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Changelogs
Version 1.7-adv
Added function history drop-down menu, which will display your last 50 tested functions and allow you to select them to check again. Click one to select it. It will replace the text in the function testing text field. Click the "Update" button then reload all mods, just as you would if you had entered the text yourself.
Version 1.6-adv
Can now check data in nested tables recursively, up to 5 tables deep (I don't think there are many that go deeper than 3, if any at all)... Can adjust this value in the "Settings" sub-menu...
Can toggle 'userdata' values from being shown when unpacking tables, to clean up the clutter
Cleaned up menu a bit and added more informative text
Other minor changes
Version 1.5-adv
Can now unpack more table data (data with more property types associated), and can now export the table data to a file/copy to clipboard in the same way as the other output types...
Version 1.4-adv
Added "unpack" output type, which can display the elements of some tables (only tables with elements that have "name" properties associated with them for now, at least)...
Version 1.3-adv
Added new keybind to toggle a new window that only displays the output result of the currently tested function
Version 1.2-adv
Swapped "Advanced" version to be the main mod file
Added button to export the current output to a file (new filename each time you output, appended with current date/time and named using the game function you are testing)
Added button to dump all "Type Names" to CET log... This button simply exectues the command to dump them, nothing really special... You can use these "Type Names" with the "DumpType" output type...
Version 1.1
Added support for hiding the window in CET overlay using my "CET Mod Window Hider Tool" mod
Added drop-down menu to select window theme (3 cutom themes and default CET theme available)
Added drop down menu to select the number of functions you want to check (up to 4 at once), and support to check multiple functions at once
A tool to enter a game function/method call into a text field, then watch as it updates it's values in real-time while you play...
Saves last function/method entered to restore on game launches
When entering a new function call to check, you need to press the "Update Function" button, then press the "Reload All Mods" button in CET's main overlay menu... It will then continually check and output the returned value of that function until you update the function and reload mods again...
Can check up to 4 game functions at a time (with drop-down menu to select how many you'd like to check)
Extract to main CP77 install folder or install with Vortex
Uninstallation:
Delete the "GameFunctionsTester-CET" folder from your [CP77>bin>x64>plugins>CET>mods] folder
Note:
Due to the fact that this can run unsigned code and has very little error checking, you can fairly easily crash your game with some commands (not improperly formatted commands, but real commands with parameters that can't be accessed at the time... Improperly formatted commands will result in a nil output)
This will log a lot of errors in the mod's log (in the mod's folder), especially if you check a lot of improper/wrong functions, but you will likely get some errors logged no matter what... These logs should be ignored... If you experience crashes or issues when checking a particular function, just delete the 'helper.lua' file from the mod's folder and relaunch the game (and don't check that function again...lol)... This should never cause crashes or anything while the overlay is closed, though, as the script does absolutely nothing (aside from setting a few flag variables) without it being opened...
To Do:
Add support for checking the state of multiple functions/methods at a time (separate text fields with labeled outputs)... Done in v1.1
Possibly add support to write and execute entire functions instead of what are basically just console commands (though with the right formatting, anything is possible to do as a command)... Just gotta figure out a good way to implement it (currently thinking a separate tab in the window)... Edit: This likely isn't going to happen, as after some testing, it can crash the script or the game way too easily (and I really don't want to include a bunch of error checking as I want to allow people to experiment as much as possible)
I don't believe this will be possible (and have already spent hours trying), but I would like to get rid of the requirement to reload all mods in CET in order to update the function...