https://wiki.cheatengine.org/api.php?action=feedcontributions&user=Freiza&feedformat=atomCheat Engine - User contributions [en]2024-03-29T09:42:46ZUser contributionsMediaWiki 1.32.0https://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1437Lua:Class:MemoryRecord2012-04-14T09:28:40Z<p>Freiza: </p>
<hr />
<div>--Under Construction<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<pre><br />
addresslist = getAddressList()<br />
description1= [[Health]]<br />
description2= [[Health Pointer]]<br />
memoryrec1 = addresslist_getMemoryRecordByDescription(addresslist, description1)<br />
memoryrec2 = addresslist_getMemoryRecordByDescription(addresslist, description2)<br />
<br />
desc = memoryrecord_getDescription(memoryrec1) --Gets the current memroyrecord's description<br />
print(desc)<br />
<br />
memoryrecord_setDescription(memoryrec1, [[My new health description]]) --sets the memorydescription<br />
<br />
<br />
value = memoryrecord_getValue(memoryrec2) --Gets the current value of the memory record.<br />
print(value)<br />
<br />
newvalue = 66<br />
memoryrecord_setValue(memoryrec2, newvalue) --sets value for the memoryrecord<br />
<br />
if memoryrecord_isActive(memoryrecord) then --Checks if memoryrecord is in frozen state or not<br />
else<br />
memoryrecord_freeze(memoryrec2) -- freezes the memoryrecord, to unfreeze use memoryrecord_freeze<br />
end<br />
<br />
memoryrecord_setColor(memoryrec2,0x0000FF) --Sets the color of the memoryrecord. Here Red. Color range {0x000000 to 0xFFFFFF)<br />
<br />
count = memoryrecord_getHotkeyCount(memoryrec2) --Gets number of hotkeys associated with memoryrecord<br />
print(count) --From the image, We can see it is 2. <br />
</pre>[[Image:Image.png|frame|CheatEngine Encyclopedia]]<br />
[[Image:Hotkey.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1435Lua:Class:MemoryRecord2012-04-14T09:19:16Z<p>Freiza: </p>
<hr />
<div>--Under Construction<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<pre><br />
addresslist = getAddressList()<br />
description1= [[Health]]<br />
description2= [[Health Pointer]]<br />
memoryrec1 = addresslist_getMemoryRecordByDescription(addresslist, description1)<br />
memoryrec2 = addresslist_getMemoryRecordByDescription(addresslist, description2)<br />
<br />
desc = memoryrecord_getDescription(memoryrec1) --Gets the current memroyrecord's description<br />
print(desc)<br />
<br />
memoryrecord_setDescription(memoryrec1, [[My new health description]]) --sets the memorydescription<br />
<br />
<br />
value = memoryrecord_getValue(memoryrec2) --Gets the current value of the memory record.<br />
print(value)<br />
<br />
newvalue = 66<br />
memoryrecord_setValue(memoryrec2, newvalue) --sets value for the memoryrecord<br />
<br />
if memoryrecord_isActive(memoryrecord) then --Checks if memoryrecord is in frozen state or not<br />
memoryrecord_freeze(memoryrec2) -- freezes the memoryrecord, to unfreeze use memoryrecord_freeze<br />
end<br />
<br />
memoryrecord_setColor(memoryrec2,0x0000FF) --Sets the color of the memoryrecord. Here Red. Color range {0x000000 to 0xFFFFFF) <br />
</pre>[[Image:Image.png|frame|CheatEngine Encyclopedia]]<br />
[[Image:Hotkey.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1434Lua:Class:MemoryRecord2012-04-14T09:12:40Z<p>Freiza: </p>
<hr />
<div>--Under Construction<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<pre><br />
addresslist = getAddressList()<br />
description1= [[Health]]<br />
description2= [[Health Pointer]]<br />
memoryrec1 = addresslist_getMemoryRecordByDescription(addresslist, description1)<br />
memoryrec2 = addresslist_getMemoryRecordByDescription(addresslist, description2)<br />
<br />
desc = memoryrecord_getDescription(memoryrec1)<br />
print(desc)<br />
<br />
memoryrecord_setDescription(memoryrec1, [[My new health description]])<br />
<br />
<br />
value = memoryrecord_getValue(memoryrec2)<br />
print(value)<br />
<br />
newvalue = 66<br />
memoryrecord_setValue(memoryrec2, newvalue)<br />
<br />
memoryrecord_freeze(memoryrec2) -- to unfreeze use memoryrecord_freeze<br />
memoryrecord_setColor(memoryrec2,0x0000FF) -- Color codes should in hex values (range: 0x000000 to 0xFFFFFF ) <br />
</pre>[[Image:Image.png|frame|CheatEngine Encyclopedia]]<br />
[[Image:Hotkey.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1433Lua:Class:MemoryRecord2012-04-14T09:10:17Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<pre><br />
addresslist = getAddressList()<br />
description1= [[Health]]<br />
description2= [[Health Pointer]]<br />
memoryrec1 = addresslist_getMemoryRecordByDescription(addresslist, description1)<br />
memoryrec2 = addresslist_getMemoryRecordByDescription(addresslist, description2)<br />
<br />
desc = memoryrecord_getDescription(memoryrec1)<br />
print(desc)<br />
<br />
memoryrecord_setDescription(memoryrec1, [[My new health description]])<br />
<br />
<br />
value = memoryrecord_getValue(memoryrec2)<br />
print(value)<br />
<br />
newvalue = 66<br />
memoryrecord_setValue(memoryrec2, newvalue)<br />
<br />
memoryrecord_freeze(memoryrec2) -- to unfreeze use memoryrecord_freeze<br />
memoryrecord_setColor(memoryrec2,0x0000FF) -- Color codes should in hex values (range: 0x000000 to 0xFFFFFF ) <br />
</pre>[[Image:Image.png|frame|CheatEngine Encyclopedia]]<br />
[[Image:Hotkey.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1432Lua:Class:MemoryRecord2012-04-14T09:00:08Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<pre><br />
addresslist = getAddressList()<br />
description1= [[Health]]<br />
description2= [[Health Pointer]]<br />
memoryrec1 = addresslist_getMemoryRecordByDescription(addresslist, description1)<br />
memoryrec2 = addresslist_getMemoryRecordByDescription(addresslist, description2)<br />
<br />
desc = memoryrecord_getDescription(memoryrec1)<br />
print(desc)<br />
<br />
memoryrecord_setDescription(memoryrec1, [[My new health description]])<br />
<br />
<br />
value = memoryrecord_getValue(memoryrec2)<br />
print(value)<br />
<br />
newvalue = 66<br />
memoryrecord_setValue(memoryrec2, newvalue)<br />
<br />
memoryrecord_freeze(memoryrec2)<br />
sleep(3000)<br />
memoryrecord_unfreeze(memoryrec2)</pre>[[Image:Image.png|frame|CheatEngine Encyclopedia]]<br />
[[Image:Hotkey.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1431Lua:Class:MemoryRecord2012-04-14T08:42:32Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<br />
[[Image:Image.png|frame|CheatEngine Encyclopedia]]<br />
[[Image:Hotkey.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1429Lua:Class:MemoryRecord2012-04-14T08:33:48Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<br />
[[Image:Image.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1427Lua:Class:MemoryRecord2012-04-14T08:31:07Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)<br />
<br />
<br />
<br />
Example:<br />
<br />
[[Image:http://i1207.photobucket.com/albums/bb476/freizagen/image.png|frame|CheatEngine Encyclopedia]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1426Lua:Class:MemoryRecord2012-04-14T07:41:42Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1425Lua:Class:MemoryRecord2012-04-14T07:41:27Z<p>Freiza: </p>
<hr />
<div>--Not complete<br />
'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:MemoryRecord&diff=1424Lua:Class:MemoryRecord2012-04-14T07:39:24Z<p>Freiza: Created page with ''''MemoryRecord Class''' The Memoryrecord class object describes a Cheat Table's Cheat Entry. '''memoryrecord_getID'''(memoryrecord) Returns the unique id of this memory re…'</p>
<hr />
<div>'''MemoryRecord Class'''<br />
The Memoryrecord class object describes a Cheat Table's Cheat Entry.<br />
<br />
<br />
'''memoryrecord_getID'''(memoryrecord)<br />
Returns the unique id of this memory record. Every memory record has an unique id<br />
<br />
<br />
'''memoryrecord_getHotkeyCount'''(memoryrecord)<br />
Returns the number of hotkeys assigned to this Cheat Entry<br />
<br />
<br />
'''memoryrecord_getHotkey'''(memoryrecord, index)<br />
Returns a memoryrecordhotkey class<br />
<br />
<br />
'''memoryrecord_getHotkeyByID'''(memoryrecord, ID) <br />
Every hotkey in a memoryrecord gets an unique ID. This way you can always find the hotkey even if the order of hotkeys has changed (or deleted)<br />
<br />
<br />
'''memoryrecord_setDescription'''(memoryrecord, description) <br />
Sets the specified description for this entry<br />
<br />
<br />
'''memoryrecord_getDescription'''(memoryrecord) <br />
Gets the current description of this entry<br />
<br />
<br />
'''memoryrecord_getAddress'''(memoryrecord) <br />
Returns the address and optional offsets for a pointer (note that in 64-bit kernelmode addresses will be rounded down...)<br />
<br />
<br />
'''memoryrecord_setAddress'''(memoryrecord,address,offsets OPTIONAL) <br />
Sets the address of a entry. You can give as many offsets as you need<br />
<br />
<br />
'''memoryrecord_getType'''(memoryrecord) <br />
Returns the Variable type. (vtByte to vtCustom)<br />
<br />
<br />
'''memoryrecord_setType'''(memoryrecord, vartype) <br />
Sets the type of the entry<br />
<br />
<br />
'''memoryrecord_getValue'''(memoryrecord) <br />
Returns the current value of the cheat table entry as a string<br />
<br />
<br />
'''memoryrecord_setValue'''(memoryrecord, value) <br />
Sets the value of a cheat table entry<br />
<br />
<br />
'''memoryrecord_getScript'''(memoryrecord) <br />
If the entry is of type vtAutoAssembler then you can get the script with this routine<br />
<br />
<br />
'''memoryrecord_setScript'''(memoryrecord, script)<br />
<br />
<br />
'''memoryrecord_isActive'''(memoryrecord)<br />
<br />
<br />
'''memoryrecord_freeze'''(memoryrecord, updownfreeze OPTIONAL)<br />
Sets the entry to frozen state. updownfreeze is optional. 0=freeze, 1=allow increase, 2=allow decrease<br />
<br />
<br />
'''memoryrecord_unfreeze'''(memoryrecord) <br />
Unfreezes an entry<br />
<br />
<br />
'''memoryrecord_setColor'''(memoryrecord, colorrgb) <br />
Sets the color of the entry<br />
<br />
<br />
'''memoryrecord_appendToEntry'''(memoryrecord,memoryrecord) <br />
Adds the entry to another entry<br />
<br />
<br />
'''memoryrecord_delete'''(memoryrecord) <br />
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...<br />
<br />
<br />
'''memoryrecord_onActivate'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is Activated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the activation to stop<br />
<br />
<br />
'''memoryrecord_onDeactivate'''(memoryrecord, function)<br />
Registers a function to be called when a cheat entry is Deactivated<br />
function (memoryrecord, before, currentstate) boolean<br />
If before is true returning false will cause the deactivation to stop<br />
<br />
<br />
'''memoryrecord_onDestroy'''(memoryrecord, function) <br />
Registers a function to be called when a cheat entry is delete<br />
function (memoryrecord)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Control&diff=1423Lua:Class:Control2012-04-14T07:34:39Z<p>Freiza: </p>
<hr />
<div>'''Control Class''' (Inheritance Component->Object)<br />
'''control_setCaption'''(control, caption) <br />
Sets the text on a control. All the gui objects fall in this category<br />
<br />
<br />
'''control_getCaption'''(control) <br />
Returns the text of the control<br />
<br />
<br />
'''control_setPosition'''(control, x,y) <br />
Sets the x and y position of the object base don the top left position (relative to the client array of the owner object)<br />
<br />
<br />
'''control_getPosition'''(contron) <br />
Returns the x and y position of the object (relative to the client array of the owner object)<br />
<br />
<br />
'''control_setSize'''(control, width,height) <br />
Sets the width and height of the control<br />
<br />
<br />
'''control_getSize'''(control) <br />
Sets the size of the control<br />
<br />
<br />
'''control_setAlign'''(control, alignmentoption) <br />
Sets the alignment of the control<br />
<br />
<br />
'''control_getAlign'''(control, alignmentoption) <br />
Gets the alignment of the control<br />
<br />
<br />
'''control_getEnabled'''(control) <br />
Gets the enabled state of the control<br />
<br />
<br />
'''control_setEnabled'''(control, boolean) <br />
Sets the enabled state of the control<br />
<br />
<br />
'''control_getVisible'''(control) <br />
Gets the visible state of the control<br />
<br />
<br />
'''control_setVisible'''(control, boolean) <br />
Sets the visible state of the control<br />
<br />
<br />
'''control_getColor'''(control) <br />
Gets the color<br />
<br />
<br />
'''control_setColor'''(control, rgb) <br />
Sets the color<br />
<br />
<br />
'''control_getParent'''(control) <br />
Returns nil or an object that inherits from the Wincontrol class<br />
<br />
<br />
'''control_setParent'''(control) <br />
Sets the parent for this control<br />
<br />
<br />
'''control_getPopupMenu'''(control)<br />
Gets the assigned popup menu to this control<br />
<br />
<br />
'''control_setPopupMenu('''control)<br />
Sets the popup menu for this control<br />
<br />
<br />
'''control_onClick'''(control, functionnameorstring)<br />
Sets the onclick routine<br />
function (sender)<br />
<br />
<pre><br />
--Example:<br />
<br />
function clickroutine(sender) -- onClick()<br />
print "editbox2 clicked"<br />
end<br />
<br />
local forms = createForm()<br />
local labels = createLabel(forms)<br />
<br />
--Caption<br />
control_setCaption(labels, "My first label")<br />
local variable = control_getCaption(labels)<br />
print(variable)<br />
<br />
--Position<br />
control_setPosition(labels,30,30)<br />
x,y=control_getPosition(labels)<br />
print("X coord of label is "..x.."; Y coord of label is "..y)<br />
<br />
--Enabled?<br />
local editbox1 = createEdit(forms)<br />
local editbox2 = createEdit(forms)<br />
control_setEnabled(editbox1,false)<br />
if control_getEnabled(editbox1) then<br />
<br />
else<br />
print "editbox1 not enabled"<br />
control_setCaption(editbox1,"editbox1")<br />
end<br />
<br />
control_setEnabled(editbox2,true)<br />
if control_getEnabled(editbox2) then<br />
print "editbox2 enabled"<br />
control_setCaption(editbox2,"editbox2")<br />
end<br />
<br />
control_setPosition(editbox1,30,60)<br />
control_setPosition(editbox2,30,90)<br />
<br />
--Visibility<br />
local editbox3 = createEdit(forms)<br />
control_setVisible(editbox3, true) -- If false editbox3 would not be displayed on the form.<br />
if control_getVisible(editbox3) then<br />
control_setCaption(editbox3,"editbox3") -- Sets the caption only when visible<br />
control_setPosition(editbox3,30,120)<br />
end<br />
<br />
--Color<br />
control_setColor(labels, 123456) -- color code in hex (range 000000 to FFFFFF)<br />
local colorCode = control_getColor(labels)<br />
print(colorCode)<br />
<br />
--Onclick<br />
control_onClick(editbox2,clickroutine) -- clickroutine must have exactly one argument<br />
<br />
<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Control&diff=1422Lua:Class:Control2012-04-14T07:22:03Z<p>Freiza: </p>
<hr />
<div>'''Control Class''' (Inheritance Component->Object)<br />
'''control_setCaption'''(control, caption) <br />
Sets the text on a control. All the gui objects fall in this category<br />
<br />
<br />
'''control_getCaption'''(control) <br />
Returns the text of the control<br />
<br />
<br />
'''control_setPosition'''(control, x,y) <br />
Sets the x and y position of the object base don the top left position (relative to the client array of the owner object)<br />
<br />
<br />
'''control_getPosition'''(contron) <br />
Returns the x and y position of the object (relative to the client array of the owner object)<br />
<br />
<br />
'''control_setSize'''(control, width,height) <br />
Sets the width and height of the control<br />
<br />
<br />
'''control_getSize'''(control) <br />
Sets the size of the control<br />
<br />
<br />
'''control_setAlign'''(control, alignmentoption) <br />
Sets the alignment of the control<br />
<br />
<br />
'''control_getAlign'''(control, alignmentoption) <br />
Gets the alignment of the control<br />
<br />
<br />
'''control_getEnabled'''(control) <br />
Gets the enabled state of the control<br />
<br />
<br />
'''control_setEnabled'''(control, boolean) <br />
Sets the enabled state of the control<br />
<br />
<br />
'''control_getVisible'''(control) <br />
Gets the visible state of the control<br />
<br />
<br />
'''control_setVisible'''(control, boolean) <br />
Sets the visible state of the control<br />
<br />
<br />
'''control_getColor'''(control) <br />
Gets the color<br />
<br />
<br />
'''control_setColor'''(control, rgb) <br />
Sets the color<br />
<br />
<br />
'''control_getParent'''(control) <br />
Returns nil or an object that inherits from the Wincontrol class<br />
<br />
<br />
'''control_setParent'''(control) <br />
Sets the parent for this control<br />
<br />
<br />
'''control_getPopupMenu'''(control)<br />
Gets the assigned popup menu to this control<br />
<br />
<br />
'''control_setPopupMenu('''control)<br />
Sets the popup menu for this control<br />
<br />
<br />
'''control_onClick'''(control, functionnameorstring)<br />
Sets the onclick routine<br />
function (sender)<br />
<br />
<pre><br />
--Example:<br />
local forms = createForm()<br />
local labels = createLabel(forms)<br />
<br />
--Caption<br />
control_setCaption(labels, "My first label")<br />
local variable = control_getCaption(labels)<br />
print(variable)<br />
<br />
--Position<br />
control_setPosition(labels,30,30)<br />
x,y=control_getPosition(labels)<br />
print("X coord of label is "..x.."; Y coord of label is "..y)<br />
<br />
--Enabled?<br />
local editbox1 = createEdit(forms)<br />
local editbox2 = createEdit(forms)<br />
control_setEnabled(editbox1,false)<br />
if control_getEnabled(editbox1) then<br />
<br />
else<br />
print "editbox1 not enabled"<br />
control_setCaption(editbox1,"editbox1")<br />
end<br />
<br />
control_setEnabled(editbox2,true)<br />
if control_getEnabled(editbox2) then<br />
print "editbox2 enabled"<br />
control_setCaption(editbox2,"editbox2")<br />
end<br />
<br />
control_setPosition(editbox1,30,60)<br />
control_setPosition(editbox2,30,90)<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Control&diff=1421Lua:Class:Control2012-04-14T07:21:21Z<p>Freiza: </p>
<hr />
<div>'''Control Class''' (Inheritance Component->Object)<br />
'''control_setCaption'''(control, caption) <br />
Sets the text on a control. All the gui objects fall in this category<br />
<br />
<br />
'''control_getCaption'''(control) <br />
Returns the text of the control<br />
<br />
<br />
'''control_setPosition'''(control, x,y) <br />
Sets the x and y position of the object base don the top left position (relative to the client array of the owner object)<br />
<br />
<br />
'''control_getPosition'''(contron) <br />
Returns the x and y position of the object (relative to the client array of the owner object)<br />
<br />
<br />
'''control_setSize'''(control, width,height) <br />
Sets the width and height of the control<br />
<br />
<br />
'''control_getSize'''(control) <br />
Sets the size of the control<br />
<br />
<br />
'''control_setAlign'''(control, alignmentoption) <br />
Sets the alignment of the control<br />
<br />
<br />
'''control_getAlign'''(control, alignmentoption) <br />
Gets the alignment of the control<br />
<br />
<br />
'''control_getEnabled'''(control) <br />
Gets the enabled state of the control<br />
<br />
<br />
'''control_setEnabled'''(control, boolean) <br />
Sets the enabled state of the control<br />
<br />
<br />
'''control_getVisible'''(control) <br />
Gets the visible state of the control<br />
<br />
<br />
'''control_setVisible'''(control, boolean) <br />
Sets the visible state of the control<br />
<br />
<br />
'''control_getColor'''(control) <br />
Gets the color<br />
<br />
<br />
'''control_setColor'''(control, rgb) <br />
Sets the color<br />
<br />
<br />
'''control_getParent'''(control) <br />
Returns nil or an object that inherits from the Wincontrol class<br />
<br />
<br />
'''control_setParent'''(control) <br />
Sets the parent for this control<br />
<br />
<br />
'''control_getPopupMenu'''(control)<br />
Gets the assigned popup menu to this control<br />
<br />
<br />
'''control_setPopupMenu('''control)<br />
Sets the popup menu for this control<br />
<br />
<br />
'''control_onClick'''(control, functionnameorstring)<br />
Sets the onclick routine<br />
function (sender)<br />
<br />
<pre><br />
Example:<br />
local forms = createForm()<br />
local labels = createLabel(forms)<br />
<br />
--Caption<br />
control_setCaption(labels, "My first label")<br />
local variable = control_getCaption(labels)<br />
print(variable)<br />
<br />
--Position<br />
control_setPosition(labels,30,30)<br />
x,y=control_getPosition(labels)<br />
print("X coord of label is "..x.."; Y coord of label is "..y)<br />
<br />
--Enabled?<br />
local editbox1 = createEdit(forms)<br />
local editbox2 = createEdit(forms)<br />
control_setEnabled(editbox1,false)<br />
if control_getEnabled(editbox1) then<br />
<br />
else<br />
print "editbox1 not enabled"<br />
control_setCaption(editbox1,"editbox1")<br />
end<br />
<br />
control_setEnabled(editbox2,true)<br />
if control_getEnabled(editbox2) then<br />
print "editbox2 enabled"<br />
control_setCaption(editbox2,"editbox2")<br />
end<br />
<br />
control_setPosition(editbox1,30,60)<br />
control_setPosition(editbox2,30,90)<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Control&diff=1420Lua:Class:Control2012-04-14T07:03:14Z<p>Freiza: </p>
<hr />
<div>'''Control Class''' (Inheritance Component->Object)<br />
'''control_setCaption'''(control, caption) <br />
Sets the text on a control. All the gui objects fall in this category<br />
<br />
<br />
'''control_getCaption'''(control) <br />
Returns the text of the control<br />
<br />
<br />
'''control_setPosition'''(control, x,y) <br />
Sets the x and y position of the object base don the top left position (relative to the client array of the owner object)<br />
<br />
<br />
'''control_getPosition'''(contron) <br />
Returns the x and y position of the object (relative to the client array of the owner object)<br />
<br />
<br />
'''control_setSize'''(control, width,height) <br />
Sets the width and height of the control<br />
<br />
<br />
'''control_getSize'''(control) <br />
Sets the size of the control<br />
<br />
<br />
'''control_setAlign'''(control, alignmentoption) <br />
Sets the alignment of the control<br />
<br />
<br />
'''control_getAlign'''(control, alignmentoption) <br />
Gets the alignment of the control<br />
<br />
<br />
'''control_getEnabled'''(control) <br />
Gets the enabled state of the control<br />
<br />
<br />
'''control_setEnabled'''(control, boolean) <br />
Sets the enabled state of the control<br />
<br />
<br />
'''control_getVisible'''(control) <br />
Gets the visible state of the control<br />
<br />
<br />
'''control_setVisible'''(control, boolean) <br />
Sets the visible state of the control<br />
<br />
<br />
'''control_getColor'''(control) <br />
Gets the color<br />
<br />
<br />
'''control_setColor'''(control, rgb) <br />
Sets the color<br />
<br />
<br />
'''control_getParent'''(control) <br />
Returns nil or an object that inherits from the Wincontrol class<br />
<br />
<br />
'''control_setParent'''(control) <br />
Sets the parent for this control<br />
<br />
<br />
'''control_getPopupMenu'''(control)<br />
Gets the assigned popup menu to this control<br />
<br />
<br />
'''control_setPopupMenu('''control)<br />
Sets the popup menu for this control<br />
<br />
<br />
'''control_onClick'''(control, functionnameorstring)<br />
Sets the onclick routine<br />
function (sender)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Control&diff=1419Lua:Class:Control2012-04-14T07:01:36Z<p>Freiza: Created page with ''''Control Class''' (Inheritance Component->Object) control_setCaption(control, caption) Sets the text on a control. All the gui objects fall in this category '''control_…'</p>
<hr />
<div>'''Control Class''' (Inheritance Component->Object)<br />
control_setCaption(control, caption) <br />
Sets the text on a control. All the gui objects fall in this category<br />
<br />
<br />
'''control_getCaption'''(control) <br />
Returns the text of the control<br />
<br />
<br />
'''control_setPosition'''(control, x,y) <br />
Sets the x and y position of the object base don the top left position (relative to the client array of the owner object)<br />
<br />
<br />
'''control_getPosition'''(contron) <br />
Returns the x and y position of the object (relative to the client array of the owner object)<br />
<br />
<br />
'''control_setSize'''(control, width,height) <br />
Sets the width and height of the control<br />
<br />
<br />
'''control_getSize'''(control) <br />
Sets the size of the control<br />
<br />
<br />
'''control_setAlign'''(control, alignmentoption) <br />
Sets the alignment of the control<br />
<br />
<br />
'''control_getAlign'''(control, alignmentoption) <br />
Gets the alignment of the control<br />
<br />
<br />
'''control_getEnabled'''(control) <br />
Gets the enabled state of the control<br />
<br />
<br />
'''control_setEnabled'''(control, boolean) <br />
Sets the enabled state of the control<br />
<br />
<br />
'''control_getVisible'''(control) <br />
Gets the visible state of the control<br />
<br />
<br />
'''control_setVisible'''(control, boolean) <br />
Sets the visible state of the control<br />
<br />
<br />
'''control_getColor'''(control) <br />
Gets the color<br />
<br />
<br />
'''control_setColor'''(control, rgb) <br />
Sets the color<br />
<br />
<br />
'''control_getParent'''(control) <br />
Returns nil or an object that inherits from the Wincontrol class<br />
<br />
<br />
'''control_setParent'''(control) <br />
Sets the parent for this control<br />
<br />
<br />
'''control_getPopupMenu'''(control)<br />
Gets the assigned popup menu to this control<br />
<br />
<br />
'''control_setPopupMenu('''control)<br />
Sets the popup menu for this control<br />
<br />
<br />
'''control_onClick'''(control, functionnameorstring)<br />
Sets the onclick routine<br />
function (sender)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Label&diff=1418Lua:Class:Label2012-04-14T06:57:46Z<p>Freiza: </p>
<hr />
<div>'''Label Class''' (Inheritance GraphicControl->Control->Component->Object)<br />
The Label class is a visual component that lets you display text<br />
<br />
<br />
'''createLabel'''(owner) <br />
Creates a Label class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
<pre><br />
Example:<br />
<br />
local forms = createForm()<br />
local labels = createLabel(forms)<br />
control_setCaption(labels, "My first label")<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Label&diff=1417Lua:Class:Label2012-04-14T06:55:27Z<p>Freiza: Created page with ''''Label Class''' (Inheritance GraphicControl->Control->Component->Object) The Label class is a visual component that lets you display text '''createLabel'''(owner) Create…'</p>
<hr />
<div>'''Label Class''' (Inheritance GraphicControl->Control->Component->Object)<br />
The Label class is a visual component that lets you display text<br />
<br />
<br />
'''createLabel'''(owner) <br />
Creates a Label class object which belongs to the given owner. Owner can be any object inherited from WinControl</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:closeCE&diff=1416Lua:closeCE2012-04-14T06:53:49Z<p>Freiza: Created page with ''''closeCE'''() Just closes ce'</p>
<hr />
<div>'''closeCE'''() <br />
Just closes ce</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:fuckCheatEngine&diff=1415Lua:fuckCheatEngine2012-04-14T06:52:58Z<p>Freiza: Created page with ' '''fuckCheatEngine'''() Removes the ad window if it was showing'</p>
<hr />
<div><br />
'''fuckCheatEngine'''() <br />
Removes the ad window if it was showing</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Form&diff=1414Lua:Class:Form2012-04-14T06:49:57Z<p>Freiza: </p>
<hr />
<div>'''Form Class''' (Inheritance ScrollingWinControl->CustomControl->WinControl->Control->Component->Object)<br />
The Form class is a window<br />
<br />
<br />
'''createForm'''(visible OPT) <br />
Creates a Form class object(window) and returns the pointer for it. Visible is default true but can be changed<br />
<br />
<br />
'''createFormFromFile'''(filename) <br />
Creates a Form class object and initializes it based on the data in the given file.<br />
It returns the generated form<br />
<br />
<br />
'''form_saveToFile'''(form, filename) <br />
Saves a userdefined form. (DOES NOT WORK ON NORMAL FORMS LIKE MAINFORM)<br />
<br />
<br />
'''form_centerScreen'''(form)<br />
Places the form at the center of the screen<br />
<br />
<br />
'''form_hide'''(form) <br />
Hide the form<br />
<br />
<br />
'''form_show'''(form) <br />
Show the form<br />
<br />
<br />
'''form_showModal'''(form) <br />
Show the form and wait for it to close and get the close result<br />
<br />
<br />
'''form_isForegroundWindow'''(form) <br />
returns true if the specified form has focus<br />
<br />
<br />
'''form_onClose'''(form, function) <br />
function (sender) Return a CloseAction to determine how to close the window<br />
<br />
<br />
'''form_getMenu'''(form) <br />
Returns the mainmenu object of this form<br />
<br />
<br />
'''form_setMenu'''(form, mainmenu)<br />
Sets a menu for the form<br />
<br />
Example:<br />
<pre><br />
function goodbyeMessage(sender)<br />
print "called by form_onClose"<br />
closeCE() -- Just closes ce<br />
end<br />
<br />
local forms = createForm(true) -- true = visible(optional), false = not visible when created.<br />
form_hide(forms) -- hides the form<br />
sleep(3000)<br />
form_show(forms) -- again makes the form visible<br />
sleep(3000)<br />
form_centerScreen(forms) -- Places the form at the center of the screen<br />
if form_isForegroundWindow(forms) then<br />
print "form in focus"<br />
end<br />
form_onClose(forms, goodbyeMessage) -- delegates goodbyeMessage function. goodbyeMessage should have the prototype "goodbyeMessage(oneArgument)"<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Form&diff=1413Lua:Class:Form2012-04-14T06:33:33Z<p>Freiza: Created page with ''''Form Class''' (Inheritance ScrollingWinControl->CustomControl->WinControl->Control->Component->Object) The Form class is a window '''createForm'''(visible OPT) Creates …'</p>
<hr />
<div>'''Form Class''' (Inheritance ScrollingWinControl->CustomControl->WinControl->Control->Component->Object)<br />
The Form class is a window<br />
<br />
<br />
'''createForm'''(visible OPT) <br />
Creates a Form class object(window) and returns the pointer for it. Visible is default true but can be changed<br />
<br />
<br />
'''createFormFromFile'''(filename) <br />
Creates a Form class object and initializes it based on the data in the given file.<br />
It returns the generated form<br />
<br />
<br />
'''form_saveToFile'''(form, filename) <br />
Saves a userdefined form. (DOES NOT WORK ON NORMAL FORMS LIKE MAINFORM)<br />
<br />
<br />
'''form_centerScreen'''(form)<br />
Places the form at the center of the screen<br />
<br />
<br />
'''form_hide'''(form) <br />
Hide the form<br />
<br />
<br />
'''form_show'''(form) <br />
Show the form<br />
<br />
<br />
'''form_showModal'''(form) <br />
Show the form and wait for it to close and get the close result<br />
<br />
<br />
'''form_isForegroundWindow'''(form) <br />
returns true if the specified form has focus<br />
<br />
<br />
'''form_onClose'''(form, function) <br />
function (sender) Return a CloseAction to determine how to close the window<br />
<br />
<br />
'''form_getMenu'''(form) <br />
Returns the mainmenu object of this form<br />
<br />
<br />
'''form_setMenu'''(form, mainmenu)<br />
Sets a menu for the form</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:debugger_onBreakpoint&diff=1412Lua:debugger onBreakpoint2012-04-13T22:59:37Z<p>Freiza: Created page with ''''function debugger_onBreakpoint'''() When a breaking breakpoint hits (that includes single stepping) and the lua function debugger_onBreakpoint() is defined it will be called…'</p>
<hr />
<div>'''function debugger_onBreakpoint'''()<br />
When a breaking breakpoint hits (that includes single stepping) and the lua function debugger_onBreakpoint() is defined it will be called and the global variables EAX, EBX, .... will be filled in<br />
Return 0 if you want the userinterface to be updated and anything else if not (e.g You continued from the breakpoint in your script)<br />
<br />
<pre><br />
Example:<br />
<br />
function debugger_onBreakpoint()<br />
<br />
local value=EAX<br />
if (value ==0x0C93E004 ) then -- break condition<br />
return 0 --break<br />
else<br />
return 1 -- continue without breaking<br />
end<br />
end<br />
<br />
debug_setBreakpoint(0x0040CEA6) -- called if the above condition is true. And it will set breakpoint at 0x0040CEA6<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=xmplayer_playXM&diff=1411xmplayer playXM2012-04-13T22:53:21Z<p>Freiza: </p>
<hr />
<div>'''function''' xmplayer_playXM(''Filename'')<br><br />
'''function''' xmplayer_playXM(''Stream'')<br />
<br />
Plays an XM file that is stored in a file or in a memory stream obtained from a tablefile object<br />
<br />
<br />
===Function Parameters===<br />
{|width="85%" cellpadding="10%" cellpadding="5%" cellspacing="0" border="0"<br />
!align="left"|Parameter<br />
!align="left"|Type<br />
!style="width: 80%;background-color:white;" align="left"|Description<br />
|-<br />
|Filename<br />
|string<br />
|Path to the xm-file. If not full path is provided the workdir of ce is searched.<br />
|-<br />
|Stream<br />
|[[Stream]]<br />
|A stream object that contains the data of the xm-file<br />
|}<br />
<br />
Example:<br />
XMFILE=findTableFile('noise.xm') --finds xm file attached in CE<br />
xmplayer_playXM(XMFILE) -- plays xm file<br />
xmplayer_stop() -- stops xmplayer<br />
<br />
== See also ==<br />
* [[Lua]]<br />
<br />
{{DISPLAYTITLE:xmplayer_playXM}}</div>Freizahttps://wiki.cheatengine.org/index.php?title=xmplayer_playXM&diff=1410xmplayer playXM2012-04-13T22:52:47Z<p>Freiza: </p>
<hr />
<div>'''function''' xmplayer_playXM(''Filename'')<br><br />
'''function''' xmplayer_playXM(''Stream'')<br />
<br />
Plays an XM file that is stored in a file or in a memory stream obtained from a tablefile object<br />
<br />
<br />
===Function Parameters===<br />
{|width="85%" cellpadding="10%" cellpadding="5%" cellspacing="0" border="0"<br />
!align="left"|Parameter<br />
!align="left"|Type<br />
!style="width: 80%;background-color:white;" align="left"|Description<br />
|-<br />
|Filename<br />
|string<br />
|Path to the xm-file. If not full path is provided the workdir of ce is searched.<br />
|-<br />
|Stream<br />
|[[Stream]]<br />
|A stream object that contains the data of the xm-file<br />
|}<br />
<br />
Example:<br />
XMFILE=findTableFile('noise.xm') --finds table attached in CE<br />
xmplayer_playXM(XMFILE) -- plays xm file<br />
xmplayer_stop() -- stops xmplayer<br />
<br />
== See also ==<br />
* [[Lua]]<br />
<br />
{{DISPLAYTITLE:xmplayer_playXM}}</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:getAddressList&diff=1409Lua:getAddressList2012-04-13T22:47:55Z<p>Freiza: </p>
<hr />
<div>'''getAddressList()''' <br />
<br />
Returns the cheat table addresslist object.<br />
<br />
Example:<br />
<br />
addresslist=getAddressList()<br />
<br />
'''Return''' : [[Addresslist]] object</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Timer&diff=1408Lua:Class:Timer2012-04-13T22:46:15Z<p>Freiza: </p>
<hr />
<div>'''Timer Class''' (Inheritance Component->object)<br />
The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, based on the given interval<br />
<br />
<br />
'''createTimer'''(owner, enabled OPT) <br />
Creates a timer object. If enabled is not given it will be enabled by default (will start as soon as an onTimer event has been assigned)<br />
Owner may be nil, but you will be responsible for destroying it<br />
<br />
<br />
'''timer_setInterval'''(timer, interval) <br />
Sets the speed on how often the timer should trigger. In milliseconds (1000=1 second)<br />
<br />
<br />
'''timer_getEnabled'''(timer)<br />
Returns true if the timer is enabled otherwise false<br />
<br />
<br />
'''timer_setEnabled'''(timer, boolean)<br />
Lets you enable of disable the timer<br />
<br />
<br />
'''timer_onTimer'''(timer, function)<br />
<br />
function (sender)<br />
<br />
Example 1:<br />
<br />
function repeat()<br />
print "hello world" <br />
end<br />
<br />
local t = createTimer(nil) -- it will create a Timer object and assign it to variable t.<br />
timer_onTimer(t, repeat) -- The function repeat will be called every 3 seconds.<br />
timer_setInterval(t,3000) --Call repeat() every 3 seconds<br />
timer_setEnabled(t, true) -- Set timer to true. If false is passed as argument then it will disable timer object.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Timer&diff=1407Lua:Class:Timer2012-04-13T22:45:25Z<p>Freiza: </p>
<hr />
<div>'''Timer Class''' (Inheritance Component->object)<br />
<br />
The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, based on the given interval<br />
<br />
<br />
'''createTimer'''(owner, enabled OPT) <br />
<br />
Creates a timer object. If enabled is not given it will be enabled by default (will start as soon as an onTimer event has been assigned)<br />
Owner may be nil, but you will be responsible for destroying it<br />
<br />
<br />
'''timer_setInterval'''(timer, interval) <br />
<br />
Sets the speed on how often the timer should trigger. In milliseconds (1000=1 second)<br />
<br />
<br />
'''timer_getEnabled'''(timer)<br />
<br />
Returns true if the timer is enabled otherwise false<br />
<br />
<br />
'''timer_setEnabled'''(timer, boolean)<br />
<br />
Lets you enable of disable the timer<br />
<br />
<br />
'''timer_onTimer'''(timer, function)<br />
<br />
function (sender)<br />
<br />
Example 1:<br />
<br />
function repeat()<br />
print "hello world" <br />
end<br />
<br />
local t = createTimer(nil) -- it will create a Timer object and assign it to variable t.<br />
timer_onTimer(t, repeat) -- The function repeat will be called every 3 seconds.<br />
timer_setInterval(t,3000) --Call repeat() every 3 seconds<br />
timer_setEnabled(t, true) -- Set timer to true. If false is passed as argument then it will disable timer object.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Timer&diff=1406Lua:Class:Timer2012-04-13T22:44:58Z<p>Freiza: </p>
<hr />
<div>'''Timer Class''' (Inheritance Component->object)<br />
The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, based on the given interval<br />
<br />
<br />
'''createTimer'''(owner, enabled OPT) <br />
Creates a timer object. If enabled is not given it will be enabled by default (will start as soon as an onTimer event has been assigned)<br />
Owner may be nil, but you will be responsible for destroying it<br />
<br />
<br />
'''timer_setInterval'''(timer, interval) <br />
Sets the speed on how often the timer should trigger. In milliseconds (1000=1 second)<br />
<br />
<br />
'''timer_getEnabled'''(timer)<br />
Returns true if the timer is enabled otherwise false<br />
<br />
<br />
'''timer_setEnabled'''(timer, boolean)<br />
Lets you enable of disable the timer<br />
<br />
<br />
'''timer_onTimer'''(timer, function)<br />
function (sender)<br />
<br />
Example 1:<br />
<br />
function repeat()<br />
print "hello world" <br />
end<br />
<br />
local t = createTimer(nil) -- it will create a Timer object and assign it to variable t.<br />
timer_onTimer(t, repeat) -- The function repeat will be called every 3 seconds.<br />
timer_setInterval(t,3000) --Call repeat() every 3 seconds<br />
timer_setEnabled(t, true) -- Set timer to true. If false is passed as argument then it will disable timer object.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Timer&diff=1405Lua:Class:Timer2012-04-13T22:44:21Z<p>Freiza: </p>
<hr />
<div>'''Timer Class''' (Inheritance Component->object)<br />
The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, based on the given interval<br />
<br />
<br />
'''createTimer'''(owner, enabled OPT) <br />
Creates a timer object. If enabled is not given it will be enabled by default (will start as soon as an onTimer event has been assigned)<br />
Owner may be nil, but you will be responsible for destroying it<br />
<br />
<br />
'''timer_setInterval'''(timer, interval) <br />
Sets the speed on how often the timer should trigger. In milliseconds (1000=1 second)<br />
<br />
<br />
'''timer_getEnabled'''(timer)<br />
Returns true if the timer is enabled otherwise false<br />
<br />
'''<br />
timer_setEnabled'''(timer, boolean)<br />
Lets you enable of disable the timer<br />
<br />
<br />
'''timer_onTimer'''(timer, function)<br />
function (sender)<br />
<br />
Example 1:<br />
<br />
function repeat()<br />
print "hello world" <br />
end<br />
<br />
local t = createTimer(nil) -- it will create a Timer object and assign it to variable t.<br />
timer_onTimer(t, repeat) -- The function repeat will be called every 3 seconds.<br />
timer_setInterval(t,3000) --Call repeat() every 3 seconds<br />
timer_setEnabled(t, true) -- Set timer to true. If false is passed as argument then it will disable timer object.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1404Lua:Class:CheckBox2012-04-13T22:43:04Z<p>Freiza: </p>
<hr />
<div>'''CheckBox Class''' (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
'''createCheckBox(owner)''' <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
'''<br />
checkbox_getAllowGrayed(CheckBox)'''<br />
Gets the AllowGrayed property<br />
<br />
<br />
'''checkbox_setAllowGrayed(CheckBox, boolean)''' -- it is same as '''control_setEnabled(control, ~ boolean)''' <br />
Sets the AllowGrayed property<br />
<br />
<br />
'''checkbox_getState(checkbox)'''<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
'''<br />
checkbox_setState(checkbox, state)'''<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<pre><br />
Example:<br />
<br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
<br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1402Lua:Class:CheckBox2012-04-13T22:39:35Z<p>Freiza: </p>
<hr />
<div>CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
createCheckBox(owner) <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
checkbox_getAllowGrayed(CheckBox)<br />
Gets the AllowGrayed property<br />
<br />
<br />
checkbox_setAllowGrayed(CheckBox, boolean)<br />
Sets the AllowGrayed property<br />
<br />
<br />
checkbox_getState(checkbox)<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_setState(checkbox, state)<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<pre><br />
Example:<br />
<br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
<br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1401Lua:Class:CheckBox2012-04-13T22:33:12Z<p>Freiza: </p>
<hr />
<div>CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
createCheckBox(owner) <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
checkbox_getAllowGrayed(CheckBox)<br />
Gets the AllowGrayed property<br />
<br />
<br />
checkbox_setAllowGrayed(CheckBox, boolean)<br />
Sets the AllowGrayed property<br />
<br />
<br />
checkbox_getState(checkbox)<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_setState(checkbox, state)<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<pre><br />
Example:<br />
<br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end<br />
</pre></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1400Lua:Class:CheckBox2012-04-13T22:32:22Z<p>Freiza: </p>
<hr />
<div>CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
createCheckBox(owner) <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
checkbox_getAllowGrayed(CheckBox)<br />
Gets the AllowGrayed property<br />
<br />
<br />
checkbox_setAllowGrayed(CheckBox, boolean)<br />
Sets the AllowGrayed property<br />
<br />
<br />
checkbox_getState(checkbox)<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_setState(checkbox, state)<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<pre><br />
Example:<br />
<br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end<br />
</pre.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1399Lua:Class:CheckBox2012-04-13T22:26:34Z<p>Freiza: </p>
<hr />
<div>CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
createCheckBox(owner) <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
checkbox_getAllowGrayed(CheckBox)<br />
Gets the AllowGrayed property<br />
<br />
<br />
checkbox_setAllowGrayed(CheckBox, boolean)<br />
Sets the AllowGrayed property<br />
<br />
<br />
checkbox_getState(checkbox)<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_setState(checkbox, state)<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<br />
Example:<br />
<source lang=cpp><br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end<br />
</source></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1398Lua:Class:CheckBox2012-04-13T22:26:11Z<p>Freiza: </p>
<hr />
<div>CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
createCheckBox(owner) <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
checkbox_getAllowGrayed(CheckBox)<br />
Gets the AllowGrayed property<br />
<br />
<br />
checkbox_setAllowGrayed(CheckBox, boolean)<br />
Sets the AllowGrayed property<br />
<br />
<br />
checkbox_getState(checkbox)<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_setState(checkbox, state)<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<br />
Example:<br />
<source lang=assembly><br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end<br />
</source></div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:CheckBox&diff=1397Lua:Class:CheckBox2012-04-13T22:22:02Z<p>Freiza: Created page with 'CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object) The Checkbox is a visual component that lets the user click it and change state between checked…'</p>
<hr />
<div>CheckBox Class (Inheritance ButtonControl->WinControl->Control->Component->Object)<br />
The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed<br />
<br />
<br />
createCheckBox(owner) <br />
Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl<br />
<br />
<br />
checkbox_getAllowGrayed(CheckBox)<br />
Gets the AllowGrayed property<br />
<br />
<br />
checkbox_setAllowGrayed(CheckBox, boolean)<br />
Sets the AllowGrayed property<br />
<br />
<br />
checkbox_getState(checkbox)<br />
Gets the current state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_setState(checkbox, state)<br />
Sets the state of the checkbox<br />
0=Unchecked<br />
1=Checked<br />
2=Grayed<br />
<br />
<br />
checkbox_onChange(checkbox, function)<br />
Sets an OnChange event for the checkbox that gets triggered when the state has been changed (by the user of programatically)<br />
function (sender)<br />
<br />
<br />
<br />
Example:<br />
<br />
local form = createForm( true );<br />
<br />
local checkBoxes = {};<br />
checkBoxes[1] = createCheckBox( form );<br />
checkBoxes[2] = createCheckBox( form );<br />
checkBoxes[3] = createCheckBox( form );<br />
checkBoxes[4] = createCheckBox( form );<br />
checkBoxes[5] = createCheckBox( form );<br />
<br />
for x = 1, #checkBoxes do<br />
control_setCaption( checkBoxes[x], "This is checkbox " .. tostring( x ) );<br />
control_setPosition( checkBoxes[x], 10, x * 20 )<br />
end <br />
checkbox_setState(checkboxes[1], 0) -- Sets checkboxes[1] to unchecked state.<br />
checkbox_setState(checkboxes[2], 1) -- Sets checkboxes[2] to checked state.<br />
checkbox_setState(checkboxes[3], 2) -- checkboxes[3] is grayed out.<br />
<br />
if checkbox_getState(checkboxes[4]) then -- if checkboxes[4] is checked then the function returns true otherwise false.<br />
print "true"<br />
else<br />
print "false"<br />
end</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:Class:Timer&diff=1396Lua:Class:Timer2012-04-13T22:13:33Z<p>Freiza: Created page with 'Timer Class (Inheritance Component->object) The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, base don the given inte…'</p>
<hr />
<div>Timer Class (Inheritance Component->object)<br />
The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, base don the given interval<br />
<br />
<br />
createTimer(owner, enabled OPT) <br />
Creates a timer object. If enabled is not given it will be enabled by default (will start as soon as an onTimer event has been assigned)<br />
Owner may be nil, but you will be responsible for destroying it<br />
<br />
<br />
timer_setInterval(timer, interval) <br />
Sets the speed on how often the timer should trigger. In milliseconds (1000=1 second)<br />
<br />
<br />
timer_getEnabled(timer)<br />
Returns true if the timer is enabled otherwise false<br />
<br />
<br />
timer_setEnabled(timer, boolean)<br />
Lets you enable of disable the timer<br />
<br />
<br />
timer_onTimer(timer, function)<br />
function (sender)<br />
<br />
Example 1:<br />
<br />
function repeat()<br />
print "hello world" <br />
end<br />
<br />
local t = createTimer(nil) -- it will create a Timer object and assign it to variable t.<br />
timer_onTimer(t, repeat) -- The function repeat will be called every 3 seconds.<br />
timer_setInterval(t,3000) --Call repeat() every 3 seconds<br />
timer_setEnabled(t, true) -- Set timer to true. If false is passed as argument then it will disable timer object.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:getAddressList&diff=1394Lua:getAddressList2012-04-13T21:55:24Z<p>Freiza: </p>
<hr />
<div>'''getAddressList()''' <br />
<br />
Returns the cheat table addresslist object.<br />
<br />
Example:<br />
<br />
addresslist=getAddressList()<br />
<br />
'''Return''' : StringList object.</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:sleep&diff=1393Lua:sleep2012-04-13T21:54:59Z<p>Freiza: /* Function Parameters */</p>
<hr />
<div>'''function''' sleep(''Delay'')<br />
<br />
Pauses the thread this lua script executes in for the given amount of milliseconds. (1000 milliseconds=1 second)<br />
<br />
Note: Executing this from the main thread(gui) will make the gui stop responding for the given time (Buttons can not be clicked)<br />
<br />
<br />
===Function Parameters===<br />
{|width="85%" cellpadding="10%" cellpadding="5%" cellspacing="0" border="0"<br />
!align="left"|Parameter<br />
!align="left"|Type<br />
!style="width: 80%;background-color:white;" align="left"|Description<br />
|-<br />
|Delay<br />
|Integer<br />
|The time to wait in milliseconds (1000=1 second)<br />
|}<br />
<br />
Example: Sleep(1000) -- This will pause the execution of current thread for 1 second.<br />
<br />
== See also ==<br />
* [[Lua]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:sleep&diff=1392Lua:sleep2012-04-13T21:52:39Z<p>Freiza: /* Function Parameters */</p>
<hr />
<div>'''function''' sleep(''Delay'')<br />
<br />
Pauses the thread this lua script executes in for the given amount of milliseconds. (1000 milliseconds=1 second)<br />
<br />
Note: Executing this from the main thread(gui) will make the gui stop responding for the given time (Buttons can not be clicked)<br />
<br />
<br />
===Function Parameters===<br />
{|width="85%" cellpadding="10%" cellpadding="5%" cellspacing="0" border="0"<br />
!align="left"|Parameter<br />
!align="left"|Type<br />
!style="width: 80%;background-color:white;" align="left"|Description<br />
|-<br />
|Delay<br />
|Integer<br />
|The time to wait in milliseconds (1000=1 second)<br />
|}<br />
<br />
Example: Sleep(1000) -- This will pause the execution of current thread for 1 second.<br />
<br />
--[[User:Freiza|Freiza]] 21:52, 13 April 2012 (UTC)<br />
<br />
== See also ==<br />
* [[Lua]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:sleep&diff=1391Lua:sleep2012-04-13T21:52:16Z<p>Freiza: /* Function Parameters */</p>
<hr />
<div>'''function''' sleep(''Delay'')<br />
<br />
Pauses the thread this lua script executes in for the given amount of milliseconds. (1000 milliseconds=1 second)<br />
<br />
Note: Executing this from the main thread(gui) will make the gui stop responding for the given time (Buttons can not be clicked)<br />
<br />
<br />
===Function Parameters===<br />
{|width="85%" cellpadding="10%" cellpadding="5%" cellspacing="0" border="0"<br />
!align="left"|Parameter<br />
!align="left"|Type<br />
!style="width: 80%;background-color:white;" align="left"|Description<br />
|-<br />
|Delay<br />
|Integer<br />
|The time to wait in milliseconds (1000=1 second)<br />
|}<br />
<br />
Example: Sleep(1000) -- This will pause the execution of current thread for 1 second.<br />
--[[User:Freiza|Freiza]] 21:52, 13 April 2012 (UTC)<br />
<br />
== See also ==<br />
* [[Lua]]</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:getAddressList&diff=1390Lua:getAddressList2012-04-13T21:51:09Z<p>Freiza: </p>
<hr />
<div>'''getAddressList()''' <br />
<br />
Returns the cheat table addresslist object.<br />
<br />
Example:<br />
<br />
addresslist=getAddressList()<br />
<br />
'''Return''' : StringList object. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
--[[User:Freiza|Freiza]] 21:50, 13 April 2012 (UTC)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:getAddressList&diff=1389Lua:getAddressList2012-04-13T21:50:30Z<p>Freiza: Created page with ''''getAddressList()''' Returns the cheat table addresslist object. Example: addresslist=getAddressList() '''Return''' : StringList object. --~~~~'</p>
<hr />
<div>'''getAddressList()''' <br />
Returns the cheat table addresslist object.<br />
<br />
Example:<br />
<br />
addresslist=getAddressList()<br />
<br />
'''Return''' : StringList object. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
--[[User:Freiza|Freiza]] 21:50, 13 April 2012 (UTC)</div>Freizahttps://wiki.cheatengine.org/index.php?title=Lua:sleep&diff=1388Lua:sleep2012-04-13T21:45:15Z<p>Freiza: /* Function Parameters */</p>
<hr />
<div>'''function''' sleep(''Delay'')<br />
<br />
Pauses the thread this lua script executes in for the given amount of milliseconds. (1000 milliseconds=1 second)<br />
<br />
Note: Executing this from the main thread(gui) will make the gui stop responding for the given time (Buttons can not be clicked)<br />
<br />
<br />
===Function Parameters===<br />
{|width="85%" cellpadding="10%" cellpadding="5%" cellspacing="0" border="0"<br />
!align="left"|Parameter<br />
!align="left"|Type<br />
!style="width: 80%;background-color:white;" align="left"|Description<br />
|-<br />
|Delay<br />
|Integer<br />
|The time to wait in milliseconds (1000=1 second)<br />
|}<br />
<br />
Example: Sleep(1000) -- This will pause the execution of current thread for 1 second.<br />
<br />
== See also ==<br />
* [[Lua]]</div>Freiza