Working with the game
Scripts and plugins both reach Animal Jam through phantom. Every call is listed in the reference. These guides cover the jobs that take more than one call.
RecipesYour colours, your rows in the game's grids, a membership shown in your own game.Custom roomsYour own art, your own floor, and the player walking about in it.Real-time channelsTalk to copies of your plugin on other players' computers, live.Shortcuts, moving and the viewKeys that go quiet while typing, walking, zoom and clean screenshots.Painting a masterpieceDraw in the art studio using its own tools and buttons.The chat box and the HUDLocal lines in the chat box, reading the panel back, and the HUD by name.Hearing the playerClicks, hovers and picks as events, with what they were on.Changing the gameSet a value once, or keep it set when the game resets it. Minigames too.
The game client
When the SDK has no call for what you want, use the client directly. phantom.flash reaches any class, method or field in the running game, private ones included, and a hook can watch, change or replace a call. Check the SDK first, though. If an area is missing a call, report it rather than working around it.
Reaching the game clientRead, call and hook anything in the client, public or private.Drawing over the gameYour own shapes, labels and pictures, laid out and draggable.HooksWatch a method, change its arguments, or answer in its place.TimingWhy it worked in one room and not the next, and the calls that wait properly.Reading the clientFinding the class, then finding out what it does with a member.The client as TypeScriptThe whole client as declarations, one file per class.