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lua/export stuff

 
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Dark Byte
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PostPosted: Sun Dec 05, 2010 12:35 pm    Post subject: lua/export stuff This post has 1 review(s) Reply with quote

Just a heads up that ce6 will have the ability to add lua scripts to cheat tables as well (get launched when the table is loaded) so just wondering if I'm missing something you'd like to see added or if something should be changed (functionames, parameters to pass, etc...)

stuff without -- in front isn't implemented yet so more easily to change the design

also, most of the routines will be available to the dll plugin system as well
Quote:


package.path = package.path .. ";?.lua";

--This lua script gets loaded when Cheat Engine loads
--You can use this to define some often used functions and libraries you'd like to use

require("defines")

--
--List of CE specific functions:
--readBytes(address,bytecount) : Reads the bytes at the given address and returns it
--writeBytes(address, x,x,x,x) : Write the given bytes to the given address
--readBytesLocal(address,bytecount) : See readBytes but then it's for Cheat engine's memory
--writeBytesLocal(address, x,x,x,x) : See writeBytes but then it's for Cheat Engine's memory
--readInteger(address) : Reads a integer from the specified address
--readFloat(address) : Reads a single precision floating point value from the specified address
--readDouble(address) : Reads a double precision floating point value from the specified address
--readString(address, maxlength) : maxlength is just so you won't freeze for too long, set to 6000 if you don't care too much
--writeInteger(address,value) : Writes an integer to the specified address. Returns true on success
--writeFloat(address,value) : Writes a single precision floating point to the specified address. Returns true on success
--writeDouble(address,value) : Writes a double precision floating point to the specified address. Returns true on success
--writeString(address,string) : Write a string to the specified address. Returns true on success
--autoAssemble(text) : runs the auto assembler with the given text. Returns true on success
--showMessage(text) : shows a messagebox with the given text
--sleep(milliseconds): pauses for the number of specified milliseconds (1000= 1 sec...)

--getProcessIDFromProcessName(name) : returns a processid
--openProcess(processid) : causes cheat engine to open the given processid
--openProcess(processname): causes cheat engine to find and open the given process
--pause : pauses the current opened process
--unpause: resumes the current opened process


--getPixel(x,y) : returns the rgb value of the pixel at the specific screen coordinate
--getMousePos: returns the x,y coordinates of the mouse
--setMousePos(x,y): sets the mouse position

--isKeyPressed(key) : returns true if the specified key is currently pressed
--keyDown(key) : causes the key to go into down state
--keyUp(key) :causes the key to go up
--doKeyPress(key) : simmulates a key press



--Cheat table functions:
--createTableEntry: creates an generic cheat table entry and add it to the list. Returns a tableentry pointer you can use with memrec routines
--getTableEntry(descriptionname): returns a tableEntry pointer for use with memrec functions
--memrec_setDescription(te, description): sets the specified description for this entry
--memrec_getDescription(te): gets the current description of this entry
--memrec_getAddress(te): returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)
--memrec_setAddress(te,address,offsets OPTIONAL) : Sets the address of a entry. You can give as many offsets as you need
--memrec_getType(te) : returns the Variable type. (vtByte to vtCustom)
--memrec_setType(te, vartype) : sets the type of the entry
--memrec_getValue(te): returns the current value of the cheat table entry as a string
--memrec_setValue(te, value): sets the value of a cheat table entry
--memrec_getScript(te) : If the entry is of type vtAutoAssembler then you can get the script with this routine
--memrec_setScript(te, script)
--memrec_isFrozen(te)
--memrec_freeze(te, updownfreeze OPTIONAL): sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease
--memrec_unfreeze(te) :unfreezes an entry
--memrec_setColor(te, colorrgb): Sets the color of the entry
--memrec_appendToEntry(te,te) : Adds the entry to another entry
--memrec_delete(te) : It's unknown what this function does, all that is known is that after using this command other memrec routines with this table entry value don't work anymore...


--Table related routines:
--If a cheat entry is about to get enabled or disabled it will check if a lua function named "_memrec_description_activating" or "_memrec_description_deactivating" is available, and if so call it.
--If a cheat entry is enabled or disabled it will check if a lua function named "_memrec_description_activated" or "_memrec_description_deactivated" is available, and if so call it.
--It passes the tableEntry pointer as parameter
--Example:
--If the cheat entry table with description "xxx" gets enabled it will call "_memrec_xxx_activating(te)" before it is activated and "_memrec_xxx_activated(te)" after it has been activated (check with isFrozen to see if it actually did get activated in case of errors in a script or unreadable memory)
--If the cheat entry table with description "xxx" gets disabled it will call "_memrec_xxx_deactivating(te)" before it is activated and "_memrec_xxx_deactivated(te)" after it has been deactivated

-----debugging------

--debug variables
--EAX, EBX, ECX, EDX, EDI, ESP, EBP, ESP, EIP
--RAX, EBX, RBX, RDX, RDI, RSP, RBP, RSP, RIP, R8, R9, R10, R11, R12, R13, R14, R15 : The value of the register

--Debug related routines:
--When a breaking breakpoint hits and the lua function debugger_onBreakpoint() is defined it will be called and the global variables EAX, EBX, .... will be filled in
--Return 0 if you want the userinterface toi be updated and enything else if not (e.g: You continued from the breakpoint in your script)


--debugProcess(interface OPT): starts the debugger for the currently opened process (won't ask the user) Optional interface: 0=default, 1=windows debug, 2=VEHDebug, 3=Kerneldebug
--debug_setBreakpoint(address, size OPTIONAL, trigger OPTIONAL) : sets a breakpoint of a specific size at the given address. if trigger is bptExecute then size is ignored. If trigger is ignored then it will be of type bptExecute, which obviously also ignores the size then as well
--debug_removeBreakpoint(address) : if the given address is a part of a breakpoint it will be removed
--debug_continueFromBreakpoint(continueMethod) : if the debugger is currently waiting to continue you can continue with this. Valid parameters are :co_run (just continue), co_stepinto(when on top of a call, follow it), c_stepover (when on top of a call run till after the call)




--Changing registers:
--This annoying method has been chosen because LUA only supports encoding up to 52-bits, after which rounding will happen
--So automatically setting the new value would surely cause unpredictable behaviour if the target app uses higher values

--hasChangedARegister : Set this to true before continuing and the changedREG variables will be checked to see if the new value should be set (just an optimization so not every variable has to be checked each time even if you didn't change a thing)
--changedEAX, changedRAX, changedEBX, changedRBX, changed.....


------gui------
--closeCE() : just closes ce
--hideAllCEWindows() : makes all normal ce windows invisible (e.g trainer table)
--unhideMainCEwindow() : shows the main cheat engine window

------gui-objects-----
--The following objects are descendent from the object named "control", therefore the returned pointer when they are created can also be used for functions that start with control_

--createForm(visible OPT): creates a form (window) and returns the pointer for it. Visible is default true but can be changed
--form_centerScreen(form);
--form_onClose(form, function)
--form_hide(form)
--form_show(form)

--The following create routines take an owner as parameter. Owner can be a Form, Panel or Groupbox
--The x,y position will be based on the client array of the owner
--createPanel(owner)
--createGroupBox(owner)
--createButton(owner)
--createImage(owner)
--image_loadImageFromFile(filename)
--image_stretch(boolean)
--image_transparent(boolean)
--createLabel(owner)
--createEdit(owner)
--createMemo(owner)


--control_setCaption(control, caption) : sets the text on a control. All the gui objects fall in this category
--control_getCaption(control)
--control_setPosition(control, x,y): sets the x and y position of the object base don the top left position (relative to the client array of the owner object)
--control_getPosition(contron): returns the x and y position of the object (relative to the client array of the owner object)
--control_setSize(control, width,height) :
--control_getSize(control)
--control_align(control, alignmentoption):
--control_onClick(control, function) :




--createTimer(owner)
--timer_setInterval(timer, interval)
--timer_onInterval(timer, function)


--object_destroy(object) : Destroys the object (basically everything inherits from this class)




--messageDialog(text, type, buttons...) : pops up a message with a specific icon/sound with the specified buttons (mbok, mbyes, ....)

--speedhack_setSpeed(speed)
--injectDll(filename): Injects a dll, and returns true on success


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Last edited by Dark Byte on Fri Jan 07, 2011 8:17 am; edited 5 times in total
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justa_dude
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Joined: 29 Jun 2010
Posts: 890

PostPosted: Tue Dec 14, 2010 5:43 pm    Post subject: Reply with quote

Wow, this looks truly amazing, DB. Looks like a good API.
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