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FryGuy Newbie cheater
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Joined: 19 May 2014 Posts: 22 Location: United States
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Posted: Mon Aug 29, 2016 10:26 pm Post subject: Change Input and Display Values |
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So I've been working on a table and I've got quite a few pointers now but some of the values I've found are different than the values in game.
For example, say I've found a value for health and it shows up as 100 in game but the value in Cheat Engine is 120.
So my question is how can I display the value of Health in my table as [value-20] and change the input from my table to [value+20]?
What would be the best way to go about doing this? Is there an option in Cheat Engine itself or is it a problem for LUA? Are there any tutorials that already go over this and if so could I get a link?
Thanks in advance.
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Last edited by FryGuy on Mon Aug 29, 2016 11:10 pm; edited 1 time in total |
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++METHOS I post too much
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Joined: 29 Oct 2010 Posts: 4197
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Posted: Mon Aug 29, 2016 10:58 pm Post subject: |
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| It would be easier to just change the display values to match the actual values.
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FryGuy Newbie cheater
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Joined: 19 May 2014 Posts: 22 Location: United States
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Posted: Wed Aug 31, 2016 4:15 pm Post subject: |
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Maybe a better example would be something like the Pokemon Uranium table. All the values in the game are the [Real Value * 2 + 1]. Is it possible to write something in background that converts the number to its real value and then displays it on the table. Then, when the user enters a number, change the entered value to back to the number needed by the game?
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ParkourPenguin I post too much
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FryGuy Newbie cheater
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Joined: 19 May 2014 Posts: 22 Location: United States
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ParkourPenguin I post too much
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Posted: Thu Sep 01, 2016 12:50 pm Post subject: |
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Open up the Lua script window and put this in:
| Code: | registerCustomTypeAutoAssembler([[
your AA custom type here
]]) |
It's up to the users to execute the Lua script when they use the table. I think CE automatically executes it by default (or CE at least asks), so that shouldn't be a major problem.
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I don't know where I'm going, but I'll figure it out when I get there. |
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FryGuy Newbie cheater
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ParkourPenguin I post too much
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Posted: Thu Sep 01, 2016 1:24 pm Post subject: |
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CE seems to give an error when registering a custom type that has the same name as an already-defined custom type. I don't believe there's any "official" way of checking which custom types exist already, but it's possible to get around that by using the GUI:
| Code: | local valTypes = getMainForm().VarType.Items
for i=0,valTypes.Count-1 do
if valTypes[i] == "Custom Type Name Here" then
return
end
end
registerCustomTypeAutoAssembler([[
...
]]) |
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FryGuy Newbie cheater
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