Lua

From Cheat Engine

Jump to: navigation, search

Cheat Engine comes with an extensive set of Lua functions you can use inside cheattables, trainers and standalone scripts.


Contents

Functions

Cheat table

These functions help manage the cheat table.


Scanning

These functions control Cheat Engine's scanning.

  • AOBScan: Scans the currently opened process and returns a StringList object containing all the results
  • getCurrentMemscan: Returns the currently active scan session as a MemScan object


Process


Addresses

These functions help convert between memory addresses and symbols/CEAddressStrings.

  • getAddress: Returns the address of a symbol. Can be a modulename or an export
  • getNameFromAddress: Returns the given address in string form, returning the symbol representation if possible
  • registerSymbol: Assign the specified symbolname to an address
  • unregisterSymbol: Remove the name from the address
  • reinitializeSymbolhandler: Reinitializes the symbolhandler. E.g when new modules have been loaded
  • inModule: Returns true if the given address is inside a module
  • inSystemModule: Returns true if the given address is inside a system module
  • errorOnLookupFailure: Set whether address lookups will throw errors, or just return 0.


Memory

These functions read/write memory from the opened process.

Reading
  • readBytes: Returns the bytes at the given address. If ReturnAsTable is true it will return a table instead of multiple bytes
  • readSmallInteger: Reads a 16-bit integer from the specified address.
  • readInteger: Reads a 32-bit integer from the specified address.
  • readQword: Reads a 64-bit integer from the specified address.
  • readPointer: In a 64-bit target this equals readQword, in a 32-bit target readInteger().
  • readFloat: Reads a single precision floating point value from the specified address
  • readDouble: Reads a double precision floating point value from the specified address
  • readString: Reads a string from memory until it hits a 0-terminator. maxlength is just so you won't freeze for too long
  • readRegionFromFile: Writes the given file to a specific address
Writing
  • writeBytes: Write the given bytes to the given address from a table
  • writeSmallInteger: Writes a 16-bit integer to the specified address. Returns true on success.
  • writeInteger: Writes a 32-bit integer to the specified address. Returns true on success.
  • writeQword: Write a 64-bit integer to the specified address. Returns true on success.
  • writeFloat: Writes a single precision floating point to the specified address. Returns true on success.
  • writeDouble: Writes a double precision floating point to the specified address. Returns true on success.
  • writeString: Write a string to the specified address. Returns true on success.
  • writeRegionToFile: Writes the given region to a file. Returns the number of bytes written.

Input devices

These functions get/set keyboard/mouse input.


Cheat Engine

These functions help manage Cheat Engine itself.

Messages
Sounds
Text to Speech

Lua

These functions help manage Lua itself.

  • resetLuaState: This will create a new Lua state that will be used.
  • sleep: Pauses for the number of specified milliseconds


Types

These functions help structure a process's memory into datatypes.


Object-oriented

These functions determine how a Lua object fits in the class hierarchy.


Assembly

These functions help work with the x86 machine code as assembly.


Debugger

These functions manage the debugger. See Lua Debugging.

DBK



Miscellaneous


Other various Cheat Engine internal objects.

  • getFormCount: Returns the total number of forms assigned to the main CE application
  • getForm: Returns the form at the specific index
  • getMemoryViewForm: Returns the first Memoryview form class object
  • getMainForm: Returns the first Mainform class object
  • getFreezeTimer: Returns the Timer object responsible for freezing values
  • getUpdateTimer: Returns the Timer object responsible for updating the value list
  • getCommonModuleList: Returns the commonModuleList StringList object


Besides the above functions, Cheat Engine also implements some classes.

Classes

  • Addresslist: The addresslist class is a container for memory records
  • Brush: The brush class is part of the Canvas object. It's used to fill surfaces
  • Button: The button class is a visual component in the shape of a button.
  • ButtonControl: Common ancestor of several button like objects.
  • Canvas: The canvas class is a graphical class. It allows you do draw lines, pictures, and text on top of other object. Usually used in onPaint events and other graphical events
  • CheatComponent: The cheatcomponent class is the component used in Cheat Engine 5.x trainers
  • CheckBox: The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed
  • Component : Base class for all components that need owner-owned functionality.
  • Control : Base class for visible controls.
  • Collection: The Collection class is an abstract class that the ListColumns class implements (And perhaps other classes as well)
  • CollectionItem: Basic object that is managed by a Collection class
  • ComboBox: The Combobox is like an edit field with a ListBox attached to it
  • CustomControl: Base class for windowed controls which paint themselves
  • Disassemblerview: The visual disassembler used in the memory view window
  • Edit: The Edit class is a visual component that lets the user type in data (Use control_getCaption to get the user input)
  • FileStream: The FileStream class is a Stream class that is linked to an open file on disk
  • Font: Class that defines a font
  • Form: Class that defines a window
  • FoundList: The foundlist is an companion class to MemScan. It opens the current memscan's result file and provides an interface for reading out the addresses
  • GenericHotkey: Lets you register hotkeys to Cheat Engine's internal hotkey handler
  • Graphic: Base class for dealing with Graphic images (Abstract)
  • GraphicControl: Class that supports simple lightweight controls that do not need the ability to accept keyboard input or contain other controls.
  • GroupBox: The groupbox class is like a Panel, but then has a header on top
  • Hexadecimalview: The visual hexadecimal object used on the memory view window
  • Image: The Image class is a visual component that lets you show an image
  • Label: The Label class is a visual component that lets you display text
  • ListBox: The listbox class is a visual component with a list of selectable strings
  • ListColumn: The listcolumn class is an implemented CollectionItem class which is used by the ListColumns class of the listview class
  • ListColumns: The ListColumns class contains the Column class objects of a ListView object
  • ListItem: The ListItem class object is an entry in a ListView
  • ListItems: The listItems class is a container for the ListItem class objects of a Listview
  • Listview: The listview class lets you have a listbox like component with resizable columns
  • MainMenu: The menu at the top of a form
  • Memo: The Memo class is a multiline edit field
  • MemScan: The memscan class is the memory scanner of Cheat engine
  • Menu: Common Class ancestor for the MainMenu and PopupMenu classes
  • MenuItem: Holds the menuitems of a Menu, PopupMenu or even another MenuItem
  • MemoryRecord: The Memoryrecord class object describes a Cheat Table's Cheat Entry.
  • MemoryRecordHotkey: The memoryRecordHotkey class object is part of a MemoryRecord class. It's used as an interface to each individual hotkey inside a Cheat Table
  • MemoryStream: The memorystream class is a Stream class that is stored completely in memory. Because it's a stream there are multiple functions that can work with it
  • Memoryview: The memoryview class is the Memory view window of Cheat Engine. Use this as a basis to access the objects inside this window
  • Object : Most basic class. All classes inherit from this class
  • Panel: The Panel class is like a form which can contain visual components.
  • Pen: The Pen class is part of the Canvas object. It's used to draw lines
  • Picture: Container for the Graphic class
  • PopupMenu: The menu that shows when rightclicking on an object
  • ProgressBar: The progressbar class is a visual representation for a bar that can show the current progress on something
  • RadioGroup: The radiogroup is like a GroupBox but autopopulated using the Items(Strings object)
  • OpenDialog: The OpenDialog class is used for selecting files to open.
  • SaveDialog: The SaveDialog class is based on the OpenDialog class but is used to select a file for saving
  • Splitter: The Splitter class is a visual component that lets the user re-size neighboring components)
  • Stringlist: Class that holds a list of strings
  • Strings: Abstract class that some text based classes make use of
  • TableFile: Tablefiles are files stored into a Cheat Table. You can access the data of such a file using this class
  • Timer: The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, based on the given interval
  • ToggleBox: The togglebox is like a button, but can stay down. Use with the checkbox methods
  • TrackBar: The trackbar class is a slider you can drag arround and read/set the state
  • Wincontrol: Base class for controls which can contain other controls.

Undefined Class Property Functions

Not all properties of all classes have been explicitly exposed to lua, but if you know the name of a property of a specific class you can still access them (assuming they are declared as published in the pascal class declaration)

See:

  • getPropertyList : Returns a StringList object containing all the published properties of the specified class
  • setProperty : Sets the value of a published property of a class (Won't work for method properties)
  • getProperty : Gets the value of a published property of a class (Won't work for method properties)
Personal tools
Toolbox