Lua
Cheat Engine comes with an extensive set of Lua functions you can use inside cheat tables, trainers and standalone scripts.
Contents
- 1 Functions
- 1.1 Cheat table
- 1.2 Scanning
- 1.3 Process
- 1.4 Threads
- 1.5 Addresses
- 1.6 Memory
- 1.7 Input devices
- 1.8 Screen
- 1.9 Sounds
- 1.10 Text to Speech
- 1.11 Fonts
- 1.12 Forms and Windows
- 1.13 Cheat Engine
- 1.14 Lua
- 1.15 Types
- 1.16 Object-oriented
- 1.17 Assembly
- 1.18 Auto Assembler
- 1.19 Debugger
- 1.20 DBK
- 1.21 Translation
- 1.22 Files
- 1.23 Structures
- 1.24 Miscellaneous
- 2 Classes
Functions
Cheat table
These functions help manage the cheat table.
- getAddressList: Returns the cheat table Addresslist object
- findTableFile: Returns a TableFile stored in the cheat table
Scanning
These functions control Cheat Engine's scanning.
- AOBScan: Scans the currently opened process and returns a StringList object containing all the results
- getCurrentMemscan: Returns the currently active scan session as a MemScan object
Process
- openProcess: Causes cheat engine to open the given processname or id
- onOpenProcess: Called by CE when it opens a process (userdefined)
- getForegroundProcess: Returns the processid of the current foreground window
- getOpenedProcessID: Returns the currently opened process
- getProcessIDFromProcessName: Returns a processid
- openFileAsProcess: Causes cheat engine to open the file with memory access as if it's a process
- saveOpenedFile: Saves the changes of the opened file
- setPointerSize: Sets the size cheat engine will deal with pointers in bytes. (Some 64-bit processes can only use 32-bit addresses)
- setAssemblerMode: Sets the assembler's bit size mode (0=32-bit, 1=64-bit)
- getProcesslist: Returns a processlist of the system
- getWindowlist: Returns the top-window list of the system
- pause: Pauses the current opened process
- unpause: Resumes the current opened process
- targetIs64Bit: Returns true if the target process is 64-bit, false if 32-bit
- enumModules: Returns a table containing information about each module in the current process, or the specified process ID
- getHandleList: Returns a table with all the handles in the system
- closeRemoteHandle: Closes the handle of a process
- getForegroundProcess: Returns the process ID of the process that is currently on top
Threads
- getCPUCount: Returns the number of CPU's
- getThreadlist: Fills a List object with the threadlist of the currently opened process
- inMainThread: Returns true if the current code is running inside the main thread (6.4+)
- synchronize: Calls the given function from the main thread. Returns the return value of the given function
- queue: Calls the given function from the main thread. Does not wait for the result
- checkSynchronize: Call this from an infinite loop in the main thread when using threading and synchronize calls
Addresses
These functions help convert between memory addresses and symbols/CEAddressStrings.
- getAddress: Returns the address of a symbol. Can be a modulename or an export
- getAddressSafe: Returns the address of a symbol, or nil if not found. Similar to getAddress when errorOnLookup is false, but returns nil instead
- getNameFromAddress: Returns the given address in string form, returning the symbol representation if possible
- registerSymbol: Assign the specified symbolname to an address
- unregisterSymbol: Remove the name from the address
- getSymbolInfo: Returns a table as defined by the SymbolList class object (module name, search key, address, size)
- reinitializeSymbolhandler: Reinitializes the symbolhandler. E.g when new modules have been loaded
- inModule: Returns true if the given address is inside a module
- inSystemModule: Returns true if the given address is inside a system module
- getModuleSize: Returns the size of a given module (Use getAddress to get the base address)
- errorOnLookupFailure: Set whether address lookups will throw errors, or just return 0.
- registerSymbolLookupCallback: Registers a function to be called when a a symbol is parsed
- unregisterSymbolLookupCallback: Removes the callback
- registerAddressLookupCallback: Registers a function to be called when the name of an address is requested
- unregisterAddressLookupCallback: Removes the callback
Memory
- allocateMemory: Allocates some memory into the target process
- deAlloc: Frees allocated memory
- allocateSharedMemory: Creates a shared memory object of the given size if it doesn't exist yet
- createSection: Creates a 'section' in memory
- mapViewOfSection: Maps the section to memory
- unMapViewOfSection: Unmaps a section from memory
These functions read/write memory from the opened process.
Reading
- readBytes: Returns the bytes at the given address. If ReturnAsTable is true it will return a table instead of multiple bytes
- readSmallInteger: Reads a 16-bit integer from the specified address.
- readInteger: Reads a 32-bit integer from the specified address.
- readQword: Reads a 64-bit integer from the specified address.
- readPointer: In a 64-bit target this equals readQword, in a 32-bit target readInteger().
- readFloat: Reads a single precision floating point value from the specified address
- readDouble: Reads a double precision floating point value from the specified address
- readString: Reads a string from memory until it hits a 0-terminator. maxlength is just so you won't freeze for too long
- readRegionFromFile: Writes the given file to a specific address
Writing
- writeBytes: Write the given bytes to the given address from a table
- writeSmallInteger: Writes a 16-bit integer to the specified address. Returns true on success.
- writeInteger: Writes a 32-bit integer to the specified address. Returns true on success.
- writeQword: Write a 64-bit integer to the specified address. Returns true on success.
- writeFloat: Writes a single precision floating point to the specified address. Returns true on success.
- writeDouble: Writes a double precision floating point to the specified address. Returns true on success.
- writeString: Write a string to the specified address. Returns true on success.
- writeRegionToFile: Writes the given region to a file. Returns the number of bytes written.
Input devices
These functions get/set keyboard/mouse input.
- getMousePos: Returns the X and Y coordinates of the mouse
- setMousePos: Sets the mouse position
- isKeyPressed: Returns true if the specified key is currently pressed
- keyDown: Causes the key to go into down state
- keyUp: Causes the key to go up
- doKeyPress: Simulates a key press
- mouse_event: The Windows' API "mouse_event". msdn.microsoft.com/en-us/library/windows/desktop/ms646260(v=vs.85).aspx
- setGlobalKeyPollInterval: Sets the global keypoll interval
- setGlobalDelayBetweenHotkeyActivation: Sets the minimum delay between the activation of the same hotey in milliseconds
Game Controller
- getXBox360ControllerState: Fetches the state of the connected XBox controller
- setXBox360ControllerVibration: Sets the speed of the left and right vibrating motor inside the controller
Clipboard
- writeToClipboard: Writes the given text to the clipboard
- readFromClipboard: Reads the text from the clipboard
Screen
- getScreenHeight: Returns the screen height
- getScreenWidth: Returns the screen width
- getWorkAreaHeight: Returns the work area height
- getWorkAreaWidth: Returns the work area width
- getScreenCanvas: Returns a Canvas object you can use to write to the screen (Note: Not as useful as you may think)
- getPixel: Returns the RGB value of the pixel at the specific screen coordinate
Sounds
- playSound: Plays a sound file
- beep: Plays the fabulous beep/ping sound!
- speak: Speaks a given text
- speak: Speaks a given text using the given flags msdn.microsoft.com/en-us/library/speechplatform_speakflags.aspx
- speakEnglish: Will try the English voice by wrapping the given text into an XML statement specifying the English voice
xmplayer
- xmplayer_playXM: Plays the given filename using the xmplayer
- xmplayer_pause: Pauses the current xm audio file
- xmplayer_resume: Resumes the current xm audio file
- xmplayer_stop: Stops the current xm audio file
- xmplayer_isPlaying: Returns true if there is currently an xm audio file being played
Text to Speech
- speak: Speaks a given text.
- speakEnglish: Speaks a given text with English voice.
Fonts
- loadFontFromStream: Loads a font from a memory stream and returns an id (handle) to the font for use with unloadLoadedFont
- unloadLoadedFont: Unloads a font from a memory stream
Forms and Windows
- findWindow: Finds a window with the given classname and/or windowname
- getWindow: Gets a specific window based on the given window (Check MSDN getWindow for the command description)
- getWindowCaption: Returns the caption of the window
- getWindowClassName: Returns the classname of the window
- getWindowProcessID: Returns the processid of the process this window belongs to
- getForegroundWindow: Returns the windowhandle of the topmost window
- sendMessage: Sends a message to a window
- hookWndProc: Hooks a window's wndproc procedure
- unhookWndProc: Called when done with the hook from hookWndProc
Cheat Engine
These functions help manage Cheat Engine itself.
- getFormCount: Returns the total number of forms assigned to the main CE application
- getForm: Returns the form at the specific index
- getMemoryViewForm: Returns the first Memoryview form class object
- getMainForm: Returns the first Mainform class object
- getFreezeTimer: Returns the Timer object responsible for freezing values
- getUpdateTimer: Returns the Timer object responsible for updating the value list
- getCommonModuleList: Returns the commonModuleList StringList object
- targetIs64Bit: Returns true if the target process is 64-bit, false if 32-bit
- getCheatEngineProcessID: Returns the processid of cheat engine
- cheatEngineIs64Bit: Returns true if Cheat Engine is 64-bit, false if 32-bit
- closeCE: Closes Cheat Engine
- getAutoAttachList: Returns the AutoAttach StringList object
- registerFormAddNotification: Registers a function to be called when a form is attached to Cheat Engine's form list
- unregisterFormAddNotification: unregister the FormAddNotification call back
- connectToCEServer: Connects to the given host and port. On success, most commands subsequent will be handled by the server
- unhideMainCEwindow: Shows the main Cheat Engine window
- hideAllCEWindows: Makes all normal Cheat Engine windows invisible (e.g trainer table)
- supportCheatEngine: Will show an advertising window which will help keep the development of Cheat Engine going.
- fuckCheatEngine: Removes the ad window if it was showing
- getCheatEngineDir: Returns the folder Cheat Engine (or the trainer) is located at.
- readBytesLocal: readBytes, but for Cheat Engine's own memory
- writeBytesLocal: writeBytes, but for Cheat Engine's own memory
Messages
- showMessage: Shows a message box with the given text
- messageDialog: Pops up a message box
- outputDebugString: Outputs a message using the windows OutputDebugString message
Input
- inputQuery: Shows a dialog where the user can input a string. This function returns the given string, or nil on cancel (CE6.4+)
Shortcuts
- shortCutToText: Returns the textual representation of the given shortcut value (integer) (6.4+)
- textToShortCut: Returns an shortcut integer that the given string represents. (6.4+)
- convertKeyComboToString: Returns a string representation of the given keys like the hot-key handler does
Speed Hack
- speedhack_setSpeed: Enables the speed hack if it was not active yet and sets the given speed
- speedhack_getSpeed: Returns the last set speed
Lua
These functions help manage Lua itself.
- resetLuaState: This will create a new Lua state that will be used.
- sleep: Pauses for the number of specified milliseconds
Types
These functions help structure a process's memory into datatypes.
- onAutoGuess: Registers an function to be called whenever autoguess is used to predict a variable type.
- registerCustomTypeLua: Registers a custom type based on Lua functions.
- registerCustomTypeAutoAssembler: Registers a custom type based on an auto assembler script.
Object-oriented
These functions determine how a Lua object fits in the class hierarchy.
- inheritsFromObject: Returns true if given any class
- inheritsFromComponent: Returns true if the given object inherits from the Component class
- inheritsFromControl: Returns true if the given object inherits from the Control class
- inheritsFromWinControl: Returns true if the given object inherits from the WinControl class
Assembly
These functions help work with the x86 machine code as assembly.
- autoAssemble: Runs the auto assembler with the given text
- autoAssembleCheck: Checks the script for syntax errors. Returns true on succes, false with an error message on failure
- disassemble: Disassembles the given address and returns a string in the format of "address - bytes - opcode extra"
- splitDisassembledString: Returns 4 strings. The address, bytes, opcode and extra field
- getInstructionSize: Returns the size of an instruction
- getPreviousOpcode: Returns the address of the previous opcode (guess)
- registerAssembler: Registers a function to be called when the single line assembler is invoked to convert an instruction to a list of bytes
- unregisterAssembler: Unregisters the registered assembler
Auto Assembler
- registerAutoAssemblerCommand: Registers an auto assembler command to call the specified function
- unregisterAutoAssemblerCommand: Unregisters an auto assembler command
- registerAutoAssemblerPrologue: Registers a function to be called when the auto assembler is about to parse an auto assembler script
- unregisterAutoAssemblerPrologue: Unregisters an auto assembler prologue
- registerAutoAssemblerTemplate: Registers a template for the auto assembler
- unregisterAutoAssemblerTemplate: Unregisters a template for the auto assembler
- generateCodeInjectionScript: Adds a default code injection script to the given script
- generateAOBInjectionScript: Adds an AOB injection script to the given script
- generateFullInjectionScript: Adds a Full Injection script to the given script
Debugger
These functions manage the debugger. See Lua Debugging.
- debugProcess: Debugs the currently attached process
- debug_setBreakpoint: Sets a breakpoint of a specific size at the given address
- debugger_onBreakpoint: Called by CE when a breakpoint hits (userdefined)
- debug_removeBreakpoint: Removes a breakpoint
- debug_continueFromBreakpoint: Continues the debugger when it's halted on a breakpoint
- debug_setLastBranchRecording: Tells the kernelmode debugger to record the last few branches before the breakpoint got hit
- debug_getMaxLastBranchRecord: Returns the maximum number of branch records this cpu supports
- debug_getLastBranchRecord: Returns the value of the Last Branch Record at the given index (when handling a breakpoint)
- debugger_onModuleLoad: Called by CE when the windows debugger interface loads a module (userdefined)
- debug_getContext (since 6.5): Force-update the Lua variables representing the registers?
- debug_setContext (since 6.5[1]): Force-update the registers to the Lua variables which represent them?
DBK
- dbk_initialize: Loads the DBK driver into memory if possible
- dbk_useKernelmodeOpenProcess: Switches the internal pointer of the OpenProcess api to dbk_OpenProcess
- dbk_useKernelmodeProcessMemoryAccess: Switches the internal pointer to the ReadProcessMemory and WriteProcessMemory apis to dbk_ReadProcessMemory and dbk_WriteProcessMemory
- dbk_useKernelmodeQueryMemoryRegions: Switches the internal pointer to the QueryVirtualMemory api to dbk_QueryVirtualMemory
- dbk_getPEProcess: Returns the pointer of the EProcess structure of the selected processid
- dbk_getPEThread: Gets the pointer to the EThread structure of a threadid
- dbk_readMSR: Reads the msr using the dbk driver
- dbk_writeMSR: Writes the msr using the dbk driver
- dbk_executeKernelMemory: Executes a routine from kernelmode (e.g a routine written there with auto assembler)
- dbvm_initialize: Initializes the dbvm functions
- dbvm_readMSR: Reads the msr using dbvm (bypasses the driver)
- dbvm_writeMSR: Writes the msr using dbvm (bypasses the driver)
Translation
- getTranslationFolder: Returns the path of the current translation files, empty if there is no translation going on
- loadPOFile: Loads a ".PO" file used for translation
- translate: Returns a translation of the string, returns the same string if it can't be found
- translateID: Returns a translation of the string ID
Files
- getFileVersion: Returns the 64-bit file version, and a table that has split up the file version into major, minor, release and build]]
- getDirectoryList: Returns an indexed table with directory names
Structures
- registerStructureDissectOverride: same as onAutoGuess, but is called by the structure dissect window when the user chooses to let cheat engine guess the structure for them
- unregisterStructureDissectOverride: unregisters the structure dissect auto guess override
- registerStructureNameLookup: Registers a function to be called when dissect data asks the user for the name of a new structure define
- unregisterStructureNameLookup:
Miscellaneous
- getPixel: Returns the rgb value of the pixel at the specific screen coordinate
- injectDll: Injects a dll
- allocateSharedMemory: Creates/reuses a shared memory object
- createProcess: Creates a process with or without debugging
- shellExecute: Executes a given command
- generateAPIHookScript: Generates an auto assembler script which will hook the given address when executed
- onAPIPointerChange: Registers a callback when an api pointer is changed
- setAPIPointer: Sets the pointer of the given api to the given address
- encodeFunction: Converts a given function into an encoded string that you can pass on to decodeFunction
- decodeFunction: Converts an encoded string back into a function
- md5memory: Returns a md5 sum calculated from the provided memory
- md5file: Returns a md5 sum calculated from the file
- getSystemMetrics: Retrieves the specified system metric or system configuration setting msdn.microsoft.com/en-us/library/windows/desktop/ms724385.aspx
- getTickCount: Returns the current tickcount since windows was started. Each tick is one millisecond
- processMessages: Lets the main eventhandler process the new messages (allows for new button clicks)
- integerToUserData: Converts a given integer to a userdata variable
- userDataToInteger: Converts a given userdata variable to an integer
- executeCode: Executes a stdcall function with 1 parameter at the given address in the target process and wait for it to return
- executeCodeLocal: Executes a stdcall function with 1 parameter at the given address in the target process
- getUserRegistryEnvironmentVariable: Returns the environment variable stored in the user registry environment
- setUserRegistryEnvironmentVariable: Sets the environment variable stored in the user registry environment
- broadcastEnvironmentUpdate: Call this when you've changed the environment variables in the registry
- stringToMD5String: Returns an md5 hash string from the provided string
- getApplication: Returns the application object (the titlebar)
Classes
Besides the above functions, Cheat Engine also implements some classes.
- Addresslist: The addresslist class is a container for memory records
- Brush: The brush class is part of the Canvas object. It's used to fill surfaces
- Button: The button class is a visual component in the shape of a button.
- ButtonControl: Common ancestor of several button like objects.
- Canvas: The canvas class is a graphical class. It allows you do draw lines, pictures, and text on top of other object. Usually used in onPaint events and other graphical events
- CheatComponent: The cheatcomponent class is the component used in Cheat Engine 5.x trainers
- CheckBox: The Checkbox is a visual component that lets the user click it and change state between checked, unchecked, and if possible, grayed
- Component : Base class for all components that need owner-owned functionality.
- Control : Base class for visible controls.
- Collection: The Collection class is an abstract class that the ListColumns class implements (And perhaps other classes as well)
- CollectionItem: Basic object that is managed by a Collection class
- ComboBox: The Combobox is like an edit field with a ListBox attached to it
- CustomControl: Base class for windowed controls which paint themselves
- Disassemblerview: The visual disassembler used in the memory view window
- Edit: The Edit class is a visual component that lets the user type in data (Use control_getCaption to get the user input)
- FileStream: The FileStream class is a Stream class that is linked to an open file on disk
- Font: Class that defines a font
- Form: Class that defines a window
- FoundList: The foundlist is an companion class to MemScan. It opens the current memscan's result file and provides an interface for reading out the addresses
- GenericHotkey: Lets you register hotkeys to Cheat Engine's internal hotkey handler
- Graphic: Base class for dealing with Graphic images (Abstract)
- GraphicControl: Class that supports simple lightweight controls that do not need the ability to accept keyboard input or contain other controls.
- GroupBox: The groupbox class is like a Panel, but then has a header on top
- Hexadecimalview: The visual hexadecimal object used on the memory view window
- Image: The Image class is a visual component that lets you show an image
- Label: The Label class is a visual component that lets you display text
- ListBox: The listbox class is a visual component with a list of selectable strings
- ListColumn: The listcolumn class is an implemented CollectionItem class which is used by the ListColumns class of the listview class
- ListColumns: The ListColumns class contains the Column class objects of a ListView object
- ListItem: The ListItem class object is an entry in a ListView
- ListItems: The listItems class is a container for the ListItem class objects of a Listview
- Listview: The listview class lets you have a listbox like component with resizable columns
- MainMenu: The menu at the top of a form
- Memo: The Memo class is a multiline edit field
- MemScan: The memscan class is the memory scanner of Cheat engine
- Menu: Common Class ancestor for the MainMenu and PopupMenu classes
- MenuItem: Holds the menuitems of a Menu, PopupMenu or even another MenuItem
- MemoryRecord: The Memoryrecord class object describes a Cheat Table's Cheat Entry.
- MemoryRecordHotkey: The memoryRecordHotkey class object is part of a MemoryRecord class. It's used as an interface to each individual hotkey inside a Cheat Table
- MemoryStream: The memorystream class is a Stream class that is stored completely in memory. Because it's a stream there are multiple functions that can work with it
- Memoryview: The memoryview class is the Memory view window of Cheat Engine. Use this as a basis to access the objects inside this window
- Object : Most basic class. All classes inherit from this class
- Panel: The Panel class is like a form which can contain visual components.
- Pen: The Pen class is part of the Canvas object. It's used to draw lines
- Picture: Container for the Graphic class
- PopupMenu: The menu that shows when rightclicking on an object
- ProgressBar: The progressbar class is a visual representation for a bar that can show the current progress on something
- RadioGroup: The radiogroup is like a GroupBox but autopopulated using the Items(Strings object)
- OpenDialog: The OpenDialog class is used for selecting files to open.
- SaveDialog: The SaveDialog class is based on the OpenDialog class but is used to select a file for saving
- Splitter: The Splitter class is a visual component that lets the user re-size neighboring components)
- Stringlist: Class that holds a list of strings
- Strings: Abstract class that some text based classes make use of
- TableFile: Tablefiles are files stored into a Cheat Table. You can access the data of such a file using this class
- Timer: The timer class is an non visual component that when active triggers an onTimer event every few milliseconds, based on the given interval
- ToggleBox: The togglebox is like a button, but can stay down. Use with the checkbox methods
- TrackBar: The trackbar class is a slider you can drag arround and read/set the state
- Wincontrol: Base class for controls which can contain other controls.
Undefined Class Property Functions
Not all properties of all classes have been explicitly exposed to lua, but if you know the name of a property of a specific class you can still access them (assuming they are declared as published in the pascal class declaration)
See:
- getPropertyList : Returns a StringList object containing all the published properties of the specified class
- setProperty : Sets the value of a published property of a class (Won't work for method properties)
- getProperty : Gets the value of a published property of a class (Won't work for method properties)