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Script Panel v2

c edited this page Jul 17, 2021 · 21 revisions

About

script panel v2, the successor to become fumo panel, is a modular exploit gui for roblox that developers can use to create an interface that allows the user to customize what a script can do to their liking script panel v2 with 4 scripts active in become fumo

Usage

panel demonstration in order to get the panel, you first have to run loadstring("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,Color3 Color) where Name is the text you want to display at the top of the column and Color is the color that will be displayed on the column and returns a Script Interface Object. this will create the base of the entire interface for your script

the beginning of an interface

the below will go over what you can do with a Script Interface Object

Script Interface Object

Functions

AddItem(string ItemType name, table Config table)

adds an interactable item to the script ui and returns and Item

AddCategory(string Name)

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

Remove()

removes the script and everything in it from the main interface, should be used in a kill script function

Category

Category

Functions

AddItem(string ItemType name, table Config table)

adds an interactable item to the category ui and returns and Item

Remove()

removes the category and everything in it from the script interface

Item

Functions

Remove()

removes the item from the script/category interface

ItemTypes

String

Gives the user a textbox to type in

String ItemType

Config table

string Name - required - default: nil

the text to be displayed on the left side of the new item

string Default - optional - default: ""

the value the item will default to if the text in the textbox is empty

Events

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

Number

Gives the user a textbox to type numbers in

Number ItemType

Config table

string Name - required - default: nil

the text to be displayed on the left side of the new item

number Default - optional - default: 0

the value the item will default to if the text in the textbox cannot be convert to a number or is empty

Events

Changed (number 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

Boolean

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.

Boolean ItemType in false state Boolean ItemType in true state

Config table

string Name - required - default: nil

the text to be displayed on the left side of the new item

boolean Default - optional - default: false

the starting value of the boolean item

Events

Changed (boolean Value)

Fires when the user clicks the row created by AddItem(), the passed boolean alternates each time

Button

Gives the user a button to click

Button ItemType without text Button ItemType with text

Config table

string Name - required - default: nil

the text to be displayed on the left side of the new item

string Text - optional - default: nil

the text to be displayed in the button

Events

Click (void)

Fires when the user clicks the button created by AddItem()

Keybind

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

Keybind ItemType Keybind ItemType in the 'Press a key' state

Config table

string Name - required - default: nil

the text to be displayed on the left side of the new item

EnumItem KeyCode - optional - default: Enum.KeyCode.E

the starting value of the KeyCode item

Events

Changed (EnumItem KeyCode)

Fires when the user is finished inputting a new KeyCode into the item and passes a KeyCode

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