix3:deaugmented()
Method Property Fluent Description Representation
Return Value a Matrix2

Matrix4

A matrix with 4 rows and 4 columns
Meta name Allowed other parameters Meta execution method
__le
  • Matrix4
x <= y
__eq
  • Matrix4
x == y
__mul
  • Number
  • Matrix4
  • Vector4
x * y
__add
  • Matrix4
x + y
__sub
  • Matrix4
x - y
__len
#x

Matrix4.add

Adds the other matrix to this one
Returns self for chaining
overload 1:
Matrix4:add(other)
Method Property Fluent Description Representation
other accepts a Matrix4
Return Value a Matrix4

Matrix4.scale

Scales this matrix by the specified amount, changing the values inside
Returns self for chaining
overload 1:
Matrix4:scale(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix4
overload 2:
Matrix4:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix4

Matrix4.apply

Treats the given values as a vector, augments this vector with a 1, multiplies it against the matrix, and returns a deaugmented vector of the first values
overload 1:
Matrix4:apply(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Matrix4:apply(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Matrix4.set

Sets this matrix to have the same values as the matrix passed in
Returns self for chaining
overload 1:
Matrix4:set(other)
Method Property Fluent Description Representation
other accepts a Matrix4
Return Value a Matrix4

Matrix4.copy

Creates and returns a new copy of this matrix
overload 1:
Matrix4:copy()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix4.reset

Resets this matrix back to the identity matrix
Returns self for chaining
overload 1:
Matrix4:reset()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix4.multiply

Multiplies this matrix by the other matrix, with the other matrix on the left
Returns self for chaining
overload 1:
Matrix4:multiply(other)
Method Property Fluent Description Representation
other accepts a Matrix4
Return Value a Matrix4

Matrix4.rotate

Rotates this matrix by the specified amount, changing the values inside
Angles are given in degrees
Returns self for chaining
overload 1:
Matrix4:rotate(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix4
overload 2:
Matrix4:rotate(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix4

Matrix4.sub

Subtracts the other matrix from this one
Returns self for chaining
overload 1:
Matrix4:sub(other)
Method Property Fluent Description Representation
other accepts a Matrix4
Return Value a Matrix4

Matrix4.getColumn

Gets the given column of this matrix, as a vector
Indexing starts at 1,
as usual
overload 1:
Matrix4:getColumn(col)
Method Property Fluent Description Representation
col accepts an Integer
Return Value a Vector4

Matrix4.invert

Inverts this matrix, changing the values inside
Returns self for chaining
overload 1:
Matrix4:invert()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix4.translate

Translates this matrix by the specified amount, changing the values inside
Returns self for chaining
overload 1:
Matrix4:translate(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Matrix4
overload 2:
Matrix4:translate(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Matrix4

Matrix4.transpose

Transposes this matrix, changing the values inside
Transposing means to swap the rows and the columns
Returns self for chaining
overload 1:
Matrix4:transpose()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix4.inverted

Returns a copy of this matrix, but inverted
overload 1:
Matrix4:inverted()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix4.rightMultiply

Multiplies this matrix by the other matrix, with the other matrix on the right
Returns self for chaining
overload 1:
Matrix4:rightMultiply(other)
Method Property Fluent Description Representation
other accepts a Matrix4
Return Value a Matrix4

Matrix4.transposed

Returns a copy of this matrix, but transposed
Transposing means to swap the rows and the columns
overload 1:
Matrix4:transposed()
Method Property Fluent Description Representation
Return Value a Matrix4

Matrix4.getRow

Gets the given row of this matrix, as a vector
Indexing starts at 1,
as usual
overload 1:
Matrix4:getRow(row)
Method Property Fluent Description Representation
row accepts an Integer
Return Value a Vector4

Matrix4.det

Calculates and returns the determinant of this matrix
overload 1:
Matrix4:det()
Method Property Fluent Description Representation
Return Value a Number

Matrix4.applyDir

Treats the given values as a vector, augments this vector with a 0, multiplies it against the matrix, and returns a deaugmented vector of the first values
overload 1:
Matrix4:applyDir(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Matrix4:applyDir(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Matrix4.rotateX

Rotates this matrix around the X axis by the specified number of degrees
Returns self for chaining
overload 1:
Matrix4:rotateX(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix4

Matrix4.rotateY

Rotates this matrix around the Y axis by the specified number of degrees
Returns self for chaining
overload 1:
Matrix4:rotateY(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix4

Matrix4.rotateZ

Rotates this matrix around the Z axis by the specified number of degrees
Returns self for chaining
overload 1:
Matrix4:rotateZ(degrees)
Method Property Fluent Description Representation
degrees accepts a Number
Return Value a Matrix4

Matrix4.deaugmented

Deaugments this matrix, removing a row and column
overload 1:
Matrix4:deaugmented()
Method Property Fluent Description Representation
Return Value a Matrix3

NameplateCustomization

A customization that can be applied to a nameplate

NameplateCustomization.getText

The text to use in this nameplate
overload 1:
NameplateCustomization:getText()
Method Property Fluent Description Representation
Return Value a String

NameplateCustomization.setText

The text to use in this nameplate
overload 1:
NameplateCustomization:setText(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a NameplateCustomization

NameplateCustomizationGroup

A customization that holds another nameplate customizations

NameplateCustomizationGroup.setText

Sets the text for all its children customizations
overload 1:
NameplateCustomizationGroup:setText(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a NameplateCustomizationGroup

Page

An Action Wheel container which is used to store up to 8 actions

Page.getActions

Gets a table of the Actions shifted by the given number
If no shift is specified,
it returns all Actions from this page
Note that the table is indexed as its slot number as key,
so blank slots will result in nil values
overload 1:
Page:getActions()
Method Property Fluent Description Representation
Return Value anything
overload 2:
Page:getActions(shift)
Method Property Fluent Description Representation
shift accepts an Integer
Return Value anything

Page.newAction

Adds a new Action on the selected Page's index
If no index is given it is added in the first available index
overload 1:
Page:newAction()
Method Property Fluent Description Representation
Return Value an Action
overload 2:
Page:newAction(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value an Action

Page.getTitle

Returns the title of this Page
overload 1:
Page:getTitle()
Method Property Fluent Description Representation
Return Value a String

Page.setAction

Sets an Action in the Page's given index
If index is -1,
the action will be set in the latest empty index
overload 1:
Page:setAction(index, action)
Method Property Fluent Description Representation
index accepts an Integer
action accepts an Action
Return Value a Page

Page.getAction

Example by applejuice:
local action = myPage:getAction(1)
Gets an Action from the Page's given index
overload 1:
Page:getAction(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value an Action

Page.shouldKeepSlots

Gets if this page's current slots should be reset when adding this page on the Action Wheel
overload 1:
Page:shouldKeepSlots()
Method Property Fluent Description Representation
Return Value a Boolean

Page.setSlotsShift

Sets this page's current slots shift
The value is the current shown slots,
divided by 8, rounded up
overload 1:
Page:setSlotsShift(shift)
Method Property Fluent Description Representation
shift accepts an Integer
Return Value a Page

Page.setKeepSlots

Sets if this page's current slots should be reset when adding this page on the Action Wheel
overload 1:
Page:setKeepSlots(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a Page

Page.getSlotsShift

Gets this page's current slots shift
This value is the current shown slots,
divided by 8, rounded up
overload 1:
Page:getSlotsShift()
Method Property Fluent Description Representation
Return Value an Integer

Page.action

Sets an Action in the Page's given index
If index is -1,
the action will be set in the latest empty index
overload 1:
Page:action(index, action)
Method Property Fluent Description Representation
index accepts an Integer
action accepts an Action
Return Value a Page

Page.slotsShift

Sets this page's current slots shift
The value is the current shown slots,
divided by 8, rounded up
overload 1:
Page:slotsShift(shift)
Method Property Fluent Description Representation
shift accepts an Integer
Return Value a Page

Page.keepSlots

Whether or not this page's current slots should be reset when adding this page on the Action Wheel
field signature:
keepSlots
Method Property Fluent Description Representation
Field Type a Boolean

Particle

Represents a particle that can be spawned and modified
Obtained by indexing the ParticleAPI
Exists as an object-oriented alternative to particles:addParticle()

Particle.remove

Removes this particle from the world
overload 1:
Particle:remove()
Method Property Fluent Description Representation
Return Value a Particle

Particle.isAlive

Checks if this particle is not flagged for removal
overload 1:
Particle:isAlive()
Method Property Fluent Description Representation
Return Value a Boolean

Particle.setColor

Sets this particle color
Accepts and alpha value, but most particles do not support it
Default RGBA of 1
overload 1:
Particle:setColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a Particle
overload 2:
Particle:setColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a Particle
overload 3:
Particle:setColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a Particle

Particle.setScale

Sets this particle scale
overload 1:
Particle:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Number
Return Value a Particle

Particle.getColor

Gets this particle color
overload 1:
Particle:getColor()
Method Property Fluent Description Representation
Return Value a Vector4

Particle.setLifetime

Sets this particle lifetime, which is how many ticks this particle should stay in the world
overload 1:
Particle:setLifetime(lifetime)
Method Property Fluent Description Representation
lifetime accepts an Integer
Return Value a Particle

Particle.setPower

Sets this particle power
overload 1:
Particle:setPower(power)
Method Property Fluent Description Representation
power accepts a Number
Return Value a Particle

Particle.setVelocity

Sets the velocity of this particle
The velocity is given in world coordinates
overload 1:
Particle:setVelocity(velocity)
Method Property Fluent Description Representation
velocity accepts a Vector3
Return Value a Particle
overload 2:
Particle:setVelocity(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Particle

Particle.getPower

Gets this particle power
overload 1:
Particle:getPower()
Method Property Fluent Description Representation
Return Value a Number

Particle.getLifetime

Gets this particle current lifetime
overload 1:
Particle:getLifetime()
Method Property Fluent Description Representation
Return Value an Integer

Particle.setPhysics

Sets if this particle has physics
overload 1:
Particle:setPhysics(physics)
Method Property Fluent Description Representation
physics accepts a Boolean
Return Value a Particle

Particle.hasPhysics

Gets if this particle has physics
overload 1:
Particle:hasPhysics()
Method Property Fluent Description Representation
Return Value a Boolean

Particle.getGravity

Gets this particle gravity
overload 1:
Particle:getGravity()
Method Property Fluent Description Representation
Return Value a Number

Particle.setGravity

Sets this particle gravity
overload 1:
Particle:setGravity(gravity)
Method Property Fluent Description Representation
gravity accepts a Number
Return Value a Particle

Particle.spawn

Spawns this particle with the current properties
overload 1:
Particle:spawn()
Method Property Fluent Description Representation
Return Value a Particle

Particle.getVelocity

Gets the velocity of this particle
overload 1:
Particle:getVelocity()
Method Property Fluent Description Representation
Return Value a Vector3

Particle.getPos

Gets this particle position
overload 1:
Particle:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

Particle.setPos

Sets this particle position
The position is given in world coordinates
overload 1:
Particle:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Particle
overload 2:
Particle:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Particle

Particle.getScale

Gets this particle scale
overload 1:
Particle:getScale()
Method Property Fluent Description Representation
Return Value a Number

Particle.color

Sets this particle color
Accepts and alpha value, but most particles do not support it
Default RGBA of 1
overload 1:
Particle:color(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a Particle
overload 2:
Particle:color(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a Particle
overload 3:
Particle:color(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a Particle

Particle.scale

Sets this particle scale
overload 1:
Particle:scale(scale)
Method Property Fluent Description Representation
scale accepts a Number
Return Value a Particle

Particle.lifetime

Sets this particle lifetime, which is how many ticks this particle should stay in the world
overload 1:
Particle:lifetime(lifetime)
Method Property Fluent Description Representation
lifetime accepts an Integer
Return Value a Particle

Particle.power

Sets this particle power
overload 1:
Particle:power(power)
Method Property Fluent Description Representation
power accepts a Number
Return Value a Particle

Particle.velocity

Sets the velocity of this particle
The velocity is given in world coordinates
overload 1:
Particle:velocity(velocity)
Method Property Fluent Description Representation
velocity accepts a Vector3
Return Value a Particle
overload 2:
Particle:velocity(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Particle

Particle.physics

Sets if this particle has physics
overload 1:
Particle:physics(physics)
Method Property Fluent Description Representation
physics accepts a Boolean
Return Value a Particle

Particle.gravity

Sets this particle gravity
overload 1:
Particle:gravity(gravity)
Method Property Fluent Description Representation
gravity accepts a Number
Return Value a Particle

Particle.pos

Sets this particle position
The position is given in world coordinates
overload 1:
Particle:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Particle
overload 2:
Particle:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Particle

PingFunction

A custom function wrapped with networking data

RenderTask

Represents a rendering task for Figura to complete each frame
An abstract superclass of ItemTask,
BlockTask, and TextTask

RenderTask.getName

Get this task's name
overload 1:
RenderTask:getName()
Method Property Fluent Description Representation
Return Value a String

RenderTask.isEnabled

figura.docs.render_task.is_enabled
overload 1:
RenderTask:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

RenderTask.setScale

Sets the scale of the task, relative to its attached part
overload 1:
RenderTask:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
RenderTask:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

RenderTask.getPositionMatrixRaw

Returns the position matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before getting it
overload 1:
RenderTask:getPositionMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix4

RenderTask.setEnabled

figura.docs.render_task.set_enabled
overload 1:
RenderTask:setEnabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

RenderTask.getRot

Gets this task rotation
overload 1:
RenderTask:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

RenderTask.getPos

Gets this task position
overload 1:
RenderTask:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

RenderTask.setPos

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
RenderTask:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
RenderTask:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

RenderTask.setMatrix

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
RenderTask:setMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

RenderTask.setRot

Sets the rotation of the task, relative to its attached part
overload 1:
RenderTask:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
RenderTask:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

RenderTask.getScale

Gets this task scale
overload 1:
RenderTask:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

RenderTask.getNormalMatrixRaw

Returns the normal matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before returning it
overload 1:
RenderTask:getNormalMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix3

RenderTask.getPositionMatrix

Recalculates the matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
RenderTask:getPositionMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

RenderTask.getNormalMatrix

Recalculates the normal matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
RenderTask:getNormalMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

RenderTask.setLight

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
RenderTask:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
RenderTask:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

RenderTask.getOverlay

Returns the overlay override value of this task
overload 1:
RenderTask:getOverlay()
Method Property Fluent Description Representation
Return Value a Vector2

RenderTask.getLight

Returns the light override value of this task
overload 1:
RenderTask:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

RenderTask.setOverlay

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
RenderTask:setOverlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
RenderTask:setOverlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

RenderTask.scale

Sets the scale of the task, relative to its attached part
overload 1:
RenderTask:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
RenderTask:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

RenderTask.enabled

figura.docs.render_task.set_enabled
overload 1:
RenderTask:enabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

RenderTask.pos

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
RenderTask:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
RenderTask:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

RenderTask.matrix

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
RenderTask:matrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

RenderTask.rot

Sets the rotation of the task, relative to its attached part
overload 1:
RenderTask:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
RenderTask:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

RenderTask.light

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
RenderTask:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
RenderTask:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

RenderTask.overlay

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
RenderTask:overlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
RenderTask:overlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

Sound

Represents a sound that can be played
Obtained by indexing the SoundAPI
Exists as an object-oriented alternative to sounds:playSound()

Sound.stop

Stops the playback of this sound
overload 1:
Sound:stop()
Method Property Fluent Description Representation
Return Value a Sound

Sound.pause

Pauses the current playback of this sound
overload 1:
Sound:pause()
Method Property Fluent Description Representation
Return Value a Sound

Sound.isPlaying

Checks if this sound is being played
overload 1:
Sound:isPlaying()
Method Property Fluent Description Representation
Return Value a Boolean

Sound.getVolume

Gets this sound volume
overload 1:
Sound:getVolume()
Method Property Fluent Description Representation
Return Value a Number

Sound.setVolume

Sets the volume of this sound
Default 1
overload 1:
Sound:setVolume(volume)
Method Property Fluent Description Representation
volume accepts a Number
Return Value a Sound

Sound.setAttenuation

Sets the attenuation of this sound
Default 1
overload 1:
Sound:setAttenuation(attenuation)
Method Property Fluent Description Representation
attenuation accepts a Number
Return Value a Sound

Sound.getPitch

Gets this sound pitch
overload 1:
Sound:getPitch()
Method Property Fluent Description Representation
Return Value a Number

Sound.getAttenuation

Gets this sound attenuation
overload 1:
Sound:getAttenuation()
Method Property Fluent Description Representation
Return Value a Number

Sound.isLooping

Checks if this sound is looping
overload 1:
Sound:isLooping()
Method Property Fluent Description Representation
Return Value a Boolean

Sound.setLoop

Toggles if this sound should loop
Default false
overload 1:
Sound:setLoop(loop)
Method Property Fluent Description Representation
loop accepts a Boolean
Return Value a Sound

Sound.setPitch

Sets the pitch of this sound
Default 1
overload 1:
Sound:setPitch(pitch)
Method Property Fluent Description Representation
pitch accepts a Number
Return Value a Sound

Sound.play

Plays this sound, or resume a paused sound
overload 1:
Sound:play()
Method Property Fluent Description Representation
Return Value a Sound

Sound.getPos

Get this sound position
overload 1:
Sound:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

Sound.setPos

Sets the position of this sound
Position is given in world coordinates
Default 0
overload 1:
Sound:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Sound
overload 2:
Sound:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Sound

Sound.volume

Sets the volume of this sound
Default 1
overload 1:
Sound:volume(volume)
Method Property Fluent Description Representation
volume accepts a Number
Return Value a Sound

Sound.attenuation

Sets the attenuation of this sound
Default 1
overload 1:
Sound:attenuation(attenuation)
Method Property Fluent Description Representation
attenuation accepts a Number
Return Value a Sound

Sound.loop

Toggles if this sound should loop
Default false
overload 1:
Sound:loop(loop)
Method Property Fluent Description Representation
loop accepts a Boolean
Return Value a Sound

Sound.pitch

Sets the pitch of this sound
Default 1
overload 1:
Sound:pitch(pitch)
Method Property Fluent Description Representation
pitch accepts a Number
Return Value a Sound

Sound.pos

Sets the position of this sound
Position is given in world coordinates
Default 0
overload 1:
Sound:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Sound
overload 2:
Sound:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Sound

SpriteTask

subclasses RenderTask

A task for rendering a single Sprite

SpriteTask.getSize

Returns the width and height used to render this sprite
overload 1:
SpriteTask:getSize()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.getDimensions

Returns the texture dimensions, used in UV calculation
overload 1:
SpriteTask:getDimensions()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.getRegion

Gets the texture UV region
overload 1:
SpriteTask:getRegion()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.setSize

Sets the width and height used to render this sprite
overload 1:
SpriteTask:setSize(size)
Method Property Fluent Description Representation
size accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:setSize(width, height)
Method Property Fluent Description Representation
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.setColor

Sets a color multiplier for this sprite
Values are RGBA from 0 to 1
Default values are 1,
alpha is optional
overload 1:
SpriteTask:setColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a SpriteTask
overload 2:
SpriteTask:setColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a SpriteTask
overload 3:
SpriteTask:setColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a SpriteTask

SpriteTask.setRegion

Sets the texture UV region
Uses its dimensions to calculate the max UV
overload 1:
SpriteTask:setRegion(region)
Method Property Fluent Description Representation
region accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:setRegion(width, height)
Method Property Fluent Description Representation
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.setDimensions

Sets the texture dimensions, used in UV calculation
overload 1:
SpriteTask:setDimensions(dimensions)
Method Property Fluent Description Representation
dimensions accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:setDimensions(width, height)
Method Property Fluent Description Representation
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.getColor

Gets the current color multiplier of this sprite
Values are RGBA from 0 to 1
overload 1:
SpriteTask:getColor()
Method Property Fluent Description Representation
Return Value a Vector4

SpriteTask.getTexture

Returns this task's current texture
overload 1:
SpriteTask:getTexture()
Method Property Fluent Description Representation
Return Value a String

SpriteTask.setTexture

Sets this task's texture
The texture's width and height must be provided if the texture is a location
For custom textures,
the dimensions are optional
overload 1:
SpriteTask:setTexture(textureLocation, width, height)
Method Property Fluent Description Representation
textureLocation accepts a String
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask
overload 2:
SpriteTask:setTexture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value a SpriteTask
overload 3:
SpriteTask:setTexture(texture, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.getRenderType

Gets the name of the current render type for this sprite
overload 1:
SpriteTask:getRenderType()
Method Property Fluent Description Representation
Return Value a String

SpriteTask.setRenderType

Sets the current render type of this sprite
TRANSLUCENT by default
Check the docs enum command for all render types
overload 1:
SpriteTask:setRenderType(renderType)
Method Property Fluent Description Representation
renderType accepts a String
Return Value a SpriteTask

SpriteTask.setUV

Sets this texture UV offset
The Region and Dimension are used to calculate the end UV
overload 1:
SpriteTask:setUV(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:setUV(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a SpriteTask

SpriteTask.getUV

Gets this texture UV offset
overload 1:
SpriteTask:getUV()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.getUVPixels

Get this texture UV offset, in pixels, based on the texture's dimension
overload 1:
SpriteTask:getUVPixels()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.setUVPixels

Set this texture UV offset, in pixels, based on the texture's dimension
overload 1:
SpriteTask:setUVPixels(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:setUVPixels(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a SpriteTask

SpriteTask.getVertices

Returns a table with all 4 vertices of this sprite
Changing the values through other functions will reset those vertices
overload 1:
SpriteTask:getVertices()
Method Property Fluent Description Representation
Return Value a table

SpriteTask.getName

Inherited from RenderTask

Get this task's name
overload 1:
SpriteTask:getName()
Method Property Fluent Description Representation
Return Value a String

SpriteTask.isEnabled

Inherited from RenderTask

figura.docs.render_task.is_enabled
overload 1:
SpriteTask:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

SpriteTask.setScale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
SpriteTask:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
SpriteTask:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

SpriteTask.getPositionMatrixRaw

Inherited from RenderTask

Returns the position matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before getting it
overload 1:
SpriteTask:getPositionMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix4

SpriteTask.setEnabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
SpriteTask:setEnabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

SpriteTask.getRot

Inherited from RenderTask

Gets this task rotation
overload 1:
SpriteTask:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

SpriteTask.getPos

Inherited from RenderTask

Gets this task position
overload 1:
SpriteTask:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

SpriteTask.setPos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
SpriteTask:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
SpriteTask:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

SpriteTask.setMatrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
SpriteTask:setMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

SpriteTask.setRot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
SpriteTask:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
SpriteTask:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

SpriteTask.getScale

Inherited from RenderTask

Gets this task scale
overload 1:
SpriteTask:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

SpriteTask.getNormalMatrixRaw

Inherited from RenderTask

Returns the normal matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before returning it
overload 1:
SpriteTask:getNormalMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix3

SpriteTask.getPositionMatrix

Inherited from RenderTask

Recalculates the matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
SpriteTask:getPositionMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

SpriteTask.getNormalMatrix

Inherited from RenderTask

Recalculates the normal matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
SpriteTask:getNormalMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

SpriteTask.setLight

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
SpriteTask:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
SpriteTask:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

SpriteTask.getOverlay

Inherited from RenderTask

Returns the overlay override value of this task
overload 1:
SpriteTask:getOverlay()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.getLight

Inherited from RenderTask

Returns the light override value of this task
overload 1:
SpriteTask:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

SpriteTask.setOverlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
SpriteTask:setOverlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
SpriteTask:setOverlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

SpriteTask.size

Sets the width and height used to render this sprite
overload 1:
SpriteTask:size(size)
Method Property Fluent Description Representation
size accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:size(width, height)
Method Property Fluent Description Representation
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.color

Sets a color multiplier for this sprite
Values are RGBA from 0 to 1
Default values are 1,
alpha is optional
overload 1:
SpriteTask:color(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a SpriteTask
overload 2:
SpriteTask:color(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a SpriteTask
overload 3:
SpriteTask:color(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a SpriteTask

SpriteTask.region

Sets the texture UV region
Uses its dimensions to calculate the max UV
overload 1:
SpriteTask:region(region)
Method Property Fluent Description Representation
region accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:region(width, height)
Method Property Fluent Description Representation
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.dimensions

Sets the texture dimensions, used in UV calculation
overload 1:
SpriteTask:dimensions(dimensions)
Method Property Fluent Description Representation
dimensions accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:dimensions(width, height)
Method Property Fluent Description Representation
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.texture

Sets this task's texture
The texture's width and height must be provided if the texture is a location
For custom textures,
the dimensions are optional
overload 1:
SpriteTask:texture(textureLocation, width, height)
Method Property Fluent Description Representation
textureLocation accepts a String
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask
overload 2:
SpriteTask:texture(texture)
Method Property Fluent Description Representation
texture accepts a Texture
Return Value a SpriteTask
overload 3:
SpriteTask:texture(texture, width, height)
Method Property Fluent Description Representation
texture accepts a Texture
width accepts an Integer
height accepts an Integer
Return Value a SpriteTask

SpriteTask.renderType

Sets the current render type of this sprite
TRANSLUCENT by default
Check the docs enum command for all render types
overload 1:
SpriteTask:renderType(renderType)
Method Property Fluent Description Representation
renderType accepts a String
Return Value a SpriteTask

SpriteTask.uv

Sets this texture UV offset
The Region and Dimension are used to calculate the end UV
overload 1:
SpriteTask:uv(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:uv(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a SpriteTask

SpriteTask.uvPixels

Set this texture UV offset, in pixels, based on the texture's dimension
overload 1:
SpriteTask:uvPixels(uv)
Method Property Fluent Description Representation
uv accepts a Vector2
Return Value a SpriteTask
overload 2:
SpriteTask:uvPixels(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a SpriteTask

SpriteTask.scale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
SpriteTask:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
SpriteTask:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

SpriteTask.enabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
SpriteTask:enabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

SpriteTask.pos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
SpriteTask:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
SpriteTask:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

SpriteTask.matrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
SpriteTask:matrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

SpriteTask.rot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
SpriteTask:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
SpriteTask:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

SpriteTask.light

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
SpriteTask:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
SpriteTask:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

SpriteTask.overlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
SpriteTask:overlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
SpriteTask:overlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

TextTask

subclasses RenderTask

A task for rendering some Text

TextTask.getText

Returns the Text from this task
overload 1:
TextTask:getText()
Method Property Fluent Description Representation
Return Value a String

TextTask.setText

Sets the Text for this task render
overload 1:
TextTask:setText(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a TextTask

TextTask.getWidth

Gets this text's max width
Defaults to 0
overload 1:
TextTask:getWidth()
Method Property Fluent Description Representation
Return Value an Integer

TextTask.setBackgroundColor

Sets the background color of this text
If the alpha value is not given,
it will use the vanilla value (as in the accessibility settings)
overload 1:
TextTask:setBackgroundColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a TextTask
overload 2:
TextTask:setBackgroundColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a TextTask

TextTask.setWidth

Sets this text's max width, wrapping the text into multiple lines
A width of 0 or less does not wrap the text
Defaults to 0
overload 1:
TextTask:setWidth(width)
Method Property Fluent Description Representation
width accepts an Integer
Return Value a TextTask

TextTask.hasBackground

Check if this text should render its background
Defaults to false
overload 1:
TextTask:hasBackground()
Method Property Fluent Description Representation
Return Value a Boolean

TextTask.setSeeThrough

Sets if this text can be seen behind walls
Defaults to false
overload 1:
TextTask:setSeeThrough(seeThrough)
Method Property Fluent Description Representation
seeThrough accepts a Boolean
Return Value a TextTask

TextTask.getBackgroundColor

Gets this text's background color
overload 1:
TextTask:getBackgroundColor()
Method Property Fluent Description Representation
Return Value a Vector4

TextTask.isSeeThrough

Check if this text can be seen behind walls
Defaults to false
overload 1:
TextTask:isSeeThrough()
Method Property Fluent Description Representation
Return Value a Boolean

TextTask.setWrap

Sets if this text should wrap lines
overload 1:
TextTask:setWrap(wrap)
Method Property Fluent Description Representation
wrap accepts a Boolean
Return Value a TextTask

TextTask.setBackground

Sets if this text should render its background
Defaults to false
overload 1:
TextTask:setBackground(background)
Method Property Fluent Description Representation
background accepts a Boolean
Return Value a TextTask

TextTask.setOutlineColor

Sets the outline color this Text should render
Only compatible with "Outline" mode
overload 1:
TextTask:setOutlineColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a TextTask
overload 2:
TextTask:setOutlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a TextTask

TextTask.HasWrap

Check if this text should wrap lines
overload 1:
TextTask:HasWrap()
Method Property Fluent Description Representation
Return Value a Boolean

TextTask.setAlignment

Sets this Text alignment
Can be either "LEFT", "RIGHT" or "CENTER"
Default "LEFT"
overload 1:
TextTask:setAlignment(alignment)
Method Property Fluent Description Representation
alignment accepts a String
Return Value a TextTask

TextTask.hasOutline

Checks if this task text has an outline
overload 1:
TextTask:hasOutline()
Method Property Fluent Description Representation
Return Value a Boolean

TextTask.hasShadow

Checks if this task text has shadow
overload 1:
TextTask:hasShadow()
Method Property Fluent Description Representation
Return Value a Boolean

TextTask.setOutline

Toggles if the text should render with an outline
The text will always render at full brightness if it is given an outline
Not compatible with "Shadow" and "Emissive" modes
overload 1:
TextTask:setOutline(outline)
Method Property Fluent Description Representation
outline accepts a Boolean
Return Value a TextTask

TextTask.getOutlineColor

Gets this tasks text outline color
overload 1:
TextTask:getOutlineColor()
Method Property Fluent Description Representation
Return Value a Vector3

TextTask.getAlignment

Returns this Text alignment
Default "LEFT"
overload 1:
TextTask:getAlignment()
Method Property Fluent Description Representation
Return Value a String

TextTask.setShadow

Toggles if the Text should render with a drop shadow
Not compatible with "Outline" mode
overload 1:
TextTask:setShadow(shadow)
Method Property Fluent Description Representation
shadow accepts a Boolean
Return Value a TextTask

TextTask.getName

Inherited from RenderTask

Get this task's name
overload 1:
TextTask:getName()
Method Property Fluent Description Representation
Return Value a String

TextTask.isEnabled

Inherited from RenderTask

figura.docs.render_task.is_enabled
overload 1:
TextTask:isEnabled()
Method Property Fluent Description Representation
Return Value a Boolean

TextTask.setScale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
TextTask:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
TextTask:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

TextTask.getPositionMatrixRaw

Inherited from RenderTask

Returns the position matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before getting it
overload 1:
TextTask:getPositionMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix4

TextTask.setEnabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
TextTask:setEnabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

TextTask.getRot

Inherited from RenderTask

Gets this task rotation
overload 1:
TextTask:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

TextTask.getPos

Inherited from RenderTask

Gets this task position
overload 1:
TextTask:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

TextTask.setPos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
TextTask:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
TextTask:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

TextTask.setMatrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
TextTask:setMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

TextTask.setRot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
TextTask:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
TextTask:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

TextTask.getScale

Inherited from RenderTask

Gets this task scale
overload 1:
TextTask:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

TextTask.getNormalMatrixRaw

Inherited from RenderTask

Returns the normal matrix for this render task
The Raw version of the function is different in that it doesn't recalculate the matrix before returning it
overload 1:
TextTask:getNormalMatrixRaw()
Method Property Fluent Description Representation
Return Value a Matrix3

TextTask.getPositionMatrix

Inherited from RenderTask

Recalculates the matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
TextTask:getPositionMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

TextTask.getNormalMatrix

Inherited from RenderTask

Recalculates the normal matrix for this render task, based on its current position, rotation, scale, and pivot, then returns this matrix
overload 1:
TextTask:getNormalMatrix()
Method Property Fluent Description Representation
Return Value a Matrix3

TextTask.setLight

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
TextTask:setLight(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
TextTask:setLight(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

TextTask.getOverlay

Inherited from RenderTask

Returns the overlay override value of this task
overload 1:
TextTask:getOverlay()
Method Property Fluent Description Representation
Return Value a Vector2

TextTask.getLight

Inherited from RenderTask

Returns the light override value of this task
overload 1:
TextTask:getLight()
Method Property Fluent Description Representation
Return Value a Vector2

TextTask.setOverlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
TextTask:setOverlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
TextTask:setOverlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

TextTask.text

Sets the Text for this task render
overload 1:
TextTask:text(text)
Method Property Fluent Description Representation
text accepts a String
Return Value a TextTask

TextTask.backgroundColor

Sets the background color of this text
If the alpha value is not given,
it will use the vanilla value (as in the accessibility settings)
overload 1:
TextTask:backgroundColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a TextTask
overload 2:
TextTask:backgroundColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a TextTask

TextTask.width

Sets this text's max width, wrapping the text into multiple lines
A width of 0 or less does not wrap the text
Defaults to 0
overload 1:
TextTask:width(width)
Method Property Fluent Description Representation
width accepts an Integer
Return Value a TextTask

TextTask.seeThrough

Sets if this text can be seen behind walls
Defaults to false
overload 1:
TextTask:seeThrough(seeThrough)
Method Property Fluent Description Representation
seeThrough accepts a Boolean
Return Value a TextTask

TextTask.wrap

Sets if this text should wrap lines
overload 1:
TextTask:wrap(wrap)
Method Property Fluent Description Representation
wrap accepts a Boolean
Return Value a TextTask

TextTask.background

Sets if this text should render its background
Defaults to false
overload 1:
TextTask:background(background)
Method Property Fluent Description Representation
background accepts a Boolean
Return Value a TextTask

TextTask.outlineColor

Sets the outline color this Text should render
Only compatible with "Outline" mode
overload 1:
TextTask:outlineColor(color)
Method Property Fluent Description Representation
color accepts a Vector3
Return Value a TextTask
overload 2:
TextTask:outlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a TextTask

TextTask.alignment

Sets this Text alignment
Can be either "LEFT", "RIGHT" or "CENTER"
Default "LEFT"
overload 1:
TextTask:alignment(alignment)
Method Property Fluent Description Representation
alignment accepts a String
Return Value a TextTask

TextTask.outline

Toggles if the text should render with an outline
The text will always render at full brightness if it is given an outline
Not compatible with "Shadow" and "Emissive" modes
overload 1:
TextTask:outline(outline)
Method Property Fluent Description Representation
outline accepts a Boolean
Return Value a TextTask

TextTask.shadow

Toggles if the Text should render with a drop shadow
Not compatible with "Outline" mode
overload 1:
TextTask:shadow(shadow)
Method Property Fluent Description Representation
shadow accepts a Boolean
Return Value a TextTask

TextTask.scale

Inherited from RenderTask

Sets the scale of the task, relative to its attached part
overload 1:
TextTask:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a RenderTask
overload 2:
TextTask:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

TextTask.enabled

Inherited from RenderTask

figura.docs.render_task.set_enabled
overload 1:
TextTask:enabled(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RenderTask

TextTask.pos

Inherited from RenderTask

Sets the position of the task, relative to its attached part
Uses model coordinates
overload 1:
TextTask:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RenderTask
overload 2:
TextTask:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

TextTask.matrix

Inherited from RenderTask

Sets the given matrix as the position matrix for this render task
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position,
rot, or scale in the render task
If you call setPos() or a similar function,
the effects of setMatrix() will be overwritten
overload 1:
TextTask:matrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RenderTask

TextTask.rot

Inherited from RenderTask

Sets the rotation of the task, relative to its attached part
overload 1:
TextTask:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RenderTask
overload 2:
TextTask:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RenderTask

TextTask.light

Inherited from RenderTask

Sets the light override value of this task
Values are given from 0 to 15,
indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this task
overload 1:
TextTask:light(light)
Method Property Fluent Description Representation
light accepts a Vector2
Return Value a RenderTask
overload 2:
TextTask:light(blockLight, skyLight)
Method Property Fluent Description Representation
blockLight accepts an Integer
skyLight accepts an Integer
Return Value a RenderTask

TextTask.overlay

Inherited from RenderTask

Sets the overlay override value of this task
Values you give are 0 to 15,
indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this task
overload 1:
TextTask:overlay(overlay)
Method Property Fluent Description Representation
overlay accepts a Vector2
Return Value a RenderTask
overload 2:
TextTask:overlay(whiteOverlay, hurtOverlay)
Method Property Fluent Description Representation
whiteOverlay accepts an Integer
hurtOverlay accepts an Integer
Return Value a RenderTask

Texture

A texture object, either generated by the model or created with the TextureAPI

Texture.getName

Returns this texture name
overload 1:
Texture:getName()
Method Property Fluent Description Representation
Return Value a String

Texture.update

Updates the texture to the GPU, applying all the changes
overload 1:
Texture:update()
Method Property Fluent Description Representation
Return Value a Texture

Texture.fill

Sets the RGBA color of the entire specified region
overload 1:
Texture:fill(x, y, width, height, rgb)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
width accepts an Integer
height accepts an Integer
rgb accepts a Vector3
Return Value a Texture
overload 2:
Texture:fill(x, y, width, height, rgba)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
width accepts an Integer
height accepts an Integer
rgba accepts a Vector4
Return Value a Texture
overload 3:
Texture:fill(x, y, width, height, r, g, b, a)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
width accepts an Integer
height accepts an Integer
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a Texture

Texture.save

Returns a base64 string representation of this texture
overload 1:
Texture:save()
Method Property Fluent Description Representation
Return Value a String

Texture.getDimensions

Returns a vector of this texture width and height
overload 1:
Texture:getDimensions()
Method Property Fluent Description Representation
Return Value a Vector2

Texture.getPixel

Gets the RGBA color from the specified pixel
overload 1:
Texture:getPixel(x, y)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
Return Value a Vector4

Texture.setPixel

Sets the RGBA color of the specified pixel
overload 1:
Texture:setPixel(x, y, rgb)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
rgb accepts a Vector3
Return Value a Texture
overload 2:
Texture:setPixel(x, y, rgba)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
rgba accepts a Vector4
Return Value a Texture
overload 3:
Texture:setPixel(x, y, r, g, b, a)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a Texture

Texture.restore

Restores the texture to its original state, before any modifications
overload 1:
Texture:restore()
Method Property Fluent Description Representation
Return Value a Texture

Texture.applyFunc

Calls the given function on the specified area of this texture, it will iterate over each pixel, giving its current x, y, and color as arguments, the color is a vec4 in RGBA format, and the return value will set that pixel's color
Invalid return values or nil takes no effects
overload 1:
Texture:applyFunc(x, y, width, height, func)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
width accepts an Integer
height accepts an Integer
func accepts a function that takes a Vector4, a Number and a Number and will return either a Vector4 or nil
Return Value a Texture

Texture.pixel

Sets the RGBA color of the specified pixel
overload 1:
Texture:pixel(x, y, rgb)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
rgb accepts a Vector3
Return Value a Texture
overload 2:
Texture:pixel(x, y, rgba)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
rgba accepts a Vector4
Return Value a Texture
overload 3:
Texture:pixel(x, y, r, g, b, a)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a Texture

VanillaModelGroup

subclasses VanillaPart

Represents a group of model parts in a vanilla model
Used for easy reference of normal parts
All changes also applies to all children parts

VanillaModelGroup.setScale

Inherited from VanillaPart

Set this part and its children's scale
overload 1:
VanillaModelGroup:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.setVisible

Inherited from VanillaPart

Sets this part and its children to be visible or invisible
overload 1:
VanillaModelGroup:setVisible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a VanillaPart

VanillaModelGroup.setPos

Inherited from VanillaPart

Set this part and its children's position, preserving the previous values
overload 1:
VanillaModelGroup:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.setOffsetRot

Inherited from VanillaPart

Offsets this part and its children's rotation, adding on top of the vanilla values
overload 1:
VanillaModelGroup:setOffsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:setOffsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.setRot

Inherited from VanillaPart

Set this part and its children's rotation
overload 1:
VanillaModelGroup:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.setOffsetScale

Inherited from VanillaPart

Offsets this part and its children's scale, multiplying with the vanilla values
overload 1:
VanillaModelGroup:setOffsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:setOffsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.getVisible

Inherited from VanillaPart

Gets whether you have set this part to be visible or invisible
overload 1:
VanillaModelGroup:getVisible()
Method Property Fluent Description Representation
Return Value a Boolean

VanillaModelGroup.getRot

Inherited from VanillaPart

Get this part's set rotation
Returns the value set by the "set" function
overload 1:
VanillaModelGroup:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelGroup.getPos

Inherited from VanillaPart

Get this part's set position
Returns the value set by the "set" function
overload 1:
VanillaModelGroup:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelGroup.getScale

Inherited from VanillaPart

Get this part's set scale
Returns the value set by the "set" function
overload 1:
VanillaModelGroup:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelGroup.getOffsetScale

Inherited from VanillaPart

Gets this part's scale offset
overload 1:
VanillaModelGroup:getOffsetScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelGroup.getOffsetRot

Inherited from VanillaPart

Gets this part's rotation offset
overload 1:
VanillaModelGroup:getOffsetRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelGroup.scale

Inherited from VanillaPart

Set this part and its children's scale
overload 1:
VanillaModelGroup:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.visible

Inherited from VanillaPart

Sets this part and its children to be visible or invisible
overload 1:
VanillaModelGroup:visible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a VanillaPart

VanillaModelGroup.pos

Inherited from VanillaPart

Set this part and its children's position, preserving the previous values
overload 1:
VanillaModelGroup:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.offsetRot

Inherited from VanillaPart

Offsets this part and its children's rotation, adding on top of the vanilla values
overload 1:
VanillaModelGroup:offsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:offsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.rot

Inherited from VanillaPart

Set this part and its children's rotation
overload 1:
VanillaModelGroup:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelGroup.offsetScale

Inherited from VanillaPart

Offsets this part and its children's scale, multiplying with the vanilla values
overload 1:
VanillaModelGroup:offsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelGroup:offsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart

subclasses VanillaPart

Represents a model part in a vanilla model
Can be queried for vanilla transform values

VanillaModelPart.getOriginVisible

Gets if this vanilla model part is visible or not, without interference from your script
overload 1:
VanillaModelPart:getOriginVisible()
Method Property Fluent Description Representation
Return Value a Boolean

VanillaModelPart.getOriginPos

Gets the position offset to this vanilla model part currently applied by Minecraft
overload 1:
VanillaModelPart:getOriginPos()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.getOriginScale

Gets the scale to this vanilla model part currently applied by Minecraft
overload 1:
VanillaModelPart:getOriginScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.getOriginRot

Gets the rotation to this vanilla model part currently applied by Minecraft
overload 1:
VanillaModelPart:getOriginRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.setScale

Inherited from VanillaPart

Set this part's scale
overload 1:
VanillaModelPart:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.setVisible

Inherited from VanillaPart

Sets this part to be visible or invisible
overload 1:
VanillaModelPart:setVisible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a VanillaPart

VanillaModelPart.getVisible

Inherited from VanillaPart

Gets whether you have set this part to be visible or invisible
overload 1:
VanillaModelPart:getVisible()
Method Property Fluent Description Representation
Return Value a Boolean

VanillaModelPart.getRot

Inherited from VanillaPart

Get this part's set rotation
Returns the value set by the "set" function
overload 1:
VanillaModelPart:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.getPos

Inherited from VanillaPart

Get this part's set position
Returns the value set by the "set" function
overload 1:
VanillaModelPart:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.setPos

Inherited from VanillaPart

Set this part's position, preserving the previous values
overload 1:
VanillaModelPart:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.setOffsetRot

Inherited from VanillaPart

Offsets this part's rotation, adding on top of the vanilla values
overload 1:
VanillaModelPart:setOffsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:setOffsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.setRot

Inherited from VanillaPart

Set this part's rotation
overload 1:
VanillaModelPart:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.getScale

Inherited from VanillaPart

Get this part's set scale
Returns the value set by the "set" function
overload 1:
VanillaModelPart:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.getOffsetScale

Inherited from VanillaPart

Gets this part's scale offset
overload 1:
VanillaModelPart:getOffsetScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.getOffsetRot

Inherited from VanillaPart

Gets this part's rotation offset
overload 1:
VanillaModelPart:getOffsetRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaModelPart.setOffsetScale

Inherited from VanillaPart

Offsets this part's scale, multiplying with the vanilla values
overload 1:
VanillaModelPart:setOffsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:setOffsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.scale

Inherited from VanillaPart

Set this part's scale
overload 1:
VanillaModelPart:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.visible

Inherited from VanillaPart

Sets this part to be visible or invisible
overload 1:
VanillaModelPart:visible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a VanillaPart

VanillaModelPart.pos

Inherited from VanillaPart

Set this part's position, preserving the previous values
overload 1:
VanillaModelPart:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.offsetRot

Inherited from VanillaPart

Offsets this part's rotation, adding on top of the vanilla values
overload 1:
VanillaModelPart:offsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:offsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.rot

Inherited from VanillaPart

Set this part's rotation
overload 1:
VanillaModelPart:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaModelPart.offsetScale

Inherited from VanillaPart

Offsets this part's scale, multiplying with the vanilla values
overload 1:
VanillaModelPart:offsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaModelPart:offsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart

An abstract superclass for vanilla model parts and groups
This part can be transformed similar to custom model parts,
however not with the same extent

VanillaPart.setScale

Set this part's scale
overload 1:
VanillaPart:setScale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:setScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.setVisible

Sets this part to be visible or invisible
overload 1:
VanillaPart:setVisible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a VanillaPart

VanillaPart.getVisible

Gets whether you have set this part to be visible or invisible
overload 1:
VanillaPart:getVisible()
Method Property Fluent Description Representation
Return Value a Boolean

VanillaPart.getRot

Get this part's set rotation
Returns the value set by the "set" function
overload 1:
VanillaPart:getRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaPart.getPos

Get this part's set position
Returns the value set by the "set" function
overload 1:
VanillaPart:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaPart.setPos

Set this part's position, preserving the previous values
overload 1:
VanillaPart:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.setOffsetRot

Offsets this part's rotation, adding on top of the vanilla values
overload 1:
VanillaPart:setOffsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:setOffsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.setRot

Set this part's rotation
overload 1:
VanillaPart:setRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:setRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.getScale

Get this part's set scale
Returns the value set by the "set" function
overload 1:
VanillaPart:getScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaPart.getOffsetScale

Gets this part's scale offset
overload 1:
VanillaPart:getOffsetScale()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaPart.getOffsetRot

Gets this part's rotation offset
overload 1:
VanillaPart:getOffsetRot()
Method Property Fluent Description Representation
Return Value a Vector3

VanillaPart.setOffsetScale

Offsets this part's scale, multiplying with the vanilla values
overload 1:
VanillaPart:setOffsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:setOffsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.scale

Set this part's scale
overload 1:
VanillaPart:scale(scale)
Method Property Fluent Description Representation
scale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:scale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.visible

Sets this part to be visible or invisible
overload 1:
VanillaPart:visible(visible)
Method Property Fluent Description Representation
visible accepts a Boolean
Return Value a VanillaPart

VanillaPart.pos

Set this part's position, preserving the previous values
overload 1:
VanillaPart:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.offsetRot

Offsets this part's rotation, adding on top of the vanilla values
overload 1:
VanillaPart:offsetRot(offsetRot)
Method Property Fluent Description Representation
offsetRot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:offsetRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.rot

Set this part's rotation
overload 1:
VanillaPart:rot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:rot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

VanillaPart.offsetScale

Offsets this part's scale, multiplying with the vanilla values
overload 1:
VanillaPart:offsetScale(offsetScale)
Method Property Fluent Description Representation
offsetScale accepts a Vector3
Return Value a VanillaPart
overload 2:
VanillaPart:offsetScale(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a VanillaPart

Vector2

A vector that holds 2 numbers
Can be created using functions in the "vectors" api
Meta name Allowed other parameters Meta execution method
__le
  • Vector2
x <= y
__lt
  • Vector2
x < y
__len
#x
__unm
-x
__eq
  • Vector2
x == y
__mod
  • Number
  • Vector2
x % y
__div
  • Number
  • Vector2
x / y
__mul
  • Number
  • Vector2
  • Matrix2
x * y
__add
  • Vector2
  • Number
x + y
__sub
  • Vector2
  • Number
x - y

Vector2.add

Adds the given vector or values to this one, and returns self for chaining
overload 1:
Vector2:add(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Vector2:add(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Vector2.length

Returns the length of this vector
overload 1:
Vector2:length()
Method Property Fluent Description Representation
Return Value a Number

Vector2.floor

Returns a copy of this vector with its values rounded down
overload 1:
Vector2:floor()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.ceil

Returns a copy of this vector with its values rounded up
overload 1:
Vector2:ceil()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.scale

Scales this vector by the given factor, and returns self for chaining
overload 1:
Vector2:scale(factor)
Method Property Fluent Description Representation
factor accepts a Number
Return Value a Vector2

Vector2.offset

Offsets this vector by the given factor, adding the factor to all components, and returns self for chaining
overload 1:
Vector2:offset(factor)
Method Property Fluent Description Representation
factor accepts a Number
Return Value a Vector2

Vector2.transform

Transforms this vector by the given matrix, and returns self for chaining
overload 1:
Vector2:transform(mat)
Method Property Fluent Description Representation
mat accepts a Matrix2
Return Value a Vector2

Vector2.dot

Returns the dot product of this vector with the other
overload 1:
Vector2:dot(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Number

Vector2.set

Sets this vector to have the given values
Nil values are treated as zero
Returns self for chaining
overload 1:
Vector2:set(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Vector2:set(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Vector2.copy

Creates and returns a copy of this vector
overload 1:
Vector2:copy()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.normalize

Modifies this vector so that its length is 1 unless its length was originally 0
Returns self for chaining
overload 1:
Vector2:normalize()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.reset

Resets this vector back to being all zeroes, and returns itself for chaining
overload 1:
Vector2:reset()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.reduce

Reduces this vector modulo the given vector or values, and returns self for chaining
overload 1:
Vector2:reduce(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Vector2:reduce(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Vector2.normalized

Returns a copy of this vector with length 1 unless its length was originally 0
overload 1:
Vector2:normalized()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.sub

Subtracts the given vector or values from this one, and returns self for chaining
overload 1:
Vector2:sub(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Vector2:sub(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Vector2.mul

Multiplies the given vector or values into this one, and returns self for chaining
overload 1:
Vector2:mul(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Vector2:mul(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Vector2.div

Divides this vector by the given vector or values, and returns self for chaining
overload 1:
Vector2:div(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a Vector2
overload 2:
Vector2:div(x, y)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
Return Value a Vector2

Vector2.unpack

Returns this vector's values as separate numbers
overload 1:
Vector2:unpack()
Method Property Fluent Description Representation
Return Value a Varargs

Vector2.clamped

Returns a modified copy of this vector, with its length clamped from minLength to maxLength
If the vector has length zero,
then the copy does too
overload 1:
Vector2:clamped(minLength, maxLength)
Method Property Fluent Description Representation
minLength accepts a Number
maxLength accepts a Number
Return Value a Vector2

Vector2.clampLength

Modifies this vector so that its length is between minLength and maxLength
If the vector has length zero,
it is unmodified
Returns self for chaining
overload 1:
Vector2:clampLength(minLength, maxLength)
Method Property Fluent Description Representation
minLength accepts a Number
maxLength accepts a Number
Return Value a Vector2

Vector2.toRad

Returns a copy of this vector, in radians
overload 1:
Vector2:toRad()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.lengthSquared

Returns the length of this vector squared
Suitable when you only care about relative lengths,
because it avoids a square root
overload 1:
Vector2:lengthSquared()
Method Property Fluent Description Representation
Return Value a Number

Vector2.toDeg

Returns a copy of this vector, in degrees
overload 1:
Vector2:toDeg()
Method Property Fluent Description Representation
Return Value a Vector2

Vector2.applyFunc

Calls the given function on each element of this vector, and sets the values of the vector to the returns
The current index and its value is given as arguments of the function
Returns self for chaining
overload 1:
Vector2:applyFunc(func)
Method Property Fluent Description Representation
func accepts a function that takes a Number and an Integer and will return a Number
Return Value a Vector2

Vector2.x

The first coordinate of this vector
Can also be gotten with the indices "r" and [1]
field signature:
x
Method Property Fluent Description Representation
Field Type a Number

Vector2.y

The second coordinate of this vector
Can also be gotten with the indices "g" and [2]
field signature:
y
Method Property Fluent Description Representation
Field Type a Number

Vector3

A vector that holds 3 numbers
Can be created using functions in the "vectors" api
Meta name Allowed other parameters Meta execution method
__le
  • Vector3
x <= y
__lt
  • Vector3
x < y
__len
#x
__unm
-x
__eq
  • Vector3
x == y
__mod
  • Number
  • Vector3
x % y
__div
  • Number
  • Vector3
x / y
__mul
  • Number
  • Vector3
  • Matrix3
x * y
__add
  • Vector3
  • Number
x + y
__sub
  • Vector3
  • Number
x - y

Vector3.add

Adds the given vector or values to this one, and returns self for chaining
overload 1:
Vector3:add(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Vector3:add(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Vector3.length

Returns the length of this vector
overload 1:
Vector3:length()
Method Property Fluent Description Representation
Return Value a Number

Vector3.floor

Returns a copy of this vector with its values rounded down
overload 1:
Vector3:floor()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.ceil

Returns a copy of this vector with its values rounded up
overload 1:
Vector3:ceil()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.scale

Scales this vector by the given factor, and returns self for chaining
overload 1:
Vector3:scale(factor)
Method Property Fluent Description Representation
factor accepts a Number
Return Value a Vector3

Vector3.offset

Offsets this vector by the given factor, adding the factor to all components, and returns self for chaining
overload 1:
Vector3:offset(factor)
Method Property Fluent Description Representation
factor accepts a Number
Return Value a Vector3

Vector3.transform

Transforms this vector by the given matrix, and returns self for chaining
overload 1:
Vector3:transform(mat)
Method Property Fluent Description Representation
mat accepts a Matrix3
Return Value a Vector3

Vector3.dot

Returns the dot product of this vector with the other
overload 1:
Vector3:dot(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Number

Vector3.set

Sets this vector to have the given values
Nil values are treated as zero
Returns self for chaining
overload 1:
Vector3:set(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Vector3:set(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Vector3.copy

Creates and returns a copy of this vector
overload 1:
Vector3:copy()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.normalize

Modifies this vector so that its length is 1 unless its length was originally 0
Returns self for chaining
overload 1:
Vector3:normalize()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.reset

Resets this vector back to being all zeroes, and returns itself for chaining
overload 1:
Vector3:reset()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.reduce

Reduces this vector modulo the given vector or values, and returns self for chaining
overload 1:
Vector3:reduce(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Vector3:reduce(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Vector3.normalized

Returns a copy of this vector with length 1 unless its length was originally 0
overload 1:
Vector3:normalized()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.sub

Subtracts the given vector or values from this one, and returns self for chaining
overload 1:
Vector3:sub(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Vector3:sub(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Vector3.mul

Multiplies the given vector or values into this one, and returns self for chaining
overload 1:
Vector3:mul(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Vector3:mul(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Vector3.div

Divides this vector by the given vector or values, and returns self for chaining
overload 1:
Vector3:div(vec)
Method Property Fluent Description Representation
vec accepts a Vector3
Return Value a Vector3
overload 2:
Vector3:div(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vector3

Vector3.cross

Sets this vector to the cross product of itself and the other vector
Returns self for chaining
overload 1:
Vector3:cross(other)
Method Property Fluent Description Representation
other accepts a Vector3
Return Value a Vector3

Vector3.unpack

Returns this vector's values as separate numbers
overload 1:
Vector3:unpack()
Method Property Fluent Description Representation
Return Value a Varargs

Vector3.clamped

Returns a modified copy of this vector, with its length clamped from minLength to maxLength
If the vector has length zero,
then the copy does too
overload 1:
Vector3:clamped(minLength, maxLength)
Method Property Fluent Description Representation
minLength accepts a Number
maxLength accepts a Number
Return Value a Vector3

Vector3.clampLength

Modifies this vector so that its length is between minLength and maxLength
If the vector has length zero,
it is unmodified
Returns self for chaining
overload 1:
Vector3:clampLength(minLength, maxLength)
Method Property Fluent Description Representation
minLength accepts a Number
maxLength accepts a Number
Return Value a Vector3

Vector3.toRad

Returns a copy of this vector, in radians
overload 1:
Vector3:toRad()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.lengthSquared

Returns the length of this vector squared
Suitable when you only care about relative lengths,
because it avoids a square root
overload 1:
Vector3:lengthSquared()
Method Property Fluent Description Representation
Return Value a Number

Vector3.augmented

figura.docs.vector3.augmented
overload 1:
Vector3:augmented()
Method Property Fluent Description Representation
Return Value a Vector4
overload 2:
Vector3:augmented(value)
Method Property Fluent Description Representation
value accepts a Number
Return Value a Vector4

Vector3.toDeg

Returns a copy of this vector, in degrees
overload 1:
Vector3:toDeg()
Method Property Fluent Description Representation
Return Value a Vector3

Vector3.crossed

Returns a new vector which is the cross product of this and the other one
overload 1:
Vector3:crossed(other)
Method Property Fluent Description Representation
other accepts a Vector3
Return Value a Vector3

Vector3.applyFunc

Calls the given function on each element of this vector, and sets the values of the vector to the returns
The current index and its value is given as arguments of the function
Returns self for chaining
overload 1:
Vector3:applyFunc(func)
Method Property Fluent Description Representation
func accepts a function that takes a Number and an Integer and will return a Number
Return Value a Vector3

Vector3.x

The first coordinate of this vector
Can also be gotten with the indices "r" and [1]
field signature:
x
Method Property Fluent Description Representation
Field Type a Number

Vector3.y

The second coordinate of this vector
Can also be gotten with the indices "g" and [2]
field signature:
y
Method Property Fluent Description Representation
Field Type a Number

Vector3.z

The third coordinate of this vector
Can also be gotten with the indices "b" and [3]
field signature:
z
Method Property Fluent Description Representation
Field Type a Number

Vector4

A vector that holds 4 numbers
Can be created using functions in the "vectors" api
Meta name Allowed other parameters Meta execution method
__le
  • Vector4
x <= y
__lt
  • Vector4
x < y
__len
#x
__unm
-x
__eq
  • Vector4
x == y
__mod
  • Number
  • Vector4
x % y
__div
  • Number
  • Vector4
x / y
__mul
  • Number
  • Vector4
  • Matrix4
x * y
__add
  • Vector4
  • Number
x + y
__sub
  • Vector4
  • Number
x - y

Vector4.add

Adds the given vector or values to this one, and returns self for chaining
overload 1:
Vector4:add(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Vector4
overload 2:
Vector4:add(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

Vector4.length

Returns the length of this vector
overload 1:
Vector4:length()
Method Property Fluent Description Representation
Return Value a Number

Vector4.floor

Returns a copy of this vector with its values rounded down
overload 1:
Vector4:floor()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.ceil

Returns a copy of this vector with its values rounded up
overload 1:
Vector4:ceil()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.scale

Scales this vector by the given factor, and returns self for chaining
overload 1:
Vector4:scale(factor)
Method Property Fluent Description Representation
factor accepts a Number
Return Value a Vector4

Vector4.offset

Offsets this vector by the given factor, adding the factor to all components, and returns self for chaining
overload 1:
Vector4:offset(factor)
Method Property Fluent Description Representation
factor accepts a Number
Return Value a Vector4

Vector4.transform

Transforms this vector by the given matrix, and returns self for chaining
overload 1:
Vector4:transform(mat)
Method Property Fluent Description Representation
mat accepts a Matrix4
Return Value a Vector4

Vector4.dot

Returns the dot product of this vector with the other
overload 1:
Vector4:dot(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Number

Vector4.set

Sets this vector to have the given values
Nil values are treated as zero
Returns self for chaining
overload 1:
Vector4:set(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Vector4
overload 2:
Vector4:set(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

Vector4.copy

Creates and returns a copy of this vector
overload 1:
Vector4:copy()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.normalize

Modifies this vector so that its length is 1 unless its length was originally 0
Returns self for chaining
overload 1:
Vector4:normalize()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.reset

Resets this vector back to being all zeroes, and returns itself for chaining
overload 1:
Vector4:reset()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.reduce

Reduces this vector modulo the given vector or values, and returns self for chaining
overload 1:
Vector4:reduce(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Vector4
overload 2:
Vector4:reduce(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

Vector4.normalized

Returns a copy of this vector with length 1 unless its length was originally 0
overload 1:
Vector4:normalized()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.sub

Subtracts the given vector or values from this one, and returns self for chaining
overload 1:
Vector4:sub(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Vector4
overload 2:
Vector4:sub(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

Vector4.mul

Multiplies the given vector or values into this one, and returns self for chaining
overload 1:
Vector4:mul(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Vector4
overload 2:
Vector4:mul(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

Vector4.div

Divides this vector by the given vector or values, and returns self for chaining
overload 1:
Vector4:div(vec)
Method Property Fluent Description Representation
vec accepts a Vector4
Return Value a Vector4
overload 2:
Vector4:div(x, y, z, w)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
w accepts a Number
Return Value a Vector4

Vector4.unpack

Returns this vector's values as separate numbers
overload 1:
Vector4:unpack()
Method Property Fluent Description Representation
Return Value a Varargs

Vector4.clamped

Returns a modified copy of this vector, with its length clamped from minLength to maxLength
If the vector has length zero,
then the copy does too
overload 1:
Vector4:clamped(minLength, maxLength)
Method Property Fluent Description Representation
minLength accepts a Number
maxLength accepts a Number
Return Value a Vector4

Vector4.clampLength

Modifies this vector so that its length is between minLength and maxLength
If the vector has length zero,
it is unmodified
Returns self for chaining
overload 1:
Vector4:clampLength(minLength, maxLength)
Method Property Fluent Description Representation
minLength accepts a Number
maxLength accepts a Number
Return Value a Vector4

Vector4.toRad

Returns a copy of this vector, in radians
overload 1:
Vector4:toRad()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.lengthSquared

Returns the length of this vector squared
Suitable when you only care about relative lengths,
because it avoids a square root
overload 1:
Vector4:lengthSquared()
Method Property Fluent Description Representation
Return Value a Number

Vector4.toDeg

Returns a copy of this vector, in degrees
overload 1:
Vector4:toDeg()
Method Property Fluent Description Representation
Return Value a Vector4

Vector4.applyFunc

Calls the given function on each element of this vector, and sets the values of the vector to the returns
The current index and its value is given as arguments of the function
Returns self for chaining
overload 1:
Vector4:applyFunc(func)
Method Property Fluent Description Representation
func accepts a function that takes a Number and an Integer and will return a Number
Return Value a Vector4

Vector4.x

The first coordinate of this vector
Can also be gotten with the indices "r" and [1]
field signature:
x
Method Property Fluent Description Representation
Field Type a Number

Vector4.y

The second coordinate of this vector
Can also be gotten with the indices "g" and [2]
field signature:
y
Method Property Fluent Description Representation
Field Type a Number

Vector4.z

The third coordinate of this vector
Can also be gotten with the indices "b" and [3]
field signature:
z
Method Property Fluent Description Representation
Field Type a Number

Vector4.w

The fourth coordinate of this vector
Can also be gotten with the indices "a" and [4]
field signature:
w
Method Property Fluent Description Representation
Field Type a Number

Vertex

A vertex object

Vertex.getPos

Returns the position vector of this vertex
overload 1:
Vertex:getPos()
Method Property Fluent Description Representation
Return Value a Vector3

Vertex.setNormal

Sets the normal vector of this vertex
overload 1:
Vertex:setNormal(normal)
Method Property Fluent Description Representation
normal accepts a Vector3
Return Value a Vertex
overload 2:
Vertex:setNormal(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vertex

Vertex.setPos

Sets the position vector of this vertex
overload 1:
Vertex:setPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Vertex
overload 2:
Vertex:setPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vertex

Vertex.setUV

Sets the UV vector of this vertex
overload 1:
Vertex:setUV(UV)
Method Property Fluent Description Representation
UV accepts a Vector2
Return Value a Vertex
overload 2:
Vertex:setUV(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a Vertex

Vertex.getUV

Returns the UV vector of this vertex
overload 1:
Vertex:getUV()
Method Property Fluent Description Representation
Return Value a Vector2

Vertex.getNormal

Returns the normal vector of this vertex
overload 1:
Vertex:getNormal()
Method Property Fluent Description Representation
Return Value a Vector3

Vertex.normal

Sets the normal vector of this vertex
overload 1:
Vertex:normal(normal)
Method Property Fluent Description Representation
normal accepts a Vector3
Return Value a Vertex
overload 2:
Vertex:normal(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vertex

Vertex.pos

Sets the position vector of this vertex
overload 1:
Vertex:pos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a Vertex
overload 2:
Vertex:pos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a Vertex

Vertex.uv

Sets the UV vector of this vertex
overload 1:
Vertex:uv(UV)
Method Property Fluent Description Representation
UV accepts a Vector2
Return Value a Vertex
overload 2:
Vertex:uv(u, v)
Method Property Fluent Description Representation
u accepts a Number
v accepts a Number
Return Value a Vertex

ViewerAPI

subclasses PlayerAPI

An extension of the Player, used for the viewer only, meant as a proxy to allow access to some host-only functions

ViewerAPI.isJumping

Checks if the player is jumping
Note this is only true during the first tick the player started jumping
overload 1:
ViewerAPI:isJumping()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getReachDistance

Returns the current reach distance of the player
overload 1:
ViewerAPI:getReachDistance()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getAir

Gets the remaining amount of air of the player
overload 1:
ViewerAPI:getAir()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getStatusEffects

Returns a table of all of the player's status effects
The table contains sub-tables,
each of which contains the name, amplifier, duration, and particle visibility of each status effect
overload 1:
ViewerAPI:getStatusEffects()
Method Property Fluent Description Representation
Return Value a table

ViewerAPI.getAttackCharge

Returns a fraction (0 to 1) of the charge of the player attack
If less than 1,
every attack will result in a weak attack
overload 1:
ViewerAPI:getAttackCharge()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.isFlying

Checks if the player is currently flying
overload 1:
ViewerAPI:isFlying()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getExperienceProgress

Inherited from PlayerAPI

Gets the progress of the way towards the player's next level, as a value from 0 to 1
overload 1:
ViewerAPI:getExperienceProgress()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getChargedAttackDelay

Inherited from PlayerAPI

Returns the delay (in ticks) of charged attacks
overload 1:
ViewerAPI:getChargedAttackDelay()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getModelType

Inherited from PlayerAPI

Returns "SLIM" or "DEFAULT", depending on the player's model type
overload 1:
ViewerAPI:getModelType()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.hasCape

Inherited from PlayerAPI

Returns whether the player has a cape loaded
overload 1:
ViewerAPI:hasCape()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getGamemode

Inherited from PlayerAPI

Returns "SURVIVAL", "CREATIVE", "ADVENTURE", or "SPECTATOR" depending on the player's gamemode
If the gamemode is unknown,
returns nil
overload 1:
ViewerAPI:getGamemode()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.hasSkin

Inherited from PlayerAPI

Returns whether the player has a custom skin loaded
overload 1:
ViewerAPI:hasSkin()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getFood

Inherited from PlayerAPI

Gets the current food level of the player, from 0 to 20
overload 1:
ViewerAPI:getFood()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getSaturation

Inherited from PlayerAPI

Gets the current saturation level of the player
overload 1:
ViewerAPI:getSaturation()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.isSkinLayerVisible

Inherited from PlayerAPI

Returns whether the specified skin layer, from the Skin Customizations settings, is currently visible
overload 1:
ViewerAPI:isSkinLayerVisible(part)
Method Property Fluent Description Representation
part accepts a String
Return Value a Boolean

ViewerAPI.getExperienceLevel

Inherited from PlayerAPI

Gets the player's current level
overload 1:
ViewerAPI:getExperienceLevel()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getIPAddress

Inherited from PlayerAPI

Returns this player's IP address
overload 1:
ViewerAPI:getIPAddress()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.getShoulderEntity

Inherited from PlayerAPI

Returns a table of the nbt of this entity left or right shoulder entity
overload 1:
ViewerAPI:getShoulderEntity()
Method Property Fluent Description Representation
Return Value a table
overload 2:
ViewerAPI:getShoulderEntity(right)
Method Property Fluent Description Representation
right accepts a Boolean
Return Value a table

ViewerAPI.isFishing

Inherited from PlayerAPI

Returns if the player is currently fishing
overload 1:
ViewerAPI:isFishing()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getAbsorptionAmount

Inherited from PlayerAPI

Returns the amount of this entity's absorption (yellow hearts)
overload 1:
ViewerAPI:getAbsorptionAmount()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getSwingDuration

Inherited from PlayerAPI

Returns the number of ticks this entity will have while swinging its arms
overload 1:
ViewerAPI:getSwingDuration()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getBodyYaw

Inherited from PlayerAPI

Gets the yaw of this entity's body in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the body between the previous tick and the current tick
The default value of delta is 1
overload 1:
ViewerAPI:getBodyYaw()
Method Property Fluent Description Representation
Return Value a Number
overload 2:
ViewerAPI:getBodyYaw(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Number

ViewerAPI.getHeldItem

Inherited from PlayerAPI

Returns an ItemStack representing the item in this entity's main hand
If true is passed in for "offhand",
then it will instead look at the item in the entity's offhand
If the entity isn't holding an item in that hand,
returns air
overload 1:
ViewerAPI:getHeldItem()
Method Property Fluent Description Representation
Return Value an ItemStack
overload 2:
ViewerAPI:getHeldItem(offhand)
Method Property Fluent Description Representation
offhand accepts a Boolean
Return Value an ItemStack

ViewerAPI.getArmor

Inherited from PlayerAPI

Returns the amount of armor points this entity has
overload 1:
ViewerAPI:getArmor()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getDeathTime

Inherited from PlayerAPI

Returns the number of ticks this entity has been dead for
overload 1:
ViewerAPI:getDeathTime()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getArrowCount

Inherited from PlayerAPI

Returns the number of arrows sticking out of this entity
overload 1:
ViewerAPI:getArrowCount()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.isUsingItem

Inherited from PlayerAPI

Returns true if the entity is currently using an item
overload 1:
ViewerAPI:isUsingItem()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getMaxHealth

Inherited from PlayerAPI

Returns the maximum amount of health this entity can have
overload 1:
ViewerAPI:getMaxHealth()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getActiveItem

Inherited from PlayerAPI

Returns an ItemStack representing the item the entity is currently using
If they're not using any item,
returns air
overload 1:
ViewerAPI:getActiveItem()
Method Property Fluent Description Representation
Return Value an ItemStack

ViewerAPI.getSwingArm

Inherited from PlayerAPI

Returns "OFF_HAND" or "MAIN_HAND", based on the arm this entity is currently swinging
overload 1:
ViewerAPI:getSwingArm()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.isSwingingArm

Inherited from PlayerAPI

Returns true if the entity is currently swinging its arm
overload 1:
ViewerAPI:isSwingingArm()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getStingerCount

Inherited from PlayerAPI

Returns the number of bee stingers sticking out of this entity
overload 1:
ViewerAPI:getStingerCount()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.isSensitiveToWater

Inherited from PlayerAPI

Returns if this entity takes damage to water
overload 1:
ViewerAPI:isSensitiveToWater()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isClimbing

Inherited from PlayerAPI

Returns true if the entity is currently using a climbable block, like a ladder or vine
overload 1:
ViewerAPI:isClimbing()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getActiveItemTime

Inherited from PlayerAPI

Returns the ticks this entity's active item has been used for
overload 1:
ViewerAPI:getActiveItemTime()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.isLeftHanded

Inherited from PlayerAPI

Returns true if the entity's main hand is its left
overload 1:
ViewerAPI:isLeftHanded()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getSwingTime

Inherited from PlayerAPI

Returns the number of ticks this entity has the arm swinging
overload 1:
ViewerAPI:getSwingTime()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getEntityCategory

Inherited from PlayerAPI

Returns the category of this entity
The categories are: "ARTHROPOD",
"UNDEAD", "WATER", "ILLAGER" and by default, "UNDEFINED"
overload 1:
ViewerAPI:getEntityCategory()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.getActiveHand

Inherited from PlayerAPI

Returns "OFF_HAND" or "MAIN_HAND", depending on which hand this entity uses an item with
overload 1:
ViewerAPI:getActiveHand()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.getHealth

Inherited from PlayerAPI

Returns the amount of health this entity has remaining
overload 1:
ViewerAPI:getHealth()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.riptideSpinning

Inherited from PlayerAPI

Returns if this entity is riptide spinning
overload 1:
ViewerAPI:riptideSpinning()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isVisuallySwimming

Inherited from PlayerAPI

Returns if this entity has the swimming pose
overload 1:
ViewerAPI:isVisuallySwimming()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isGliding

Inherited from PlayerAPI

Returns if this entity is gliding with an elytra
overload 1:
ViewerAPI:isGliding()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isBlocking

Inherited from PlayerAPI

Return if this entity is blocking with a shield
overload 1:
ViewerAPI:isBlocking()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getName

Inherited from PlayerAPI

Gets the name of this entity, if it has a custom name
If it doesn't,
returns a translated form of getType()
overload 1:
ViewerAPI:getName()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.isAlive

Inherited from PlayerAPI

Returns whether this entity is alive or not
overload 1:
ViewerAPI:isAlive()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getType

Inherited from PlayerAPI

Gets the Minecraft identifier of this entity
For instance,
"minecraft:pig"
overload 1:
ViewerAPI:getType()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.isLoaded

Inherited from PlayerAPI

Checks if this entity object is still being updated and loaded
A non-loaded entity would be someone or something which is in another dimension or out of the render distance for example
overload 1:
ViewerAPI:isLoaded()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getItem

Inherited from PlayerAPI

Gets an ItemStack for the item in the given slot
For the player,
slots are indexed with 1 as the main hand, 2 as the off hand, and 3,4,5,6 as the 4 armor slots from the boots to the helmet
If an invalid slot number is given,
this will return nil
overload 1:
ViewerAPI:getItem(index)
Method Property Fluent Description Representation
index accepts an Integer
Return Value an ItemStack

ViewerAPI.getNbt

Inherited from PlayerAPI

Gets a table containing the NBT of this entity
Please note that not all values in the entity's NBT may be synced,
as some are handled only on the server side
overload 1:
ViewerAPI:getNbt()
Method Property Fluent Description Representation
Return Value a table

ViewerAPI.getPermissionLevel

Inherited from PlayerAPI

Returns the permission level number of this entity
Server Operators,
by default, have the permission level of 4
overload 1:
ViewerAPI:getPermissionLevel()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getLookDir

Inherited from PlayerAPI

Returns a unit vector pointing in the direction that this entity is looking
See the blue line in the F3+B screen for an example
overload 1:
ViewerAPI:getLookDir()
Method Property Fluent Description Representation
Return Value a Vector3

ViewerAPI.getFrozenTicks

Inherited from PlayerAPI

Gets the number of ticks this entity has been freezing in powder snow for
overload 1:
ViewerAPI:getFrozenTicks()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.isHamburger

Inherited from PlayerAPI

figura.docs.entity.is_hamburger
overload 1:
ViewerAPI:isHamburger()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getPose

Inherited from PlayerAPI

Returns the current pose of the player
This can be one of: "STANDING",
"FALL_FLYING", "SLEEPING", "SWIMMING", "SPIN_ATTACK", "CROUCHING", "LONG_JUMPING", or "DYING"
overload 1:
ViewerAPI:getPose()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.getMaxAir

Inherited from PlayerAPI

Gets the maximum amount of air this entity can have
overload 1:
ViewerAPI:getMaxAir()
Method Property Fluent Description Representation
Return Value an Integer

ViewerAPI.getVelocity

Inherited from PlayerAPI

Gets the current velocity of this entity in world coordinates, calculated as its position this tick minus its position last tick
overload 1:
ViewerAPI:getVelocity()
Method Property Fluent Description Representation
Return Value a Vector3

ViewerAPI.isOnGround

Inherited from PlayerAPI

Returns whether or not this entity is currently on the ground
overload 1:
ViewerAPI:isOnGround()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getRot

Inherited from PlayerAPI

Gets the rotation of the entity in degrees
If delta is passed in,
then it will be used to linearly interpolate the rotation of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
ViewerAPI:getRot()
Method Property Fluent Description Representation
Return Value a Vector2
overload 2:
ViewerAPI:getRot(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector2

ViewerAPI.getEyeHeight

Inherited from PlayerAPI

Returns the current eye height of this entity
overload 1:
ViewerAPI:getEyeHeight()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.getPos

Inherited from PlayerAPI

Gets the position of the entity in the world
If delta is passed in,
then it will be used to linearly interpolate the position of the entity between the previous tick and the current tick
The default value of delta is 1
overload 1:
ViewerAPI:getPos()
Method Property Fluent Description Representation
Return Value a Vector3
overload 2:
ViewerAPI:getPos(delta)
Method Property Fluent Description Representation
delta accepts a Number
Return Value a Vector3

ViewerAPI.getVehicle

Inherited from PlayerAPI

Returns a proxy for the entity that this player is currently riding
If the player isn't riding anything,
returns nil
overload 1:
ViewerAPI:getVehicle()
Method Property Fluent Description Representation
Return Value an EntityAPI

ViewerAPI.getBoundingBox

Inherited from PlayerAPI

Returns the size of this entity's bounding box as a Vector3
{x,
y, z} are the width, height, and width
Minecraft entity hitboxes always have square bases
overload 1:
ViewerAPI:getBoundingBox()
Method Property Fluent Description Representation
Return Value a Vector3

ViewerAPI.getDimensionName

Inherited from PlayerAPI

Gets the Minecraft identifier of the dimension this entity is in
overload 1:
ViewerAPI:getDimensionName()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.isWet

Inherited from PlayerAPI

Returns true in any of three conditions: if the entity is in water, if the entity is in rain, or if the entity is in a bubble column
Otherwise,
returns false
overload 1:
ViewerAPI:isWet()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getUUID

Inherited from PlayerAPI

Gets the UUID of the proxied entity
overload 1:
ViewerAPI:getUUID()
Method Property Fluent Description Representation
Return Value a String

ViewerAPI.isInLava

Inherited from PlayerAPI

Returns true if this entity is currently in lava
overload 1:
ViewerAPI:isInLava()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isUnderwater

Inherited from PlayerAPI

Returns true if this entity's eyes are touching water
overload 1:
ViewerAPI:isUnderwater()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isSilent

Inherited from PlayerAPI

Returns true if this entity is silent
overload 1:
ViewerAPI:isSilent()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isSneaking

Inherited from PlayerAPI

Returns true if this entity is logically sneaking (can't fall from blocks edges, can't see nameplate behind walls, etc)
overload 1:
ViewerAPI:isSneaking()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isInWater

Inherited from PlayerAPI

Returns true if this entity is currently in a water block, including waterlogging
overload 1:
ViewerAPI:isInWater()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isGlowing

Inherited from PlayerAPI

Returns true if this entity is currently glowing
overload 1:
ViewerAPI:isGlowing()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isSprinting

Inherited from PlayerAPI

Returns true if this entity is currently sprinting
overload 1:
ViewerAPI:isSprinting()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isInRain

Inherited from PlayerAPI

Returns true if this entity is currently standing in rain
overload 1:
ViewerAPI:isInRain()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.hasAvatar

Inherited from PlayerAPI

Returns true if Figura has an avatar loaded for this entity
overload 1:
ViewerAPI:hasAvatar()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isInvisible

Inherited from PlayerAPI

Returns true if this entity is invisible, for one reason or another
overload 1:
ViewerAPI:isInvisible()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.isCrouching

Inherited from PlayerAPI

Returns true if this entity is visually sneaking
overload 1:
ViewerAPI:isCrouching()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getPassengers

Inherited from PlayerAPI

Returns a List of entities of all passengers this entity has
overload 1:
ViewerAPI:getPassengers()
Method Property Fluent Description Representation
Return Value a table

ViewerAPI.getEyeY

Inherited from PlayerAPI

Returns the Y level of this entity's eyes
Not to be confused with getEyeHeight,
this function also takes the entity itself's Y position into account
overload 1:
ViewerAPI:getEyeY()
Method Property Fluent Description Representation
Return Value a Number

ViewerAPI.isOnFire

Inherited from PlayerAPI

Returns true if this entity is currently on fire
overload 1:
ViewerAPI:isOnFire()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getTargetedBlock

Inherited from PlayerAPI

Returns a proxy for your currently targeted BlockState
This BlockState appears on the F3 screen
The maximum (and default) distance is 20,
minimum is -20
Returns the block, the hit position,
and the targeted block face as three separate values
overload 1:
ViewerAPI:getTargetedBlock()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
ViewerAPI:getTargetedBlock(ignoreLiquids)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
Return Value a Varargs
overload 3:
ViewerAPI:getTargetedBlock(ignoreLiquids, distance)
Method Property Fluent Description Representation
ignoreLiquids accepts a Boolean
distance accepts a Number
Return Value a Varargs

ViewerAPI.hasInventory

Inherited from PlayerAPI

Checks if the entity has an inventory (Horses, Camels, LLamas, …)
overload 1:
ViewerAPI:hasInventory()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getVariable

Inherited from PlayerAPI

Gets the value of a variable this entity stored in themselves using the Avatar API's store() function
overload 1:
ViewerAPI:getVariable()
Method Property Fluent Description Representation
Return Value anything
overload 2:
ViewerAPI:getVariable(key)
Method Property Fluent Description Representation
key accepts a String
Return Value anything

ViewerAPI.hasContainer

Inherited from PlayerAPI

Checks if the entity has a container (Chest Boats, Minecarts with Chests, …)
overload 1:
ViewerAPI:hasContainer()
Method Property Fluent Description Representation
Return Value a Boolean

ViewerAPI.getTargetedEntity

Inherited from PlayerAPI

Returns a proxy for your currently targeted Entity
This Entity appears on the F3 screen
Maximum and Default distance is 20,
Minimum is 0
overload 1:
ViewerAPI:getTargetedEntity()
Method Property Fluent Description Representation
Return Value a Varargs
overload 2:
ViewerAPI:getTargetedEntity(distance)
Method Property Fluent Description Representation
distance accepts a Number
Return Value a Varargs

math

Contains functions which Figura adds to the default Lua "math" library table

math.map

Maps the given value from one range to another
For example,
if you have a value of 20 in the range 0-200, and you want to map it to the range 100-200, the result will be 110
overload 1:
math.map(value, oldMin, oldMax, newMin, newMax)
Method Property Fluent Description Representation
value accepts a Number
oldMin accepts a Number
oldMax accepts a Number
newMin accepts a Number
newMax accepts a Number
Return Value a Number

math.round

Rounds the given number to the nearest whole integer
overload 1:
math.round(value)
Method Property Fluent Description Representation
value accepts a Number
Return Value a Number

math.sign

Returns the sign of the given number
Returns 1 if the number is positive,
-1 if it's negative, and 0 if it's 0
overload 1:
math.sign(value)
Method Property Fluent Description Representation
value accepts a Number
Return Value a Number

math.clamp

Clamps the given value between min and max
overload 1:
math.clamp(value, min, max)
Method Property Fluent Description Representation
value accepts a Number
min accepts a Number
max accepts a Number
Return Value a Number

math.lerp

Linearly interpolates from its first argument to its second argument, with the third argument as the parameter
Works on both regular numbers,
vectors of the same type, and matrices of the same type
overload 1:
math.lerp(a, b, t)
Method Property Fluent Description Representation
a accepts a Number
b accepts a Number
t accepts a Number
Return Value a Number
overload 2:
math.lerp(a, b, t)
Method Property Fluent Description Representation
a accepts a Vector
b accepts a Vector
t accepts a Number
Return Value a Vector
overload 3:
math.lerp(a, b, t)
Method Property Fluent Description Representation
a accepts a Matrix
b accepts a Matrix
t accepts a Number
Return Value a Matrix

math.shortAngle

Returns the shortest angle between two angles
For example,
if you have an angle of 350 degrees and you want to get the shortest angle between it and 0 degrees, the result will be 10 degrees
overload 1:
math.shortAngle(from, to)
Method Property Fluent Description Representation
from accepts a Number
to accepts a Number
Return Value a Number

math.lerpAngle

Similar to the default lerp function, but numbers are limited to the range of 0-360
Lerp is done towards the shortest angle
For example,
a lerp of 340 and 20, with a factor of 0.75, will return 10
overload 1:
math.lerpAngle(a, b, t)
Method Property Fluent Description Representation
a accepts a Number
b accepts a Number
t accepts a Number
Return Value a Number

math.map

Maps the given value from one range to another
For example,
if you have a value of 20 in the range 0-200, and you want to map it to the range 100-200, the result will be 110
overload 1:
math.map(value, oldMin, oldMax, newMin, newMax)
Method Property Fluent Description Representation
value accepts a Number
oldMin accepts a Number
oldMax accepts a Number
newMin accepts a Number
newMax accepts a Number
Return Value a Number

math.round

Rounds the given number to the nearest whole integer
overload 1:
math.round(value)
Method Property Fluent Description Representation
value accepts a Number
Return Value a Number

math.sign

Returns the sign of the given number
Returns 1 if the number is positive,
-1 if it's negative, and 0 if it's 0
overload 1:
math.sign(value)
Method Property Fluent Description Representation
value accepts a Number
Return Value a Number

math.clamp

Clamps the given value between min and max
overload 1:
math.clamp(value, min, max)
Method Property Fluent Description Representation
value accepts a Number
min accepts a Number
max accepts a Number
Return Value a Number

math.lerp

Linearly interpolates from its first argument to its second argument, with the third argument as the parameter
Works on both regular numbers,
vectors of the same type, and matrices of the same type
overload 1:
math.lerp(a, b, t)
Method Property Fluent Description Representation
a accepts a Number
b accepts a Number
t accepts a Number
Return Value a Number
overload 2:
math.lerp(a, b, t)
Method Property Fluent Description Representation
a accepts a Vector
b accepts a Vector
t accepts a Number
Return Value a Vector
overload 3:
math.lerp(a, b, t)
Method Property Fluent Description Representation
a accepts a Matrix
b accepts a Matrix
t accepts a Number
Return Value a Matrix

math.shortAngle

Returns the shortest angle between two angles
For example,
if you have an angle of 350 degrees and you want to get the shortest angle between it and 0 degrees, the result will be 10 degrees
overload 1:
math.shortAngle(from, to)
Method Property Fluent Description Representation
from accepts a Number
to accepts a Number
Return Value a Number

math.lerpAngle

Similar to the default lerp function, but numbers are limited to the range of 0-360
Lerp is done towards the shortest angle
For example,
a lerp of 340 and 20, with a factor of 0.75, will return 10
overload 1:
math.lerpAngle(a, b, t)
Method Property Fluent Description Representation
a accepts a Number
b accepts a Number
t accepts a Number
Return Value a Number

math.playerScale

The constant of the player scaling related to the world
field signature:
playerScale
Method Property Fluent Description Representation
Field Type a Number

math.worldScale

The constant of the world scaling related with the player
field signature:
worldScale
Method Property Fluent Description Representation
Field Type a Number

math.playerScale

The constant of the player scaling related to the world
field signature:
playerScale
Method Property Fluent Description Representation
Field Type a Number

math.worldScale

The constant of the world scaling related with the player
field signature:
worldScale
Method Property Fluent Description Representation
Field Type a Number

Colors

List of custom colors
Used anywhere you can input a hex color
FRAN_PINK
fran
francielly
bunny
CHLOE_PURPLE
chloe
space
MAYA_BLUE
maya
devnull
limits
SKYE_BLUE
sky
skye
skylar
LILY_RED
lily
foxes
fox
CHEESE
largecheese
large cheese
LUA_LOG
LUA_ERROR
LUA_PING
luna
moff
moth
DEFAULT
DISCORD

EntityPoses

List of valid EntityPoses
Used within the EntityAPI
STANDING
FALL_FLYING
SLEEPING
SWIMMING
SPIN_ATTACK
CROUCHING
LONG_JUMPING
DYING
CROAKING
USING_TONGUE
ROARING
SNIFFING
EMERGING
DIGGING

ItemDisplayModes

List of valid DisplayModes
Used within the Item RenderTask
NONE
THIRD_PERSON_LEFT_HAND
THIRD_PERSON_RIGHT_HAND
FIRST_PERSON_LEFT_HAND
FIRST_PERSON_RIGHT_HAND
HEAD
GUI
GROUND
FIXED

KeyIDs

List of valid KeyIDs
Used within the KeybindAPI
key.playerlist
figura.config.action_wheel_button
key.sneak
key.hotbar.8
key.hotbar.7
key.sprint
key.hotbar.6
key.hotbar.5
key.hotbar.4
key.hotbar.3
key.hotbar.2
key.togglePerspective
key.hotbar.1
figura.config.wardrobe_button
key.spectatorOutlines
key.left
key.chat
key.pickItem
key.socialInteractions
key.fullscreen
key.attack
key.smoothCamera
key.advancements
figura.config.popup_button
key.use
figura.config.panic_button
key.loadToolbarActivator
figura.config.reload_button
key.hotbar.9
key.forward
key.right
key.screenshot
key.back
key.swapOffhand
key.command
key.saveToolbarActivator
key.inventory
key.jump
key.drop

Keybinds

List of valid keybind keys
Used within the KeybindAPI
key.keyboard.unknown
key.mouse.left
key.mouse.right
key.mouse.middle
key.mouse.4
key.mouse.5
key.mouse.6
key.mouse.7
key.mouse.8
key.keyboard.0
key.keyboard.1
key.keyboard.2
key.keyboard.3
key.keyboard.4
key.keyboard.5
key.keyboard.6
key.keyboard.7
key.keyboard.8
key.keyboard.9
key.keyboard.a
key.keyboard.b
key.keyboard.c
key.keyboard.d
key.keyboard.e
key.keyboard.f
key.keyboard.g
key.keyboard.h
key.keyboard.i
key.keyboard.j
key.keyboard.k
key.keyboard.l
key.keyboard.m
key.keyboard.n
key.keyboard.o
key.keyboard.p
key.keyboard.q
key.keyboard.r
key.keyboard.s
key.keyboard.t
key.keyboard.u
key.keyboard.v
key.keyboard.w
key.keyboard.x
key.keyboard.y
key.keyboard.z
key.keyboard.f1
key.keyboard.f2
key.keyboard.f3
key.keyboard.f4
key.keyboard.f5
key.keyboard.f6
key.keyboard.f7
key.keyboard.f8
key.keyboard.f9
key.keyboard.f10
key.keyboard.f11
key.keyboard.f12
key.keyboard.f13
key.keyboard.f14
key.keyboard.f15
key.keyboard.f16
key.keyboard.f17
key.keyboard.f18
key.keyboard.f19
key.keyboard.f20
key.keyboard.f21
key.keyboard.f22
key.keyboard.f23
key.keyboard.f24
key.keyboard.f25
key.keyboard.num.lock
key.keyboard.keypad.0
key.keyboard.keypad.1
key.keyboard.keypad.2
key.keyboard.keypad.3
key.keyboard.keypad.4
key.keyboard.keypad.5
key.keyboard.keypad.6
key.keyboard.keypad.7
key.keyboard.keypad.8
key.keyboard.keypad.9
key.keyboard.keypad.add
key.keyboard.keypad.decimal
key.keyboard.keypad.enter
key.keyboard.keypad.equal
key.keyboard.keypad.multiply
key.keyboard.keypad.divide
key.keyboard.keypad.subtract
key.keyboard.down
key.keyboard.left
key.keyboard.right
key.keyboard.up
key.keyboard.apostrophe
key.keyboard.backslash
key.keyboard.comma
key.keyboard.equal
key.keyboard.grave.accent
key.keyboard.left.bracket
key.keyboard.minus
key.keyboard.period
key.keyboard.right.bracket
key.keyboard.semicolon
key.keyboard.slash
key.keyboard.space
key.keyboard.tab
key.keyboard.left.alt
key.keyboard.left.control
key.keyboard.left.shift
key.keyboard.left.win
key.keyboard.right.alt
key.keyboard.right.control
key.keyboard.right.shift
key.keyboard.right.win
key.keyboard.enter
key.keyboard.escape
key.keyboard.backspace
key.keyboard.delete
key.keyboard.end
key.keyboard.home
key.keyboard.insert
key.keyboard.page.down
key.keyboard.page.up
key.keyboard.caps.lock
key.keyboard.pause
key.keyboard.scroll.lock
key.keyboard.menu
key.keyboard.print.screen
key.keyboard.world.1
key.keyboard.world.2

LoopModes

List of valid LoopModes
Used within Blockbench animations
LOOP
ONCE
HOLD

ParentTypes

List of valid ParentTypes
Used within ModelParts
None
NONE
Head
HEAD
Body
BODY
LeftArm
LEFT_ARM
RightArm
RIGHT_ARM
LeftLeg
LEFT_LEG
RightLeg
RIGHT_LEG
LeftElytra
LEFT_ELYTRA
LeftElytron
LEFT_ELYTRON
RightElytra
RIGHT_ELYTRA
RightElytron
RIGHT_ELYTRON
Cape
CAPE
World
WORLD
Hud
HUD
HeadsUpDisplay
Gui
GUI
GraphicalUserInterface
JraficalUserInterface
Camera
CAMERA
Billboard
BILLBOARD
Skull
SKULL
?
Portrait
PORTRAIT
Arrow
ARROW
LeftItemPivot
LEFT_ITEM_PIVOT
RightItemPivot
RIGHT_ITEM_PIVOT
LeftSpyglassPivot
LEFT_SPYGLASS_PIVOT
RightSpyglassPivot
RIGHT_SPYGLASS_PIVOT
HelmetItemPivot
HELMET_ITEM_PIVOT
LeftParrotPivot
LEFT_PARROT_PIVOT
RightParrotPivot
RIGHT_PARROT_PIVOT

PlayStates

List of valid PlayStates
Used within Blockbench animations
STOPPED
PAUSED
PLAYING

PlayerModelParts

List of valid PlayerModelParts
Used within the PlayerAPI
CAPE
JACKET
LEFT_SLEEVE
RIGHT_SLEEVE
LEFT_PANTS
RIGHT_PANTS
HAT

PostEffects

List of valid PostEffects
Used within the RendererAPI
notch
fxaa
art
bumpy
blobs2
pencil
color_convolve
deconverge
flip
invert
ntsc
outline
phosphor
scan_pincushion
sobel
bits
desaturate
green
blur
wobble
blobs
antialias
creeper
spider

RenderModes

List of valid RenderModes
Used within the RENDER event
FIGURA_GUI
PAPERDOLL
MINECRAFT_GUI
FIRST_PERSON
FIRST_PERSON_WORLD
RENDER
WORLD
OTHER

RenderTypes

List of valid RenderTypes
Used within ModelParts
NONE
CUTOUT
CUTOUT_CULL
TRANSLUCENT
TRANSLUCENT_CULL
EMISSIVE
EMISSIVE_SOLID
EYES
END_PORTAL
END_GATEWAY
TEXTURED_PORTAL
GLINT
GLINT2
LINES
LINES_STRIP
SOLID
BLURRY

TextureTypes

List of valid TextureTypes
Used within ModelParts
SKIN
CAPE
ELYTRA
RESOURCE
PRIMARY
SECONDARY
SPECULAR
NORMAL
CUSTOM

UseActions

List of valid UseActions
Used within the ItemStackAPI
NONE
EAT
DRINK
BLOCK
BOW
SPEAR
CROSSBOW
SPYGLASS
TOOT_HORN
a a