Help File:Script engine

**List of CE specific functions and variables**:

A variable that contains the path of the trainer that launched cheat engine (Only set when launched as a trainer)
#### process

process
A variable that contains the main modulename of the currently opened process
#### getCEVersion

getCEVersion()
Returns a floating point value specifying the version of cheat engine

#### activateProtection

activateProtection()
Prevents basic memory scanners from opening the cheat engine process
#### fullAccess

fullAccess(address,size)
Changes the protection of a block of memory to writable and executable

#### loadTable

loadTable(filename, merge OPTIONAL)
Loads a .ct or .cetrainer. If merge is provided and set to true it will not clear the old table
#### saveTable

saveTable(filename, protect OPTIONAL)
Saves the current table. If protect is provided and set to true and the filename has the '.CETRAINER' extension, it will protect it from reading normally

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#### readBytes

readBytes(address,bytecount, ReturnAsTable )
returns the bytes at the given address. If ReturnAsTable is true it will return a table instead of multiple bytes Reads the bytes at the given address and returns a table containing the read out bytes

#### writeBytes

writeBytes(address, x,x,x,x,...)
writeBytes(address, table)
Write the given bytes to the given address.
#### readSmallInteger

readSmallInteger(address)
Reads a 16-bit integer from the specified address
#### readInteger

readInteger(address)
Reads a 32-bit integer from the specified address
#### readQword

readQword(address)
Reads a 64-bit integer from the specified address
#### readPointer

readPointer(address)
In a 64-bit target this equals readQword, in a 32-bit target readInteger()
#### readFloat

readFloat(address)
Reads a single precision floating point value from the specified address
#### readDouble

readDouble(address)
Reads a double precision floating point value from the specified address
#### readString

readString(address, maxlength, widechar OPTIONAL)
Reads a string till it encounters a 0-terminator. Maxlength is just so you won't freeze for too long, set to 6000 if you don't care too much. Set WideChar to true if it is encoded using a widechar formatting.
#### writeSmallInteger

writeSmallInteger(address,value)
Writes a 16-bit integer to the specified address. Returns true on success.
#### writeInteger

writeInteger(address,value)
Writes a 32-bit integer to the specified address. Returns true on success.
#### writeQword

writeQword(address, value)
Write a 64-bit integer to the specified address
#### writeFloat

writeFloat(address,value)
Writes a single precision floating point to the specified address. Returns true on success
#### writeDouble

writeDouble(address,value)
Writes a double precision floating point to the specified address. Returns true on success
#### writeString

writeString(address,text, widechar OPTIONAL)
Write a string to the specified address. Returns true on success. Set WideChar to true if it is encoded using a widechar formatting.
#### readBytesLocal

readBytesLocal(address,bytecount, ReturnAsTable)
See readBytes but then it's for Cheat engine's memory
#### readIntegerLocal

readIntegerLocal(address)
Reads an integer from the specified address in CE's memory
#### readQwordLocal

readQwordLocal(address)
Reads a 64-bit integer from the specified address in CE's memory
#### readPointerLocal

readPointerLocal(address)
ReadQwordLocal/ReadIntegerLocal depending on the cheat engine build
#### readFloatLocal

readFloatLocal(address)
Reads a single precision floating point value from the specified address in CE's memory
#### readDoubleLocal

readDoubleLocal(address)
Reads a double precision floating point value from the specified address in CE's memory
#### readStringLocal

readStringLocal(address, maxlength, widechar OPTIONAL)
Reads a string from CE's memory till it encounters a 0-terminator. Maxlength is just so you won't freeze for too long, set to 6000 if you don't care too much. Set WideChar to true if it is encoded using a widechar formatting
#### writeIntegerLocal

writeIntegerLocal(address,value)
Writes an integer to the specified address in CE's memory. Returns true on success
#### writeQwordLocal

writeQwordLocal(address,value)
Writes a 64-bit integer to the specified address in CE's memory. Returns true on success
#### writeFloatLocal

writeFloatLocal(address,value)
Writes a single precision floating point to the specified address in CE's memory. Returns true on success
#### writeDoubleLocal

writeDoubleLocal(address,value)
Writes a double precision floating point to the specified address in CE's memory. Returns true on success
#### writeStringLocal

writeStringLocal(address,string, widechar OPTIONAL)
Write a string to CE's memory at the specified address. Returns true on success. Set WideChar to true if it is encoded using a widechar formatting.
#### writeBytesLocal

writeBytesLocal(address, x,x,x,x,...)
writeBytesLocal(address, table, , count)
See writeBytes but then it's for Cheat Engine's memory.
#### wordToByteTable

wordToByteTable(number)
Converts a word to a bytetable
#### dwordToByteTable

dwordToByteTable(number)
Converts a dword to a bytetable
#### qwordToByteTable

qwordToByteTable(number)
Converts a qword to a bytetable
#### floatToByteTable

floatToByteTable(number)
Converts a float to a bytetable
#### doubleToByteTable

doubleToByteTable(number)
Converts a double to a bytetable
#### stringToByteTable

stringToByteTable(string)
Converts a string to a bytetable
#### wideStringToByteTable

wideStringToByteTable(string)
Converts a string to a widestring and converts that to a bytetable

#### byteTableToWord

byteTableToWord(table)
Converts a bytetable to a word
#### byteTableToDword

byteTableToDword(table)
Converts a bytetable to a dword
#### byteTableToQword

byteTableToQword(table)
Converts a bytetable to a qword
#### byteTableToFloat

byteTableToFloat(table)
Converts a bytetable to a float
#### byteTableToDouble

byteTableToDouble(table)
Converts a bytetable to a double
#### byteTableToString

byteTableToString(table)
Converts a bytetable to a string
#### byteTableToWideString

byteTableToWideString(table)
Converts a bytetable to a widestring and converts that to a string
#### bOr

bOr(int1, int2)
Binary Or
#### bXor

bXor(int1, int2)
Binary Xor
#### bAnd

bAnd(int1, int2)
Binary And
#### bShl

bShl(int, int2)
Binary shift leftP
#### bShr

bShr(int, int2)
Binary shift right
#### bNot

bNot(int)
Binary not

#### writeRegionToFile

writeRegionToFile(filename, sourceaddress,size)
Writes the given region to a file. Returns the number of bytes written
#### readRegionFromFile

readRegionFromFile(filename, destinationaddress)
Reads a file from memory and writes the contents of that file to the specified address

#### resetLuaState

resetLuaState()
This will create a new lua state that will be used. (Does not destroy the old one, so memory leak)

#### createRef

createRef(...)
Returns an integer reference that you can use with getRef. Useful for objects that can only store integers and need to reference lua objects. (Component.Tag...)
#### getRef

getRef(integer)
Returns whatever the reference points out
#### destroyRef

destroyRef(integer)
Removes the reference.
#### reloadSettingsFromRegistry

reloadSettingsFromRegistry()
This will cause cheat engine to reload the settings from the registry and apply them

#### getTranslationFolder

getTranslationFolder()
Returns the path of the current translation files. Empty if there is no translation going on
#### loadPOFile

loadPOFile(path)
Loads a '.PO' file used for translation
#### translate

translate(string)
Returns a translation of the string. Returns the same string if it can't be found
#### translateID

translateID(translationid - string, originalstring - string OPTIONAL)
Returns a translation of the string id

#### ansiToUtf8

ansiToUtf8(string)
Converts a string in Ansi encoding to UTF8
#### utf8ToAnsi

utf8ToAnsi(string)
Converts a string in UTF8 encoding to Ansi

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#### enumModules

enumModules(processid OPTIONAL)
Returns a table containing information about each module in the current process, or the specified processid Each entry is a table with fields
* **Name**: String containing the modulename
* **Address**: Integer representing the address the module is loaded
* **Is64Bit**: Boolean set to true if it's a 64-bit module
* **PathToFile**: String to the location this module is loaded

#### getAddress

getAddress(string, local OPTIONAL)
returns the address of a symbol. Can be a modulename or an export. set Local to true if you wish to querry the symboltable of the ce process
#### getSymbolInfo

getSymbolInfo(symbolname)
Returns a table as defined by the SymbolList class object (modulename, searchkey, address, size)
#### getModuleSize

getModuleSize(modulename)
Returns the size of a given module (Use getAddress to get the base address)
#### reinitializeSymbolhandler

reinitializeSymbolhandler(waittilldone : BOOLEAN OPTIONAL, default=TRUE)
reinitializes the symbolhandler. E.g when new modules have been loaded
#### reinitializeDotNetSymbolhandler

reinitializeDotNetSymbolhandler(modulename OPTIONAL)
Reinitializes only the DotNet part of the symbol list. (E.g After an ILCode has been JITed) (6.4+)

#### errorOnLookupFailure

errorOnLookupFailure(state)
If set to true (default) address lookups in stringform will raise an error if it can not be looked up. This includes symbolnames that are not defined and pointers that are bad. If set to false it will return 0 in those cases (Useful for pointers that don't work 100% of the time) *6.4+:Returns the original state*

#### generateAPIHookScript

generateAPIHookScript(address, addresstojumpto, addresstogetnewcalladdress OPT)
Generates an auto assembler script which will hook the given address when executed
#### autoAssemble

autoAssemble(text, targetself OPTIONAL)
runs the auto assembler with the given text. Returns true on success (if targetself is set it will assemble into Cheat Engine itself)

#### registerAutoAssemblerCommand

registerAutoAssemblerCommand(command, function(parameters, syntaxcheckonly))
Registers an auto assembler command to call the specified function. The command will be replaced by the string this function returns when executed. The function can be called twice. Once for syntax check and symbol lookup(1), and the second time for actual execution by the assembler(2) if it has not been removed in phase1.

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* **Nil, String**: Will raise an error with the given string
* **MultilineString**: Replaces the line in the script with the given strings.

#### unregisterAutoAssemblerCommand

unregisterAutoAssemblerCommand(command)
Removes the callback.

#### registerSymbolLookupCallback

registerSymbolLookupCallback(function(string) : integer, location) : ID 6.4+
Registers a function to be called when a a symbol is parsed Location determines at what part of the symbol lookup the function is called.
The function should return an Integer with the corresponding address if the callback found it. Nil or 0 if you didn't.
* **slStart**: The very start of a symbol lookup. Before tokenization
* **slNotInt**: Called when it has been determined it's not a hexadecimal only string. Before tokenization
* **The following locations can be called multiple times for one string as they are called for each token and appended token**
	+ **slNotModule**: Called when it has been determined the current token is not a modulename
	+ **slNotUserdefinedSymbol**: Called when it has been determined it's not a userdefined symbol
	+ **slNotSymbol**: Called when it has been determined it's not a symbol in the symbollist
	+ **slFailure**: Called when it has no clue what the given string is

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#### unregisterSymbolLookupCallback

unregisterSymbolLookupCallback(ID)
Removes the callback.

#### registerAddressLookupCallback

registerAddressLookupCallback(function(integer) : string) : ID
Registers a function to be called when the name of an address is requested
#### unregisterAddressLookupCallback

unregisterAddressLookupCallback(ID)
Removes the callback.

#### registerStructureDissectOverride

registerStructureDissectOverride(function(structure, baseaddress) : table)
Registers a function to be called whenever the structure dissect window when the user chooses to let cheat engine guess the structure for them.
Use the structure object to fill it in
Return true if you have filled it in, or false or nil if you did not

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#### unregisterStructureDissectOverride

unregisterStructureDissectOverride(ID)
Removes the callback.

#### registerStructureNameLookup

registerStructureNameLookup(function(address) : name, address OPTIONAL)
Registers a function to be called when dissect data asks the user for the name of a new structure define. If you have code that can look up the name of a structure, and perhaps also the real starting point, you can use this to improve the data dissection.
#### unregisterStructureNameLookup

unregisterStructureNameLookup(ID)
Removes the callback.

#### registerAssembler

registerAssembler(function(address, instruction) : bytetable)
Registers a function to be called when the single line assembler is invoked to convert an instruction to a list of bytes
Return a bytetable with the specific bytes, or nil if you wish to let another function, or the original x86 assembler to assemble it
#### unregisterAssembler

unregisterAssembler(ID)
Unregisters the registered assembler

#### registerAutoAssemblerPrologue

registerAutoAssemblerPrologue(function(script, syntaxcheck))
Registers a function to be called when the auto assembler is about to parse an auto assembler script. The script you get is after the [ENABLE] and [DISABLE] tags have been used to strip the script to the according one, but before comment stripping and trimming has occured.
Script is a Strings object which when changed has direct effect to the script.
#### unregisterAutoAssemblerPrologue

unregisterAutoAssemblerPrologue(ID)
Removes the callback.

#### showMessage

showMessage(text)
shows a messagebox with the given text
#### inputQuery

inputQuery(caption, prompt, initialstring)
Shows a dialog where the user can input a string. This function returns the given string, or nil on cancel CE6.4+
#### messageDialog

messageDialog(text, type, buttons...)
pops up a messagebox with a specific icon/sound with the specified buttons (mbok, mbyes, ....)
#### sleep

sleep(milliseconds)
pauses for the number of specified milliseconds (1000= 1 sec...)

#### getProcesslist

getProcesslist()
getProcesslist(Strings)
Returns a table with the process list (pid - name ), if 'Strings' is not set.
If 'Strings' is set fills a Strings inherited object with the process list of the system.
Format: %x-pidname
#### getWindowlist

getWindowlist()
getWindowlist(Strings)
Returns a table with the window list (pid - window caption), if 'Strings' is not set.
If 'Strings' is set fills a Strings inherited object with the top-window list of the system.
Format: %x-windowcaption
#### getThreadlist

getThreadlist(List)
fills a List object with the threadlist of the currently opened process.
Format: %x

#### onOpenProcess

function onOpenProcess(processid)
If this function is defined it will be called whenever cheat engine opens a process.

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#### getOpenedProcessID

getOpenedProcessID()
Returns the currently opened process. If none is open, returns 0
#### getProcessIDFromProcessName

getProcessIDFromProcessName(name)
returns a processid
#### openProcess

openProcess(processid)
causes cheat engine to open the given processid
openProcess(processname)
causes cheat engine to find and open the given process
#### setPointerSize

setPointerSize(size)
Sets the size cheat engine will deal with pointers in bytes. (Some 64-bit processes can only use 32-bit addresses)
#### pause

pause()
pauses the current opened process
#### unpause

unpause()
resumes the current opened process

#### getPixel

getPixel(x, y)
returns the rgb value of the pixel at the specific screen coordinate
#### getMousePos

getMousePos
returns the x,y coordinates of the mouse
#### setMousePos

setMousePos(x,y)
sets the mouse position

#### isKeyPressed

isKeyPressed(key)
returns true if the specified key is currently pressed
#### keyDown

keyDown(key)
causes the key to go into down state
#### keyUp

keyUp(key)
causes the key to go up
#### doKeyPress

doKeyPress(key)
simulates a key press

#### shortCutToText

shortCutToText(shortcut)
Returns the textual representation of the given shortut value (integer) (6.4+)
#### textToShortCut

textToShortCut(shortcutstring)
Returns an shortcut integer that the given string represents. (6.4+)

#### convertKeyComboToString

convertKeyComboToString(key1,...)
convertKeyComboToString({key1,...})
Returns a string representation of the given keys like the hotkey handler does

#### outputDebugString

outputDebugString(text)
Outputs a message using the windows OutputDebugString message. You can use tools like dbgview to read this. Useful for testing situations where the GUI freezes
#### shellExecute

shellExecute(command, parameters OPTIONAL, folder OPTIONAL, showcommand OPTIONAL)
Executes a given command

#### getTickCount

getTickCount()
Returns the current tickcount since windows was started. Each tick is one millisecond
#### processMessages

processMessages()
Lets the main eventhandler process the new messages (allows for new button clicks)
#### inMainThread

inMainThread()
Returns true if the current code is running inside the main thread (6.4+)
#### integerToUserData

integerToUserData(int)
Converts a given integer to a userdata variable
#### userDataToInteger

userDataToInteger(UserDataVar)
Converts a given userdata variable to an integer

#### synchronize

synchronize(function(...), ...)
Calls the given function from the main thread. Returns the return value of the given function
#### checkSynchronize

checkSynchronize()
Calls this from an infinite loop in the main thread when using threading and synchronize calls. This will execute any queued synchronize calls

#### writeToClipboard

writeToClipboard(text)
Writes the given text to the clipboard
#### readFromClipboard

readFromClipboard()
Reads the text from the clipboard

#### speedhack\_setSpeed

speedhack\_setSpeed(speed)
Enables the speedhack if needed and sets the specific speed
#### speedhack\_getSpeed

speedhack\_getSpeed()
Returns the last set speed

#### injectDLL

injectDLL(filename)
Injects a dll, and returns true on success

#### loadPlugin

loadPlugin(dllnameorpath)
Loads the given plugin. Returns nil on failure. On success returns a value of 0 or greater

#### registerCustomTypeLua

registerCustomTypeLua(typename, bytecount, bytestovaluefunction, valuetobytesfunction, isFloat)
Registers a Custom type based on lua functions.
The bytes to value function should be defined as "function bytestovalue (b1,b2,b3,b4)" and return an integer as result.
The value to bytes function should be defined as "function valuetobytes (integer)" and return the bytes it should write.

#### registerCustomTypeAutoAssembler

registerCustomTypeAutoAssembler(script)
Registers a custom type based on an auto assembler script. The script must allocate an "ConvertRoutine" and "ConvertBackRoutine".

#### onAutoGuess

onAutoGuess(function)
Registers an function to be called whenever autoguess is used to predict a variable type.
**function override (address, ceguess)**: Return the variable type you want it to be. If no change, just return ceguess.

#### closeCE

closeCE()
just closes ce
#### hideAllCEWindows

hideAllCEWindows()
makes all normal ce windows invisible (e.g trainer table)
#### unhideMainCEwindow

unhideMainCEwindow()
shows the main cheat engine window

#### getAutoAttachList

getAutoAttachList()
returns the AutoAttach StringList object. It can be controlled with the stringlist\_ routines (it's not recommended to destroy this list object)

#### AOBScan

AOBScan(x, x, x, x, ...)
AOBScan(aobstring, protectionflags OPTIONAL, alignmenttype OPTIONAL, alignmentparam HALFOPTIONAL)
scans the currently opened process and returns a StringList object containing all the results. don't forget to free this list when done.
Bytevalue of higher than 255 or anything not an integer will be seen as a wildcard.
* ***protectionflags*** is a string:
	+ Add a + to indicate that flag MUST be set and a - to indicate that that flag MUST NOT be set. (\* sets it to don't care)
	+ X = Executable
	+ W = Writable memory
	+ C = Copy On Write.

Examples:

```
 +W-C = Writable memory exluding copy on write and doesn't care about the Executable flag
 +X-C-W = Find readonly executable memory
 +W = Finds all writable memory and don't care about copy on write or execute
 "" = Find everything (is the same as "*X*C*W" )

```

* ***alignmenttype*** is an integer:
	+ 0 = No alignment check
	+ 1 = Address must be dividable by alignmentparam
	+ 2 = Address must end with alignmentparam
* ***alignmentparam*** is a string which either holds the value the addresses must be dividable by or what the last digits of the address must be.

**Regarding eventhandlers**. You can initialize them using both a string of a functionname or the function itself.

If initialized using a function itself it won't be able to get saved in the table.

#### allocateSharedMemory

allocateSharedMemory(name, size)
Creates a shared memory object of the given size if it doesn't exist yet. If size is not given and there is no shared region with this name then the default size of 4096 is used.
It then maps this shared memory block into the currently targeted process. It returns the address of mapped region in the target process.

#### getForegroundProcess

getForegroundProcess()
Returns the processID of the process that is currently on top.
#### findWindow

findWindow(classname OPTIONAL, caption OPTIONAL): *windowhandle*
Finds a window with the given classname and/or windowname.
#### getWindow

getWindow(windowhandle, command) : *windowhandle*
Gets a specific window based on the given window (Check MSDN getWindow for the command description).
#### getWindowCaption

getWindowCaption(windowhandle) : *string*
Returns the caption of the window.
#### getWindowClassName

getWindowClassName(windowhandle) : *string*
Returns the classname of the window.

#### getWindowProcessID

getWindowProcessID(windowhandle) : *processid*
Returns the processid of the process this window belongs to.
#### getForegroundWindow

getForegroundWindow() : *windowhandle*
Returns the windowhandle of the topmost window.
#### sendMessage

sendMessage(hwnd, msg, wparam, lparam) : *result*
Sends a message to a window. Those that wish to use it, should know how to use it (and fill in the msg id's yourself).
#### hookWndProc

hookWndProc(hwnd, function(hwnd, msg, wparam, lparam), async) : *result*
Hooks a window's wndproc procedure. The given function will receive all functions.
Return 0 to say you handled it. 1 to let the default windows handler deal with it.
Or anything else, to let the original handler deal with it.
Besides the return value, you can also return hWnd, Msg, lParam and wParam, modified, or nil for the original value.
Set ASYNC to true if you don't want to run this in the CE GUI. (faster, but you can't touch GUI objects).
#### unhookWndProc

unhookWndProc(hwnd)
Call this when done with the hook.
Not calling this function will result in the process window behaving badly when you exit CE.
#### cheatEngineIs64Bit

cheatEngineIs64Bit()
Returns true if CE is 64-bit, false if 32-bit
#### targetIs64Bit

targetIs64Bit()
Returns true if the target process is 64-bit, false if 32-bit

#### getCheatEngineDir

getCheatEngineDir()
Returns the folder Cheat Engine is located at

#### disassemble

disassemble(address)
Disassembles the given address and returns a string in the format of "address - bytes - opcode : extra"
#### splitDisassembledString

splitDisassembledString(disassembledstring)
Returns 4 strings. The address, bytes, opcode and extra field

#### getInstructionSize

getInstructionSize(address)
Returns the size of an instruction (basically it disassembles the instruction and returns the number of bytes for you)
#### getPreviousOpcode

getPreviousOpcode(address)
Returns the address of the previous opcode (this is just an estimated guess)

#### beep

beep()
Plays the fabulous beep/ping sound!
#### playSound

playSound(stream, waittilldone OPTIONAL)
Plays the given memorystream containing a .WAV formatted memory object. If waittilldone is true the script will stop executing till the sound has stopped
playSound(tablefile, waittilldone OPTIONAL)
Takes the memorystream from the tablefile and plays it.
There are two tablefiles predeclared inside cheat engine "Activate" and "Deactivate" . You are free to use or override them
#### speak

speak(text, waittilldone OPTIONAL)
Speaks a given text.
If waitTillDone is true the thread it's in will be frozen till it is done
speak(text, flags)
Speaks a given text using the given flags.
#### speakEnglish

speakEnglish(text, waittilldone OPTIONAL)
Will try the English voice by wrapping the given text into an XML statement specifying the English voice.
It'll not say anything, if no English language is present on your computer.
#### getUserRegistryEnvironmentVariable

getUserRegistryEnvironmentVariable(name)
Returns the environment variable stored in the user registry environment
#### setUserRegistryEnvironmentVariable

setUserRegistryEnvironmentVariable(name, string)
Sets the environment variable stored in the user registry environment
#### broadcastEnvironmentUpdate

broadcastEnvironmentUpdate()
Call this when you've changed the environment variables in the registry. This will cause at least the shell to update so you don't have to reboot. (It's always recommended to reboot though)

#### stringToMD5String

stringToMD5String(string)
Returns an md5 hash string from the provided string

#### getFormCount

getFormCount()
Returns the total number of forms assigned to the main CE application
#### getForm

getForm(index)
Returns the form at the specific index
#### registerFormAddNotification

registerFormAddNotification(function(form)): *object*
Registers a function to be called when a form is attached to ce's form list. This is useful for extentions that add new functionality to certain existing forms.
It returns an object that you can use with unregisterFormAddNotification.

#### getSettingsForm

getSettingsForm()
Returns the main settings form
#### getMemoryViewForm

getMemoryViewForm()
Returns the main memoryview form class object which can be accessed using the Form\_ class methods and the methods of the classes it inherits from. There can be multiple memory views, but this will only find the original/base
#### getMainForm

getMainForm()
Returns the main form class object which can be accessed using the Form\_ class methods and the methods of the classes it inherits from
#### getLuaEngine

getLuaEngine()
Returns the lua engine form object (Creates it if needed)
#### getApplication

getApplication()
Returns the application object. (the titlebar)
#### getAddressList

getAddressList()
Returns the cheat table addresslist object
#### getFreezeTimer

getFreezeTimer()
Returns the freeze timer object
#### getUpdateTimer

getUpdateTimer()
Returns the update timer object

#### setGlobalKeyPollInterval

setGlobalKeyPollInterval(integer)
Sets the global keypoll interval. The interval determines the speed of how often CE checks if a key has been pressed or not.
Lower is more accurate, but eats more cpu power
#### setGlobalDelayBetweenHotkeyActivation

setGlobalDelayBetweenHotkeyActivation(integer)
Sets the minimum delay between the activation of the same hotey in milliseconds. Affects all hotkeys that do not set their own minimum delay

**undefined 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)

#### getPropertyList

getPropertyList(class)
Returns a stringlist object containing all the published properties of the specified class: (free the list when done)
Note: not all classed with properties have 'published' properties. E.g: stringlist)
#### setProperty

setProperty(class, propertyname, propertyvalue)
Sets the value of a published property of a class: (Won't work for method properties)
#### getProperty

getProperty(class, propertyname)
Gets the value of a published property of a class: (Won't work for method properties)
#### setMethodProperty

setMethodProperty(class, propertyname, function)
Sets the method property to the specific function
#### getMethodProperty

getMethodProperty(Class, propertyname)
Returns a function you can use to call the original function

#### registerSymbol

registerSymbol(symbolname, address, OPTIONAL donotsave)
Registers a userdefined symbol. If donotsave is true this symbol will not get saved when the table is saved
#### unregisterSymbol

unregisterSymbol(symbolname)
Unregisters a userdefined symbol.

#### getNameFromAddress

getNameFromAddress(address)
Returns the given address as a string. Registered symbolname, modulename+offset, or just a hexadecimal string depending on what address
#### inModule

inModule(address)
returns true if the given address is inside a module
#### inSystemModule

inSystemModule(address)
returns true if the given address is inside a system module
#### getCommonModuleList

getCommonModuleList
Returns the commonModuleList stringlist. (Do not free this one)

### debugging

#### debug variables

EFLAGS
**32-bit**: EAX, EBX, ECX, EDX, EDI, ESP, EBP, ESP, EIP
**64-bit**: RAX, EBX, RBX, RDX, RDI, RSP, RBP, RSP, RIP, R8, R9, R10, R11, R12, R13, R14, R15

#### Debug related routines

function debugger\_onBreakpoint()
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
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)

#### createProcess

createProcess(path, parameters OPTIONAL, debug OPTIONAL, breakonentrypoint OPTIONAL)
Creates a process. If debug is true it will be created using the windows debugger and if breakonentry is true it will cause a breakpoint to occur on entrypoint.
#### debugProcess

debugProcess(interface OPTIONAL)
starts the debugger for the currently opened process (won't ask the user).
* **interface**:
	+ 0=default
	+ 1=windows debug
	+ 2=VEHDebug
	+ 3=Kerneldebug

#### debug\_isDebugging

debug\_isDebugging()
Returns true if the debugger has been started
#### debug\_getCurrentDebuggerInterface

debug\_getCurrentDebuggerInterface()
Returns the current debuggerinterface used (1=windows, 2=VEH 3=Kernel, nil=no debugging active)
#### debug\_canBreak

debug\_canBreak()
Returns true if there is a possibility the target can stop on a breakpoint. 6.4+
#### debug\_isBroken

debug\_isBroken()
Returns true if the debugger is currently halted on a thread
#### debug\_getBreakpointList

debug\_getBreakpointList()
Returns a lua table containing all the breakpoint addresses

#### debug\_addThreadToNoBreakList

debug\_addThreadToNoBreakList(threadid)
This will cause breakpoints on the provided thread to be ignored
#### debug\_removeThreadFromNoBreakList

debug\_removeThreadFromNoBreakList(threadid)
removed the threadid from the list

#### debug\_setBreakpoint

debug\_setBreakpoint(address, size OPTIONAL, trigger OPTIONAL, breakpointmethod OPTIONAL, functiontocall() OPTIONAL)
debug\_setBreakpoint(address, size OPTIONAL, trigger OPTIONAL, functiontocall() OPTIONAL)
debug\_setBreakpoint(address, functiontocall() OPTIONAL)
sets a breakpoint of a specific size at the given address. if trigger is bptExecute then size is ignored. If trigger is ignored then it will be of type bptExecute, which obviously also ignores the size then as well.
#### debug\_removeBreakpoint

debug\_removeBreakpoint(address)
if the given address is a part of a breakpoint it will be removed
#### debug\_continueFromBreakpoint

debug\_continueFromBreakpoint(continueMethod)
if the debugger is currently waiting to continue you can continue with this. Valid parameters are :co\_run (just continue), co\_stepinto(when on top of a call, follow it), co\_stepover (when on top of a call run till after the call).
#### debug\_getXMMPointer

debug\_getXMMPointer(xmmregnr)
Returns the address of the specified xmm register of the thread that is currently broken.
This is a LOCAL Cheat Engine address. Use Local memory access functions to read and modify xmmregnr can be 0 to 15 (0 to 7 on 32-bit).

The following routines describe last branch recording.
These functions only work when kernelmode debugging is used and using windows XP (vista and later work less
effective or not at all because the operating system interferes.
Might also be intel specific. A dbvm upgrade in the future might make this work for windows vista and later)

#### debug\_setLastBranchRecording

debug\_setLastBranchRecording(boolean)
When set the Kernel debugger will try to record the last branch(es) taken before a breakpoint happens
#### debug\_getMaxLastBranchRecord

debug\_getMaxLastBranchRecord()
Returns the maximum branch record your cpu can store (-1 if none)
#### debug\_getLastBranchRecord

debug\_getLastBranchRecord(index)
Returns the value of the Last Branch Record at the given index (when handling a breakpoint)

function debugger\_onModuleLoad(modulename, baseaddress)
this routine is called when a module is loaded. Only works for the windows debugger.
Return 1 if you want to cause the debugger to break.

**Changing registers**:

When the debugger is waiting to continue you can change the register variables. When you continue those register values will be set in the thread's context.

If the target is currently stopped on a breakpoint, but not done through an onBreakpoint function. The context won't be set.

You can get and set the context back with these functions before execution continues"

#### debug\_getContext

debug\_getContext(BOOL extraregs)
Fills the global variables for the regular registers.
If extraregs is true, it will also set FP0 to FP7 and XMM0 to XMM15.
#### debug\_updateGUI

debug\_updateGUI()
Will refresh the userinterface to reflect the new context if the debugger was broken.

#### detachIfPossible

detachIfPossible()
Detaches the debugger from the target process (if it was attached).

#### getComment

getComment(address)
Gets the userdefined comment at the specified address.
#### setComment

setComment(address, text)
Sets a userdefined comment at the specifried address. %s is used to display the autoguess value if there is one.
#### getHeader

getHeader(address)
Gets the userdefined header at the specified address.
#### setHeader

setHeader(address)
Sets the userdefined header at the specified address.

#### registerBinUtil

registerBinUtil(config)
Registers a binutils toolset with CE (for assembling and disassembling in other cpu instruction sets)
config is a table containing several fields that describe the tools, and lets you specify extra parameters
* **Name**: The displayed name in the binutils menu in memview.
* **Description**: The description for this toolset.
* **Architecture**: used by the objdump -m<architecture> (required).
* **ASParam**: extra parameters to pass on to AS (optional).
* **LDParam**: extra parameters to pass on to LD.
* **OBJDUMPParam**: extra parameters to pass on to OBJDUMP.
* **OnDisassemble**: a lua function that gets called each time an address is disassembled. The return value will be passed on to OBJDUMP.
* **Path**: filepath to the binutils set.
* **Prefix**: prefix (e.g: "arm-linux-androideabi-").
* **DisassemblerCommentChar**: Depending on which target you're disassembling, the comment character can be different. (ARM=";" x86='#' ).

### class helper functions

#### inheritsFromObject

inheritsFromObject(object)
Returns true if given any class.
#### inheritsFromComponent

inheritsFromComponent(object)
Returns true if the given object inherits from the Component class.
#### inheritsFromControl

inheritsFromControl(object)
Returns true if the given object inherits from the Control class.
#### inheritsFromWinControl

inheritsFromWinControl(object)
Returns true if the given object inherits from the WinControl class.

#### createClass

createClass(classname)
Creates an object of the specified class: (Assuming it's a registered class and has a default constructor).

### Class definitions

#### Object

**Object class: (Inheritance: )**

Properties:

```
 ClassName: String - The name of class: (Read only)

```

Methods:

```
 getClassName(): Returns the classname
 destroy(): Destroys the object

```

#### Component

**Component class: (Inheritance: Object)**

Properties:

```
 ComponentCount: Integer - Number of child components . Readonly
 Component[int]: Component - Array containing the child components. Starts at 0. Readonly
 ComponentByName[string]: Component - Returns a component based on the name. Readonly
 Name: string - The name of the component
 Tag: integer - Free to use storage space. (Useful for id's)
 Owner: Component - Returns the owner of this object. Nil if it has none

```

Methods:

```
 getComponentCount() : Returns the number of components attached to his component
 getComponent(index) : Returns the specific component
 findComponentByName(name) : Returns the component with this name
 getName() : Return the name
 setName(newname) : Changes the name
 getTag() : Sets an integer value. You can use this for ID's
 setTag(tagvalue) : Get the tag value
 getOwner() : Returns the owner of this component

```

#### Control

**Control class: (Inheritance: Component-->Object)**

Properties:

```
 Caption: string - The text of a control
 Top : integer - The x position
 Left : integer - The y position
 Width : integer - The width of the control
 Height : integer - The height of the control
 ClientWidth: integer - The usable width inside the control (minus the borders)
 ClientHeight: integer - The usable height the control (minus the borders)
 Align: AlignmentOption - Alignment of the control
 Enabled: boolean - Determines if the object is usable or greyed out
 Visible: boolean - Determines if the object is visible or not
 Color: ColorDefinition/RGBInteger - The color of the object. Does not affect the caption
 Parent: WinControl - The owner of this control
 PopupMenu: PopupMenu - The popup menu that shows when rightclicking the control
 Font: Font - The font class associated with the control
 OnClick: function - The function to call when a button is pressed

```

Methods:

```
 getLeft()
 setLeft(integer)
 getTop()
 setTop(integer)
 getWidth()
 setWidth(integer)
 getHeight()
 setHeight()
 setCaption(caption) : sets the text on a control. All the GUI objects fall in this category
 getCaption() : Returns the text of the control
 setPosition(x,y): sets the x and y position of the object base don the top left position (relative to the client array of the owner object)
 getPosition(): returns the x and y position of the object (relative to the client array of the owner object)
 setSize(width,height) : Sets the width and height of the control
 getSize() : Gets the size of the control
 setAlign(alignmentoption): sets the alignment of the control
 getAlign(alignmentoption): gets the alignment of the control
 getEnabled() : gets the enabled state of the control
 setEnabled(boolean) : Sets the enabled state of the control
 getVisible() : gets the visible state of the control
 setVisible(boolean) : sets the visible state of the control
 getColor() : gets the color
 setColor(rgb) : Sets the color
 getParent() : Returns nil or an object that inherits from the Wincontrol class
 setParent(wincontrol) : Sets the parent for this control
 getPopupMenu()
 setPopupMenu()
 getFont():  Returns the Font object of this object
 setFont():  Assigns a new font object. (Not recommended to use. Change the font object that's already there if you wish to change fonts)
 repaint(): Invalidates the graphical area of the control and forces and update
 update() : Only updates the invalidated areas
 setOnClick(functionnameorstring) : Sets the onclick routine
 getOnClick(): Gets the onclick function
 doClick():  Executes the current function under onClick

```

#### GraphicsObject

**GraphicsObject class: (Inheritance: Object)**

#### Region

**Region class: (Inheritance: GraphicsObject-->Object)**

```
 createRegion(): Creates an empty region.

```

Methods:

```
 addRectangle(x1, y1, x2, y2): Adds a rectangle to the region
 addPolygon(tablewithcoordinates): Adds an array of 2D locations. (example : {{0,0},{100,100}, {0,100}} for a triangle )

```

#### WinControl

**WinControl class: (Inheritance: Control-->Component-->Object)**

Properties:

```
 DoubleBuffered: boolean - Graphical updates will go to a offscreen bitmap which will then be shown on the screen instead of directly to the screen.
                           May reduce flickering.
 ControlCount : integer - The number of child controls of this wincontrol
 Control[] : Control - Array to access a child control
 OnEnter : function - Function to be called when the WinControl gains focus
 OnExit : function - Function to be called when the WinControl loses focus

```

Methods:

```
 getControlCount()  Returns the number of Controls attached to this class
 getControl(index) : Returns a WinControl class object
 getControlAtPos(x,y):  Gets the control at the given x,y position relative to the wincontrol's position
 canFocus(): returns true if the object can be focused
 focused(): returns boolean true when focused
 setFocus(): tries to set keyboard focus the object
 setShape(Region): Sets the region object as the new shape for this wincontrol
 setShape(Bitmap):
 setOnEnter(function) : Sets an onEnter event. (Triggered on focus enter)
 getOnEnter()
 setOnExit(function) : Sets an onExit event. (Triggered on lost focus)
 getOnExit()

```

#### MenuItem

**MenuItem class: (Inheritance: Component-->Object)**

```
 createMenuItem(ownermenu) : Creates a menu item that gets added to the owner menu

```

Properties:

```
 Caption : String - Text of the menu item
 Shortcut : string - Shortcut in textform to trigger the menuitem
 Count : integer - Number of children attached to this menuitem
 Menu: Menu - The menu this item resides in
 Parent: MenuItem - The menuitem this item hangs under
 MenuIndex: integer - The position this menu item is in it's parent
 Item[] : Array to access each child menuitem
 [] : Item[]
 OnClick: Function to call when the menu item is activated

```

Methods:

```
 getCaption() : Gets the caption of the menu item
 setCaption(caption) : Sets the caption of the menu item
 getShortcut(): Returns the shortcut for this menu item
 setShortcut(shortcut): Sets the shortcut for this menuitem. A shortcut is a string in the form of ("ctrl+x")
 getCount()
 getItem(index) : Returns the menuitem object at the given index
 add(menuitem) : Adds a menuItem as a submenu item
 insert(index, menuitem): Adds a menuItem as a submenu item at the given index
 delete(index)
 setOnClick(function) : Sets an onClick event
 getOnClick()
 doClick(): Executes the onClick method if one is assigned

```

#### Menu

**Menu class: (Inheritance: Component-->Object)**

Properties:

```
 Items : MenuItem - The base MenuItem class of this menu (readonly)

```

Methods:

```
 getItems() : Returns the main MenuItem of this Menu

```

#### MainMenu

**MainMenu class: (Inheritance: Menu-->Component-->Object)**

```
 createMainMenu(form)

```

The main menu is the menu at the top of a window.

#### PopupMenu

**PopupMenu class: (Inheritance: Menu-->Component-->Object)**

```
 createPopupMenu(owner)

```

The popup menu is the menu that pops up when showing the (rightclick) context of an control

#### Strings

**Strings class: (Inheritance : Object) (Mostly an abstract class)**

Properties:

```
 Text : String - All the strings in one string
 Count: Integer - The number of strings in this list
 String[]: String - Array to access one specific string in the list
 [] = String[]

```

Methods:

```
 clear() : Deletes all strings in the list
 add(string) : adds a string to the list
 delete(index) : Deletes a string from the list
 getText() : Returns all the strings as one big string
 setText() : Sets the strings of the given strings object to the given text (can be multiline)
 indexOf(string): Returns the index of the specified string. Returns -1 if not found
 insert(index, string): Inserts a string at a specific spot moving the items after it
 getCount(): Returns the number is strings in the list
 remove(string); Removes the given string from the list
 loadFromFile(filename) : Load the strings from a textfile
 saveToFile(filename) : Save the strings to a textfile
 getString(index) : gets the string at the given index
 setString(index, string) : Replaces the string at the given index

```

#### Stringlist

**Stringlist class: (Inheritance : Strings-->Object)**

```
 createStringlist() : Creates a stringlist class object (for whatever reason, lua strings are probably easier to use)

```

Properties:

```
 Duplicates : DuplicatesType - Determines how duplicates should be handled
 Sorted : boolean - Determines if the list should be sorted
 CaseSensitive: boolean - Determines if the list is case sensitive or not.

```

Methods:

```
 getDuplicates() : returns the duplicates property
 setDuplicates(Duplicates) : Sets the duplicates property (dupIgnore, dupAccept, dupError)
 getSorted() : returns true if the list has the sorted property
 setSorted(boolean) : Sets the sorted property
 getCaseSensitive() : Returns true if the case sensitive property is set
 setCaseSensitive(boolean): Sets the case sensitive property

```

#### Application

**Application class: (Inheritance: CustomApplication-->Component-->Object)**

Properties:

```
 Title: The title of cheat engine in the bar

```

Methods:

```
 bringToFront(): Shows the cheat engine app

```

#### Form

**Form class: (Inheritance: ScrollingWinControl-->CustomControl-->WinControl-->Control-->Component-->Object)**

Properties:

```
 AllowDropFiles: boolean - Allows files to be dragged into the form
 ModalResult: integer - The current ModalResult value of the form. Note: When this value gets set the modal form will close
 Menu: MainMenu - The main menu of the form
 OnClose: function(sender) - The function to call when the form gets closed
 OnDropFiles: function(sender, {filenames}) - Called when files are dragged on top of the form. Filenames is an arraytable with the files

```

Methods:

```
 centerScreen(); : Places the form at the center of the screen
 hide() : Hide the form
 show() : show the form
 close():  Closes the form. Without an onClose this will be the same as hide
 bringToFront(): Brings the form to the foreground
 showModal() : show the form and wait for it to close and get the close result
 isForegroundWindow(): returns true if the specified form has focus
 setOnClose(function)  : function (sender) : Return a CloseAction to determine how to close the window
 getOnClose() : Returns the function
 getMenu() : Returns the mainmenu object of this form
 setMenu(mainmenu)
 setBorderStyle( borderstyle):  Sets the borderstyle of the window
 getBorderStyle()
 printToRasterImage(rasterimage): Draws the contents of the form to a rasterimage class object
 dragNow():  Call this on mousedown on any object if you wish that the mousemove will drag the whole form arround.
             Useful for borderless windows (Dragging will stop when the mouse button is released)

```

#### CEForm

**CEForm class: (Inheritance: Form-->ScrollingWinControl-->CustomControl-->WinControl-->Control-->Component-->Object)**

```
 createForm(visible OPT): creates a CEForm class object(window) and returns the pointer for it. Visible is default true but can be changed
 createFormFromFile(filename): Returns the generated CEform

```

Properties:

```
 DoNotSaveInTable: boolean - Set this if you do not wish to save the forms in the table

```

Methods:

```
 saveToFile(filename): Saves a userdefined form
 getDoNotSaveInTable(): Returns the DoNotSaveInTable property
 setDoNotSaveInTable(boolean): Sets the DoNotSaveInTable property

```

#### GraphicControl

**GraphicControl class: (Inheritance: Control-->Component-->Object)**

Properties:

```
 Canvas: Canvas - The canvas for rendering this control

```

Methods:

```
 getCanvas() : Returns the Canvas object for the given object that has inherited from customControl

```

#### PaintBox

**PaintBox class: (Inheritance: GraphicControl-->Control-->Component-->Object)**

```
 createPaintBox(owner): Creates a Paintbox class object

```

#### Label

**Label class: (Inheritance: GraphicControl-->Control-->Component-->Object)**

```
 createLabel(owner): Creates a Label class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

#### Splitter

**Splitter class: (Inheritance: CustomControl-->WinControl-->Control-->Component-->Object)**

```
 createSplitter(owner): Creates a Splitter class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

#### Panel

**Panel class: (Inheritance: CustomControl-->WinControl-->Control-->Component-->Object)**

```
 createPanel(owner): Creates a Panel class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Alignment: alignment
 BevelInner: panelBevel
 BevelOuter: panelBevel
 BevelWidth: Integer
 FullRepaint: boolean

```

Methods:

```
 getAlignment() : gets the alignment property
 setAlignment(alignment) : sets the alignment property
 getBevelInner()
 setBevelInner(PanelBevel)
 getBevelOuter()
 setBevelOuter(PanelBevel)
 getBevelWidth()
 setBevelWidth(BevelWidth)
 getFullRepaint()
 setFullRepaint(boolean)

```

#### Image

**Image class: (Inheritance: GraphicControl-->Control-->Component-->Object)**

```
 createImage(owner): Creates an Image class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Canvas: Canvas - The canvas object to access the picture of the image
 Transparent: boolean - Determines if some parts of the picture are see through (usually based on the bottomleft corner)
 Stretch: boolean - Determines if the picture gets stretched when rendered in the image component
 Picture: Picture - The picture to render

```

Methods:

```
 loadImageFromFile(filename)
 getStretch()
 setStretch(boolean)
 getTransparent()
 setTransparent(boolean)
 getCanvas()
 setPicture(picture)
 getPicture() : Returns the Picture object of this image

```

#### Edit

**Edit class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createEdit(owner): Creates an Edit class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Text: string - The current contents of the editfield
 OnChange: function - The function to call when the editfield is changed

```

Methods:

```
 clear()
 selectAll()
 clearSelection()
 copyToClipboard()
 cutToClipboard()
 pasteFromClipboard()
 onChange(function)

```

#### Memo

**Memo class: (Inheritance: Edit-->WinControl-->Control-->Component-->Object)**

```
 createMemo(owner): Creates a Memo class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Lines: Strings - Strings object for this memo
 WordWrap: boolean - Set if words at the end of the control should go to the next line
 WantTabs: Boolean - Set if tabs will add a tab to the memo. False if tab will go to the next control
 WantReturns: Boolean - Set if returns will send a event or not
 Scrollbars: Scrollstyle - Set the type of ascrollbars to show (ssNone, ssHorizontal, ssVertical, ssBoth, ssAutoHorizontal, ssAutoVertical, ssAutoBoth)

```

Methods:

```
 append(string)
 getLines() : returns a Strings class
 getWordWrap()
 setWordWrap(boolean)
 getWantTabs()
 setWantTabs(boolean)
 getWantReturns()
 setWantReturns(boolean)
 getScrollbars()
 setScrollbars(scrollbarenumtype) :
 Sets the scrollbars. Horizontal only takes affect when wordwrap is disabled
 valid enum types:
   ssNone : No scrollbars
   ssHorizontal: Has a horizontal scrollbar
   ssVertical: Has a vertical scrollbar
   ssBoth: Has both scrollbars
   ssAutoHorizontal: Same as above but only shows when there actually is something to scroll for
   ssAutoVertical: " " " " ...
   ssAutoBoth: " " " " ...

```

#### ButtonControl

**ButtonControl class: (Inheritance: WinControl-->Control-->Component-->Object)**

#### Button

**Button class: (Inheritance: ButtonControl-->WinControl-->Control-->Component-->Object)**

```
 createButton(owner): Creates a Button class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 ModalResult: ModalResult - The result this button will give the modalform when clicked

```

Methods:

```
 getModalResult(button)
 setModalResult(button, mr)

```

#### CheckBox

**CheckBox class: (Inheritance: ButtonControl-->WinControl-->Control-->Component-->Object)**

```
 createCheckBox(owner): Creates a CheckBox class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Checked: boolean - True if checked
 AllowGrayed: boolean - True if it can have 3 states. True/False/None
 State: checkboxstate - The state. (cbUnchecked=0, cbChecked=1, cbGrayed=2)
 OnChange: function - Function to call when the state it changed

```

Methods:

```
 getAllowGrayed()
 setAllowGrayed(boolean)
 getState(): Returns a state for the checkbox. (cbUnchecked, cbChecked, cbGrayed)
 setState(boolean): Sets the state of the checkbox
 onChange(function)

```

#### ToggleBox

**ToggleBox class: (Inheritance: CheckBox-->ButtonControl-->WinControl-->Control-->Component-->Object)**

```
 createToggleBox(owner): Creates a ToggleBox class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

#### GroupBox

**GroupBox class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createGroupBox(owner): Creates a GroupBox class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

#### RadioGroup

**RadioGroup class: (Inheritance: GroupBox-->WinControl-->Control-->Component-->Object)**

```
 createRadioGroup(owner): Creates a RadioGroup class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Items: Strings - Strings derived object containings all the items in the list
 Columns: Integer - The number of columns to split the items into
 ItemIndex: Integer - The currently selected item
 OnClick: Called when the control is clicked

```

Methods:

```
 getRows(): Returns the number of rows
 getItems(): Returns a Strings object
 getColumns(): Returns the nuber of columns
 setColumns(integer)
 getItemIndex()
 setItemIndex(integer)
 setOnClick(function)
 getOnClick()

```

#### ListBox

**ListBox class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createListBox(owner): Creates a ListBox class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 MultiSelect: boolean - When set to true you can select multiple items
 Items: Strings - Strings derived object containings all the items in the list
 Selected[] - Returns true if the given line is selected. Use Items.Count-1 to find out the max index
 ItemIndex: integer - Get selected index. -1 is nothing selected
 Canvas: Canvas - The canvas object used to render on the object

```

Methods:

```
 clear()
 clearSelection() : Deselects all items in the list
 selectAll(): Selects all items in the list
 getItems(): Returns a strings object
 setItems(Strings): sets a strings object to the listbox
 getItemIndex()
 setItemIndex(integer)
 getCanvas()

```

#### Calendar

**Calendar class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createCalendar(owner): Creates a Calendar class object which belongs to the given owner. Owner can be any object inherited from WinControl.
 Valid date is between "September 14, 1752" and "December 31, 9999".

```

Properties:

```
 Date: string - current date of the Calendar, format: yyyy-mm-dd
 DateTime: number - days since December 30, 1899

```

Methods:

```
 getDateLocalFormat - returns current date of the Calendar, format: ShortDateFormat from OS local settings

```

#### ComboBox

**ComboBox class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createComboBox(owner): Creates a ComboBox class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Items: Strings - Strings derived object containings all the items in the list
 ItemIndex: integer - Get selected index. -1 is nothing selected
 Canvas: Canvas - The canvas object used to render on the object

```

Methods:

```
 clear()
 getItems()
 setItems()
 getItemIndex()
 setItemIndex(integer)
 getCanvas()

```

#### ProgressBar

**ProgressBar class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createProgressBar(owner): Creates a ProgressBar class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Min: integer - The minimum positionvalue the progressbar can have (default 0)
 Max: integer - The maximum positionvalue the progressbar can have (default 100
 Position: integer - The position of the progressbar
 Step: integer- The stepsize to step by when stepIt() is called

```

Methods:

```
 stepIt() - Increase position with "Step" size
 stepBy(integer) - increase the position by the given integer value
 getMax() - returns the Max property
 setMax(integer) - sets the max property
 getMin() - returns the min property
 setMin(integer)- sets the min property
 getPosition() - returns the current position
 setPosition(integer) - sets the current position

```

#### TrackBar

**TrackBar class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createTrackBar(owner): Creates a TrackBar class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Min: integer - Minimal value for the trackbar
 Max: integer - Maximum value for the trackbar
 Position: integer - The current position
 OnChange: function - Function to call when

```

Methods:

```
 getMax()
 setMax(integer)
 getMin(trackbar)
 setMin(trackbar, integer)
 getPosition(progressbar)
 setPosition(progressbar, integer)
 getOnChange(function)
 setOnChange()

```

#### CollectionItem

**CollectionItem class: (Inheritance: Object)**

Base class for some higher level classes. Often used for columns

Properties:

```
 ID: integer
 Index: integer - The index in the array this item belong to
 DisplayName: string

```

Methods:

```
 getID()
 getIndex()
 setIndex()
 getDisplayName()
 setDisplayName()

```

#### ListColumn

**ListColumn class: (Inheritance: CollectionItem-->Object)**

Properties:

```
 AutoSize: boolean
 Caption: string
 MaxWidth: integer
 MinWidth: integer
 Width: integer
 Visible: boolean

```

Methods:

```
 getAutosize()
 setAutosize(boolean)
 getCaption()
 setCaption(caption)
 getMaxWidth()
 setMaxWidth(width)
 getMinWidth()
 setMinWidth(width)
 getWidth()
 setWidth(width)

```

#### Collection

**Collection class: (Inheritance: TObject)**

Properties:

```
 Count: integer

```

Methods:

```
 clear(collection)
 getCount(collection)
 delete(collection, index)

```

#### ListColumns

**ListColumns class: (Inheritance: Collection-->Object)**

Properties:

```
 Columns[]: Array to access a column
 [] = Columns[]

```

Methods:

```
 add(): Returns a new ListColumn object
 getColumn(index): Returns a ListColumn object;
 setColumn(index, listcolumns): Sets a ListColumn object (not recommended, use add instead)

```

#### ListItem

**ListItem class: (Inheritance: TObject)**

Properties:

```
 Caption: boolean - The text of this listitem
 Checked: boolean - Determines if the checkbox is checked (if it has a checkbox)
 SubItems: Strings - The Strings object that hold the subitems
 Selected: boolean - Returns true if selected
 Index: integer - The index in the Items object of the owner of this listitem (readonly)
 Owner: ListItems - The ListItems object that owns this ListItem (readonly)

```

Methods:

```
 delete()
 getCaption() : Returns the first columns string of the listitem
 setCaption(string) : Sets the first column string of the listitem
 getChecked() : Returns true if the listitem is checked
 setChecked(boolean): Sets the checkbox of the listbox to the given state
 getSubItems(): Returns a Strings object
 makeVisible(partial): Scrolls the listview so this item becomes visible (Cheat Engine 6.4 and later)

```

#### ListItems

**ListItems class: (Inheritance: TObject)**

Properties:

```
 Count : Integer - The number of ListItems this object holds (Normally read only, but writable if OwnerData is true in the listview)
 Item[]: ListItem[] - Array to access each ListItem object
 [] = Item[]

```

Methods:

```
 clear()
 getCount()
 getItem(integer) : Return the listitem object at the given index
 add(): Returns a new ListItem object

```

#### Listview

**Listview class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 createListView(owner): Creates a ListView class object which belongs to the given owner. Owner can be any object inherited from WinControl

```

Properties:

```
 Columns: ListColumns - The Listcolumns object of the listview (Readonly)
 Items: ListItems - The ListItems objects of the listview
 ItemIndex: integer - The currently selected index in the Items object  (-1 if nothing is selected)
 Selected: ListItem - The currently selected listitem (nil if nothing is selected)
 Canvas: Canvas - The canvas object used to render the listview  (Readonly)
 AutoWidthLastColumn: Boolean - When set to true the last column will resize when the control resizes
 HideSelection: Boolean - When set to true the selection will not hide when the focus leaves the control
 RowSelect: Boolean - When set to true the whole row will be selected instead of just the first column
 OwnerData: Boolean - When set to true the listview will call the onData function for every line being displayed.
                       Use Items.Count to set the number of virtual lines.
 OnData: function(sender, ListItem) - Called when a listview with OwnerData true renders a line

```

Methods:

```
 clear()
 getColumns() : ListColumns - Returns a ListColumns object
 getItems(): ListItems - Returns a ListItems object
 getItemIndex(): integer -  Returns the currently selected index in the Items object
 setItemIndex(index: integer)- Sets the current itemindex
 getCanvas() : Canvas - Returns the canvas object used to render the listview

```

#### TreeNode

**TreeNode class: (Inheritance: TObject)**

Properties:

```
 Text: string - The text of the treenode
 Parent: Treenode - The treenode this object is a child of. (can be nil) (ReadOnly)
 Level: Integer - The level this node is at
 HasChildren: boolean - Set to true if it has children, or you wish it to have an expand sign
 Expanded: boolean - Set to true if it has been expanded
 Count : Integer - The number of children this node has
 Items[]: Treenode - Array to access the child nodes of this node
 [] = Items[]
 Index: Integer - The index based on the parent
 AbsoluteIndex: Integer - The index based on the TreeView's Treenodes object (Items)
 Selected: Boolean - Set to true if currently selected
 MultiSelected: Boolean - Set to true if selected as well, but not the main selected object
 Data: Pointer - Space to store 4 or 8 bytes depending on which version of CE is used

```

Methods:

```
 delete()
 deleteChildren()
 makeVisible()
 expand(recursive:boolean=TRUE OPTIONAL) : Expands the given node
 collapse(recursive:boolean=TRUE OPTIONAL)  : collapses the given node
 getNextSibling(): Returns the treenode object that's behind this treenode on the same level
 add(text:string): Returns a Treenode object that is a child of the treenode used to create it

```

#### TreeNodes

**TreeNodes class: (Inheritance: TObject)**

Properties:

```
 Count : Integer - The total number of Treenodes this object has
 Item[]: TreeNode - Array to access each node
 [] = Item[]

```

Methods:

```
 clear()
 getCount()
 getItem(integer) : Return the TreeNode object at the given index (based on the TreeView's Treenodes)
 add(text:string): Returns a new root Treenode object
 insert(treenode, string): Returns a new treenode object that has been inserted before the given treenode
 insertBehind(treenode, string): Returns a new treenode object that has been inserted after the given treenode

```

#### Treeview

**Treeview class: (Inheritance: CustomControl-->WinControl-->Control-->Component-->Object)**

```
 createTreeView(owner)

```

Properties:

```
 Items: TreeNodes - The Treenodes object of the treeview (ReadOnly)
 Selected: TreeNode - The currently selected treenode

```

Methods:

```
 getItems()
 getSelected()
 setSelected()
 fullCollapse()  : Collapses all the nodes, including the children's nodes
 fullExpand() : Expands all the nodes and all their children
 saveToFile(filename): Saves the contents of the treeview to disk

```

#### Timer

**Timer class: (Inheritance: Component-->Object)**

```
 createTimer(owner OPT, enabled OPT): 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)
                                       Owner may be nil, but you will be responsible for destroying it instead of being the responsibility of the owner object)

```

Properties:

```
 Interval: integer - The number of milliseconds (1000=1 second) between executions
 Enabled: boolean
 OnTimer: function(timer) - The function to call when the timer triggers

```

Methods:

```
 getInterval()
 setInterval(interval) : Sets the speed on how often the timer should trigger. In milliseconds (1000=1 second)
 getOnTimer()
 setOnTimer(function(timer))
 getEnabled()
 setEnabled(boolean)

```

#### CustomControl

**CustomControl class: (CustomControl-->WinControl-->Control-->Component-->Object)**

Properties:

```
 Canvas : The canvas object for drawing on the control/. Readonly

```

Methods:

```
 getCanvas() : Returns the Canvas object for the given object that has inherited from customControl

```

#### Canvas

**Canvas class: (Inheritance: CustomCanvas-->Object)**

Properties:

```
 Brush: Brush - The brush object
 Pen: Pen - The pen object
 Font: Font - The font object
 Width: integer - Width of the canvas
 Height: integer - Height of the canvas

```

Methods:

```
 getBrush(): Returns the brush object of this canvas
 getPen(): Returns the pen object of this canvas
 getFont(): Returns the font object of this canvas
 getWidth()
 getHeight()
 getPenPosition()
 setPenPosition(x,y)
 clear() - Clears the canvas
 line(sourcex, sourcey, destinationx, destinationy)
 lineTo(destinationx, destinationy)
 rect(x1,y1,x2,y2)
 fillRect(x1,y1,x2,y2)
 textOut(x,y, text)
 getTextWidth(text)
 getTextHeight(text)
 getPixel(x,y)
 setPixel(x,y,color)
 floodFill(x,y)
 ellipse(x1,y1,x2,y2)
 gradientFill(x1,y1,x2,y2, startcolor, stopcolor, direction) : Gradient fills a rectangle.
                                                               Direction can be 0 or 1. 0=Vertical 1=Horizontal
 copyRect(dest_x1,dest_y1,dest_x2,dest_y2, sourceCanvas, source_x1,source_y1,source_x2,source_y2) : Draws an image from one source to another. Useful in cases of doublebuffering.
 draw(x,y, graphic) : Draw the image of a specific Graphic class
 getClipRect() : Returns a table containing the fields Left, Top, Right and Bottom, which define the invalidated region of the graphical object. Use this to only render what needs to be rendered in the onPaint event of objects.

```

#### Pen

**Pen class: (Inheritance: CustomPen-->CanvasHelper-->Object)**

Properties:

```
 Color: Integer - The color of the pen
 Width: integer - Thickness of the pen

```

Methods:

```
 getColor()
 setColor(color)
 getWidth()
 setWidth(width)

```

#### Brush

**Brush class: (Inheritance: CustomBrush-->CanvasHelper-->Object)**

Properties:

```
 Color : Integer

```

Methods:

```
 getColor()
 setColor()

```

#### Font

**Font class: (Inheritance: CustomFont-->CanvasHelper-->Object)**
createFont(): Returns a font object (default initialized based on the main ce window)

Properties:

```
 Name: string
 Size: integer
 Color: integer

```

Methods:

```
 getName(): Gets the fontname of the font
 setName(string): Sets the fontname of the font
 getSize(): Gets the size of the font
 setSize(integer): Sets the size of the font
 getColor(): Gets the color of the font
 setColor(integer): Sets the color of the font
 assign(font): Copies the contents of the font given as parameter to this font

```

#### Graphic

**Graphic class: (Inheritance: Object) : Abstract class**

Properties:

```
 Width: integer
 Height: integer
 Transparent: boolean

```

Methods:

```
 getWidth(graphic): Gets the current width in pixels of this graphics object
 setWidth(graphic, width): Sets thw width in pixels
 getHeight(graphic)
 setHeight(graphic, height)

```

#### RasterImage

**RasterImage class: (Inheritance: Graphic-->Object) : Base class for some graphical controls**

Properties:

```
 Canvas: Canvas
 PixelFormat: PixelFormat - the pixelformat for this image. Will clear the current image if it had one. Supported pixelformats: pf1bit, pf4bit, pf8bit, pf15bit, pf16bit, pf24bit, pf32bit (recommended)
 TransparentColor: integer

```

Methods:

```
 getCanvas(): Returns the Canvas object for this image
 getPixelFormat():  Returns the current pixelformat
 getPixelFormat(pixelformat):  Sets the pixelformat for this image. Will clear the current image if it had one. Supported pixelformats: pf1bit, pf4bit, pf8bit, pf15bit, pf16bit, pf24bit, pf32bit (recommended)
 setTransparentColor(integer): Sets the color that will be rendered as transparent when drawn
 getTransparentColor():  Returns the color set to be transparent

```

#### Bitmap

**Bitmap class: (Inheritance: CustomBitmap-->RasterImage-->Graphic-->Object) : Bitmap based Graphic object**

```
 createBitmap(width, height) - Returns a Bitmap object

```

#### PortableNetworkGraphic

**PortableNetworkGraphic Class: (Inheritence: CustomBitmap-->RasterImage-->Graphic-->Object)**

```
 createPNG(width, height) - Returns a PortableNetworkGraphic object

```

#### JpegImage

**JpegImage Class: (Inheritence: CustomBitmap-->RasterImage-->Graphic-->Object)**

```
 createJpeg(width, height) - Returns a Jpeg object

```

#### Picture

**Picture class: (Inheritance: Object) : Container for the Graphic class**

```
 createPicture() : Returns a empty picture object

```

Properties:

```
 Graphic
 PNG
 Bitmap
 Jpeg

```

Methods:

```
 loadFromFile(filename)
 saveToFile(filename)
 loadFromStream(stream, originalextension OPTIONAL) : Loads a picture from a stream. Note that the stream position must be set to the start of the picture
 assign(sourcepicture)
 getGraphic() : Gets the Graphic object of this picture
 getPNG(): Returns a PortableNetworkGraphic Class object (Can be used from scratch)
 getBitmap(): Returns a Bitmap Class object (Can be used from scratch)
 getJpeg(): Returns a JpegImage Class object (Picture must be initialized with a jpeg file first)

```

#### GenericHotkey

**GenericHotkey class: (Inheritance: Object)**

```
 createHotkey(function, keys, ...) : returns an initialized GenericHotkey class object. Maximum of 5 keys
 createHotkey(function, {keys, ...}) : ^

```

Properties:

```
 DelayBetweenActivate: integer - Interval in milliseconds that determines the minimum time between hotkey activations. If 0, the global delay is used
 onHotkey: The function to call when the hotkey is pressed

```

Methods:

```
 getKeys()
 setKeys(key, ....)
 setOnHotkey(table)
 getOnHotkey

```

#### CommonDialog

**CommonDialog class: (Inheritance: Object)**

```
 Properties:
   OnShow: function(sender)
   OnClose: function(sender)
   Title: string - The caption at top of the dialog
 Methods:
   Execute() : Shows the dialog and return true/false depending on the dialog

```

#### FindDialog

**FindDialog class: (Inheritance: CommonDialog-->Component-->Object)**

Properties:

```
 FindText: String - The text the user wishes to find
 Options: Enum - Find Options
                  { frDown, frFindNext, frHideMatchCase, frHideWholeWord,
                    frHideUpDown, frMatchCase, frDisableMatchCase, frDisableUpDown,
                    frDisableWholeWord, frReplace, frReplaceAll, frWholeWord, frShowHelp,
                    frEntireScope, frHideEntireScope, frPromptOnReplace, frHidePromptOnReplace }
 OnFind: function (sender) - Called when the find button has been clicked
 OnHelp: function (sender) - Called when the help button is visible (see Options) and clicked

```

Methods:

```

```

#### FileDialog

**FileDialog class: (Inheritance: CommonDialog-->Component-->Object)**

Properties:

```
 DefaultExt: string - When not using filters this will be the default extention used if no extension is given
 Files: Strings - Stringlist containing all selected files if multiple files are selected
 FileName: string - The filename that was selected
 Filter: string - A filter formatted string
 FilterIndex: integer - The index of which filter to use
 InitialDir: string - Sets the folder the filedialog will show first

```

Methods:

```

```

#### OpenDialog

**OpenDialog class: (Inheritance: FileDialog-->CommonDialog-->Component-->Object)**

```
 createOpenDialog(owner) : Creates an opendialog object

```

Properties:

```
 Options: String
   A string formatted as "[param1, param2, param3]" to set OpenDialogs options
   Valid parameters are:
     ofReadOnly,
     ofOverwritePrompt  : if selected file exists shows a message, that file will be overwritten
     ofHideReadOnly     : hide read only file
     ofNoChangeDir      : do not change current directory
     ofShowHelp         : show a help button
     ofNoValidate
     ofAllowMultiSelect : allow multiselection
     ofExtensionDifferent
     ofPathMustExist    : shows an error message if selected path does not exist
     ofFileMustExist    : shows an error message if selected file does not exist
     ofCreatePrompt
     ofShareAware
     ofNoReadOnlyReturn : do not return filenames that are readonly
     ofNoTestFileCreate
     ofNoNetworkButton
     ofNoLongNames
     ofOldStyleDialog
     ofNoDereferenceLinks : do not expand filenames
     ofEnableIncludeNotify
     ofEnableSizing     : dialog can be resized, e.g. via the mouse
     ofDontAddToRecent  : do not add the path to the history list
     ofForceShowHidden  : show hidden files
     ofViewDetail       : details are OS and interface dependent
     ofAutoPreview      : details are OS and interface dependent

```

Methods:

```

```

#### SaveDialog

**SaveDialog class: (Inheritance: OpenDialog-->FileDialog-->CommonDialog-->Component-->Object)**

```
 createSaveDialog(owner)

```

#### SelectDirectoryDialog

**SelectDirectoryDialog class: (Inheritance: OpenDialog-->FileDialog-->CommonDialog-->Component-->Object)**

```
 createSelectDirectoryDialog(owner)

```

#### Stream

**Stream class: (Inheritance: Object)**

Properties:

```
 Size: integer
 Position: integer

```

Methods:

```
 copyFrom(stream, count) - Copies count bytes from the given stream to this stream
 read(count): bytetable - Returns a bytetable containing the bytes of the stream. This increases the position
 write(bytetable, count OPTIONAL)- Writes the given bytetable to the stream

```

#### MemoryStream

**MemoryStream class: (Inheritance: Stream-->Object)**

```
 createMemoryStream()

```

Properties:

```
 Memory: Integer - The address in Cheat Engine's memory this stream is loaded (READONLY, tends to change)

```

Methods:

```
 loadFromFile(filename) : Replaces the contents in the memory stream with the contents of a file on disk
 saveToFile(filename) : Writes the contents of the memory stream to the specified file

```

#### FileStream

**FileStream class: (Inheritance: HandleStream-->Stream-->Object)**

```
createFileStream(filename, mode)

```

#### StringStream

**StringStream class: (Inheritance: Stream-->Object)**

```
createStringStream(string)

```

Properties:

```
DataString: The internal string

```

#### TableFile

**TableFile class: (Inheritance: Object)**

```
 findTableFile(filename): Returns the TableFile class object for the saved file

```

Properties:

```
 Name: string
 Stream: MemoryStream

```

Methods:

```
 saveToFile(filename)
 getData() : Gets a MemoryStream object

```

#### xmplayer

**xmplayer class: (Inheritance: Object)**

```
 The xmplayer class has already been defined as xmplayer, no need to create it manually

```

Properties:

```
 IsPlaying: boolean - Indicator that the xmplayer is currently playing a xm file
 Initialized: boolean - Indicator that the xmplayer is actually actively loaded in memory

```

Methods:

```
 setVolume(int)
 playXM(filename, OPTIONAL noloop)
 playXM(tablefile, OPTIONAL noloop)
 playXM(Stream, OPTIONAL noloop)
 pause()
 resume()
 stop()

```

#### CheatComponent

**CheatComponent class: (Inheritance: WinControl-->Control-->Component-->Object)**

```
 The cheatcomponent class is the component used in Cheat Engine 5.x trainers
 Most people will probably want to design their own components but for those that don't know much coding and use the autogenerated trainer this will be used

```

Properties:

```
 Color: Integer - background color
 Textcolor: integer - text color
 Activationcolor: integer - The textcolor to show when activated is true
 Activated: boolean - Toggles between the ActivationColor and the TextColor
 Editleft:integer - The x position of the optional edit field
 Editwidth: integer - the width of the optional edit field
 Editvalue:string - The string of the optional edit field
 Hotkey:string read - The hotkeypart of the cheat line
 Description:string - Description part of the cheat line
 Hotkeyleft: integer - The x position of the hotkey line
 Descriptionleft:integer - The x position of the Description line
 ShowHotkey: boolean - Decides if the hotkey label should be shown
 HasEditBox: boolean - Decides if the editbox should be shown
 HasCheckbox: boolean - Decides if the checkbox should be shown
 Font: Font - The font to use to render the text

```

Methods:

```

```

#### MemoryRecordHotkey

**MemoryRecordHotkey class: (Inheritance: Object)**

```
 The memoryrecord hotkey class is mainly readonly with the exception of the event properties to be used to automatically create trainers
 Use the genreric hotkey class if you wish to create your own hotkeys

```

Properties:

```
 Owner: MemoryRecord - The memoryrecord this hotkey belongs to (ReadOnly)
 ID: integer - Unique id of this hotkey (ReadOnly)
 Description: string - The description of this hotkey (ReadOnly)
 HotkeyString: string - The hotkey formatted as a string (ReadOnly)
 OnHotkey: function(sender) - Function to be called when a hotkey has just been pressed
 OnPostHotkey: function(sender) - Function to be called when a hotkey has been pressed and the action has been performed

```

Methods:

```
 doHotkey: Executes the hotkey as if it got triggered by the keyboard

```

#### MemoryRecord

**MemoryRecord class: (Inheritance: Object)**

```
 The memoryrecord objects are the entries you see in the addresslist

```

Properties:

```
 ID: Integer - Unique ID
 Index: Integer - The index ID for this record. 0 is top. (ReadOnly)
 Description: string- The description of the memory record
 Address: string - Get/set the interpretable address string. Useful for simple address settings.
 OffsetCount: integer - The number of offsets. Set to 0 for a normal address
 Offset[]: integer - Array to access each offset
 CurrentAddress: integer - The address the memoryrecord points to
 Type: ValueType - The variable type of this record. See vtByte to vtCustom
   If the type is vtString then the following properties are available:
    String.Size: Number of characters in the string
    String.Unicode: boolean
   If the type is vtBinary then the following properties are available
     Binary.Startbit: First bit to start reading from
     Binary.Size: Number of bits
   If the type is vtByteArray then the following properties are available
     Aob.Size: Number of bytes
 CustomTypeName: String - If the type is vtCustomType this will contain the name of the CustomType
 Script: String - If the type is vtAutoAssembler this will contain the auto assembler script
 Value: string - The value in stringform.
 Selected: boolean - Set to true if selected (ReadOnly)
 Active: boolean - Set to true to activate/freeze, false to deactivate/unfreeze
 Color: integer
 ShowAsHex: boolean - Self explanatory
 ShowAsSigned: boolean - Self explanatory
 AllowIncrease: boolean - Allow value increasing, unfreeze will reset it to false
 AllowDecrease: boolean - Allow value decreasing, unfreeze will reset it to false
 Count: Number of children
 Child[index]: Array to access the child records
 [index] = Child[index]
 HotkeyCount: integer - Number of hotkeys attached to this memory record
 Hotkey[]: Array to index the hotkeys
 OnActivate: function(memoryrecord,before,currentstate):boolean - The function to call when the memoryrecord will change (or changed) Active to true.
               If before is true, not returning true will cause the activation to stop.
 OnDeactivate: function(memoryrecord,before,currentstate):boolean - The function to call when the memoryrecord will change (or changed) Active to false.
                 If before is true, not returning true will cause the deactivation to stop.
 OnDestroy: function() - Called when the memoryrecord is destroyed.
 DontSave: boolean - Don't save this memoryrecord and it's children

```

Methods:

```
 getDescription()
 setDescription()
 getAddress(): Returns the interpretable addressstring of this record. If it is a pointer, it returns a second result as a table filled with the offsets
 setAddress(string): Sets the interpretable address string, and if offsets are provided make it a pointer
 getOffsetCount(): Returns the number of offsets for this memoryrecord
 setOffsetCount(integer): Lets you set the number of offsets
 getOffset(index): Gets the offset at the given index
 setOffset(index, value): Sets the offset at the given index
 getCurrentAddress(): Returns the current address as an integer (the final result of the interpretable address and pointer offsets)
 appendToEntry(memrec): Appends the current memory record to the given memory record
 getHotkey(index): Returns the hotkey from the hotkey array
 getHotkeyByID(integer): Returns the hotkey with the given id

```

#### Addresslist

**Addresslist class: (Inheritance: Panel-->WinControl-->Control-->Component-->Object)**

Properties:

```
 Count: Integer - The number of records in the table
 SelCount: integer- The number of records that are selected
 SelectedRecord: MemoryRecord - The main selected record
 MemoryRecord[]: MemoryRecord - Array to access the individial memory records
 [] = MemoryRecord - Default accessor

```

Methods:

```
 getCount()
 getMemoryRecord(index)
 getMemoryRecordByDescription(description): returns a MemoryRecord object
 getMemoryRecordByID(ID)
 createMemoryRecord(): creates an generic cheat table entry and add it to the list
 getSelectedRecords():  Returns a table containing all the selected records
 doDescriptionChange(): Will show the GUI window to change the description of the selected entry
 doAddressChange(): Will show the GUI window to change the address of the selected entry
 doTypeChange(): Will show the GUI window to change the type of the selected entries
 doValueChange(): Will show the GUI window to change the value of the selected entries
 getSelectedRecord(): Gets the main selected memoryrecord
 setSelectedRecord(memrec): Sets the currently selected memoryrecord. This will unselect all other entries

```

#### MemScan

**MemScan class: (Inheritance: Object)**

```
 getCurrentMemscan(): Returns the current memory scan object. If tabs are used the current tab's memscan object
 createMemScan(progressbar OPTIONAL): Returns a new MemScan class object

```

Properties:

```
 OnScanDone: function(memscan) - Set a function to be called when the scan has finished
 FoundList: FoundList - The foundlist currently attached to this memscan object
 OnlyOneResult: boolean - If this is set to true memscan will stop scanning after having found the first result, and written the address to "Result"
 Result: Integer - If OnlyOneResult is used this will contain the address after a scan has finished

```

Methods:

```
 firstScan(scanoption, vartype, roundingtype, input1, input2 ,startAddress ,stopAddress ,protectionflags ,alignmenttype, "alignmentparam", isHexadecimalInput, isNotABinaryString, isunicodescan, iscasesensitive);
   Does an initial scan.
   memscan: The MemScan object created with createMemScan
   scanOption: Defines what type of scan is done. Valid values for firstscan are:
     soUnknownValue: Unknown initial value scan
     soExactValue: Exact Value scan
     soValueBetween: Value between scan
     soBiggerThan: Bigger than ... scan
     soSmallerThan: smaller than ... scan
   vartype: Defines the variable type. Valid variable types are:
     vtByte
     vtWord  2 bytes
     vtDword 4 bytes
     vtQword 8 bytes
     vtSingle float
     vtDouble
     vtString
     vtByteArray
     vtGrouped
     vtBinary
     vtAll
   roundingtype: Defined the way scans for exact value floating points are handled
     rtRounded: Normal rounded scans. If exact value = "3" then it includes 3.0 to 3.49999999. If exact value is "3.0" it includes 3.00 to 3.0499999999
     rtTruncated: Truncated algorithm. If exact value = "3" then it includes 3.0 to 3.99999999. If exact value is "3.0" it includes 3.00 to 3.099999999
     rtExtremerounded: Rounded Extreme. If exact value = "3" then it includes 2.0000001 to 3.99999999. If exact value is "3.0" it includes 2.900000001 to 3.099999999
   input1: If required by the scanoption this is a string of the given variable type
   input2: If requires by the scanoption this is the secondary input
   startAddress: The start address to scan from. You want to set this to 0
   stopAddress : The address the scan should stop at. (You want to set this to 0xffffffffffffffff)
   protectionflags: See aobscan about protectionflags
   alignmenttype: Scan alignment type. Valid options are:
     fsmNotAligned: No alignment check
     fsmAligned   : The address must be dividable by the value in alignmentparam
     fsmLastDigits: The last digits of the address must end with the digits provided by alignmentparam
   alignmentparam: String that holds the alignment parameter.
   isHexadecimalInput: When true this will handle the input field as a hexadecimal string else decimal
   isNotABinaryString: When true and the varType is vtBinary this will handle the input field as a decimal instead of a binary string
   isunicodescan: When true and the vartype is vtString this will do a unicode (utf16) string scan else normal utf8 string
   iscasesensitive: When true and the vartype is vtString this check if the case matches
 nextScan(scanoption, roundingtype, input1,input2, isHexadecimalInput, isNotABinaryString, isunicodescan, iscasesensitive, ispercentagescan, savedresultname OPTIONAL);
   Does a next scan based on the current addresslist and values of the previous scan or values of a saved scan
   memscan: The MemScan object that has previously done a first scan
   scanoption:
     soExactValue: Exact Value scan
     soValueBetween: Value between scan
     soBiggerThan: Bigger than ... scan
     soSmallerThan: smaller than ... scan
     soIncreasedValue: Increased value scan
     soIncreasedValueBy: Increased value by scan
     soDecreasedValue: Decreased value scan
     soDecreasedValueBy: Decreased value by scan
     soChanged: Changed value scan
     soUnchanged: Unchanged value scan
   roundingtype: Defined the way scans for exact value floating points are handled
     rtRounded: Normal rounded scans. If exact value = "3" then it includes 3.0 to 3.49999999. If exact value is "3.0" it includes 3.00 to 3.0499999999
     rtTruncated: Truncated algoritm. If exact value = "3" then it includes 3.0 to 3.99999999. If exact value is "3.0" it includes 3.00 to 3.099999999
     rtExtremerounded: Rounded Extreme. If exact value = "3" then it includes 2.0000001 to 3.99999999. If exact value is "3.0" it includes 2.900000001 to 3.099999999
   input1: If required by the scanoption this is a string of the given variable type
   input2: If requires by the scanoption this is the secondary input
   isHexadecimalInput: When true this will handle the input field as a hexadecimal string else decimal
   isNotABinaryString: When true and the varType is vtBinary this will handle the input field as a decimal instead of a binary string
   isunicodescan: When true and the vartype is vtString this will do a unicode (utf16) string scan else normal utf8 string
   iscasesensitive: When true and the vartype is vtString this check if the case matches
   ispercentage: When true and the scanoption is of type soValueBetween, soIncreasedValueBy or soDecreasedValueBy will cause CE to do a precentage scan instead of a normal value scan
   savedResultName: String that holds the name of a saved result list that should be compared against. First scan is called "FIRST"
 newScan(): Clears the current results
 waitTillDone(): Waits for the memscan thread(s) to finish scanning. Always use this
 saveCurrentResults(name): Save the current scanresults to a unique name for this memscan. This save can be used to compare against in a subsequent next scan
 getAttachedFoundlist(): Returns a FoundList object if one is attached to this scanresults. Returns nil otherwise
 setOnlyOneResult(state): If set to true before you start a scan, this will cause the scanner to only return one result. Note that it does not work with a foundlist
 getOnlyResult(): Only works if returnOnlyOneResult is true. Returns nil if not found, else returns the address that was found (integer)

```

FoundList
The foundlist is an object that opens the current memscan's result file and provides an interface for reading out the addresses.
#### createFoundList

createFoundList(memscan)

Properties:

```
 Count: integer
```

Methods:

```
 initialize(): Call this when a memscan has finished scanning. This will open the results for reading
 deinitialize(): Release the results
 getCount()
 getAddress(index): Returns the address as a string
 getValue(index): Returs the value as a string

```

#### Memoryview

**Memoryview class: (Inheritance: Form-->ScrollingWinControl-->CustomControl-->WinControl-->Control-->Component-->Object)**

```
 createMemoryView() - Creates a new memoryview window. This window will not receive debug events. Use getMemoryViewForm() function to get the main memoryview window

```

Properties:

```
 DisassemblerView: The disassemblerview class of this memoryview object
 HexadecimalView: The hexadecimalview class of this memoryview object

```

Methods:

```

```

#### DisassemblerviewLine

**DisassemblerviewLine class: (Inheritance: Object)**

Properties:

```
 Address: The current address of this line
 Owner: The Disassemblerview that owns this line

```

Methods:

```

```

#### Disassemblerview

**Disassemblerview class: (Inheritance: Panel-->CustomControl-->WinControl-->Control-->Component-->Object)**

```
 The visual disassembler used on the memory view window

```

Properties:

```
 SelectedAddress: integer - The currently selected address in the disassemblerview
 SelectedAddress2: integer - The secondary selected address in the disassemblerview
 TopAddress: Integer - The first address to show
 ShowJumplines: boolean - Determines if the jumplines should be shown
 OnSelectionChange: function(sender, address, address2) - Function to call when the selection has changed
 OnExtraLineRender: function(sender, Address, AboveInstruction, Selected): RasterImage OPTIONAL, x OPTIONAL, y OPTIONAL
   Function to call when you wish to provide the disassembler view with an extra image containing data you wish to show.
   This function is called once to get an image to show above the instruction, and once to get an image to show under the instruction and optional comments.
   The image for both calls must be different objects as rendering will only be done when both calls have been completed
   Sender is a DisassemblerviewLine object.
   If no coordinates are given the image will be centered above/below the instruction.

```

Methods:

```

```

#### Hexadecimal

**Hexadecimal class: (Inheritance: Panel-->CustomControl-->WinControl-->Control-->Component-->Object)**

```
 The visual hexadecimal object used on the memory view window

```

Properties:

```
 OnAddressChange(hexadecimalview, function): function(hexadecimalview, address)
 OnByteSelect(hexadecimalview, function): function(hexadecimalview, address, address2)

```

Methods:

```

```

#### Thread

**Thread class: (Inheritance: Object)**

```
 createNativeThread(function(Thread,...), ...):
   Executes the given function in another thread using the systems thread mechanism
   The function returns the Thread class object
   function declaration: function (Thread, ...)

```

Properties:

```
 name: string - This name will be shown when the thread terminated abnormally

```

Methods:

```
 freeOnTerminate(state):
   When set to true the thread object will free itself when the function ends (default=true)
   Note: Use this only from inside the thread function as the thread might have already terminated and freed itself when called
 synchronize(function(thread, ...), ...):
   Called from inside the thread. This wil cause the tread to get the main thread to execute the given function and wait for it to finish.
   Usually for GUI access
   Returns the return value of the given function
 waitfor():
   Waits for the given thread to finish (Not recommended to call this from inside the thread itself)

```

#### StructureFrm

**StructureFrm class: (Inheritance: Object)**

```
 createStructureForm(address)

```

Properties:

```
 Column[index]: structColumn - Fetches a structColumn object from the structure form
 Group[index]: structGroup - Fetches a structGroup object from the structure form
 Methods:
 structChange(): Forces a refresh
 addColumn(): Adds a new column in the currently focuses group and returns it's structColumn object
 addGroup(): Adds a new group and returns the structGroup object

```

#### structColumn

**structColumn class: (Inheritance: Object)**

Properties:

```
 Address: integer - The current address
 AddressText: string - Gets/sets the visual address
 Focused: boolean - Gets/sets the focused state

```

Methods:

```
 focus(): focuses the current column

```

#### structGroup

**structGroup class: (Inheritance: Object)**
Properties:

```
 name: string - gets the current name
 box: Groupbox - Gets the groupbox object
 columnCount: integer- Gets the number of columns in the group
 columns[index]: structColumn - Returns the specific structColumn object

```

Methods:

```
 addColumns(): Adds a new columns to the specific group and returns it's structColumn objecy

```

#### structure

**structure class: (Inheritance: Object)**

```
 getStructureCount(): Returns the number of Global structures. (Global structures are the visible structures)
 getStructure(index): Returns the Structure object at the given index
 createStructure(name): Returns an empty structure object (Not yet added to the Global list. Call structure.addToGlobalStructureList manually)

```

Properties:

```
 Name: String - The name of the structure
 Size: Integer - The number of bytes between the last element and the start. ReadOnly
 Count: Integer - Number of elements in the structure. ReadOnly
 Element[]: structureElement - Returns the structure element at the given index. Readonly

```

Methods:

```
 getName(): Returns the name
 setName(name): Sets the name
 getElement(index): Returns a structureElement object (Changing offsets can change the index)
 getElementByOffset(offset): Returns a structureElement object where the specified offset is at least the requested offset
 addElement(): Adds a new blank structureElement and returns it
 autoGuess(baseaddresstoguessfrom, offset, size)
 fillFromDotNetAddress(address, changeName): Fills the structure with the layout gathered from querying .NET.  If changeName is true, the structure will take the name of the .NET class.  (6.4+)
 beginUpdate(): Call this when you want to make multiple updates to a structure. It will speed up the update process
 endUpdate(): Call this when done
 addToGlobalStructureList(): Add this to the list of structures for the user to select from. (Global structures will get saved to the table)
 removeFromGlobalStructureList(): Remove from the list of structures.

```

#### StructureElement

**StructureElement class: (Inheritance: Object)**

Properties:

```
 Owner: structure - The structure this element belongs to. Readonly
 Offset: integer - The offset of this element
 Name: string - The name of this element
 Vartype: integer - The variable type of this element
 ChildStruct: structure - If not nil this element is a pointer to the structure defined here
 ChildStructStart: integer - The number of bytes inside the provided childstruct. (E.g: It might point to offset 10 of a certain structure)
 Bytesize: integer - The number of bytes of this element. Readonly for basic types, writable for types that require a defined length like strings and array of bytes

```

Methods:

```
 getOwnerStructure(): Returns the structure this element belongs to
 getOffset(): Returns the offset of this element
 setOffset(offset): Sets the offset of this element
 getName(): Returns the name of this element
 setName(name): Sets the name of this element (tip: Leave blank if you only want to set the name of the variable)
 getVartype(): Returns the variable type of this element (check Variable types in defines.lua)
 setVartype(vartype)
 getChildStruct()
 setChildStruct(structure)
 getChildStructStart()
 setChildStructStart(offset)
 getBytesize(): Gets the bytesize of the element. Usually returns the size of the type, except for string and aob
 setBytesize(size): sets the bytesize for types that are affected (string, aob)

```

#### supportCheatEngine

supportCheatEngine(attachwindow, hasclosebutton, width, height, position ,yoururl OPTIONAL, extraparameters OPTIONAL, percentageshown OPTIONAL)
Will show an advertising window which will help keep the development of Cheat Engine going.
If you provide your own url it will be shown Up to 75% of the time.
* **attachwindow**: form : The form that the ad is attached to
* **hasclosebutton**: boolean : If true the window will have a border an a close button at top
	+ **width, height**: integer : The client width and height of the window.
		- **Prefered formats**: 120x600, 160x600, 300x250, 468x60, 728x90, But you are free to use different formats.
* **Position**: integer/enum: The place of the window
	+ 0=Top
	+ 1=Right
	+ 2=Bottom
	+ 3=left
* **Yoururl**: string: The url you want to show. When given instead of showing CE's ads 100% it will show your url up to 75%.

You can use it for your own income, or for updating users about new versions of your trainer or whatever you feel like
* **Extraparameters**: string: are url request parameters you can add to the default parameters (e.g trainername=mytrainer for tracking purposes).
* **PercentageShown**: You can change the default of 75% to a smaller value like 50%.

#### fuckCheatEngine

fuckCheatEngine()
Removes the ad window if it was showing

#### dbk\_initialize

dbk\_initialize()
Returns true if the dbk driver is loaded in memory. False if it failed for whatever reason (e.g 64-bit and not booted with unsigned driver support)
#### dbk\_useKernelmodeOpenProcess

dbk\_useKernelmodeOpenProcess()
Switches the internal pointer of the OpenProcess api to dbk\_OpenProcess
#### dbk\_useKernelmodeProcessMemoryAccess

dbk\_useKernelmodeProcessMemoryAccess()
Switches the internal pointer to the ReadProcessMemory and WriteProcessMemory apis to dbk\_ReadProcessMemory and
#### dbk\_WriteProcessMemory

dbk\_WriteProcessMemory
#### dbk\_useKernelmodeQueryMemoryRegions

dbk\_useKernelmodeQueryMemoryRegions()
Switches the internal pointer to the QueryVirtualMemory api to dbk\_QueryVirtualMemory
#### dbk\_getPEProcess

dbk\_getPEProcess(processid)
Returns the pointer of the EProcess structure of the selected processid
#### dbk\_getPEThread

dbk\_getPEThread(threadid)
Gets the pointer to the EThread structure

#### dbk\_readMSR

dbk\_readMSR(msr)
Reads the msr
#### dbk\_writeMSR

dbk\_writeMSR(msr, msrvalue)
Writes the msr
#### dbk\_executeKernelMemory

dbk\_executeKernelMemory(address, parameter)
Executes a routine from kernelmode (e.g a routine written there with auto assembler) parameter can be a value or an address. It's up to your code how it's handled

#### dbvm\_initialize

dbvm\_initialize(offloados OPTIONAL)
Initializes the dbvm functions (dbk\_initialize also calls this) offloados is a boolean that when set will offload the system onto dbvm if it's not yet running (and only IF the dbk driver is loaded)
#### dbvm\_readMSR

dbvm\_readMSR(msr)
See dbk\_readMSR
#### dbvm\_writeMSR

dbvm\_writeMSR(msr, value)
See dbk\_writeMSR

#### dbk\_getCR0

dbk\_getCR0()
Returns Control Register 0
#### dbk\_getCR3

dbk\_getCR3()
Returns Control Register 3 of the currently opened process
#### dbk\_getCR4

dbk\_getCR4()
Returns Control Register 4
#### dbk\_getPhysicalAddress

dbk\_getPhysicalAddress(address)
Returns the physical address of the given address
#### dbk\_writesIgnoreWriteProtection

dbk\_writesIgnoreWriteProtection(state)
Set to true if you do not wish to initiate copy-on-write behaviour

#### dbvm\_getCR4

dbvm\_getCR4()
Returns the real Control Register 4 state

#### onAPIPointerChange

onAPIPointerChange(function)
Registers a callback when an api pointer is changed (can happen when the user clicks ok in settings, or when dbk\_use\*\*\* is used. Does
NOT happen when setAPIPointer is called)

#### setAPIPointer

setAPIPointer(functionid, address)
Sets the pointer of the given api to the given address. The address can be a predefined address set at initialization by Cheat Engine, or an address you got from an autoassembler script or injected dll (When Cheat Engine itself was targeted)

```
 functionid:
   0: OpenProcess
     Known compatible address defines:
       windows_OpenProcess
       dbk_OpenProcess
   1: ReadProcessMemory
     Known compatible address defines:
       windows_ReadProcessMemory
       dbk_ReadProcessMemory
       dbk_ReadPhysicalMemory
       dbvm_ReadPhysicalMemory
   2: WriteProcessMemory
     Known compatible address defines:
       windows_WriteProcessMemory
       dbk_WriteProcessMemory
       dbk_WritePhysicalMemory
       dbvm_WritePhysicalMemory
   3: VirtualQueryEx
     Known compatible address defines:
       windows_VirtualQueryEx
       dbk_VirtualQueryEx
       VirtualQueryExPhysical

```

**Extra variables defined**:

#### dbk\_NtOpenProcess

dbk\_NtOpenProcess
Address of the NtOpenProcess implementation in DBK32

**The dbvm\_ addresses should only be used with auto assembler scripts injected into Cheat Engine**

#### dbvm\_block\_interrupts

dbvm\_block\_interrupts
Address of function dbvm\_block\_interrupts: DWORD; stdcall;
#### dbvm\_raise\_privilege

dbvm\_raise\_privilege
Address of function dbvm\_raise\_privilege: DWORD; stdcall;
#### dbvm\_restore\_interrupts

dbvm\_restore\_interrupts
Address of function dbvm\_restore\_interrupts: DWORD; stdcall;
#### dbvm\_changeselectors

dbvm\_changeselectors
Address of function dbvm\_changeselectors(cs,ss,ds,es,fs,gs: dword): DWORD; stdcall;

#### D3DHOOK

**D3DHOOK class: (Inheritance: Object)**

The d3dhook functions provide a method to render graphics and text inside the game, as long as it is running in directx9, 10 or 11

```
 createD3DHook(textureandcommandlistsize OPTIONAL, hookmessages OPTIONAL): Hooks direct3d and allocates a buffer with given size for storage of for the rendercommand list
   hookmessages defines if you want to hook the windows message handler for the direct3d window. The d3dhook_onClick function makes use of that
   If no size is provided 16MB is used and hookmessages is true
   Note: You can call this only once for a process
   It returns a d3dhook object

```

Properties:

```
 Width: Integer: The width of the screen (readonly)
 Height: integer: The height of the screen (readonly)
 DisabledZBuffer: boolean: Set this to true if you don't want previously rendered walls to overlap a newly rendered object (e.g map is rendered first, then the players are rendered)
 WireframeMode: boolean: Set this to true if you don't want the faces of 3d objects to be filled
 MouseClip: boolean: Set this if to true if you have one of those games where your mouse can go outside of the gamewindow and you don't want that.
 OnClick: function(d3dhook_sprite, x, y)
   A function to be called when clicked on an sprite (excluding the mouse)
   x and y are coordinates in the sprite object. If sprites overlap the highest zorder sprite will be given. It does NOT care if a transparent part is clicked or not
   Note: If you set this it can cause a slowdown in the game if there are a lot of sprites and you press the left button a lot
 OnKeyDown: function(virtualkey, char)
   function(vkey, char): boolean
     A function to be called when a key is pressed in the game window (Not compatible with DirectInput8)
     Return false if you do not wish this key event to pass down to the game

```

Methods:

```
 beginUpdate(): Use this function when you intent to update multiple sprites,textcontainers or textures. Otherwise artifacts may occur (sprite 1 might be drawn at the new location while sprite 2 might still be at the old location when a frame is rendered)
 endUpdate(): When done updating, call this function to apply the changes
 enableConsole(virtualkey): Adds a (lua)console to the specific game. The given key will bring it up (0xc0=tilde)
 createTexture(filename): Returns a d3dhook_texture object
 createTexture(picture, transparentColor OPTIONAL): Returns a d3dhook_texture object
   if the picture is not a transparent image the transparentcolor parameter can be used to make one of it's colors transparent
 createFontmap(font): Returns a d3dhook_fontmap object created from the given font
 createSprite(d3dhook_texture): returns a d3dhook_sprite object that uses the given texture for rendering
 createTextContainer(d3dhook_fontmap, x, y, text): Returns a d3dhook_textContainer object

```

#### D3DHook\_Texture

**D3DHook\_Texture class: (Inheritance: Object)**

This class controls the texture in memory. Without a sprite to use it, it won't show

Properties:

```
 Height: integer (ReadOnly)
 Width: integer (ReadOnly)

```

Methods:

```
 loadTextureByPicture(picture)

```

#### D3DHook\_FontMap

**D3DHook\_FontMap class: (Inheritance: D3DHook\_Texture-->Object)**

A fontmap is a texture that contains extra data regarding the characters. This class is used by the textcontainer
Current implementation only supports 96 characters (character 32 to 127)

Properties:

```

```

Methods:

```
 changeFont(font): Changes the fontmap to the selected font
 getTextWidth(string): Returns the width of the given string in pixels

```

#### D3DHook\_RenderObject

**D3DHook\_RenderObject class: (Inheritance: Object)**
The renderobject is the abstract class used to control in what manner objects are rendered.
The sprite and TextContainer classed inherit from this

Properties:

```
 X: Float - The x-coordinate of the object on the screen
 Y: Float - The y-coordinate of the object on the screen
 CenterX: Float - X coordinate inside the object. It defines the rotation spot and affects the X position
 CenterY: Float - Y " "
 Rotation: Float - Rotation value in degrees (0 and 360 are the same)
 Alphablend: Float - Alphablend value. 1.0 is fully visible, 0.0=invisible
 Visible: boolean - Set to false to hide the object
 ZOrder: integer - Determines if the object will be shown in front or behind another object

```

Methods:

```

```

#### D3DHook\_Sprite

**D3DHook\_Sprite class: (Inheritance: D3DHook\_RenderObject-->Object)**
A d3dhook\_sprite class is a visible texture on the screen.

Properties:

```
 Width: Integer - The width of the sprite in pixels. Default is the initial texture width
 Height: Integer - The height of the sprite in pixels. Default is the initial texture height
 Texture: d3dhook_texture - The texture to show on the screen

```

Methods:

```

```

#### D3Dhook\_TextContainer

**D3Dhook\_TextContainer class: (Inheritance: D3DHook\_RenderObject-->Object)**
A d3dhook\_sprite class draws a piece of text on the screen based on the used fontmap.
While you could use a texture with the text, updating a texture in memory is slow. So if you wish to do a lot of text updates, use a textcontainer

Properties:

```
 FontMap: The D3DHook_FontMap object to use for rendering text
 Text: The text to render

```

Methods:

```

```

#### Disassembler

**Disassembler class: (Inheritance: Object)**

```
 createDisassembler() - Creates a disassembler object that can be used to disassemble an instruction and at the same time get more data
 getDefaultDisassembler() - Returns the default disassembler object used by a lot of ce's disassembler routines
 getVisibleDisassembler() - Returns the disassembler used by the disassemblerview. Special codes are: {H}=Hex value {R}=Register {S}=Symbol {N}=Nothing special
 registerGlobalDisassembleOverride(function(sender: Disassembler, address: integer, LastDisassembleData: Table): opcode, description): Same as
 Disassembler.OnDisassembleOverride, but does it for all disassemblers, including newly created ones.  Tip: Check the sender to see if you should use syntax
 highlighting codes or not
   This function returns an ID you can pass on to unregisterGlobalDisassembleOverride()  6.4+
 unregisterGlobalDisassembleOverride(id)

```

Properties:

```
 LastDisassembleData: Table
 OnDisassembleOverride: function(sender: Disassembler, address: integer, LastDisassembleData: Table): opcode, description
 syntaxhighlighting: boolean: This property is set if the syntax highlighting codes are accepted or not

```

Methods:

```
 disassemble(address): Disassembles the given instruction and returns the opcode. It also fills in a LastDisassembleData record
 decodeLastParametersToString(): Returns the unedited "Comments" information. Does not display userdefined comments
 getLastDisassembleData(): Returns the LastDisassembleData table.
   The table is build-up as follow:
     address: integer - The address that was disassembled
     opcode: string - The opcode without parameters
     parameters: string - The parameters
     description: string - The description of this opcode
     bytes: table - A table containing the bytes this instruction consists of (1.. )
     modrmValueType: DisAssemblerValueType  - Defines the type of the modrmValue field (dvtNone=0, dvtAddress=1, dvtValue=2)
     modrmValue: Integer - The value that the modrm specified. modrmValueType defines what kind of value
     parameterValueType: DisAssemblerValueType
     parameterValue: Integer - The value that the parameter part specified
     isJump: boolean - Set to true if the disassembled instruction can change the EIP/RIP (not ret)
     isCall: boolean - Set to true if it's a Call
     isRet: boolean - Set to true if it's a Ret
     isConditionalJump: boolean - Set to true if it's a conditional jump

```

#### DissectCode

**DissectCode class: (Inheritance: Object)**

```
 getDissectCode(): Creates or returns the current code DissectCode object

```

Properties:

```

```

Methods:

```
 clear(): Clears all data
 dissect(modulename): Dissects the memory of a module
 dissect(base,size): Dissect the specified memory region
 addReference(fromAddress, ToAddress, type, OPTIONAL isstring):
   Adds a reference. Type can be jtCall, jtUnconditional, jtConditional, jtMemory
   In case of jtMemory setting isstring to true will add it to the referenced strings list
 deleteReference(fromAddress, ToAddress)
 getReferences(address): Returns a table containing the addresses that reference this address and the type
 getReferencedStrings(): Returns a table of addresses and their strings that have been referenced. Use getReferences to find out which addresses that are
 getReferencedFunctions(): Returns a table of functions that have been referenced. Use getReferences to find out which callers that are
 saveToFile(filename)
 loadFromFile(filename)

```

#### RIPRelativeScanner

**RIPRelativeScanner class: (Inheritance: Object)**

```
 createRipRelativeScanner(modulename): Creates a RIP relative scanner. This will scan the provided module for RIP relative instructions which you can use for whatever you like

```

Properties:

```
 Count: integer - The number of instructions found that have a RIP relative address
 Address[]: integer - An array to access the results. The address is the address of the RIP relative offset in the instruction

```

Methods:

```

```

#### LuaPipe

**LuaPipe class: (Inheritance: Object)**

```
 Abstract class that LuaPipeServer and LuaPipeclient inherit from. It implements the data transmission methods

```

Properties:

```
 Connected: boolean: True if the pipe is connected

```

Methods:

```
 lock(): Acquire a lick on this pipe till unlock is called. If lock can not be acquired, wait. Recursive calls are allowed
 unlock()
 writeBytes(ByteTable, size OPTIONAL): Writes the provided byte table to the pipe. if size is not provided, the whole table is sent. Returns the number of bytes sent, or nil on failure
 readBytes(size: integer): returns a byte table from the pipe, or nil on failure
 readDouble(): Read a double from the pipe, nil on failure
 readFloat(): Read a float from the pipe, nil on failure
 readQword(): Read an 8 byte value from the pipe, nil on failure
 readDword(): Read a 4 byte value from the pipe, nil on failure
 readWord(): Read a 2 byte value from the pipe, nil on failure
 readByte(): Read a byte from the pipe, nil on failure
 readString(size: integer): Reads a string from the pipe, nil on failure.  (Can support 0-byte chars)
 readWideString(size: integer): Reads a widestring from the pipe, nil on failure
 writeDouble(v: double): Writes a double to the pipe. Returns the number of bytes sent, nil on failure
 writeFloat(v: single): writes a float to the pipe. Returns the number of bytes sent, nil on failure
 writeQword(v: qword): writes an 8 byte value to the pipe. Returns the number of bytes sent, nil on failure
 writeDword(v: dword): writes a 4 byte value to the pipe. Returns the number of bytes sent, nil on failure
 writeWord(v: word): writes a word to the pipe. Returns the number of bytes sent, nil on failure
 writeByte(v: byte): writes a byte to the pipe. Returns the number of bytes sent, nil on failure
 writeString(str: string; include0terminator: boolean OPTIONAL); Writes a string to the pipe. If include0terminator is false or not provided it will not write the 0 terminator byte.  Returns the number of bytes written, or nil on failure
 writeWideString(str: widestring; include0terminator: boolean OPTIONAL); Writes a widestring to the pipe. If include0terminator is false or not provided it will not write the 0 terminator bytes. Returns the number of bytes written, or nil on failure

```

#### LuaPipeClient

**LuaPipeClient class: (Inheritance: LuaPipe-->Object)**

Class implementing a client that connects to a pipe

```
 connectToPipe(pipename): Returns a LuaPipeClient connected to the given pipename. Nil if the connection fails

```

Properties:

```

```

Methods:

```

```

#### LuaPipeServer

**LuaPipeServer class: (Inheritance: LuaPipe-->Object)**

Class launching the server side of a pipe

```
 createPipe(pipename, inputsize OPTIONAL, outputsize OPTIONAL): Creates a LuaPipeServer which can be connected to by a pipe client. InputSize and Outputsize define buffers how much data can be in the specific buffer before the writer halts.  Default input and output size is 4096 for both

```

Properties:

```
 valid: boolean - Returns true if the pipe has been created properly. False on failure (e.g wrong pipename)

```

Methods:

```
 acceptConnection() - Waits for a client to connect to this pipe (Warning: Freezes the thread this is executed in)

```

#### openLuaServer

openLuaServer(Name)
Opens a pipe with the given name. The LuaClient dll needs this name to connect to ce

LuaClient.dll functions:

BOOL CELUA\_Initialize(char \*name)
Initializes
UINT\_PTR CELUA\_ExecuteFunction(char \*luacode, UINT\_PTR parameter)
This function executes a lua function with parameters (parameter) and with the luacode as body Parameter will be treated as an integer

```
 In short:
   function(parameter)
     <luacode>
   end
 The return value of this function is the return value of the lua function (integer)

```

#### Settings class

This class can be used to read out and set settings of cheat engine and of plugins, and store your own data

#### getSettings

getSettings(path Optional)
Returns a settings object. If path is nil it will points to the Cheat Engine main settings (Registry) . If name is provides the settings currently accessed will be the one at the subkey provided
Note: Keep in mind that it returns a new object each call, even if he same name is used multiple times
**Properties**:
**Path**: string - Gets/Sets the current subkey (nil if main)
**Value**[]: A table access into the settings. e.g: Value["Count"]=12
**Methods**:

#### SymbolList class

This class can be used to look up an address to a symbolname, and a symbolname to an address
It can also be registered with the internal symbol handler of cheat engine

This class makes use of a special "Symbol" table construction that contains size and optionally other data

* Symbol Table:
	+ modulename: string
	+ searchkey: string
	+ address: integer
	+ symbolsize: integer

**Global functions**

#### createSymbolList

createSymbolList()
Creates an empty symbollist.
**Properties**:
**Methods**:
**clear()**:
**getSymbolFromAddress(address)**: Searches the list for the given address. The address does not have to match the exact address. As long as it falls withing the range
**getSymbolFromString(searchkey)**:
**addSymbol(modulename, searchkey, address, symbolsize, skipAddressToSymbolLookup OPTIONAL, extradata OPTIONAL)**: Adds a symbol to the symbollist
extradata is a table which can be used to fill in a return type and parameters for function calls. It has the following fields:
**returntype**: string
**parameters**: string
#### deleteSymbol

deleteSymbol(searchkey)
#### deleteSymbol

deleteSymbol(address)
#### register

register()
Registers the current symbol list with the symbol handler
#### unregister

unregister()
Unregisters the current symbol list from the symbol handler

#### Pagecontrol

**Pagecontrol class: (WinControl-->Control-->Component-->Object)**

This is an object that can hold multiple pages

**Global functions**

createPageControl(owner)

**Properties**:
**ShowTabs**: boolean - Shows the tabs
**TabIndex**: integer - Gets and sets the current tab
**ActivePage**: TabSheet - Returns the current tabsheet.
**PageCount**: integer - Gets the number of pages
**Page[]**: TabSheet - Get a specific page (TabSheet)
**Methods**:
**addTab()**: TabSheet - Creates a new TabSheet

#### TabSheet

**TabSheet class: (WinControl-->Control-->Component-->Object)**

Part of a page control. This object can contain other objects

Properties:

```
 TabIndex: integer - the current index in the pagelist of the owning pagecontrol

```

Methods:

```

```

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