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

FinityWindow

local FinityWindow = Finity.new(true) -- 'true' means dark mode is enabled

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

local FinityCategory = FinityWindow:Category("name") -- name is the name of the 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

local FinitySector = FinityCategory:Sector("name") -- name is the name of the FinityCategory

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

local FinityCheat = FinitySector:Cheat("type", "name", function (NewValue)
    print(NewValue)
end, {})

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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