api.feature groups the per-feature namespaces. The table itself exists in every game, but a sub-namespace is only present where its feature is, so check before using it:
Auto Loot
api.feature.autoloot — Apocalypse Rising 2 only. Watch and shape the Auto Loot feature. You can read whether it’s on, react when it acts, block items or action types it isn’t allowed to do, force it to grab specific items, and kick off a loot pass on demand.
Everything here only ever limits or nudges Auto Loot. Your filters can stop it from doing things the menu would otherwise allow, but they can’t make it ignore the user’s own settings, and a forced item is still only grabbed when there’s room for it.
What you can read
Things that notify you
Call:Connect(callback). Disconnects on unload.
The
action table:
api.autoloot is a deprecated alias for api.feature.autoloot. It still works and warns once per script; new scripts should use api.feature.autoloot.Shaping what it does
All registrations return a handle with:Release(), :IsReleased() and :GetPriority(); filter handles also support :SetPriority(n). They’re also released when your script unloads.
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.
Auto Loot examples
Music HUD
api.feature.musichud — every game. Read what the Music HUD is showing (current track, playback progress, synced lyrics), or plug in your own music and lyrics source.
Track and lyric data is only available while the Music HUD is enabled in the menu and a source is playing.
What you can read
The
MusicTrack table:
MusicPlayback table:
MusicLyric is { time, text }, where time is the second the line starts at.
Music HUD signals
Call:Connect(callback). Disconnects on unload.
Bringing your own source
While a source override is set, the HUD polls it instead of the provider selected in the menu. It is cleared automatically when your script unloads. Setting a new one replaces the previous one.
setSource(spec): the spec table:
Your
poll return values:
setLyrics(fn): fn(track) receives the current MusicTrack and returns a list of { time, text } lines (time is the second the line starts at), or nil to fall back to the built-in lookup for that track. Called once per track, only while lyrics are enabled in the menu.
Music HUD examples
Auto Peek
api.feature.autopeek — Bloxstrike, Rivals, Overkill, and Murderers vs Sheriffs Duels. Drive the Auto Peek feature from your own conditions instead of the menu toggle. Save a spot, then return to it whenever you decide.
This runs alongside the menu toggle: your saved spot and the toggle’s are the same one, so turning the menu toggle on still works normally. Only present where the feature exists, so guard with if api.feature.autopeek then ... end.
Auto Peek example
Anti Aim
api.feature.antiaim — Bloxstrike. Set the direction other players see you facing, directly. Setting a yaw or pitch turns anti aim on even when the menu toggle is off, and it stays on until you clear both or your script unloads.
Your values win over everything: the menu Yaw / Pitch modes, freestanding, avoid backstab, and round end anti aim.
Yaw uses the same convention as the camera:
select(2, workspace.CurrentCamera.CFrame:ToEulerAnglesYXZ()) is the yaw you are looking at. To face a world direction, use math.atan2(-direction.X, -direction.Z).
You can set an axis on its own. With only a pitch set, your yaw follows your real view, and the other way around.
Anything you set clears automatically when your script unloads.
Anti Aim examples
Types
AutoLootItem, AutoLootAction, AutoLootHandle, MusicTrack, MusicPlayback, MusicLyric.