Skip to main content

Lua Scripting: Getting Started

This page teaches you to write your first Lua script for a FreeMinecraftModels prop, from an empty file all the way to a working interactive prop. By the end you will understand hooks, context, the prop API, and the general shape of every prop script file.

Once you are comfortable with the basics, continue with the companion pages:

  • Prop API -- the context.prop, context.event, context.world, and other context APIs
  • Examples & Patterns -- complete working scripts you can study and adapt
  • Troubleshooting -- common errors, debugging tips, and the QC checklist
Experimental Feature

Lua prop scripts are currently experimental. Hook names, helper methods, and behavior can still change as FreeMinecraftModels evolves, so test carefully before using them on a production server.

Relationship To EliteMobs Lua

FreeMinecraftModels shares the same Lua engine (Magmacore) as EliteMobs. If you already write Lua powers for EliteMobs, the core concepts -- hooks, context, api_version, scheduler, zones, and the sandbox -- are identical. The difference is:

  • EliteMobs scripts run on bosses and have hooks like on_boss_damaged_by_player, on_enter_combat, etc.
  • FMM scripts run on props and have hooks like on_right_click, on_left_click, on_projectile_hit, etc.

The context.world, context.zones, context.scheduler, context.state, and context.log APIs are the same across both plugins. This page only covers what is specific to FMM props.


What Prop Scripts Are

Prop scripts are standalone .lua files that live in the plugins/FreeMinecraftModels/scripts/ folder. They are referenced from a YAML config file that sits alongside the model file, and they run whenever the prop is spawned into the world.

What Prop Scripts Are Good At

Prop scripts shine when you need:

  • Interactive props that respond to player clicks (doors, levers, buttons)
  • Invulnerable decorative props that cannot be broken by players
  • Proximity triggers that detect when players enter or leave an area
  • Animated props that play animations on interaction or on a timer
  • Sound-emitting props that play sounds when clicked or approached
  • Any prop behavior that requires logic beyond static decoration

If your prop is purely decorative and needs no interaction, you do not need a script.


Who This Page Is For

This page is written for three kinds of readers:

  • Someone who already knows EliteMobs Lua scripting and wants to learn the FMM-specific hooks and APIs
  • Someone who is new to Lua scripting and needs a complete, exact-name reference for props
  • Someone using AI to draft prop scripts and needing enough detail to tell when the AI invented something fake

You do not need to become a full Lua developer before writing useful prop scripts. For most practical prop scripts, the only things you really need are:

  • How to place a valid hook in the returned table
  • How to read values from context
  • How to stop early with if ... then return end
  • How to call a few helper methods exactly

Tiny Lua Primer

If you are completely new to Lua, here is the minimum syntax you need.

Variables

Use local to store a value:

local animation_name = "open"
local sound_volume = 1.0

Functions

Functions are reusable blocks of logic:

local function log_click(context)
context.log:info("Prop was clicked!")
end

if checks

Use if when something should only happen sometimes:

if context.event == nil then
return
end

nil

nil means "no value". You will often check for it:

if context.event ~= nil then
context.event.cancel()
end

Tables

Lua uses tables for objects with named keys and for the returned script definition:

return {
api_version = 1,

on_spawn = function(context)
end
}

Comments

Use -- for notes:

-- Cancel the damage event so the prop cannot be broken
context.event.cancel()
tip

For a more thorough Lua primer, see the EliteMobs Getting Started page. The syntax basics are identical.


Where Files Live

Script Files

Place .lua files in the central scripts folder:

plugins/
FreeMinecraftModels/
scripts/
invulnerable.lua
interactive_door.lua
proximity_sound.lua

FMM discovers all .lua files in plugins/FreeMinecraftModels/scripts/ at startup.

Model Files and Config Files

Each model file can have a sibling .yml config file in the same directory:

plugins/
FreeMinecraftModels/
models/
torch_01.fmmodel
torch_01.yml <-- script config for torch_01
scripts/
invulnerable.lua <-- referenced by torch_01.yml

The .yml config is what connects a model to its scripts.


Config File Format

The YAML config file that sits next to a model file has two fields:

isEnabled: true
scripts:
- invulnerable.lua
FieldTypeDefaultNotes
isEnabledbooleantrueWhether scripts are active for this prop
scriptslist of strings[]Filenames of .lua scripts in the scripts/ folder

You can attach multiple scripts to the same prop. Each script is its own independent instance.

Lazy Config Generation

When a prop spawns and no sibling .yml file exists, FMM automatically creates a default config file with isEnabled: true and an empty scripts: list. This happens asynchronously, so the prop will not have scripts on its first spawn -- only after the config is created and you edit it to add script filenames.

This means:

  1. Place your model file in models/
  2. Spawn the prop once (FMM creates the .yml automatically)
  3. Edit the generated .yml to add your script filenames
  4. Respawn the prop or reload (scripts are now active)

Hook Reference

Every Lua prop script file returns a table. Each key in that table (besides api_version and priority) must be one of the hooks listed below. The runtime calls the matching function whenever the corresponding game event fires.

HookFires whenNotes
on_spawnThe prop is spawned into the worldRuns once when the script is bound
on_game_tickOnce every server tick (50 ms)Only active if the script defines this hook
on_destroyThe prop is removed from the worldCleanup hook
on_left_clickA player left-clicks (hits) the propcontext.event is the damage event
on_right_clickA player right-clicks the propcontext.event is the interaction event
on_projectile_hitA projectile hits the propcontext.event is the projectile hit event
on_zone_enterA player enters a watched zoneRequires a zone watch to be set up
on_zone_leaveA player leaves a watched zoneRequires a zone watch to be set up

Minimal File Contract

Every Lua prop script must return a table.

Required and Optional Top-Level Fields

FieldRequiredTypeNotes
api_versionYesNumberCurrently must be 1
priorityNoNumberExecution priority. Lower values run first. Defaults to 0
supported hook keysNoFunctionMust use one of the exact hook names listed in the Hook Reference

Validation Rules

  • The file must return a table.
  • api_version is required and must currently be 1.
  • priority must be numeric if present.
  • Every extra top-level key must be a supported hook name.
  • Every hook key must point to a function.
  • Unknown top-level keys are rejected.

Helper functions and local constants should live above the final return, not inside the returned table.


Your First Working Prop Script, Built Slowly

Before Step 1: Set Up the Config

  1. Place your model file (e.g. my_prop.fmmodel) in plugins/FreeMinecraftModels/models/
  2. Spawn the prop once to generate the .yml config
  3. Create your script file in plugins/FreeMinecraftModels/scripts/first_test.lua
  4. Edit plugins/FreeMinecraftModels/models/my_prop.yml:
isEnabled: true
scripts:
- first_test.lua
  1. Respawn the prop or reload the server

Step 1: Make the File Load

return {
api_version = 1,

on_spawn = function(context)
end
}

If this loads without errors in the console, you proved:

  • The file is valid Lua
  • FMM found it in the scripts/ folder
  • The config correctly references it
  • The returned table shape is correct

Step 2: Make the Prop Do One Visible Thing

return {
api_version = 1,

on_spawn = function(context)
context.log:info("Prop script loaded for: " .. (context.prop.model_id or "unknown"))
end
}

Check the server console. If you see the log message, your hook is firing.

Step 3: React to a Player Click

return {
api_version = 1,

on_right_click = function(context)
context.log:info("Prop was right-clicked!")
end
}

Right-click the prop in-game. If the console shows the message, the click hook is working.

Step 4: Cancel Damage to Make the Prop Invulnerable

return {
api_version = 1,

on_left_click = function(context)
if context.event then
context.event.cancel()
end
end
}

This is the pattern used by the premade invulnerable.lua script. It cancels the damage event so the prop's backing armor stand cannot be destroyed.

Step 5: Play an Animation on Click

return {
api_version = 1,

on_right_click = function(context)
context.prop:play_animation("open", true, false)
end
}

This plays the "open" animation on the prop model, blended and non-looping.


What Is context?

Every hook function receives one argument called context. Think of it as a toolbox that FMM hands you each time something happens -- it contains everything you need to interact with the prop, the world, zones, and more.

on_right_click = function(context)
-- context.prop = the prop that was clicked
-- context.event = the click event (can be cancelled)
-- context.world = tools for particles, sounds, block queries
-- context.state = your own persistent storage
-- context.log = console logging
-- context.scheduler = delayed and repeating tasks
-- context.zones = spatial zone creation and watching
end

You don't create context yourself -- FMM creates it and passes it to your hook.

info

context is created fresh for each hook call, except for context.state which persists for the prop's entire lifetime. This means you can store data in context.state and read it back later in a different hook.


Key context APIs

Here is a summary of what is available. For full details, see Prop API.

  • context.prop -- The prop entity. Provides model_id, current_location, play_animation(), and stop_animation().

  • context.event -- The Bukkit event that triggered this hook. Available in on_left_click, on_right_click, and on_projectile_hit. Provides cancel(), uncancel(), and is_cancelled. Is nil in hooks that have no event (like on_spawn and on_game_tick).

  • context.state -- A plain Lua table that persists for the prop's lifetime. Use it to store flags, toggle states, task IDs, and anything you need to remember between hooks.

  • context.log -- Console logging with log:info(msg), log:warn(msg), and log:error(msg).

  • context.scheduler -- Delayed and repeating tasks with scheduler:run_later(ticks, callback) and scheduler:run_repeating(delay, interval, callback). Callbacks receive a fresh context. Cancel tasks with scheduler:cancel(taskId).

  • context.world -- World interaction: particles, sounds, block queries, lightning, nearby entities. See Prop API for full method list.

  • context.zones -- Create and watch spatial zones (spheres, cylinders, cuboids). See Prop API for full method list.


Method Syntax: : vs .

In Lua, object:method(arg) is shorthand for object.method(object, arg). The FMM API accepts both forms:

context.log:info("hello")
context.log.info("hello") -- same thing

All documentation uses : consistently.


Copy-Paste Starter Templates

Smallest Valid Prop Script

return {
api_version = 1,

on_spawn = function(context)
end
}

Invulnerable Prop Template

return {
api_version = 1,

on_left_click = function(context)
if context.event then
context.event.cancel()
end
end
}

Interactive Prop Template

return {
api_version = 1,

on_spawn = function(context)
context.state.is_active = false
end,

on_right_click = function(context)
context.state.is_active = not context.state.is_active

if context.state.is_active then
context.prop:play_animation("activate", true, true)
else
context.prop:stop_animation()
end
end
}

Larger File Layout

local ANIMATION_NAME = "idle"

local function do_something(context)
context.log:info("Doing something!")
end

return {
api_version = 1,
priority = 0,

on_spawn = function(context)
context.state.task_id = nil
end,

on_right_click = function(context)
do_something(context)
end,

on_destroy = function(context)
if context.state.task_id ~= nil then
context.scheduler:cancel(context.state.task_id)
end
end
}

First Real Workflow

When building a brand-new prop script, use this order:

  1. Create the .lua file and make on_spawn work.
  2. Add the script filename to the prop's .yml config.
  3. Change to the actual hook you want (e.g. on_right_click).
  4. Add a log message first, before animations or effects.
  5. Add one real effect (animation, sound, particle).
  6. Only after that, add helpers, state, scheduler logic, or zones.

That order makes debugging dramatically easier because only one thing changes at a time.


Premade Scripts

FMM ships with one premade Lua script:

  • invulnerable.lua -- Cancels left-click damage events, making the prop indestructible. This is the simplest useful prop script.

You can find more examples on the Examples & Patterns page.


Lua Sandbox

Prop scripts run inside the same sandboxed LuaJ environment as EliteMobs. The sandbox restrictions are identical. For the full list of removed globals and available standard library functions, see the EliteMobs Hooks & Lifecycle page.

In summary:

  • Removed: debug, dofile, io, load, loadfile, luajava, module, os, package, require
  • Available: All math.*, string.*, table.* functions, pairs, ipairs, type, tostring, tonumber, pcall, print, and more
tip

print writes to the server console, but prefer context.log:info(msg) for output. Log messages are prefixed with the script filename, making it easier to trace which script produced the message.


Next Steps

  • Prop API -- full context.prop, context.event, context.world, context.zones, and context.scheduler reference
  • Examples & Patterns -- complete working scripts with walkthroughs
  • Troubleshooting -- common issues, debugging tips, and a QC checklist

If you are also writing EliteMobs Lua powers, the shared APIs (context.world, context.zones, context.scheduler, context.state, context.log) work identically. See the EliteMobs Lua documentation for the boss-specific APIs.