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Twilight Settings

The TwilightSettings data type describes a configuration for the Twilight Library to use.
It determines the color choices and enablement of different parts of the ESP.

Properties​

Enabled​

boolean
Whether Player ESPs are Enabled.

ObjectsEnabled​

boolean
Whether Object ESPs are Enabled.

Checks​

Checks for coloring and visibility, etc.

Visible​

Visibility Checks.

PropertyTypeDescription
EnabledbooleanWhether Visibility Checks Are Enabled.
OnlyVisiblebooleanIf true, only visible objects' ESPs will be shown.
RecolorbooleanIf true, Twilight will use both Visible And Invisible variations of color palletes.
Team​

Team Checks.

PropertyTypeDescription
EnabledbooleanWhether Team Checks Are Enabled.
SelectedTeams{ enemy : boolean, friendly : boolean, generic : boolean, ["local"]: boolean }What Teams' ESP are enabled. Objects And Non-Teams are under generic.

currentColors​

TwilightTheme Color Palletes For Twilight To Use. Check Twilight Theme for more details,

HealthBar​

HealthBar Properties.

Enabled​
PropertyTypeDescription
enemybooleanWhether will it be enabled for enemies.
friendlybooleanWhether will it be enabled for allies.
genericbooleanWhether will it be enabled for generic objects and players.
localbooleanWhether will it be enabled for the local player.
Source​

Twilight.Enums.HealthSource
Where Twilight Will Look For The Health And MaxHealth Properites from. Use HealthSource Enum.

Bar​

boolean Whether to display the HealthBar Visual Component.

Text​

boolean Whether to display the Health as a Text Component.

note

These 2 can both be enabled together!

Position​

Twilight.Enums.HealthBarPosition
Where Twilight Will Position The HealthBar components relative to the ESP-ed Object. Use HealthBarPosition Enum.

Suffix​

string
What Will Be The Trailing Text for the Health Text in the Text Component.
Example, if this is "HP" then the Text will display "CURRENT_HEALTH HP".

Box​

Settings for Box ESP.

Style​

Twilight.Enums.BoxStyle
What the Box ESPs will look like in terms of style and design. Use HealthBarPosition Enum.

Enabled​

boolean
Whether Box ESPs are enabled.

Filled​
PropertyTypeDescription
EnabledbooleanWhether The Box Will Be Filled.
Transparencynumber 0-1How Transparent The Fill Will Be.
Thickness​

number
How thick the box will be in terms of pixels.

Tracer​

Tracer Properties.

Enabled​
PropertyTypeDescription
enemybooleanWhether will it be enabled for enemies.
friendlybooleanWhether will it be enabled for allies.
genericbooleanWhether will it be enabled for generic objects and players.
Origin​

Twilight.Enums.TracerOrigin
Where the tracer will originate from. Use TracerOrigin Enum.

Style​

Twilight.Enums.TracerStyle
How the tracer will look like. Use TracerStyle Enum.

Thickness​

number
How thick the tracer line will be in terms of pixels.

Name​

Name Tag Properties.

Enabled​
PropertyTypeDescription
enemybooleanWhether will it be enabled for enemies.
friendlybooleanWhether will it be enabled for allies.
genericbooleanWhether will it be enabled for generic objects and players.
localbooleanWhether will it be enabled for the local player.
Style​

Twilight.Enums.NameStyle
The Formatting Of The Text/What Type of Name to Display. Use NameStyle Enum.

Distance​

Distance Label Properties.

Enabled​
PropertyTypeDescription
enemybooleanWhether will it be enabled for enemies.
friendlybooleanWhether will it be enabled for allies.
genericbooleanWhether will it be enabled for generic objects and players.
localbooleanWhether will it be enabled for the local player.
DistanceUnit​

Twilight.Enums.DistanceUnit
The Formatting Of The Distance/What Unit Of Measurement to Display. Use DistanceUnit Enum.

Chams​

Chams/Highlights Configuration.

Enabled​
PropertyTypeDescription
enemybooleanWhether will it be enabled for enemies.
friendlybooleanWhether will it be enabled for allies.
genericbooleanWhether will it be enabled for generic objects and players.
localbooleanWhether will it be enabled for the local player.
Outline​
PropertyTypeDescription
EnabledbooleanWhether the outline on the chams will be enabled.
ThicknessnumberHow thick the outline on the chams will be.
Transparencynumber 0-1How transparent the outline on the chams will be.
Fill​
PropertyTypeDescription
EnabledbooleanWhether the fill on the chams will be enabled.
Transparencynumber 0-1How transparent the chams will be.
Occlusion​

boolean
Whether the chams will be occluded. To be occluded means to be cutoff. When false, you will be able to see chams through walls. If true, the opposite will well, be true.

Skeleton​

Skeleton ESP Configuration.

Enabled​
PropertyTypeDescription
enemybooleanWhether will it be enabled for enemies.
friendlybooleanWhether will it be enabled for allies.
genericbooleanWhether will it be enabled for generic objects and players.
localbooleanWhether will it be enabled for the local player.
Thickness​

number
How thick the skeleton lines will be in terms of pixels.

Transparency​

number 0-1
How transparent the skeleton lines will be.

ExplicitBodyType​

Twilight.Enums.SkeletonBodyType
The BodyType Twilight will assume for Skeleton ESP. Defaults to Dynamic. Use SkeletonBodyType Enum.

warning

The ExplicitBodyType property is not implemented internally as of version 1.2 and has no purpose/functionality.

Radar​

Player/Object Radar Configuration.

Enabled​

boolean
Whether the Radar will be Enabled.

Position​

Vector2
Initial Coordinates of the Radar. The Player Will Be Able to Drag It Around.

tip

Since Vector2s are absolute coordinates, try using the ViewportSize to your advantage!
Auto-align the radar to the current window size and more. Example:

Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X - 120, 120)

This will set the radar to automatically be in the top right corner!

Radius​

number
Radius of the Circle, aka the size.

Scale​

number
Determinant Factor on the scaling of objects on the Radar. Defaults to 1.

TextSize​

number
Universal Text Size for Information Displays/Text Components.

MaxDistance​

number
Maximum distance an object can be from the local HumanoidRootPart before the ESP unrenders for that object.

RefreshRate​

number How often the ESP will refresh in seconds. Use 1/fpsrate to get the duration from an FPS Rate.

Snaplines​

boolean Whether Snaplines will be enabled

DEPRECATED

Snaplines have been removed, and will not be coming back due to weird errors. This Property is unused.

Full Lua Snippet.​

Since This Is A Very Messy Page Due To The Sheer Nature Of This Data Type, Here Is A Full Copy-and-Paste.

Enabled = false,
ObjectsEnabled = false,

Checks = {
Visible = {
Enabled = false,
OnlyVisible = false,
Recolor = false,
},
Team = {
Enabled = false,
SelectedTeams = {
enemy = false,
friendly = false,
generic = false,
["local"] = false,
},
},
},

currentColors = {} -- REPLACE WITH YOUR CURRENT COLORS

HealthBar = {
Enabled = {
enemy = false,
friendly = false,
["local"] = false,
generic = false,
},

Source = Twilight.Enums.HealthSource.Humanoid,

Bar = false,
Text = false,

Position = Twilight.Enums.HealthBarPosition.Left,
Suffix = "HP",

Box = {
Style = Twilight.Enums.BoxStyle.Normal,
Enabled = false,
Filled = {
Enabled = false,
Transparency = 0.6,
},
Thickness = 1,
},

Tracer = {
Enabled = {
enemy = false,
friendly = false,
generic = false,
},
Origin = Twilight.Enums.TracerOrigin.LocalHumanoid,
Style = Twilight.Enums.TracerStyle.Line,
Thickness = 1,
},

Name = {
Enabled = {
enemy = false,
friendly = false,
["local"] = false,
generic = false,
},

Style = Twilight.Enums.NameStyle.DisplayName,
},
Distance = {
Enabled = {
enemy = false,
friendly = false,
["local"] = false,
generic = false,
},
DistanceUnit = Twilight.Enums.DistanceUnit.Meters,
},

Chams = {
Enabled = {
enemy = false,
friendly = false,
["local"] = false,
generic = false,
},
Outline = {
Enabled = true,
Thickness = 0.1,
Transparency = 0,
},
Fill = {
Enabled = true,
Transparency = 0.5,
},
Occlusion = false,
},

Skeleton = {
Enabled = {
enemy = false,
friendly = false,
["local"] = false,
generic = false,
},
Thickness = 1,
Transparency = 0,
ExplicitBodyType = nil,
},

Radar = {
Enabled = true,
Position = Vector2.new(workspace.CurrentCamera.ViewportSize.X - 120, 120),
Radius = 100,
Scale = 1,
},

TextSize = 14,
MaxDistance = 2000,
RefreshRate = 1 / 120,