Documentation
Project Finity Library
Project Finity has a variety of different modules for you to customize your cheat. Below is the documentation on how to use each of them. Note: this documentation isn't the best.
Finity (Pseudo-Instance)
local Finity = loadstring(game:HttpGet("http://finity.vip/scripts/finity_lib.lua"))()Use the above line of code before you run any of Project Finity's UI methods.
Constructor
Description
Return Types
Finity.new([, boolean is_dark_mode])
Creates a new Finity pseudo-instance.
FinityWindow
Property
Default Value
is_dark_mode
false
toggle_key
Enum.KeyCode.Semicolon
FinityWindow
local FinityWindow = Finity.new(true) -- 'true' means dark mode is enabledA FinityWindow is essentially the main backbone of the UI.
Method
Description
Return Types
FinityWindow:Category(string name)
Creates a new FinityCategory with a name.
FinityCategory
FinityWindow.ChangeToggleKey(Enum keycode)
Changes the key to toggle the window.
nil
Because of the way Finity works, multiple categories with the same name are allowed, however, it may be confusing for your users.
FinityCategory
A FinityCategory is an easy and dynamic way to categorize the modules of the script you're making into general categories.
For example, let's say I was making a cheat for Apocalypse Rising 2: I would be able to use multiple FinityCategory instances to be able to categorize different types of cheats, such as Visuals, Guns, Items, Zombies, and/or Client cheat. You get the idea, right? Cool beans!
Below are the methods of a FinityCategory.
Method
Description
Return Types
FinityCategory:Sector(string name)
Creates a new FinitySector with a name.
FinitySector
Because of the way Finity works, multiple sectors with the same name are allowed, however, it may be confusing for your users. Less confusing than duplicate categories, I hope. 😅
Property
Default Value
name
nil
FinitySector
A FinitySector instance is essentially a mini-category, allowing for even more categorization.
For example, it would allow you to sub-categorize a "Visuals" category into things like "Player Visuals," "Zombie Visuals," and "Item Visuals."
Below are the methods associated with a FinitySector.
Method
Description
Return Types
FinitySector:Cheat(string type, string name [, function callback, array data])
Creates a new FinityCheat with a type and a name. (Optional: callback function & data)
FinityCheat
Property
Default Value
name
nil
FinityCheat
A FinityCheat is a cheat modules useful for hooking callbacks to toggles in order to have a smooth and organized script.
There are many different types of cheat modules. Here's a table to compare them all:
Cheat Module Type
Description
Checkbox
The checkbox is useful for having a user control the state of something. Fires callback with the new state of the checkbox.
Dropdown
The dropdown is useful for having a user choose from a list of things. Fires the callback with the option that was chosen as a string.
Slider
The slider is useful for having a user choose between a range of numbers. Fires the callback with the new value of the slider.
Textbox
The textbox is useful for having the user enter a custom value. Fires the callback with the new value of the textbox as a string.
Button
The button is nice for a user to trigger a specific action. Fires the callback when clicked with no arguments.
Keybind
The keybind is useful for performing an action when a key is pressed. Fires the callback when the key is changed or pressed.
Colorpicker
This is nice for choosing a certain color in range. Fires the callback each time the color is changed with the new Color3.
Label
The label is useful for displaying information to a user. Doesn't fire anything.
Resources
V3rmillion.net Thread Introduction Getting Started Source Discord Server
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