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mack_b_nibble How do I cheat?
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Joined: 08 May 2025 Posts: 3
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Posted: Thu May 08, 2025 1:07 pm Post subject: CE background through Lua |
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hey guys, im trying to develop a custom theme for my CE through lua files but im having a few issues trying to get everything working.
So far ive got most of the main bits accomplished but im having issues with a few small things like replacing the logo and such. if anyone has any suggestions id be immensely grateful as im brand new to lua so its been slow going
Ive uploaded a mock table so theres a visual. please feel free to download it and rip the script out of it to manipulate
i keep trying to add the table that ive made as a visual test but CE wiki says its an empty file and i dont understand why so sorry for that.and CE wiki also wont allow me to post url to have it at mega so fuck me i guess
Last edited by mack_b_nibble on Fri May 09, 2025 12:10 am; edited 1 time in total |
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mack_b_nibble How do I cheat?
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Joined: 08 May 2025 Posts: 3
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Posted: Fri May 09, 2025 12:10 am Post subject: |
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ive since updated my script to better handle the logo as well as added some options for the settings form text color. If anyone know how i can properly reload a form i need to be able to reload my mainform gui with some authors tables due to initial loading. If a table is defaulted to compact mode it breaks the initial laying of images so I need an easy way to reload the form withough having to reinject my lua file over and over
Description: |
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Filename: |
SharingBackground.lua |
Filesize: |
4 KB |
Downloaded: |
190 Time(s) |
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AylinCE Grandmaster Cheater Supreme
Reputation: 35
Joined: 16 Feb 2017 Posts: 1486
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Posted: Sat May 10, 2025 4:01 pm Post subject: Re: CE background through Lua |
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mack_b_nibble wrote: | .and CE wiki also wont allow me to post url to have it at mega so fuck me i guess |
Maybe proving that you are a serious user (15-20 posts, replies etc.) can unlock features like uploading images, sharing URLs and more.
Also, I think you can be a bit more gentle.
--============================--
Here is the method for uploading an image for the first step, implementing it and playing it back on subsequent CE form openings.
You can expand the save and restore content, add colors or whatever you want for other controls (FoundList, AddressList).
--============================--
Put the code in a .lua file and drop the file in the CE>>autorun folder. Start using it from the menu at the end of the code.
Menu usage:
If an image is selected, it is loaded and the image is saved in the CE autorun folder.
If the image is not selected (if the "Cancel" button is clicked), it returns to its original state.
Code: | scriptFile = getAutorunPath()
mf = getMainForm()
p5= mf.Panel5
imgsett=getSettings('test22')
local mfbck1 = 0
local mfbck2 = ""
function SaveClr11()
imgsett.Value['mfbck1'] = mfbck1
imgsett.Value['mfbck2'] = mfbck2
end
function p5Load(link, opt)
if opt==1 then
if mfb then mfb.Destroy() mfb=nil end
mfb = createImage(mf)
mfb.Left = p5.Left
mfb.Top = p5.Top
mfb.Width = mf.Width
mfb.Height = p5.Height
mfb.Anchors = "akLeft, akTop, akRight"
mfb.Stretch = true
p = createPicture()
p.loadFromFile(link)
b = p.getBitmap()
mfb.Picture = b
p.Destroy()
elseif opt==0 then
if mfb then mfb.Destroy() mfb=nil end
end
end
function LoadClr11()
if imgsett.Value['mfbck1']~=nil then
mfbck1 = imgsett.Value['mfbck1']
mfbck2 = imgsett.Value['mfbck2']
if mfbck1=="1" then
file = scriptFile..mfbck2
p5Load(file, 1)
else
p5Load("", 0)
end
end
end
function slctImage()
load_dialog = createOpenDialog()
load_dialog.InitalDir = os.getenv('%USERPROFILE%')
load_dialog.execute()
if load_dialog.FileName~=nil then
file = load_dialog.FileName
wrt4 = "mf_background.png" --extractFileName(file)
--print(file) print(wrt4) print(scriptFile)
p = createPicture()
p.loadFromFile(file)
p.saveToFile(scriptFile..wrt4)
p.Destroy()
p5Load(scriptFile..wrt4, 1)
mfbck1 = 1
mfbck2 = wrt4
SaveClr11()
else
p5Load("", 0)
mfbck1 = 0
wrt4 = "mf_background.png"
os.remove(scriptFile..wrt4)
SaveClr11()
end
end
LoadClr11()
--==============================================--
local mainMenu = mf.Menu.Items
if mibckmn then mibckmn.Destroy() mibckmn=nil end
mibckmn = createMenuItem(mf.MainMenu)
mibckmn.Name = 'mibckmn'
mibckmn.Caption = 'CE_EFC'
mainMenu.insert(mainMenu.Count-1,mibckmn)
mibck1 = createMenuItem(mibckmn)
mibck1.Caption = 'MainForm Back'
mibck1.onClick = slctImage
mibckmn.add(mibck1)
--==============================================-- |
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mack_b_nibble How do I cheat?
Reputation: 0
Joined: 08 May 2025 Posts: 3
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Posted: Sat May 10, 2025 5:40 pm Post subject: |
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awesome, thank you for the pointers! and i apologize for the harshness i was sleepy and frustrated and im not usually one to interact on websites id rather just lurk unless absolutely necessary lol so the post limit is hard for me to actually hit, ive been using this site for a while but only recently made the account to make this post. Either way Ill definitely take a look into your method with the menus for sure, but at the moment i was just trying to get a solid concept together that looks good and functions. ultimately i want them to all be table files so i can have multiple custom tables for my games that just load when i open the saved cheat table file. i currently have 2 versions that im building. one loads table files the other loads from my autorun path. one is for individual tables and one is basically a universal. im also pretty green in terms of scripting and anything programming related so my understanding of some functions in nonexistent XD this is my unfortunately complicated learning project. i have a "semi updated" file that is nothing like yours but its all a learning curve
Description: |
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Filename: |
SharingBackground.lua |
Filesize: |
6.88 KB |
Downloaded: |
188 Time(s) |
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AylinCE Grandmaster Cheater Supreme
Reputation: 35
Joined: 16 Feb 2017 Posts: 1486
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Posted: Sat May 10, 2025 7:45 pm Post subject: |
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In this case, create a single loading code without a menu and for 2 different versions (Game table, Autorun) and put it in the autorun folder.
Leave a clear sign at the end of the table names to understand which table you are opening and have the code read it.
For example;
For game tables: "gamename_table.CT"
For automatic running: "tablename_auto.CT"
So a code that reads the opened table name can follow the situation and do the necessary loading.
Don't bother adding images to the tables. Put them in the autorun folder and load them from there. Adding images to each created table can take time.
Of course, if each table requires a different game and a different image, add the image to the table, add "_game" to the end of the table name and use "loadFromStream(findTableFile())" in the code.
For this, an autorun code that will read the names of the opened tables you need and load them according to the appropriate name:
Code: | mf = getMainForm()
if titleTmr then titleTmr.Destroy() titleTmr=nil end
titleTmr = createTimer(mf)
titleTmr.Interval = 2000
titleTmr.OnTimer=function()
title = mf.SaveDialog1.FileName or mf.OpenDialog1.FileName
--print(title)
titleCut = string.match(extractFileName(title), "_(.-).CT")
--print(1,titleCut)
if titleCut=="table" then
print(1,titleCut)
-- load
-- table images
-- table colors
elseif titleCut=="auto" then
print(2,titleCut)
-- load
-- table images
-- table colors
end
titleTmr.Destroy()
end
titleTmr.Enabled=true |
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