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

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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

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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 Threadarrow-up-right Introduction Getting Started Sourcearrow-up-right Discord Serverarrow-up-right

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