What you can read
| Call | Returns | What it tells you |
|---|---|---|
isEnabled() | boolean | Whether Auto Loot is turned on in the menu. |
isActive() | boolean | true while it’s mid-pass, working through loot. |
Things that notify you
Call:Connect(callback). Disconnects on unload.
| Signal | Your callback receives |
|---|---|
onAction | (action): each time Auto Loot performs a loot action. See the table below. |
action table:
Shaping what it does
All registrations return a handle with:Release(). They’re also released when your script unloads.
| Call | What it does |
|---|---|
addItemFilter(fn, priority?) | Decide whether Auto Loot may pick up / keep an item. |
addActionFilter(fn, priority?) | Decide whether a chosen action may run. |
blockItem(name or {names}) | Shortcut: never pick up the named item(s). |
blockAction(type or {types}) | Shortcut: never perform the named action type(s), e.g. "drop". |
forceItem(name, durationSec?) | Always grab the named item off nearby loot when there’s room, ahead of normal priorities. Optional auto-expiry. |
scan() | Kick off a loot pass right now. |
addItemFilter(fn(item)): runs for pickup / utility-slot decisions. Theitemis{ name, rawName, type, caliber, slot }. Returnfalseto block that item. Every filter must pass.addActionFilter(fn(action)): runs right before an action executes. Theactionis the same shape as theonActiontable. Returnfalseto block it. Every filter must pass.- Higher
priorityruns first; equal priority runs in registration order. A blocked action goes on a short cooldown and Auto Loot moves on to the next best thing, so blocking one item or action never stalls the rest.
Examples
Types
AutoLootItem, AutoLootAction, AutoLootHandle.