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predprey Master Cheater Reputation: 24
Joined: 08 Oct 2015 Posts: 486
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Posted: Wed Oct 05, 2016 8:18 am Post subject: Custom Lua Script Templates |
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As suggested by ++METHOS, adds template function to cheat table Lua script, similar to the awesome "Custom AOB Injection Templates" by mgr.inz.Player.
Suggestions welcome for any additional keywords, templates or features.
Post your own templates below if you want me to merge it into main branch.
Adding Custom Scripts
Method 1:
Update Lua file with another entry, inside myLuaScriptTemplates.Templates:
Code: | {
displayName="Name for Lua script template",
templateSections=
[==[
--Write script here--
]==]
}, |
To create template groups:
Code: | {
displayName="Name for template group",
{
displayName="Name for Lua script template",
templateSections=
[==[
--Write script here--
]==]
}
}, |
Method 2:
Save script as a .lua file in CEDirectory\autorun\templates folder. Create new folder if necessary.
Display name will be taken from file name.
Sub-directories can be used to create template groups.
Group name is taken from sub-directory name.
Example of a template group here.
Drop folder into templates folder.
Keywords are:
%processName% - Self explainable
%placeholder_XXX% - Prompts the user for replacement string. Cancelling prompt would stop generating the template. Underscores in "XXX" section are replaced with spaces allowing for multi-worded tags. Prompts repeatedly until all unique placeholders have a replacement string.
To install:
1. Drop .lua file in CEDirectory\autorun folder
Quote: | Update 1:
- Added support for loading Lua scripts from templates folder as suggested by Dark Byte.
Update 2:
- Added a new keyword.
- Added a few new templates from Zanzer.
- Added support for creating template groups.
- Added support for loading templates in sub-directories inside templates folder.
Update 3:
- Major update to localize all functions to avoid conflicts between extensions due to similar names, especially commonly used library functions. |
Credits and Thanks to:
mgr.inz.Player
Dark Byte
Zanzer
Description: |
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Filename: |
Custom Lua Script Templates.lua |
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5.52 KB |
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1827 Time(s) |
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Last edited by predprey on Sat Oct 08, 2016 12:42 am; edited 10 times in total |
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25296 Location: The netherlands
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Posted: Wed Oct 05, 2016 8:37 am Post subject: |
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Tip: With the folder and directory list functions of 6.6 you can enhance this script so people can add scripts to a special folder which this script can read out and use for template
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predprey Master Cheater Reputation: 24
Joined: 08 Oct 2015 Posts: 486
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Posted: Wed Oct 05, 2016 8:41 am Post subject: |
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Dark Byte wrote: | Tip: With the folder and directory list functions of 6.6 you can enhance this script so people can add scripts to a special folder which this script can read out and use for template |
Thanks! I'll look into it.
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Wed Oct 05, 2016 9:21 am Post subject: |
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Awesome work, predprey! Thanks!
Dark Byte, some of the LUA plugins that are being created are quite good and could really benefit the community if they were integrated in to CE, permanently. I was wondering if you had any plans to do that.
I think there are a lot of users that never look at this sub-forum and will never benefit from these plugins. Additionally, if any of the original authors disappear for some reason, someone else will have to step up in order to ensure that everything is compatible with future versions. Anyway, just a thought. I appreciate the work, guys!
Thanks!
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usernotfound Expert Cheater Reputation: 0
Joined: 21 Feb 2016 Posts: 115
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Posted: Wed Oct 05, 2016 5:49 pm Post subject: |
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Thank you for sharing this, will be very helpful for my upcoming projects! Also I agree with ++METHOS, it would be really cool to see these plugins in CE
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predprey Master Cheater Reputation: 24
Joined: 08 Oct 2015 Posts: 486
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Posted: Wed Oct 05, 2016 6:19 pm Post subject: |
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I think there are a few issues that have to be considered before these extensions are merged into CE.
The first of which is that merging them into CE does not mean they will be better maintained than if they aren't. Essentially, the responsibility is not and should not be pushed to DB and the other members maintaining the code base even if they are merged.
Secondly, if some of the extensions are to be merged, should they be coded directly into CE by translating into pascal or just bundled as Lua plugins like Mono and Java Data Collector. The former might be really tedious if there are a lot of plugins to be merged while the latter would provide no other benefits other than to allow the plugins to be bundled together with CE and hopefully gain more exposure. Also, the original authors may not be able to push updates out as easily without causing differences in versions being released out there.
Finally, what is the criteria for a extension to be deemed essential and be merged permanently? Should it be the extent of the functionality and usefulness it provides such as mgr.inz's Custom AOB Templates, or should it be the lightweight yet basic functions such as mgr.inz's Scan Type NOT?
Ultimately, I believe these are the issues that have to be thought through before merging these extensions into CE's main branch, in order to not cause any unforeseen trouble or quirks in time to come.
EDIT: By the way do provide inputs towards adding more keywords or templates as its really quite barren as it is. I currently have in mind a placeholder keyword where the user is prompted for the string to replace it with. There can be a variable number of these placeholders in the template.
Last edited by predprey on Thu Oct 06, 2016 1:49 am; edited 2 times in total |
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Wed Oct 05, 2016 8:57 pm Post subject: |
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Regarding certain plugins making the cut, that's ultimately DB's decision, I would think. Whether or not they would be a pain to code and/or maintain is unknown to me.
Regarding useful LUA features that could be added to this plugin, I am not the best to offer up suggestions on that at the moment. I do know that there are loads of examples on this forum that people ask about all of the time. Whether or not they would be suitable for this, I couldn't say. One that comes to mind is auto-launching target.
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Zanzer I post too much Reputation: 126
Joined: 09 Jun 2013 Posts: 3278
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Posted: Wed Oct 05, 2016 9:36 pm Post subject: |
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Maybe add the ability to configure prompts and add your own keywords.
For example:
Code: | {
displayName="Name for Lua script template",
templateSections=
[==[
--Write script here--
]==],
prompts = {
{
question = "Please enter the timer's interval",
keyword = "timer_interval"
}
}
}, |
Timer Template
Code: | mytimer=createTimer(nil, false)
mytimer.Interval = %timer_interval%
mytimer.OnTimer = function(timer)
-- insert code here
end
mytimer.Enabled = true |
Breakpoint Template
Code: | debug_setBreakpoint(address, 1, bptExecute, function()
debug_continueFromBreakpoint(co_run)
return 1
end) |
Auto-Activate Scripts On Attach
Code: | function onOpenProcess()
local timer = createTimer(nil, false)
timer.Interval = 500
timer.OnTimer = function(timer)
local list = getAddressList()
list.getMemoryRecordByDescription("Script Name (Description)").Active = true
timer.Destroy()
end
timer.Enabled = true
end |
Hotkey Template
Code: | myhotkey = createHotkey(function()
-- insert code here
end, VK_A) -- define key here |
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predprey Master Cheater Reputation: 24
Joined: 08 Oct 2015 Posts: 486
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Posted: Wed Oct 05, 2016 11:19 pm Post subject: |
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Zanzer wrote: | Maybe add the ability to configure prompts and add your own keywords. |
Thanks a lot. I'll add these into the next update.
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