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)
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 |
FinityWindow
A 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. 😅
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 |
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
Last updated