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

# Cheat

> The primary module containing high-level environment and game manipulation get / set functions.

***

<Danger>Many functions within the `cheat` table are designed to operate exclusively on a specific class of game Instance (e.g., `set_ambient` only works on a **`Lighting`** Instance). You are responsible for ensuring that the Instance you pass as an argument is of the correct class type *before* calling the function. Passing an incorrect Instance type will lead to undefined behavior, errors, or application crashes.</Danger>

<Tip>For rapid identification, reading an Instance's **Class Name** (`get_class`) is highly recommended over reading its user-defined Name (`get_name`). `get_class` requires only **one low-level memory read** per Instance, offering significantly better performance and should be the preferred method for filtering and iteration in your scripts.</Tip>

***

## Access

All cheat C++ functions are exposed to your Lua script via a single global table named **`cheat`**. You access individual values by using the dot (`.`) or bracket (`[]`) operator on this table.

```lua Cheat Usage Example theme={null}
local Instance_name = cheat.get_name(Instance); -- Dot Operator
cheat["set_field_of_view"](camera, 20); -- Bracket Operator
```

***

## Functions

This section lists all available C++ functions exposed within the global **`cheat`** table. These functions provide high-level manipulation and access to environment, game state, and object properties.

***

### Misc

This section contains miscellaneous utility functions, primarily for coordinate system conversions like transforming 3D world coordinates to 2D screen points.

***

#### world\_to\_point

Converts a 3D world position to a 2D screen point. Returns a Point containing the screen position and offscreen state.

```lua theme={null}
world_to_point(Vector3: value, boolean?: offscreen): Point
```

<ParamField path="value" type="Vector3" required>The 3D world position to convert to screen coordinates.</ParamField>
<ParamField path="offscreen" type="boolean">Whether to calculate the position when it's offscreen. If `false`, returns a Point with `visible` set to `false` when offscreen without calculating the actual position. Defaults to `false`.</ParamField>

### Base

This section contains **fundamental system functions** used to retrieve the base memory addresses (e.g., `DataModel`, `Visual Engine`) required for the initialization and operation of most other high-level `cheat` functions.

***

#### get\_data\_model

Gets the current DataModel Instance address. Returns the memory address as a number.

```lua theme={null}
get_data_model(): number
```

***

#### get\_render\_view

Gets the current Render View address. Returns the memory address as a number.

```lua theme={null}
get_render_view(): number
```

***

#### get\_engine

Gets the current Visual Engine address. Returns the memory address as a number.

```lua theme={null}
get_engine(): number
```

***

### Data Model

This section lists methods that operate directly on the core **DataModel Instance**. These functions are essential for traversing the game hierarchy, retrieving key services, and accessing global game identification details.

***

#### get\_service

Gets a service from the service list by name. Returns the memory address as a number.

```lua theme={null}
get_service(string: name): number
```

<ParamField path="name" type="string" required>The name of the service to retrieve (e.g., `"Players"`, `"UserInputService"`).</ParamField>

#### get\_workspace

Gets the current Workspace Instance address. Returns the memory address as a number.

```lua theme={null}
get_workspace(): number
```

***

#### get\_game\_id

Gets the current game's game ID. Returns the game ID as a number.

```lua theme={null}
get_game_id(number: address): number
```

<ParamField path="address" type="number" required>The DataModel Instance address.</ParamField>

#### get\_place\_id

Gets the current game's place ID. Returns the place ID as a number.

```lua theme={null}
get_place_id(number: address): number
```

<ParamField path="address" type="number" required>The DataModel Instance address.</ParamField>

#### get\_tick

Gets the current game's tick count. Returns the tick count as a number.

```lua theme={null}
get_tick(number: address): number
```

<ParamField path="address" type="number" required>The DataModel Instance address.</ParamField>

#### get\_job\_id

Gets the current game's job ID. Returns the job ID as a string. Can be called with a DataModel address or without arguments to retrieve the cached job ID.

```lua theme={null}
get_job_id(number?: address): string
```

<ParamField path="address" type="number">The DataModel Instance address. If not provided, returns the cached job ID.</ParamField>

#### get\_version

Gets the target process's current version. Returns the version string.

```lua theme={null}
get_version(): string
```

***

### Engine

This section lists methods that operate on the **Visual Engine** and **Render View** memory structures. These functions are critical for manipulating low-level rendering properties, such as controlling lighting updates, accessing the current view matrix, and retrieving the in-game time.

***

#### get\_time

Gets the current time from the Visual Engine. Returns the time as a number.

```lua theme={null}
get_time(number: address): number
```

<ParamField path="address" type="number" required>The Visual Engine address.</ParamField>

#### get\_matrix

Gets the view matrix from the Visual Engine. Returns a Matrix4 containing the current view transformation.

```lua theme={null}
get_matrix(number: address): Matrix4
```

<ParamField path="address" type="number" required>The Visual Engine address.</ParamField>

#### set\_lighting\_state

Sets the lighting update state for the Render View. Controls whether lighting, sky, or both are updated.

```lua theme={null}
set_lighting_state(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Render View Instance address.</ParamField>
<ParamField path="value" type="number" required>The lighting state value: `0x0` for both lighting and sky updates, `0x100` for sky updates only, or `0x1` for lighting updates only.</ParamField>

#### set\_sky\_state

Sets the sky update state for the Render View. Should be called after writing to skybox along with `set_lighting_state`.

```lua theme={null}
set_sky_state(number: address, boolean: value): void
```

<ParamField path="address" type="number" required>The Render View Instance address.</ParamField>
<ParamField path="value" type="boolean" required>The sky state value. Set to `false` to trigger sky updates.</ParamField>

### Fast Flags

This section lists methods specifically for interacting with **Fast Flags (FFlags)**. These functions allow you to dynamically read and write internal, experimental, or configuration variables used by the game engine to control features and behavior at runtime.

***

#### set\_fflag

Sets a Fast Flag (FFlag) value by name. Returns `true` if the flag was successfully set, `false` otherwise.

```lua theme={null}
set_fflag(string: name, boolean | number: value): boolean
```

<ParamField path="name" type="string" required>The name of the Fast Flag to set.</ParamField>
<ParamField path="value" type="boolean | number" required>The value to set the flag to. Accepts boolean or number types. String support coming in the future.</ParamField>

### Instance

This section provides methods for **inspecting, traversing, and manipulating** any valid Instance within the DataModel hierarchy, including retrieving, setting, and validating its core properties.

***

#### get\_class

Gets the class name of an Instance. Returns the class name as a string.

```lua theme={null}
get_class(number: address): string
```

<ParamField path="address" type="number" required>The Instance address to get the class name from.</ParamField>

#### get\_parent

Gets the parent Instance of an Instance. Returns the parent Instance address as a number.

```lua theme={null}
get_parent(number: address): number
```

<ParamField path="address" type="number" required>The Instance address to get the parent from.</ParamField>

#### get\_name

Gets the name of an Instance. Returns the name as a string.

```lua theme={null}
get_name(number: address): string
```

<ParamField path="address" type="number" required>The Instance address to get the name from.</ParamField>

#### get\_children

Gets the children of an Instance. Returns the children as a table.

```lua theme={null}
get_children(number: address, number?: amount): table
```

<ParamField path="address" type="number" required>The Instance address to get the children from.</ParamField>
<ParamField path="amount" type="number">The amount of children to get. Defaults to `0` aka infinite.</ParamField>

#### get\_children\_last

Gets the last children of an Instance. Returns the children as a table.

```lua theme={null}
get_children_last(number: address, number?: amount): table
```

<ParamField path="address" type="number" required>The Instance address to get the children from.</ParamField>
<ParamField path="amount" type="number">The amount of children to get. Defaults to `0` aka infinite.</ParamField>

#### get\_children\_name

Gets the children of an Instance with a specific name. Returns the children as a table.

```lua theme={null}
get_children_name(number: address, string: name): table
```

<ParamField path="address" type="number" required>The Instance address to get the children from.</ParamField>
<ParamField path="name" type="string" required>The specific name to look for in the children.</ParamField>

#### get\_children\_class

Gets the children of an Instance with a specific class name. Returns the children as a table.

```lua theme={null}
get_children_class(number: address, string: name): table
```

<ParamField path="address" type="number" required>The Instance address to get the children from.</ParamField>
<ParamField path="name" type="string" required>The specific class name to look for in the children.</ParamField>

#### get\_child

Gets the first child of an Instance. Returns the child as a number.

```lua theme={null}
get_child(number: address): number
```

<ParamField path="address" type="number" required>The Instance address to get the child from.</ParamField>

#### get\_last\_child

Gets the last child of an Instance. Returns the child as a number.

```lua theme={null}
get_last_child(number: address): number
```

<ParamField path="address" type="number" required>The Instance address to get the child from.</ParamField>

#### get\_both\_children

Gets both first and last children of an Instance. Returns the children as a table.

```lua theme={null}
get_both_children(number: address): table
```

<ParamField path="address" type="number" required>The Instance address to get the children from.</ParamField>

#### find\_first\_child

Gets the first child of an Instance with a specific name. Returns the Instance as a number.

```lua theme={null}
find_first_child(number: address, string: name): number
```

<ParamField path="address" type="number" required>The Instance address to get the Instance from.</ParamField>
<ParamField path="name" type="string" required>The specific name to look for in the children.</ParamField>

#### find\_first\_class

Gets the first child of an Instance with a specific class name. Returns the Instance as a number.

```lua theme={null}
find_first_class(number: address, string: name): number
```

<ParamField path="address" type="number" required>The Instance address to get the Instance from.</ParamField>
<ParamField path="name" type="string" required>The specific class name to look for in the children.</ParamField>

#### find\_last\_child

Gets the last child of an Instance with a specific name. Returns the Instance as a number.

```lua theme={null}
find_last_child(number: address, string: name, number?: amount): number
```

<ParamField path="address" type="number" required>The Instance address to get the Instance from.</ParamField>
<ParamField path="name" type="string" required>The specific name to look for in the children.</ParamField>
<ParamField path="amount" type="number">The amount of children to get. Defaults to `100`.</ParamField>

#### find\_last\_class

Gets the last child of an Instance with a specific class name. Returns the Instance as a number.

```lua theme={null}
find_last_class(number: address, string: name, number?: amount): number
```

<ParamField path="address" type="number" required>The Instance address to get the Instance from.</ParamField>
<ParamField path="name" type="string" required>The specific class name to look for in the children.</ParamField>
<ParamField path="amount" type="number">The amount of children to get. Defaults to `100`.</ParamField>

#### has\_children

Checks if an Instance has any children. Returns `true` if it has any children, `false` otherwise.

```lua theme={null}
has_children(number: address): boolean
```

<ParamField path="address" type="number" required>The Instance address to check if it has children from.</ParamField>

#### get\_attributes

Gets the attributes of an Instance. Returns the parsed attributes as a table.

```lua theme={null}
get_attributes(number: address): table
```

<ParamField path="address" type="number" required>The Instance address to get the attributes from.</ParamField>

#### get\_attribute

Gets the attribute with of an Instance with a specific name. Returns the parsed attribute as a ParsedAttribute.

```lua theme={null}
get_attribute(number: address, string: name): ParsedAttribute
```

<ParamField path="address" type="number" required>The Instance address to get the attribute from.</ParamField>
<ParamField path="name" type="string" required>The specific name to look for in the attributes.</ParamField>

#### is\_base\_part

Checks if an class name is a base part. Returns `true` if it is a base part, `false` otherwise.

```lua theme={null}
is_base_part(string: name): boolean
```

<ParamField path="name" type="string" required>The class name to check if it is a base part.</ParamField>

#### is\_gui\_object

Checks if an class name is a gui object. Returns `true` if it is a gui object, `false` otherwise.

```lua theme={null}
is_gui_object(string: name): boolean
```

<ParamField path="name" type="string" required>The class name to check if it is a gui object.</ParamField>

#### set\_parent

Sets the parent Instance of an Instance.

```lua theme={null}
set_parent(number: address, number: value): void
```

<ParamField path="value" type="number" required>The Instance parent value to set.</ParamField>

### Workspace

This section provides methods for **inspecting, traversing, and manipulating** the properties and children specifically contained within the core **`Workspace`** Instance of the game environment.

***

#### get\_camera

Gets the current camera Instance. Returns the camera as a number. Can be called with a Workspace address or without arguments to retrieve the cached camera.

```lua theme={null}
get_camera(number?: address): number
```

<ParamField path="address" type="number">The Workspace Instance address. If not provided, returns the cached current camera.</ParamField>

#### get\_terrain

Gets the terrain Instance. Returns the terrain as a number. Can be called with a Workspace address or without arguments to retrieve the cached terrain.

```lua theme={null}
get_terrain(number?: address): number
```

<ParamField path="address" type="number">The Workspace Instance address. If not provided, returns the cached terrain.</ParamField>

### Camera

This section provides methods for **inspecting and manipulating** the **`Camera`** Instance's properties, including its position, orientation, field of view, and various movement behaviors.

***

#### get\_camera\_subject

Gets the current camera subject Instance of the Camera Instance. Returns the camera subject Instance address as a number.

```lua theme={null}
get_camera_subject(number: address): number
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>

#### get\_camera\_rotation

Gets the rotation matrix of the Camera Instance. Returns a Matrix3 containing the camera's rotation.

```lua theme={null}
get_camera_rotation(number: address): Matrix3
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>

#### get\_camera\_translation

Gets the translation (position) of the Camera Instance. Returns a Vector3 containing the camera's position.

```lua theme={null}
get_camera_translation(number: address): Vector3
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>

#### get\_camera\_cframe

Gets the CFrame (coordinate frame) of the Camera Instance. Returns a CFrame containing the camera's position and orientation.

```lua theme={null}
get_camera_cframe(number: address): CFrame
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>

#### get\_field\_of\_view

Gets the field of view of the Camera Instance. Returns the field of view in degrees as a number.

```lua theme={null}
get_field_of_view(number: address): number
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>

#### set\_camera\_subject

Sets the camera subject Instance of the Camera Instance.

```lua theme={null}
set_camera_subject(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>
<ParamField path="value" type="number" required>The Instance address to set as the camera subject.</ParamField>

#### set\_camera\_rotation

Sets the rotation matrix of the Camera Instance.

```lua theme={null}
set_camera_rotation(number: address, Matrix3: value): void
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>
<ParamField path="value" type="Matrix3" required>The rotation matrix to set for the camera.</ParamField>

#### set\_camera\_translation

Sets the translation (position) of the Camera Instance.

```lua theme={null}
set_camera_translation(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The position vector to set for the camera.</ParamField>

#### set\_camera\_cframe

Sets the CFrame (coordinate frame) of the Camera Instance.

```lua theme={null}
set_camera_cframe(number: address, CFrame: value): void
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>
<ParamField path="value" type="CFrame" required>The CFrame to set for the camera's position and orientation.</ParamField>

#### set\_field\_of\_view

Sets the field of view of the Camera Instance.

```lua theme={null}
set_field_of_view(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Camera Instance address.</ParamField>
<ParamField path="value" type="number" required>The field of view in degrees to set for the camera.</ParamField>

### Terrain

This section provides methods for **inspecting and manipulating** various environmental and rendering properties of the **`Terrain`** instance, including water color, reflection, wave dynamics, and decorative element sizes.

***

#### get\_water\_color

Gets the water color of the Terrain Instance. Returns a Color3 containing the water color.

```lua theme={null}
get_water_color(number: address): Color3
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>

#### get\_grass\_size

Gets the grass size of the Terrain Instance. Returns the grass size as a number.

```lua theme={null}
get_grass_size(number: address): number
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>

#### get\_water\_reflect

Gets the water reflectance of the Terrain Instance. Returns the reflectance value as a number.

```lua theme={null}
get_water_reflect(number: address): number
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>

#### get\_wave\_size

Gets the water wave size of the Terrain Instance. Returns the wave size as a number.

```lua theme={null}
get_wave_size(number: address): number
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>

#### get\_wave\_speed

Gets the water wave speed of the Terrain Instance. Returns the wave speed as a number.

```lua theme={null}
get_wave_speed(number: address): number
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>

#### get\_decoration

Gets the decoration state of the Terrain Instance. Returns `true` if decoration (grass) is enabled, `false` otherwise.

```lua theme={null}
get_decoration(number: address): boolean
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>

#### set\_water\_color

Sets the water color of the Terrain Instance.

```lua theme={null}
set_water_color(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the water color.</ParamField>

#### set\_grass\_size

Sets the grass size of the Terrain Instance.

```lua theme={null}
set_grass_size(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>
<ParamField path="value" type="number" required>The grass size to set.</ParamField>

#### set\_water\_reflect

Sets the water reflectance of the Terrain Instance.

```lua theme={null}
set_water_reflect(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>
<ParamField path="value" type="number" required>The reflectance value to set for the water.</ParamField>

#### set\_wave\_size

Sets the water wave size of the Terrain Instance.

```lua theme={null}
set_wave_size(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>
<ParamField path="value" type="number" required>The wave size to set for the water.</ParamField>

#### set\_wave\_speed

Sets the water wave speed of the Terrain Instance.

```lua theme={null}
set_wave_speed(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>
<ParamField path="value" type="number" required>The wave speed to set for the water.</ParamField>

#### set\_decoration

Sets the decoration state of the Terrain Instance. When set to `false`, grass will be disabled.

```lua theme={null}
set_decoration(number: address, boolean: value): void
```

<ParamField path="address" type="number" required>The Terrain Instance address.</ParamField>
<ParamField path="value" type="boolean" required>Set to `true` to enable decoration (grass), `false` to disable it.</ParamField>

### Players

This section provides methods for **managing and querying** the game's player collection, including retrieving the local client player instance and the maximum number of players allowed in the game.

***

#### get\_client

Gets the local player Instance from the Players service. Returns the local player Instance address as a number.

```lua theme={null}
get_client(number: address): number
```

<ParamField path="address" type="number" required>The Players service Instance address.</ParamField>

#### get\_max\_players

Gets the maximum number of players that can be in the server. Returns the max player count as a number.

```lua theme={null}
get_max_players(number: address): number
```

<ParamField path="address" type="number" required>The Players service Instance address.</ParamField>

### Lighting

This section provides methods for **inspecting and manipulating** the **`Lighting`** instance's extensive properties, controlling the visual atmosphere, including ambient and directional light, shadows, fog, exposure, and the addresses of associated sky and atmosphere objects.

***

#### get\_ambient

Gets the ambient lighting color of the Lighting Instance. Returns a Color3 containing the ambient color.

```lua theme={null}
get_ambient(number: address): Color3
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_shift\_bottom

Gets the color shift for the bottom of the skybox in the Lighting Instance. Returns a Color3 containing the bottom shift color.

```lua theme={null}
get_shift_bottom(number: address): Color3
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_shift\_top

Gets the color shift for the top of the skybox in the Lighting Instance. Returns a Color3 containing the top shift color.

```lua theme={null}
get_shift_top(number: address): Color3
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_fog\_color

Gets the fog color of the Lighting Instance. Returns a Color3 containing the fog color.

```lua theme={null}
get_fog_color(number: address): Color3
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_outdoor\_ambient

Gets the outdoor ambient lighting color of the Lighting Instance. Returns a Color3 containing the outdoor ambient color.

```lua theme={null}
get_outdoor_ambient(number: address): Color3
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_brightness

Gets the brightness level of the Lighting Instance. Returns the brightness as a number.

```lua theme={null}
get_brightness(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_diffuse\_scale

Gets the diffuse scale of the Lighting Instance. Returns the diffuse scale as a number.

```lua theme={null}
get_diffuse_scale(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_specular\_scale

Gets the specular scale of the Lighting Instance. Returns the specular scale as a number.

```lua theme={null}
get_specular_scale(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_exposure

Gets the exposure level of the Lighting Instance. Returns the exposure as a number.

```lua theme={null}
get_exposure(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_fog\_end

Gets the fog end distance of the Lighting Instance. Returns the fog end distance as a number.

```lua theme={null}
get_fog_end(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_fog\_start

Gets the fog start distance of the Lighting Instance. Returns the fog start distance as a number.

```lua theme={null}
get_fog_start(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_shadow\_softness

Gets the shadow softness of the Lighting Instance. Returns the shadow softness as a number.

```lua theme={null}
get_shadow_softness(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_technology

Gets the rendering technology mode of the Lighting Instance. Returns the technology mode as a number.

```lua theme={null}
get_technology(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_global\_shadows

Gets the global shadows state of the Lighting Instance. Returns `true` if global shadows are enabled, `false` otherwise.

```lua theme={null}
get_global_shadows(number: address): boolean
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_tint

Gets the color tint of the Lighting Instance. Returns a Color3 containing the tint color.

```lua theme={null}
get_tint(number: address): Color3
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_direction

Gets the light direction of the Lighting Instance. Returns the direction as a number.

```lua theme={null}
get_direction(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_sky

Gets the Sky Instance from the Lighting Instance. Returns the Sky Instance address as a number.

```lua theme={null}
get_sky(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### get\_atmosphere

Gets the Atmosphere Instance from the Lighting Instance. Returns the Atmosphere Instance address as a number.

```lua theme={null}
get_atmosphere(number: address): number
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>

#### set\_ambient

Sets the ambient lighting color of the Lighting Instance.

```lua theme={null}
set_ambient(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the ambient color.</ParamField>

#### set\_shift\_bottom

Sets the color shift for the bottom of the skybox in the Lighting Instance.

```lua theme={null}
set_shift_bottom(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the bottom shift color.</ParamField>

#### set\_shift\_top

Sets the color shift for the top of the skybox in the Lighting Instance.

```lua theme={null}
set_shift_top(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the top shift color.</ParamField>

#### set\_fog\_color

Sets the fog color of the Lighting Instance.

```lua theme={null}
set_fog_color(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the fog color.</ParamField>

#### set\_outdoor\_ambient

Sets the outdoor ambient lighting color of the Lighting Instance.

```lua theme={null}
set_outdoor_ambient(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the outdoor ambient color.</ParamField>

#### set\_brightness

Sets the brightness level of the Lighting Instance.

```lua theme={null}
set_brightness(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The brightness value to set.</ParamField>

#### set\_diffuse\_scale

Sets the diffuse scale of the Lighting Instance.

```lua theme={null}
set_diffuse_scale(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The diffuse scale value to set.</ParamField>

#### set\_specular\_scale

Sets the specular scale of the Lighting Instance.

```lua theme={null}
set_specular_scale(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The specular scale value to set.</ParamField>

#### set\_exposure

Sets the exposure level of the Lighting Instance.

```lua theme={null}
set_exposure(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The exposure value to set.</ParamField>

#### set\_fog\_end

Sets the fog end distance of the Lighting Instance.

```lua theme={null}
set_fog_end(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The fog end distance to set.</ParamField>

#### set\_fog\_start

Sets the fog start distance of the Lighting Instance.

```lua theme={null}
set_fog_start(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The fog start distance to set.</ParamField>

#### set\_shadow\_softness

Sets the shadow softness of the Lighting Instance.

```lua theme={null}
set_shadow_softness(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The shadow softness value to set.</ParamField>

#### set\_technology

Sets the rendering technology mode of the Lighting Instance.

```lua theme={null}
set_technology(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The technology mode value to set.</ParamField>

#### set\_global\_shadows

Sets the global shadows state of the Lighting Instance.

```lua theme={null}
set_global_shadows(number: address, boolean: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="boolean" required>Set to `true` to enable global shadows, `false` to disable them.</ParamField>

#### set\_tint

Sets the color tint of the Lighting Instance.

```lua theme={null}
set_tint(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the tint color.</ParamField>

#### set\_direction

Sets the light direction of the Lighting Instance.

```lua theme={null}
set_direction(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Lighting Instance address.</ParamField>
<ParamField path="value" type="number" required>The direction value to set.</ParamField>

### Sky

This section provides a method for **inspecting** the **`Sky`** instance to retrieve its current orientation in the game world.

***

#### get\_sky\_orientation

Gets the skybox orientation of the Sky Instance. Returns a Vector3 containing the skybox's rotation angles.

```lua theme={null}
get_sky_orientation(number: address): Vector3
```

<ParamField path="address" type="number" required>The Sky Instance address.</ParamField>

#### set\_sky\_orientation

Sets the skybox orientation of the Sky Instance.

```lua theme={null}
set_sky_orientation(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Sky Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The rotation angles vector to set for the skybox's orientation.</ParamField>

### Atmosphere

This section provides methods for **inspecting and manipulating** the **`Atmosphere`** instance's properties. These functions control various environmental effects such as light density, color, haze, glare, decay, and positional offset.

***

#### get\_density

Gets the density of the Atmosphere Instance. Returns the density as a number.

```lua theme={null}
get_density(number: address): number
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>

#### get\_offset

Gets the offset of the Atmosphere Instance. Returns the offset as a number.

```lua theme={null}
get_offset(number: address): number
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>

#### get\_atmosphere\_color

Gets the color of the Atmosphere Instance. Returns a Color3 containing the atmosphere color.

```lua theme={null}
get_atmosphere_color(number: address): Color3
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>

#### get\_decay

Gets the decay color of the Atmosphere Instance. Returns a Color3 containing the decay color.

```lua theme={null}
get_decay(number: address): Color3
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>

#### get\_glare

Gets the glare intensity of the Atmosphere Instance. Returns the glare as a number.

```lua theme={null}
get_glare(number: address): number
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>

#### get\_haze

Gets the haze intensity of the Atmosphere Instance. Returns the haze as a number.

```lua theme={null}
get_haze(number: address): number
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>

#### set\_density

Sets the density of the Atmosphere Instance.

```lua theme={null}
set_density(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>
<ParamField path="value" type="number" required>The density value to set.</ParamField>

#### set\_offset

Sets the offset of the Atmosphere Instance.

```lua theme={null}
set_offset(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>
<ParamField path="value" type="number" required>The offset value to set.</ParamField>

#### set\_atmosphere\_color

Sets the color of the Atmosphere Instance.

```lua theme={null}
set_atmosphere_color(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the atmosphere color.</ParamField>

#### set\_decay

Sets the decay color of the Atmosphere Instance.

```lua theme={null}
set_decay(number: address, Color3: value): void
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>
<ParamField path="value" type="Color3" required>The Color3 value to set for the decay color.</ParamField>

#### set\_glare

Sets the glare intensity of the Atmosphere Instance.

```lua theme={null}
set_glare(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>
<ParamField path="value" type="number" required>The glare value to set.</ParamField>

#### set\_haze

Sets the haze intensity of the Atmosphere Instance.

```lua theme={null}
set_haze(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Atmosphere Instance address.</ParamField>
<ParamField path="value" type="number" required>The haze value to set.</ParamField>

### Player

This section provides methods for **inspecting and manipulating** individual **`Player`** instances. These functions allow access to player-specific details such as their display name, team, user ID, account age, character instance, and client properties like camera zoom and idle time.

***

#### get\_display

Gets the display name of the Player Instance. Returns the display name as a string.

```lua theme={null}
get_display(number: address): string
```

<ParamField path="address" type="number" required>The Player Instance address.</ParamField>

#### get\_team

Gets the Team Instance that the Player belongs to. Returns the Team Instance address as a number.

```lua theme={null}
get_team(number: address): number
```

<ParamField path="address" type="number" required>The Player Instance address.</ParamField>

#### get\_user\_id

Gets the user ID of the Player Instance. Returns the user ID as a number.

```lua theme={null}
get_user_id(number: address): number
```

<ParamField path="address" type="number" required>The Player Instance address.</ParamField>

#### get\_account\_age

Gets the account age (in days) of the Player Instance. Returns the account age as a number.

```lua theme={null}
get_account_age(number: address): number
```

<ParamField path="address" type="number" required>The Player Instance address.</ParamField>

#### get\_camera\_zoom

Gets the camera zoom settings of the local Player Instance. Returns a table containing the camera zoom configuration. This function only works for the local player.

```lua theme={null}
get_camera_zoom(number: address): table
```

<ParamField path="address" type="number" required>The local Player Instance address.</ParamField>

#### get\_character

Gets the Character model Instance of the Player. Returns the Character Instance address as a number.

```lua theme={null}
get_character(number: address): number
```

<ParamField path="address" type="number" required>The Player Instance address.</ParamField>

#### get\_idle\_time

Gets the idle time (in seconds) of the local Player Instance. Returns the idle time as a number. This function only works for the local player.

```lua theme={null}
get_idle_time(number: address): number
```

<ParamField path="address" type="number" required>The local Player Instance address.</ParamField>

#### set\_camera\_zoom

Sets the camera zoom settings of the local Player Instance. This function only works for the local player.

```lua theme={null}
set_camera_zoom(number: address, table: value): void
```

<ParamField path="address" type="number" required>The local Player Instance address.</ParamField>
<ParamField path="value" type="table" required>A table containing the camera zoom configuration to set.</ParamField>

#### set\_idle\_time

Sets the idle time (in seconds) of the local Player Instance. This function only works for the local player.

```lua theme={null}
set_idle_time(number: address, number: value): void
```

<ParamField path="address" type="number" required>The local Player Instance address.</ParamField>
<ParamField path="value" type="number" required>The idle time in seconds to set.</ParamField>

### Team

This section provides methods for **inspecting and manipulating** individual **`Team`** instances, including properties like color and name.

***

#### get\_team\_color

Gets the BrickColor team color ID of the Team Instance. Returns the BrickColor ID as a number. Use `fromBrickColor` on a Color3 or Color4 to convert this to a Color value.

```lua theme={null}
get_team_color(number: address): number
```

<ParamField path="address" type="number" required>The Team Instance address.</ParamField>

### Model

This section provides a method for **inspecting** the **`Model`** instance to retrieve a reference to its designated primary or root part.

***

#### get\_primary\_part

Gets the PrimaryPart BasePart Instance of the Model Instance. Returns the PrimaryPart Instance address as a number.

```lua theme={null}
get_primary_part(number: address): number
```

<ParamField path="address" type="number" required>The Model Instance address.</ParamField>

### Base Part

This section provides methods for **inspecting and manipulating** properties common to all **`BasePart`** derivatives (e.g., `Part`, `MeshPart`, `UnionOperation`). These functions control aspects like transparency, retrieving primitive, and visual appearance.

***

#### get\_transparency

Gets the transparency value of the BasePart Instance. Returns the transparency as a number (0 is fully opaque, 1 is fully transparent).

```lua theme={null}
get_transparency(number: address): number
```

<ParamField path="address" type="number" required>The BasePart Instance address.</ParamField>

***

#### get\_primitive

Gets the Primitive Class of the BasePart. Returns the Primitive Class address as a number.

```lua theme={null}
get_primitive(number: address): number
```

<ParamField path="address" type="number" required>The BasePart Instance address.</ParamField>

***

#### get\_part\_color

Gets the color of the BasePart Instance. Returns a Color3 containing the part's color.

```lua theme={null}
get_part_color(number: address): Color3
```

<ParamField path="address" type="number" required>The BasePart Instance address.</ParamField>

### Primitive

This section provides methods for **inspecting and manipulating** the core physical and spatial properties of a `BasePart`'s associated **`Primitive`** class. These functions control essential data like its `CFrame`, size, rotation, velocity, and fundamental physics behaviors such as gravity and collision.

***

#### get\_gravity

Gets the world gravity of the Primitive Instance. Returns the world multiplier as a number.

```lua theme={null}
get_gravity(number: address): number
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_rotation

Gets the rotation matrix of the Primitive Instance. Returns a Matrix3 containing the primitive's rotation.

```lua theme={null}
get_rotation(number: address): Matrix3
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_translation

Gets the translation (position) of the Primitive Instance. Returns a Vector3 containing the primitive's position.

```lua theme={null}
get_translation(number: address): Vector3
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_cframe

Gets the CFrame (coordinate frame) of the Primitive Instance. Returns a CFrame containing the primitive's position and orientation.

```lua theme={null}
get_cframe(number: address): CFrame
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_velocity

Gets the velocity of the Primitive Instance. Returns a Vector3 containing the primitive's velocity.

```lua theme={null}
get_velocity(number: address): Vector3
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_size

Gets the size of the Primitive Instance. Returns a Vector3 containing the part's dimensions.

```lua theme={null}
get_size(number: address): Vector3
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_prim\_parent

Gets the BasePart Instance that this Primitive belongs to. Returns the BasePart Instance address as a number.

```lua theme={null}
get_prim_parent(number: address): number
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### get\_collision

Gets the collision bitmask value of the Primitive Instance. Returns the collision bitmask value as a number.

```lua theme={null}
get_collision(number: address): number
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>

#### set\_gravity

Sets the gravity multiplier of the Primitive Instance.

```lua theme={null}
set_gravity(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="number" required>The world gravity to set.</ParamField>

#### set\_rotation

Sets the rotation matrix of the Primitive Instance.

```lua theme={null}
set_rotation(number: address, Matrix3: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="Matrix3" required>The rotation matrix to set for the primitive.</ParamField>

#### set\_translation

Sets the translation (position) of the Primitive Instance.

```lua theme={null}
set_translation(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The position vector to set for the primitive.</ParamField>

#### set\_cframe

Sets the CFrame (coordinate frame) of the Primitive Instance.

```lua theme={null}
set_cframe(number: address, CFrame: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="CFrame" required>The CFrame to set for the primitive's position and orientation.</ParamField>

#### set\_velocity

Sets the velocity of the Primitive Instance.

```lua theme={null}
set_velocity(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The velocity vector to set for the primitive.</ParamField>

#### set\_size

Sets the size of the Primitive Instance.

```lua theme={null}
set_size(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The size vector to set for the part's dimensions.</ParamField>

#### set\_collision

Sets the collision bitmask value of the Primitive Instance.

```lua theme={null}
set_collision(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="number" required>The collision bitmask value to set.</ParamField>

#### set\_teleport

Teleports the Primitive Instance to the specified position.

```lua theme={null}
set_teleport(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Primitive Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The position vector to teleport the primitive to.</ParamField>

### Bone

This section provides methods for **inspecting and manipulating** the spatial properties of a **`Bone`** instance. These functions are used to retrieve the bone's rotation, translation, and `CFrame`, which are critical for warping and deforming associated meshes.

***

#### get\_bone\_rotation

Gets the rotation matrix of the Bone Instance. Returns a Matrix3 containing the bone's rotation.

```lua theme={null}
get_bone_rotation(number: address): Matrix3
```

<ParamField path="address" type="number" required>The Bone Instance address.</ParamField>

#### get\_bone\_translation

Gets the translation (position) of the Bone Instance. Returns a Vector3 containing the bone's position.

```lua theme={null}
get_bone_translation(number: address): Vector3
```

<ParamField path="address" type="number" required>The Bone Instance address.</ParamField>

#### get\_bone\_cframe

Gets the CFrame (coordinate frame) of the Bone Instance. Returns a CFrame containing the bone's position and orientation.

```lua theme={null}
get_bone_cframe(number: address): CFrame
```

<ParamField path="address" type="number" required>The Bone Instance address.</ParamField>

#### get\_bone\_primitive

Translates a Bone Instance address to its corresponding Primitive address, allowing primitive functions to work with bones. Returns the Primitive address as a number.

```lua theme={null}
get_bone_primitive(number: address): number
```

<ParamField path="address" type="number" required>The Bone Instance address.</ParamField>

### Humanoid

This section provides methods for **inspecting and manipulating** the core properties of a **`Humanoid`** instance. These functions control character health, speed, jump power, hip height, camera offset, and various behavioral states like sitting and auto-rotation.

***

#### get\_camera\_offset

Gets the camera offset of the Humanoid Instance. Returns a Vector3 containing the camera offset.

```lua theme={null}
get_camera_offset(number: address): Vector3
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_health

Gets the current health of the Humanoid Instance. Returns the health as a number.

```lua theme={null}
get_health(number: address): number
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_hip\_height

Gets the hip height of the Humanoid Instance. Returns the hip height as a number.

```lua theme={null}
get_hip_height(number: address): number
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_jump\_power

Gets the jump power of the Humanoid Instance. Returns the jump power as a number.

```lua theme={null}
get_jump_power(number: address): number
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_max\_health

Gets the maximum health of the Humanoid Instance. Returns the max health as a number.

```lua theme={null}
get_max_health(number: address): number
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_walk\_speed

Gets the walk speed of the Humanoid Instance. Returns the walk speed as a number.

```lua theme={null}
get_walk_speed(number: address): number
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_auto\_rotate

Gets the auto-rotate state of the Humanoid Instance. Returns `true` if auto-rotate is enabled, `false` otherwise.

```lua theme={null}
get_auto_rotate(number: address): boolean
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_jump

Gets the jump state of the Humanoid Instance. Returns `true` if the humanoid is jumping, `false` otherwise.

get\_jump(number: address): boolean

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### get\_sit

Gets the sit state of the Humanoid Instance. Returns `true` if the humanoid is sitting, `false` otherwise.

```lua theme={null}
get_sit(number: address): boolean
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>

#### set\_camera\_offset

Sets the camera offset of the Humanoid Instance.

```lua theme={null}
set_camera_offset(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The camera offset vector to set.</ParamField>

#### set\_hip\_height

Sets the hip height of the Humanoid Instance.

```lua theme={null}
set_hip_height(number: address, number: value)
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>
<ParamField path="value" type="number" required>The hip height to set.</ParamField>

#### set\_jump\_power

Sets the jump power of the Humanoid Instance.

```lua theme={null}
set_jump_power(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>
<ParamField path="value" type="number" required>The jump power to set.</ParamField>

#### set\_walk\_speed

Sets the walk speed of the Humanoid Instance.

```lua theme={null}
set_walk_speed(number: address, number: value): void
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>
<ParamField path="value" type="number" required>The walk speed to set.</ParamField>

#### set\_auto\_rotate

Sets the auto-rotate state of the Humanoid Instance.

```lua theme={null}
set_auto_rotate(number: address, boolean: value): void
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>
<ParamField path="value" type="boolean" required>Set to `true` to enable auto-rotate, `false` to disable it.</ParamField>

#### set\_sit

Sets the sit state of the Humanoid Instance.

```lua theme={null}
set_sit(number: address, boolean: value): void
```

<ParamField path="address" type="number" required>The Humanoid Instance address.</ParamField>
<ParamField path="value" type="boolean" required>Set to `true` to make the humanoid sit, `false` to make it stand.</ParamField>

### User Input

This section provides a method for **inspecting** the **`UserInputService`** instance to determine if an input element, such as a text box, currently has focus.

***

#### get\_focused\_box

Gets the current focused TextBox Instance that is being typed in from the UserInputService. Returns the TextBox Instance address as a number.

```lua theme={null}
get_focused_box(): number
```

***

### Part Adornment

This section provides a method for **inspecting** instances of `SurfaceGui` or `BillboardGui` to retrieve the memory address of the **`Adornee`** part they are attached to and rendered upon.

***

#### get\_adornee

Gets the Adornee property of an Instance such as SurfaceGui or BillboardGui. Returns the Adornee Instance address as a number.

```lua theme={null}
get_adornee(number: address): number
```

<ParamField path="address" type="number" required>The Instance address (e.g., SurfaceGui, BillboardGui).</ParamField>

### Gui Object

This section provides methods for **inspecting** properties shared across all **`GuiObject`** derivatives (e.g., `Frame`, `TextButton`, `ImageLabel`). These functions allow you to retrieve critical layout information, such as absolute position, absolute size, and the full absolute bounding rectangle on the screen.

***

#### get\_absolute\_position

Gets the absolute screen position of the GuiObject Instance. Returns a Vector2 containing the X and Y position.

```lua theme={null}
get_absolute_position(number: address): Vector2
```

<ParamField path="address" type="number" required>The GuiObject Instance address.</ParamField>

#### get\_absolute\_size

Gets the absolute screen size of the GuiObject Instance. Returns a Vector2 containing the width and height.

```lua theme={null}
get_absolute_size(number: address): Vector2
```

<ParamField path="address" type="number" required>The GuiObject Instance address.</ParamField>

#### get\_absolute\_rect

Gets the absolute screen rectangle of the GuiObject Instance. Returns a Rect where `low` is the position and `high` is the size.

```lua theme={null}
get_absolute_rect(number: address): Rect
```

<ParamField path="address" type="number" required>The GuiObject Instance address.</ParamField>

### Text Label

This section provides a method for **inspecting** the **`TextLabel`** instance to retrieve the string content currently being displayed.

***

#### get\_label\_text

Gets the text content of the TextLabel Instance. Returns the text as a string.

```lua theme={null}
get_label_text(number: address): string
```

<ParamField path="address" type="number" required>The TextLabel Instance address.</ParamField>

### Text Button

This section provides a method for **inspecting** the **`TextButton`** instance to retrieve the string content that is rendered on the button's surface.

***

#### get\_button\_text

Gets the text content of the TextButton Instance. Returns the text as a string.

```lua theme={null}
get_button_text(number: address): string
```

<ParamField path="address" type="number" required>The TextButton Instance address.</ParamField>

### Text Box

This section provides a method for **inspecting** the **`TextBox`** instance to retrieve the string content currently entered or stored within the input field.

***

#### get\_box\_text

Gets the text content of the TextBox Instance. Returns the text as a string.

```lua theme={null}
get_box_text(number: address): string
```

<ParamField path="address" type="number" required>The TextBox Instance address.</ParamField>

### Tool

This section provides methods for **inspecting and manipulating** properties of a **`Tool`** instance, including retrieving its texture reference and accessing or setting the tool's grip position and orientation.

***

#### get\_tool\_texture

Gets the texture ID of the Tool Instance. Returns the texture ID as a string.

```lua theme={null}
get_tool_texture(number: address): string
```

<ParamField path="address" type="number" required>The Tool Instance address.</ParamField>

#### get\_tool\_grip

Gets the grip CFrame of the Tool Instance. Returns a CFrame containing the tool's grip position and orientation.

```lua theme={null}
get_tool_grip(number: address): CFrame
```

<ParamField path="address" type="number" required>The Tool Instance address.</ParamField>

#### set\_tool\_grip

Sets the grip CFrame of the Tool Instance.

```lua theme={null}
set_tool_grip(number: address, CFrame: value): void
```

<ParamField path="address" type="number" required>The Tool Instance address.</ParamField>
<ParamField path="value" type="CFrame" required>The CFrame to set for the tool's grip position and orientation.</ParamField>

### Value

This section provides methods for **inspecting and manipulating** the stored data within various **Value-based instances** (e.g., `NumberValue`, `ObjectValue`, `StringValue`). These functions allow you to read and write the core primitive or structure held by the respective value object.

***

#### get\_int\_value

Gets the stored integer value of the IntValue Instance. Returns the integer as a number.

```lua theme={null}
get_int_value(number: address): number
```

<ParamField path="address" type="number" required>The IntValue Instance address.</ParamField>

#### get\_bool\_value

Gets the stored boolean value of the BoolValue Instance. Returns `true` or `false`.

```lua theme={null}
get_bool_value(number: address): boolean
```

<ParamField path="address" type="number" required>The BoolValue Instance address.</ParamField>

#### get\_cframe\_value

Gets the stored CFrame value of the CFrameValue Instance. Returns a CFrame.

```lua theme={null}
get_cframe_value(number: address): CFrame
```

<ParamField path="address" type="number" required>The CFrameValue Instance address.</ParamField>

#### get\_number\_value

Gets the stored number value of the NumberValue Instance. Returns the number as a double.

```lua theme={null}
get_number_value(number: address): number
```

<ParamField path="address" type="number" required>The NumberValue Instance address.</ParamField>

#### get\_object\_value

Gets the stored object reference of the ObjectValue Instance. Returns the referenced Instance address as a number.

```lua theme={null}
get_object_value(number: address): number
```

<ParamField path="address" type="number" required>The ObjectValue Instance address.</ParamField>

#### get\_string\_value

Gets the stored string value of the StringValue Instance. Returns the string.

```lua theme={null}
get_string_value(number: address): string
```

<ParamField path="address" type="number" required>The StringValue Instance address.</ParamField>

#### get\_vector3\_value

Gets the stored Vector3 value of the Vector3Value Instance. Returns a Vector3.

```lua theme={null}
get_vector3_value(number: address): Vector3
```

<ParamField path="address" type="number" required>The Vector3Value Instance address.</ParamField>

#### get\_brick\_color\_value

Gets the stored BrickColor ID of the BrickColorValue Instance. Returns the BrickColor ID as a number.

```lua theme={null}
get_brick_color_value(number: address): number
```

<ParamField path="address" type="number" required>The BrickColorValue Instance address.</ParamField>

#### set\_int\_value

Sets the stored integer value of the IntValue Instance.

```lua theme={null}
set_int_value(number: address, number: value): void
```

<ParamField path="address" type="number" required>The IntValue Instance address.</ParamField>
<ParamField path="value" type="number" required>The integer value to set.</ParamField>

#### set\_bool\_value

Sets the stored boolean value of the BoolValue Instance.

```lua theme={null}
set_bool_value(number: address, boolean: value): void
```

<ParamField path="address" type="number" required>The BoolValue Instance address.</ParamField>
<ParamField path="value" type="boolean" required>The boolean value to set.</ParamField>

#### set\_cframe\_value

Sets the stored CFrame value of the CFrameValue Instance.

```lua theme={null}
set_cframe_value(number: address, CFrame: value): void
```

<ParamField path="address" type="number" required>The CFrameValue Instance address.</ParamField>
<ParamField path="value" type="CFrame" required>The CFrame value to set.</ParamField>

#### set\_number\_value

Sets the stored number value of the NumberValue Instance.

```lua theme={null}
set_number_value(number: address, number: value): void
```

<ParamField path="address" type="number" required>The NumberValue Instance address.</ParamField>
<ParamField path="value" type="number" required>The number value to set.</ParamField>

#### set\_object\_value

Sets the stored object reference of the ObjectValue Instance.

```lua theme={null}
set_object_value(number: address, number: value): void
```

<ParamField path="address" type="number" required>The ObjectValue Instance address.</ParamField>
<ParamField path="value" type="number" required>The Instance address to set as the object reference.</ParamField>

#### set\_vector3\_value

Sets the stored Vector3 value of the Vector3Value Instance.

```lua theme={null}
set_vector3_value(number: address, Vector3: value): void
```

<ParamField path="address" type="number" required>The Vector3Value Instance address.</ParamField>
<ParamField path="value" type="Vector3" required>The Vector3 value to set.</ParamField>

#### set\_brick\_color\_value

Sets the stored BrickColor ID of the BrickColorValue Instance.

```lua theme={null}
set_brick_color_value(number: address, number: value): void
```

<ParamField path="address" type="number" required>The BrickColorValue Instance address.</ParamField>
<ParamField path="value" type="number" required>The BrickColor ID to set.</ParamField>

### Stats Item

This section provides methods for **inspecting and manipulating** the stored data within a **`StatsItem`** instance. These functions allow you to read and write both the numerical and string values contained within the item.

***

#### get\_stats\_value

Gets the numeric value of the StatsItem Instance. Returns the value as a number.

```lua theme={null}
get_stats_value(number: address): number
```

<ParamField path="address" type="number" required>The StatsItem Instance address.</ParamField>

#### get\_stats\_svalue

Gets the string value of the StatsItem Instance. Returns the value as a string.

```lua theme={null}
get_stats_svalue(number: address): string
```

<ParamField path="address" type="number" required>The StatsItem Instance address.</ParamField>

#### set\_stats\_value

Sets the numeric value of the StatsItem Instance.

```lua theme={null}
set_stats_value(number: address, number: value): void
```

<ParamField path="address" type="number" required>The StatsItem Instance address.</ParamField>
<ParamField path="value" type="number" required>The numeric value to set.</ParamField>

### Mesh Part

This section provides methods for **inspecting** the **`MeshPart`** instance to retrieve the **IDs** referencing its mesh geometry and associated texture map.

***

#### get\_mesh\_part\_mesh

Gets the mesh ID of the MeshPart Instance. Returns the mesh ID as a string.

```lua theme={null}
get_mesh_part_mesh(number: address): string
```

<ParamField path="address" type="number" required>The MeshPart Instance address.</ParamField>

#### get\_mesh\_part\_texture

Gets the texture ID of the MeshPart Instance. Returns the texture ID as a string.

```lua theme={null}
get_mesh_part_texture(number: address): string
```

<ParamField path="address" type="number" required>The MeshPart Instance address.</ParamField>

### Special Mesh

This section provides methods for **inspecting** the **`SpecialMesh`** instance to retrieve the **IDs** referencing its mesh geometry and associated texture map.

***

#### get\_special\_mesh\_id

Gets the mesh ID of the SpecialMesh Instance. Returns the mesh ID as a string.

```lua theme={null}
get_special_mesh_id(number: address): string
```

<ParamField path="address" type="number" required>The SpecialMesh Instance address.</ParamField>

#### get\_special\_texture\_id

Gets the texture ID of the SpecialMesh Instance. Returns the texture ID as a string.

```lua theme={null}
get_special_texture_id(number: address): string
```

<ParamField path="address" type="number" required>The SpecialMesh Instance address.</ParamField>

### Texture

This section provides methods for **inspecting** the **`Texture`** instance to retrieve properties such as the **ID** referencing the image asset and its associated color value.

***

#### get\_texture\_texture

Gets the texture ID of the Texture Instance. Returns the texture ID as a string.

```lua theme={null}
get_texture_texture(number: address): string
```

<ParamField path="address" type="number" required>The Texture Instance address.</ParamField>

#### get\_texture\_color

Gets the texture color of the Texture Instance. Returns the texture color as a Color3.

```lua theme={null}
get_texture_color(number: address): Color3
```

<ParamField path="address" type="number" required>The Texture Instance address.</ParamField>

### Decal

This section provides methods for **inspecting** the **`Decal`** instance to retrieve properties such as the **ID** referencing the image asset and its associated color value.

***

#### get\_decal\_texture

Gets the texture ID of the Decal Instance. Returns the texture ID as a string.

```lua theme={null}
get_decal_texture(number: address): string
```

<ParamField path="address" type="number" required>The Decal Instance address.</ParamField>

#### get\_decal\_color

Gets the decal color of the Decal Instance. Returns the decal color as a Color3.

```lua theme={null}
get_decal_color(number: address): Color3
```

<ParamField path="address" type="number" required>The Decal Instance address.</ParamField>

### Sound

This section provides a method for **inspecting** the **`Sound`** instance to retrieve the **ID** referencing the audio asset it is configured to play.

***

#### get\_sound\_id

Gets the sound ID of the Sound Instance. Returns the sound ID as a string.

```lua theme={null}
get_sound_id(number: address): string
```

<ParamField path="address" type="number" required>The Sound Instance address.</ParamField>
