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Call :Connect(callback). Connections clean up automatically on script unload.
SignalYour callback receives
onShotFired(event): every time ragebot fires a shot
onTargetChanged(event): fired when a shot targets a different player or body part than the previous one
Payload types: RagebotShotEvent, RagebotTargetEvent. Works in Bloxstrike, Rivals, and Apocalypse Rising 2. In Rivals and AR2 the damage field on the shot event is always 0 (no damage model).

Examples

-- Log the last 5 ragebot hits
local log = {}
api.ragebot.onShotFired:Connect(function(event)
    table.insert(log, 1, {
        name = event.player and event.player.Name,
        dmg = event.damage,
        wall = event.wallbang,
    })
    log[6] = nil
end)
-- Skip covered players in your HUD
api.players.onHealthChanged:Connect(function(player)
    if api.ragebot.isPlayerCovered(player) then
        -- already has enough pending damage
    end
end)