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The Gimloader Api

The Gimloader API is accessible through the script-specific api variable, or the global GL variable. It contains many tools that are useful for making scripts.

It is recommended that you use the scoped api for your script, as it will automatically handle cleaning up any changes that have been made when the script is disabled. The global api requires using an id for cleanup, which can be cumbersome. Scoped apis are available for all scripts via the api variable.

// Unscoped
GL.UI.addStyles("MyPlugin", "#thing { color: red }");
export function onStop() {
GL.UI.removeStyles("MyPlugin");
}
// Scoped
api.UI.addStyles("#thing { color: red }")

When using the scoped api, rather than exporting onStop and openSettingsMenu it is recommended that you use api.onStop and api.openSettingsMenu, like so:

api.onStop(() => console.log("Stopping!"));
api.openSettingsMenu(() => api.UI.showModal(...))

Obviously, the entire API can’t be included here. See the docs for the scoped and unscoped apis if you want that. Below are some of the things that will be most useful to a new dev.

GL.stores is by far the most important thing which Gimloader provides. stores is an internal variable which contains nearly everything going on within 2d Gimkit gamemodes (it does not exist in classic modes). It is undocumented, so it is recommended that you familiarize yourself with it by typing GL.stores in your browser console and looking around.

This is the object that represents the character the player controls. The character’s coordinates can be found at mainCharacter.body.x and mainCharacter.body.y, and most things related to visuals are present. For example, the player’s skin can be updated client-side to the unobtainable Clown skin by running the following:

GL.stores.phaser.mainCharacter.skin.updateSkin({ id: "clown" });

The world manager is responsible for several things, notably devices. Plugins are able to see devices in worldManager.devices.allDevices, and they can be triggered by doing device.interactiveZones.onInteraction().

This contains a variety of things, but one of the more important ones is the player’s inventory at me.inventory.

Once again, this is only available in 2d modes. The state contains everything that is synchronised between the client and the server. Gimkit uses Colyseus.js for this, and information on listening to changes can be found in their docs. For example, state.session.phase shows whether the game is currently active or in the lobby.