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ChickScratch How do I cheat? Reputation: 0
Joined: 11 Jan 2022 Posts: 2
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Posted: Tue Jan 11, 2022 4:51 am Post subject: Need some help with form designer |
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My apologies if this seems very simple. I wanted to make it so that when I hit enter, it puts the typed text into the listbox below. |
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Dark Byte Site Admin Reputation: 457
Joined: 09 May 2003 Posts: 25262 Location: The netherlands
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Posted: Tue Jan 11, 2022 5:34 am Post subject: |
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give it an OnKeyDown event, and check if Key is 13
If so, add the text to the listbox. Like listbox.Items.add(myedit.Text) _________________
Do not ask me about online cheats. I don't know any and wont help finding them.
Like my help? Join me on Patreon so i can keep helping |
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ChickScratch How do I cheat? Reputation: 0
Joined: 11 Jan 2022 Posts: 2
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Posted: Tue Jan 11, 2022 6:50 am Post subject: |
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It ended up throwing an error when I clicked on the edit, nil something something about a global.
I did get it to work somewhat by adding these 2 lines:
Code: |
WeapSwapList.add("Firearm_PistolASilenced_SpecialAgent")
ItemSwapList.add("Firearm_PistolASilenced_SpecialAgent") |
But I don't think editing the lua directly like this is good.
For context it's a Backpack Editor for Dying Light. I was trying to improve some things, but I'm much too new at it I think.
Here is the lua if anyone wants to try and help me out with this. It ended up producing some weird results, doesn't seem to work as intended. But still fun to mess with weapons when you don't know what you're going to get.
Code: | --[========================================================================================================================[
Process : DyingLightGame.exe
Game Title : DyingLightGame
Game File Version : 1.43.0.0
Game Version : 1.43.0.0
CE Version : 7.2
Script Version : 0.0.1
Date : 06/13/21
Author : TheyCallMeTim13
]========================================================================================================================]--
--
---- GLobals
--DEBUG = true
RELEASE_MODE = true
PROCESS_NAME = 'DyingLightGame.exe'
TABLE_NAME = 'DyingLightGame'
TABLE_VERSION = '4.0.2'
GAME_TITLE = 'DyingLightGame'
-- GAME_FILE_VERSION = '1.45.0.0'
-- GAME_VERSION = '1.45.0.0'
TABLE_TITLE = GAME_TITLE..' CET'
VERSION_FILE_URL = 'this had to be removed to post (don't have permissions to post url's yet'
AUTO_UPDATE = RELEASE_MODE
--
---- Locals
local compactMode = RELEASE_MODE
local disableHeaderSorting = true
local requiredCEVersion = 7.2
-- local requiredCEVersionCloseOnFail = true
-- local requiredGameFileVersion = '1.45.0.0'
-- local requiredGameFileVersionCloseOnFail = true
--
---- Table Setup
local function tableSetup(processName)
CETrequire('AddType_GameTime')
if RELEASE_MODE then
---- Release Mode
end
Logger:debugf('Table loaded for: %s', GAME_TITLE)
end
--
---- CE Table Require
local tableLuaFilesDirectory = 'luaFiles'
local luaFileExt = '.lua'
function CETrequire(moduleStr)
if moduleStr ~= nil then
local localTableLuaFilePath = moduleStr
if tableLuaFilesDirectory ~= nil and tableLuaFilesDirectory ~= '' then
local sep = package.config:sub(1,1)
localTableLuaFilePath = tableLuaFilesDirectory..sep..moduleStr
end
local f, err = io.open(localTableLuaFilePath..luaFileExt)
if f and not err then
f:close()
return dofile(localTableLuaFilePath..luaFileExt)
else
local tableFile = findTableFile(moduleStr..luaFileExt)
if tableFile == nil then
return
end
local stream = tableFile.stream
return load(readStringLocal(stream.memory, stream.size))()
end
end
end
ItemTable = {}
WeaponTable = {}
BaseItemTable = {}
ModTable = {}
ItemPack = 0
WeapPack = 0
BaseItemPoint = 0
function BackPackUpdate(sender)
WeapPack = readQword(readQword("ItemEditData")+0x60)+0x40
ItemPack = readQword(readQword("ItemEditData")+0x58)+0x40
BaseItemPoint = readQword("ItemEditData+8")-0x18
local BasePointCount = readInteger(BaseItemPoint+8)
PackEdit_LBWeapSwap.clear()
local WeapSwapList = PackEdit_LBWeapSwap.getItems()
local ItemSwapList = PackEdit_LBItemSwap.getItems()
for i=0,BasePointCount-1 do
local ItemAddr = readQword(readQword(BaseItemPoint)+i*8)
local ItemString = readString(readQword(ItemAddr+0x18))
if ItemString then
if string.find(ItemString,"Craft") then
table.insert(ModTable,{Address = ItemAddr,Name = ItemString})
end
table.insert(BaseItemTable,{Address=ItemAddr,Name=ItemString})
end
end
PackEdit_CBWeapMod.clear()
local ModList = PackEdit_CBWeapMod.getItems()
ModList.add("None")
PackEdit_CBWeapMod.setItemIndex(0)
for k,v in pairs(ModTable) do
ModList.add(v.Name)
end
for k,v in pairs(BaseItemTable) do
WeapSwapList.add(v.Name)
ItemSwapList.add(v.Name)
WeapSwapList.add("Firearm_PistolASilenced_SpecialAgent")
ItemSwapList.add("Firearm_PistolASilenced_SpecialAgent")
end
end
function BWeapUpdateClick(sender)
if #BaseItemTable == 0 then
BackPackUpdate()
end
PackEdit_LBWeapList.clear()
WeaponTable={}
local WeapList = PackEdit_LBWeapList.getItems()
local WeapCount = readInteger(WeapPack+8)
for i=0,WeapCount-1 do
local WeapAddr = readQword(readQword(WeapPack)+i*8)
local WeapString = readString(readQword(readQword(WeapAddr+0x60)+0x18))
local EquipFlag = bAnd(readBytes(WeapAddr+0xf8),4)
if EquipFlag == 4 then
WeapString = "E: "..WeapString
end
table.insert(WeaponTable,{Index = i,Name=WeapString,Address=WeapAddr,Equip=EquipFlag})
end
table.sort(WeaponTable,function(a,b) return a.Equip>b.Equip end)
for k,v in pairs(WeaponTable) do
WeapList.add(v.Name)
end
end
function LBWeapListSelectionChange(sender, user)
if sender.ItemIndex == -1 then return end
local Weapon = WeaponTable[sender.ItemIndex+1]
local Dura = readFloat(Weapon.Address+0x44)
local Repair = readInteger(Weapon.Address+0x48)
local Quant = readInteger(Weapon.Address+0x40)
local Qual = readBytes(Weapon.Address+0x68)
local Mod = readQword(Weapon.Address+0x70)
PackEdit_EWeapDur.text = Dura
PackEdit_EWeapRepair.text = Repair
PackEdit_EWeapQual.text = Qual
PackEdit_EWeapQuant.text = Quant
local ModTest = false
for k,v in pairs(ModTable) do
if v.Address == Mod then
PackEdit_CBWeapMod.setItemIndex(k)
ModTest = true
break
end
end
if ModTest == false then PackEdit_CBWeapMod.setItemIndex(0) end
end
function EWeapApplyClick(sender)
if tonumber(PackEdit_EWeapDur.text) == nil or tonumber(PackEdit_EWeapRepair.text) == nil or tonumber(PackEdit_EWeapQual.text) == nil or tonumber(PackEdit_EWeapQuant.text) == nil then
showMessage("Please enter only number values.")
return end
if PackEdit_LBWeapList.ItemIndex == -1 then return end
local ModIndex = PackEdit_CBWeapMod.getItemIndex()
local Weapon = WeaponTable[PackEdit_LBWeapList.ItemIndex+1]
local Dura = tonumber(PackEdit_EWeapDur.text)
local Repair = tonumber(PackEdit_EWeapRepair.text)
local Quant = tonumber(PackEdit_EWeapQuant.text)
local Qual = tonumber(PackEdit_EWeapQual.text)
writeFloat(Weapon.Address+0x44,Dura)
writeInteger(Weapon.Address+0x48,Repair)
writeInteger(Weapon.Address+0x40,Quant)
writeBytes(Weapon.Address+0x68,Qual)
if ModIndex == 0 then
writeQword(Weapon.Address+0x70,0)
else
writeQword(Weapon.Address+0x70,ModTable[ModIndex].Address)
end
end
function BWeapSwapClick(sender)
if PackEdit_LBWeapSwap.ItemIndex == -1 or PackEdit_LBWeapList.ItemIndex == -1 then return end
local SwapIndex = PackEdit_LBWeapSwap.getItemIndex()+1
local Weapon = WeaponTable[PackEdit_LBWeapList.ItemIndex+1]
writeQword(Weapon.Address+0x60,BaseItemTable[SwapIndex].Address)
BWeapUpdateClick()
end
function BItemUpdateClick(sender)
if #BaseItemTable == 0 then
BackPackUpdate()
end
PackEdit_LBItemList.clear()
ItemTable = {}
local ItemList = PackEdit_LBItemList.getItems()
local ItemCount = readInteger(ItemPack+8)
for i = 0,ItemCount-1 do
local ItemAddr = readQword(readQword(ItemPack)+i*8)
local ItemString = readString(readQword(readQword(ItemAddr+0x60)+0x18))
local ItemType = readBytes(readQword(ItemAddr+0x60)+0x78)
table.insert(ItemTable,{Name = ItemString,Address = ItemAddr,ItemIndex = ItemType})
end
table.sort(ItemTable,function(a,b) return a.ItemIndex < b.ItemIndex end)
for k,v in pairs(ItemTable) do
ItemList.add(v.Name)
end
end
function LBItemListSelectionChange(sender, user)
if sender.ItemIndex == -1 then return end
local Item = ItemTable[sender.ItemIndex+1]
local Quant = readInteger(Item.Address+0x40)
PackEdit_EItemQuant.text = Quant
local ItemTypeIndex = 0
for k,v in pairs(BaseItemTable) do
if v.Name == Item.Name then ItemTypeIndex = k-1 end
end
PackEdit_LBItemSwap.setItemIndex(ItemTypeIndex)
end
function BItemApplyClick(sender)
if PackEdit_LBItemSwap.ItemIndex == -1 or PackEdit_LBItemList.ItemIndex == -1 then return end
if tonumber(PackEdit_EItemQuant.text) == nil then showMessage("Please enter only number values.") end
local SwapIndex = PackEdit_LBItemSwap.getItemIndex()+1
local Item = ItemTable[PackEdit_LBItemList.ItemIndex+1]
local Quant = tonumber(PackEdit_EItemQuant.text)
writeQword(Item.Address+0x60,BaseItemTable[SwapIndex].Address)
writeInteger(Item.Address+0x40,Quant)
BItemUpdateClick()
end
function EditorShow()
ItemTable = {}
WeaponTable = {}
BaseItemTable = {}
PackEdit.show()
end
function EditorHide()
PackEdit.close()
end
--
---- Logger
CETrequire('I2CETLogger')
Logger = I2CETLogger:new({LogName = 'CT'})
if DEBUG then Logger:write(string.rep('=', 90)) end
Logger:debugf('Lodding Table: %s : %s', TABLE_NAME, TABLE_VERSION)
Logger:debugf('Useing CE version: %.1f', getCEVersion())
--
---- Helpers, Functions & Commands
CETrequire('I2CEHelpers')
CETrequire('I2CETableHelpers')
CETrequire('I2CELuaFunctions')
CETrequire('I2CEAACommands')
--
---- Modules
CETrequire('I2CETableCEA')
CETrequire('I2CETeleporter')
CETrequire('I2CETState')
CETrequire('I2CETUpdater')
if AUTO_UPDATE then
CETUpdater.TableVersion = TABLE_VERSION
CETUpdater.TableName = TABLE_NAME
CETUpdater.VersionFileUrl = VERSION_FILE_URL
CETUpdater.checkTableVersion()
end
--
---- CE Setup
Helpers.ceSetup(compactMode, disableHeaderSorting)
Helpers.requireCEVersion(requiredCEVersion, requiredCEVersionCloseOnFail)
--
---- Auto Attach
Helpers.tableSetup = tableSetup
Helpers.autoAttachCT(PROCESS_NAME, requiredGameFileVersion, requiredGameVersionCloseOnFail)
--WeapSwapList.add(KBWeapSwap.Text) |
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