> ## Documentation Index
> Fetch the complete documentation index at: https://luau.limerence.biz/llms.txt
> Use this file to discover all available pages before exploring further.

# Overview

> api.ragebot: watch and influence automatic ragebot fire (Bloxstrike, Rivals, and Apocalypse Rising 2).

**Bloxstrike, Rivals, and Apocalypse Rising 2.** The surface is identical, but Rivals and AR2 have no damage model, so the damage-based calls are no-ops there: `getInFlightStats` always reports `0`, `isPlayerCovered` is always `false`, and the `damage` field on shot events and the gate argument is `0`. Everything else (filters, gates, force-target, signals) works the same. The strafe calls (`setStrafeOverride`, `getStrafePosition`) are Rivals-only.

Watch what the ragebot is doing (who it last shot, whether it's on) and add your own rules for who it may target or shoot. Same idea as [api.legitbot](/legitbot/overview), but for automatic ragebot fire instead of aim assist / triggerbot.

* Read its current state, see [state](/ragebot/state)
* React when it fires or changes target, see [signals](/ragebot/signals)
* Add rules that limit who it may target or shoot, see [influence](/ragebot/influence)

Anything you add here can only ever **limit** ragebot. Your filters and gates can block targets or shots, but they can't get around the user's hit chance, damage limits, FOV, or other menu settings.

<CardGroup cols={2}>
  <Card title="State" icon="magnifying-glass" href="/ragebot/state">
    Read fire state, last target, and in-flight damage.
  </Card>

  <Card title="Signals" icon="bell" href="/ragebot/signals">
    Shots and target changes.
  </Card>

  <Card title="Influence" icon="sliders" href="/ragebot/influence">
    Target filters, shot gates, force target.
  </Card>

  <Card title="Types" icon="brackets-curly" href="/reference/types#ragebot-types">
    Events and tables.
  </Card>
</CardGroup>
