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  1. Greetings! This is my next tutorial on the GameGuardian program. Today I will explain a topic such as How to hide GameGuardian from games. When can this be used? For example, we launched GameGuardian, we want to open Free Fire with GameGuardian running, time passes, we are simply thrown out of the game and they say Remove GameGuardian to enter the game. It makes us sad that we won't be able to cheat in Free Fire. What is needed for this method? Root rights, Virtual Xposed, and GameGuardian itself must be present on your device. How to implement the method? We need to open Xposed Virtual, add GameGuardian, open it, click on the Fix button, find a menu called Use root in virtual space, open this menu, click Yes and restart. After we have restarted GameGuardian in the virtual space, you can exit it, and remove GameGuardian from the main device. The end...
  2. Lua scripts A script written in Lua does not have any special function from which to start its execution. A script can be thought of simply as a set of commands (instructions) that are executed starting from the first instruction. A script can be either very simple, consisting of just one command, or very complex, containing tens, hundreds or even thousands of instructions. Consecutive instructions can be separated by semicolons (;). However, this requirement is optional, so all of the code below is syntactically correct: a = 1; b = 2 a = 1 b = 2 a = 1; b = 2; a = 1 b = 2 Working with variables in Lua Variables are used to store values during script execution. Variable names in Lua Variable names (identifiers) in Lua can be any sequence of letters, numbers, and the underscore that does not start with a number. note Lua is case-sensitive, so abc, Abc, ABC are different names. The table below shows words that are reserved by the Lua language and cannot be used in variable names: and break do else elseif end false for function if in local nil not or repeat return then true until while In addition, all names beginning with an underscore followed by capital letters (for example, _VERSION) are also reserved. What variables are there in Lua? Variables in Lua can be global or local. If a variable is not explicitly declared as local, it is considered global. Lua global variables The global variable appears when the first value is assigned to it. Before the first value is assigned, the call to the global variable yields nil. MsgBox (tostring (g)) -> nil g = 1 MsgBox (tostring (g)) -> 1 The global variable exists as long as the script execution environment exists and is available to any Lua code executed in this environment. If necessary, you can explicitly delete a global variable by simply assigning a nil value to it. g = 1 - create a global variable g with the value 1 ... g = nil - delete the global variable g MsgBox (tostring (g)) -> nil All global variables are fields of a regular table called the global environment. This table is accessible through the global variable _G. Since the fields of the global environment are all global variables (including _G itself), then _G._G == _G. Lua local variables Any local variables must be declared explicitly using the local keyword. You can declare a local variable anywhere in the script. The declaration can include assigning an initial value to the variable. If no value is assigned, the variable contains nil. local a - declare a local variable a local b = 1 - declare a local variable b, assign it the value 1 local c, d = 2, 3 - declare local variables c and d, assign them values 2 and 3 The scope of a local variable begins after the declaration and continues to the end of the block. Note The scope of a variable is a piece of program code within which you can access the value stored in a given variable. A block is understood as: the body of the control structure (if-then, else, for, while, repeat); function body; a piece of code enclosed in the keywords do ... end. If a local variable is defined outside of any block, its scope extends to the end of the script. a = 5 - global variable a local i = 1 - variable i is local within the script while i <= a do - loop from 1 to 5 local a = i ^ 2 - variable a is local inside the while loop MsgBox (a) -> 1, 4, 9, 16, 25 i = i + 1 end MsgBox (a) -> 5 (here reference to global a) if i> 5 then local a - variable a is local inside then a = 10 MsgBox (a) -> 10 else MsgBox (a) -> 5 (here reference to global a) end do local a = 20 - variable a is local inside the do-end MsgBox (a) -> 20 end MsgBox (a) -> 5 (here reference to global a) note Whenever possible, it is recommended to use local variables instead of global ones. This will avoid "cluttering" the global namespace and provide better performance (since access to local variables in Lua is somewhat faster than to global ones). Lua data types What data types does Lua support? Lua supports the following data types: 1. Nil (nothing). Corresponds to the fact that a variable has no value. This type is represented by a single value, nil. 2. Boolean (logical). This type includes the values false and true. When performing logical operations, nil is considered false. All other values, including the number 0 and the empty string, are considered true. 3. Number (numeric). Serves to represent numeric values. Numeric constants can contain an optional fractional part and an optional decimal order, specified by the characters "e" or "E". Integer numeric constants can be specified in hexadecimal using the 0x prefix. Examples of valid numeric constants: 3, 3.0, 3.1415926, 314.16e-2, 0xff. 4. String (string). Serves to represent strings. String values are specified as a sequence of characters, enclosed in single or double quotes: a = "this is a string" b = 'this is the second line' Strings enclosed in double quotes can interpret C-like escape sequences (escape sequences) that start with the character "\" (backslash): \ b (space), \ n (line feed), \ r (carriage return); \ t (horizontal tab), \\ (backslash); \ '' (double quote); \ '(single quote). note A character in a string can also be represented by its own code using an escape sequence: \ ddd, where ddd is a sequence of no more than three digits. In addition to quotation marks, double square brackets can also be used to define a string: local a = [[Kronos Company]] Defining a string with double square brackets allows all escape sequences to be ignored, that is, the string is created entirely as described: local a = [[string string1 string2 string3 ]] - "string string1 string2 string3 " Note When defining a string with double square brackets, tabs and hyphens are considered. Double brackets can be nested. In order not to confuse them, the symbol "equal" (=) is inserted between the brackets: local a = [= [definition of string [[string]] in Lua] =] - there will be a term: "definition of string [[string]] in Lua" 5. Function. Functions in Lua can be written to variables, passed as parameters to other functions, and returned as the result of executing functions. 6. Table (table). A table is a set of key-value pairs, which are called fields or table elements. Both the keys and the values of the fields in the table can be of any type except nil. Tables do not have a fixed size: you can add an arbitrary number of elements to them at any time. More details - in the article "Creating tables in Lua" 7. Userdata (user data). It is a special data type. Values of this type cannot be created or modified directly in a Lua script. Userdata is used to represent new types created in the script calling program or in libraries written in C. For example, the Lua extension libraries for "CronosPRO" use this type to represent objects such as: data banks (class Bank); databases (Base class); records (class Record), etc. 8. Thread (thread). Corresponds to the flow of execution. These streams are not connected in any way with the operating system and are supported exclusively by means of Lua itself. How to set the type of a variable in Lua? Lua does not explicitly set the type of a variable. The type of a variable is set at the time the variable is assigned a value. Any variable can be assigned a value of any type (regardless of what type of value it previously contained). a = 123 - variable a is of type number a = "123" - now the variable a is of type string a = true - now the variable a is of type boolean a = {} - now the variable a is of type table note Variables of type table, function, thread and userdata do not contain the data itself, but store references to the corresponding objects. When assigning, passing to a function as an argument and returning from a function as a result, objects are not copied, only references to them are copied. a = {} - create a table. A reference to the table is placed in the variable a b = a - variable b refers to the same table as a a [1] = 10 - the element of the table with index 1 is assigned the value 10 MsgBox (b [1]) -> '10' b [1] = 20 MsgBox (a [1]) -> '20' The rest of the data are immediate values. a = 10 b = a a = 20 MsgBox (a) -> '20' MsgBox (b) -> '10' How to get the type of a variable in Lua? The type of the value stored in a variable can be found out using the standard function type. This function returns a string containing the name of the type ("nil", "number", "string", "boolean", "table", "function", "thread", "userdata"). t = type ("this is a string") - t is equal to "string" t = type (123) - t equals "number" t = type (type) - t is "function" t = type (true) - t is "boolean" t = type (nil) - t is "nil" t = type (CroApp.GetBank ()) - t equals "userdata" How to convert the type of a variable in Lua? Lua automatically converts numbers to strings and vice versa as needed. For example, if a string value is an operand in an arithmetic operation, it is converted to a number. Likewise, a numeric value that occurs where a string is expected will be converted to a string. a = "10" + 2 - a is equal to 12 a = "10" + 2 - a is equal to "10 + 2" a = "-5.3e-10" * "2" - a equals -1.06e-09 a = "string" + 2 - Error! Cannot convert "string" to number Any value can be explicitly converted to a string using the standard tostring function. a = tostring (10) - a equals "10" a = tostring (true) - a equals "true" a = tostring (nil) - a equals "nil" a = tostring ({[1] = "this is field 1"}) - a is equal to "table: 06DB1058" From the previous example, you can see that the contents of tables are not converted by the tostring function. This transformation can be done using the render function. a = render (10) - a equals "10" a = render (true) - a equals "true" a = render (nil) - a is "nil" a = render ({[1] = "this is field 1"}) - a is equal to "{[1] =" this is field 1 "}" You can use the standard tonumber function to explicitly convert a value to a number. If the value is a string that can be converted to a number (or is already a number), the function returns the conversion result, otherwise it returns nil. a = tonumber ("10") - a equals "10" a = tonumber ("10" .. ". 5") - a equals 10.5 a = tonumber (true) - a is "nil" a = tonumber (nil) - a is "nil" Arranging comments in Lua A comment in Lua begins with two minus signs (-) and continues to the end of the line. local a = 1 - single line comment If two open square brackets ([[)] immediately follow the “-” characters, the comment is multiline and continues up to two closing square brackets (]]). local a = 1 - [[multiline comment ]] Double brackets in comments can be nested. In order not to confuse them, an equal sign (=) is inserted between the brackets: local a = [[Kronos Company]] - [= [ local a = [[Kronos Company]] ] =] The number of "=" symbols determines the nesting: local a = [= [definition of some string [[string]] in Lua language] =] - [== [ local a = [= [definition of some string [[string]] in Lua language] =] ] ==] Lua Operations The following types of operations can be used in expressions written in Lua: 1. Arithmetic operations. Lua supports the following arithmetic operations: + (addition); - (subtraction); * (multiplication); / (division); ^ (exponentiation); % (remainder of the division). note Arithmetic operations apply to both numbers and strings, which in this case are converted to numbers. 2. Operations of comparison. Lua allows the following comparison operations for values: == (equal); ~ = (not equal); <(less); > (more); <= (less or equal); > = (greater or equal). note Comparison operations always return the Boolean value true or false. The rules for converting numbers to strings (and vice versa) do not work for comparisons, that is, the expression "0" == 0 results in false. 3. Logical operations. Logical operations include: and (logical AND). The and operator returns its first operand if it is false or nil. Otherwise, the operation returns the second operand (and this operand can be of any type). a = (nil and 5) - a is nil a == (false and 5) - a equals false a == (4 and 5) - a equals 5 or (logical OR). The or operator returns the first operand if it is not false or nil, otherwise it returns the second operand. a == (4 or 5) - a equals 4 a == (false or 5) - a equals 5 note Boolean operations and and or can return values of any type. The logical operators and and or evaluate the value of the second operand only if it needs to be returned. If not required, the second operand is not evaluated. For instance: a == (4 or f ()) - the function f () will not be called not (logical NOT). The not operation always returns true or false. 4. Operation of concatenation. To concatenate (join) strings, use the operation ... (two dots). a = "Kronos" .. "-" .. "Inform" - the variable a will receive the value "Kronos-Inform" note If one or both operands are numbers, they are converted to strings. a = 0..1 - the variable a will receive the value "01" 5. The operation of obtaining the length. Lua defines a length operator # that can be used to get the length of a string. a = "string" len = #a - len is 6 len = # "another line" - len is 10 note You can also use the # operation to find out the maximum index (or size) of an array. More details - in the article "Working with arrays in Lua". Operation precedence in Lua In Lua, operations are performed according to the following priority (in descending order): 1. ^ 2.not # - (unary) 3. * /% 4. + - five. .. 6. <> <=> = ~ = == 7. and 8.or Calling scripts from forms Each form (including nested forms) has a separate script associated with it, which usually contains functions that handle the events of the form and its elements. When the form is launched, its script is loaded into the global environment. When an event of a form or its element occurs, the system calls the handler function associated with this event. It should be noted that the form script, although it does not contain a call to the module function, is in fact a module. This means that variables declared in the form script without the local keyword are not moved to the global environment and are available only within this script. If you need to make a value available to scripts of other forms, it must be explicitly defined in the global table _G: _G.var = 123 Another form script can read this value like this: local a = _G.var Operator (instruction) blocks The main Lua operators are: assignment; conditional operator; operators for organizing loops. A group of statements can be combined into a block (compound statement) using the do… end construction. do - the beginning of the block <operator1> - block body <operator2> ... <operatorN> end - the end of the block The block opens a new scope in which you can define local variables. a = 5 - global variable a do local a = 20 - inside the do-end local variable a is defined MsgBox (a) -> 20 end MsgBox (a) -> 5 (here the call is already to the global a) Lua assignment operator An assignment changes the value of a variable or table field. In its simplest form, an assignment might look like this: a = 1 - variable a is assigned the value 1 a = b + c - variable a is assigned the sum of values of variables b and c a = f (x) - the variable a is assigned the value returned by the function f (x) Lua allows the so-called multiple assignment, when several variables to the left of the assignment operator receive the values of several expressions written to the right of the assignment operator: a, b = 1.5 * c - a equals 1; b equals 5 * c If there are more variables than values, nil is assigned to the "extra" variables. a, b, c = 1, 2 - a is 1; b is 2; c is nil If there are more values than variables, "extra" values are ignored. a, b = 1, 2, 3 - a is 1; b is 2; value 3 not used Multiple assignment can be used to exchange values between variables: a = 10; b = 20 - a is 10, b is 20 a, b = b, a - now a is 20, b is 10 Conditional statement (if) in Lua The if statement tests the truth of the given condition. If the condition is true, the part of the code following the then keyword (then section) is executed. Otherwise, the code following the else keyword is executed (the else section). if a> b then return a - if a is greater than b, return a else return b - otherwise, return b end The else section is optional. if a <0 then a = 0 - if a is less than 0, set a to 0 end Instead of nested if statements, you can use the elseif construct. For example, the following code: if a == 1 then return "Ivan" - if a is 1 else if a == 2 then return "Peter" - if a is 2 else if a == 3 then return "Sergey" - if a is 3 else return "There is no such player" - if a is none of the above end end end it will be easier to understand if you replace it with the following: if a == 1 then return "Ivan" - if a is 1 elseif a == 2 then return "Peter" - if a is 2 elseif a == 3 then return "Sergey" - if a is 3 else return "There is no such player" - if a is none of the above end Loop with precondition (while) in Lua The while statement is designed to organize loops with a precondition and has the following form: while <condition> do ... - the body of the cycle end Before each iteration of the loop, the <condition> condition is checked: if the condition is false, the loop ends and control is transferred to the first statement following the while statement; if the condition is true, the body of the loop is executed, after which all actions are repeated. i = 10; t = {} while i> 0 do - loop from 10 to 1 t = "field" ..i i = i - 1 end You can use the break statement to exit the loop before it completes. a = {3, 5, 8, -6, 5} i = #a while i> 0 do - looking for a negative value in the array if a <0 then break end - if found, break the loop i = i - 1 - otherwise go to the next element end if i> 0 then MsgBox ("Index of negative value:" ..i) else MsgBox ("Array does not contain negative values") end
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