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Script Panel v2
exploit gui lib
in order to get the panel, you first have to run
loadstring(game:HttpGet("https://raw.githubusercontent.com/ceat-ceat/stuff/main/scriptpanelv2"))()in any script to load up the panel. this assigns a metatable to _G.ScriptPanelv2 that contains a function for you to add your interface.
to add a script panel, you run _G.ScriptPanelv2:AddScript(string Name,) where Name is the text you want to display at the top of the column and returns a Script Interface Object. this will create the base of the entire interface for your script
Script Interface Object AddScript(string Name,Color3 Color,EnumItem Item SortOrder,EnumItem Category SortOrder)
Creates the base of the Script Interface Object's ui and returns a Script Interface Object
Item SortOrder determines how the interface should order its Items while Category SortOrder determines how the interface should order its Categories. Both accept Enum.SortOrder.Name, Enum.SortOrder.LayoutOrder, or nil, in which case it will default to Enum.SortOrder.Name
Script Interface Object GetScript(string Name)
returns a Script Interface Object with the same name as specified, if any
Item AddItem(string ItemType name, table Config table)
adds an interactable item to the script interface and returns and Item
Item GetItem(string Name)
returns an Item in the Script Interface Object with the same name as specified, if any
adds a new list under the main script list with the specified name and the same color as the main script list and returns a Category
SortOrder determines how the Category will order its Items. It Accepts Enum.SortOrder.Name, Enum.SortOrder.LayoutOrder, or nil, in which case it will default to Enum.SortOrder.Name
LayoutOrder determines what order the category should be displayed with other categories if the Script Interface Object's SortOrder is Enum.SortOrder.LayoutOrder
Category GetCategory(string Name)
returns a Category in the Script Interface Object with the same name as specified, if any
removes the Script Interface Object and everything in it from the main interface, should be used in a kill script function
Item AddItem(string ItemType name, table Config table)
adds an interactable item to the Category ui and returns and Item
Item GetItem(string Name)
returns an Item in the Category with the same name as specified, if any
removes the Category and everything in it from the script interface
removes the Item from the Script Interface Object/Category interface
Gives the user a textbox to type in
| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
string |
Default | optional | "" |
the value the item will default to if the text in the textbox is empty |
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
RBXScriptSignal Changed (string Value)
Fires when the user stops focusing on the textbox created by AddItem() and passes the string typed in the textbox, if the textbox is empty, it will pass the default value instead
Gives the user a textbox to type numbers in
| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
double |
Default | optional | 0 |
the value the item will default to if the text in the textbox cannot be convert to a number or is empty |
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
RBXScriptSignal Changed (double Value)
Fires when the user stops focusing on the textbox created by AddItem() and passes the number typed in the textbox, if tonumber() cannot convert the text into a number or if the textbox is empty, it will pass the default value instead
Gives the user a bar to click that alternates between true and false. When the value is true, the bar fades to the color of the script. When it's false, the bar fades to white.

| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
boolean |
Default | optional | false |
the starting value of the boolean item |
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
RBXScriptSignal Changed (boolean Value)
Fires when the user clicks the row created by AddItem(), the passed boolean alternates each time
Gives the user a button to click

| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
string |
Text | optional | nil |
the text to be displayed in the button |
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
RBXScriptSignal Click ()
Fires when the user clicks the button created by AddItem()
Gives the user a button that upon being clicked, will prompt the user with a "Press a key". The next time the user presses a key, the value will be changed to that KeyCode

| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
EnumItem |
KeyCode | optional | Enum.KeyCode.E |
the starting value of the KeyCode item |
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
RBXScriptSignal Changed (EnumItem KeyCode)
Fires when the user is finished inputting a new KeyCode into the item and passes a KeyCode
Gives the user a dropdown menu when clicked that gives one or more options defined by a script

| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
string |
Default | optional | nil |
the starting value of the dropdown item, should be a string that corresponds with an index in the Values table, otherwise defaults to nil
|
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
array |
Values | required | nil |
the values to be used in the dropdown menu where the index is the display text and the value is the value to set the item to when it is clicked, the value can be anything but nil because then it wont show on the menu |
| Index | Value |
|---|---|
string Value name |
something |
RBXScriptSignal Changed (EnumItem KeyCode)
Fires when the user is finished inputting a new KeyCode into the item and passes a KeyCode
Gives the user a dropdown menu that houses other items. It's like a subcategory. I'm pretty sure you can house ListDropdowns in ListDropdowns in ListDropdowns but the clipping is probably gonna be a problem until i do another way to do the opening animation

| type | Name | Required? | Default | Desc |
|---|---|---|---|---|
string |
Name | required | nil |
the text to be displayed on the left side of the new item |
double |
LayoutOrder | optional | 0 |
determines how the item will be displayed with other items if the Script's SortOrder is Enum.SortOrder.LayoutOrder
|
Item AddItem(string ItemType name, table Config table)
adds an interactable item to the ListDropdown and returns and Item
Item GetItem(string Name)
returns an Item in the ListDropdown with the same name as specified, if any










