Plugins
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A plugin is defined as a folder, or [encrypted] archive that contains the following:
header.lua [required]
- id
the unique identifier for this plugin
- name
this will get displayed in menu
- description [optional]
this will get displayed in menu as tooltip
- icon [optional]
this will get displayed in menu
- dependencies [optional]
- required
plugin needs those libraries to work and will not load if one or more is missing/not available
example: { "SomeOrbwalkerLib", "SomeHealthPredictionLib" }
- optional
plugin integrates those libraries but will load regardless if they are missing/not available
example: { "? SomeEvadeLib" }
- conflicts
plugin cannot work if one or more of those is loaded, plugin will not load if they are loaded
example: { "! SomeAatroxPlugin" }
- library [optional]
boolean to indicate if submodules should be loadable outside of this plugin
- load [optional]
(lambda) function returning a boolean that indicates if the plugin should show up ingame
function() return player.charName == "Aatrox" end
`player.charName == 'Aatrox'`
- encrypt [optional]
table containing every single file to be added to the encrypted file
encrypt = { -- main.lua and header.lua can be omitted
"menu", -- //scripts//yourfolder//menu.lua
"logic", -- //scripts//yourfolder//logic.lua
"sprite.png" -- //scripts//yourfolder//sprite.png
}
- strip [optional]
boolean to indicate if debug information should be omitted when encrypting, increases security slightly but removes any error information
thumbnail.png [optional]
- this will get displayed in loader/menu
main.lua [required]
- this is the entry to your plugin
Example
header.lua:
return {
id = "my_plugin_id",
name = "My Plugin",
description = "Does plugin things",
icon = "\xef\xa3\xbf", -- font awesome
dependencies = {
"some_ts_lib_id", -- required
"? some_pred_lib_id", -- optional
"! some_other_plugin" -- conflicts
},
load = `()=> player.charName == "Aatrox"`,
encrypt = {
"hud/main",
"hud/overlay",
"hud.png",
"font.ttf"
},
strip = true
}
Loading/Importing
Importing Plugins
Libraries and internals can be loaded by using module api
local mylib = module.lib("mylib")
or
local mylib_maybe = module.seek("mylib")
or
local orb = module.internal("orb")
Similarly your Lua files can be loaded by using module api
local mymenu = module.load(header.id, "menu")
Example
rectangle.lua
local rectangle = class()
function rectangle:__init(x, y, w, h)
self.x = x
self.y = y
self.w = w
self.h = h
end
function rectangle:__tostring()
return string.format("rectangle(%d, %d, %d, %d)", self.x, self.y, self.w, self.h)
end
function rectangle:__eq(other)
return self.x == other.x and self.y == other.y and self.w == other.w and self.h == other.h
end
function rectangle:contains(x, y)
return x >= self.x and x <= self.x + self.w and y >= self.y and y <= self.y + self.h
end
function rectangle:draw(color, var)
graphics.draw_rect(vec2(self.x, self.y), vec2(self.w, self.h), color, true)
end
return rectangle
main.lua
local rectangle = module.load(header.id, "rectangle")
local rect1 = rectangle(100, 100, 400, 200)
cb.add(cb.draw, function()
rect1:draw(0xff7f7f7f, rect1:contains(cursorPos.x, cursorPos.y) or 4)
end)