Lua Plugin for Script Hook V (Reloaded) ForUsers_JM36-v20230125.0-Stable
34 873
176
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2021. május 18.
Have FiveM Lua experience/knowledge that you would like to take/bring into normal GTA?
Interested in having the ability to interface various in-game things to various external/out of game things (say trigger an action on/in an external unrelated program or create your own Discord rich presence with an external utility for example, maybe even create yourself a remote game interaction api) with ease?
Well, recently I've somewhat departed from FiveM (with 3+ years of experience) and thought it would be cool to port over some of my scripts to singleplayer, finding headscript's/gallexme's Lua Plugin for Script Hook V in the process, which just simply didn't suit my needs nor meet my expectations (especially in regards to performance), and it has pretty much been abandoned for years now, so I've decided to adopt it as my own and dramatically/drastically improve my fork of it far beyond what anyone could've ever imagined being possible with this, and I plan on introducing new performance/optimization features/techniques over time and releasing updates somewhat frequently.
Mod description: Write/Use custom Lua scripts for GTA V
Why Lua?
- Lua is a lightweight scripting language that tends to be beginner-friendly, but powerful in the hands of an advanced user at the same time. Although Lua might not have the same popularity as that of other scripting languages such as C# or C++ (.NET), Lua's expandability makes it equally as capable as the others, while remaining easy-to-use and often more resource efficient.
Summary of installation instructions: https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/Overview#installation-guides
Bugs and features:
1: Bug - Lua Plugin itself **cannot** be reloaded, but Lua scripts *can* be reloaded.
2: Feature - Introduced newer FiveM style Lua game native function calls (alongside the older/legacy game native function calls (via namespaces) which are strictly for compatibility with older/existing Lua Plugin scripts and have not been updated/touched).
3: Feature - An external Lua script(s) directory that you can place anywhere.
4: Feature - Lua script reloading script for developers with DebugMode variable set true.
5: Feature - Maintain compatibility with older/existing Lua Plugin scripts.
6: Feature - Universal timer and variables containing relevant player information to avoid having to (excessively) use certain/common game native calls across numerous scripts (and avoid wasting resources by doing so).
7: Feature - Universal built in native config file reader/writer functions for data storage/retention/persistence.
8: Feature - Included examples and documentation via GitHub wiki.
9: Feature - Automatic caching of certain game native function calls (for better speed and efficiency).
10: Feature - Quality of life improvements and enhancements for older/existing Lua Plugin scripts.
11: Feature - Scripts no longer conflict nor block/delay other scripts from running
Credits and, if applicable, notices of permission for content re-use:
1: Credits | JayMontana36 - This version/fork of Lua Plugin with completely homemade/rewritten externals (currently ALL of the included Lua scripts with the exception of "GUI.lua" were all written/original content by me)
2: Credits | headscript/gallexme - The original author of Lua Plugin who's ASI files are currently still used in this project/fork due to my lack of knowledge to create my own.
3: Notice of permission for content re-use - https://github.com/gallexme/ScriptHook-Lua-Plugin/blob/master/README.md - Applies to the ASI files and the "GUI.lua" file used in this project/fork; for everything else, http://creativecommons.org/licenses/by-nc-sa/4.0
Changelog:
- ** JM36-v20220818.0-Stable ** -
1: Some improvements and bugfixes
2: Updated automatic migration/migrator for legacy/original Lua Plugin scripts
3: Updated backward compatibility with legacy/original Lua Plugin scripts
4: Updated RAGE native function (re)maps.
5: Updated ExampleMenu for legacy/original Lua Plugin included menu ("GUI") library.
- ** JM36-v20220818.0-Stable ** -
1: Fixed configFileRead function not working (reverted to an updated older version).
2: Added a native "remap" for "GetEntityPlayerIsFreeAimingAt" from "GetAimedEntity", an "unknown" or "lost" native that has no documentation whatsoever anywhere but works exactly the same (and appears to be the same).
- ** JM36-v20220805.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
1A: Misc internal improvements/rewrites.
1B: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
2: Updated RAGE native function (re)maps.
2A: Pioneered a new (and much better) replacement for Function (Re)Mapper (delete it from your Modules if you have it).
3: Updated included/bundled minimalist example scripts.
- ** JM36-v20220805.0-Stable-ForUsers ** -
1: Misc internal improvements/rewrites
2: Update RAGE native function (re)maps
3: Optimize package/distribution/download for users - stripped out example scripts and precompiled for faster loading - developers must now get "source" from GitHub.
- ** JM36-v20220420.0-Stable ** -
NOTICE: If you have previously downloaded and installed v20220418.0, be sure to delete the "1_Threads.lua" file from your "Modules", otherwise it'll cause problems loading Lua scripts and conflict because it has been integrated (and as such, that module is for that version and older and is incompatible with this version and newer).
1: Fully integrate the previously implemented coroutine/thread system and make it the new/default standard across everything, including any/all loaded older/legacy/original Lua Plugin scripts as well as all JM36 Lua Plugin scripts via wrapping.
2: Scripts can (and will) no longer block other scripts from running (or being able to run) whenever a "wait" is called - Primarily affects/concerns the older/legacy/original Lua Plugin scripts in a great/awesome way.
3: (Actually) Fix broken compatibility with older/legacy/original Lua Plugin scripts (for real this time).
- ** JM36-v20220418.0-Stable ** -
1: Fix broken compatibility with older/legacy/original Lua Plugin scripts.
2: Implement a basic coroutine/thread system, which will become the new/default standard and be fully integrated in the near future.
- ** JM36-v20220412.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
2: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
3: Engineered and implemented modular caching libraries for use with both functions and scripts.
4: Modularized the "Info" var/param/table as well as it's "Player" subtable (it works the same).
5: Updated the "Info" update interval to be per frame instead of every 500ms.
6: Added caching to a few common game native function calls (for speed).
7: Integrate JM36 Function (Re)Mapper to no longer need/require a separate download (LP is now more usable out of the box).
8: Updated the Function (Re)Mapper to work with the new JM36 LP filesystem structure.
9: Updated the Function (Re)Mapper's ini file with newer game native function names.
- ** JM36-v5.3-Stable ** -
1: Fix issues with some scripts which fail to function correctly or at all prior to a (forced) script reload (or in the case of non-technical users or non-developers, did not work at all).
2: Add a built in automatic migrator from/for old/legacy LuaPlugin to JM36 LuaPlugin.
- ** JM36-v5.2-Stable ** -
1: Compatibility fixes for supporting more legacy `Lua Plugin` scripts.
- ** JM36-v5.1-Stable ** -
1: Fixed inconsistencies with the "_0x" game native function calls to make it even easier to work with them in a more consistent manner.
- ** JM36-v5.0-Stable ** -
1: Skipped a version (v4.0); v4.0 was unofficially released as a private "beta".
2: Fixed typo in "Info.Player.Vehicle.Name" that prevented the vehicle's name from coming back correctly as anything.
3: Add new "Handle" variable to "Info.Player" and "Info.Player.Vehicle".
4: Make it easier to call "0x" hexadecimal game native functions by prefixing them with an underscore ("_") like FiveM does.
5: Several optimizations to the internal "_init" function and the FiveM style game native function call function generator.
6: Remove/Replace an unnecessary internal function for accessing "secondary" globals, making it a more direct access while keeping transparency.
7: Renamed a few included scripts primarily for better/optimal DebugMode operation.
8: Optimized DebugMode tick/loop further.
9: Attempt to simplify installation for new and/or basic users by defaulting ScriptsDir-Lua into GameDir-GTAV scripts dir.
10: Removed "All Lua Scripts Loaded Without Error" message; you will now only ever see errors (and script prints) printed in console (with developer asi).
11: Overall code cleanup and optimization.
12: Add/Include version information within secondary global which can be used by scripts to require a certain minimum version of this plugin and/or change behaviors depending upon the version (such as error for incorrect version or so).
- ** JM36-v3.0-Stable ** -
1: Fixed FiveM style game native function calls randomly (not) working (hopefully) once and for all and removed the excess code/checks related to this issue/bug
2: Fixed "Info.Player.Vehicle.IsOp" variable not updating whenever the player becomes the vehicle operator or a vehicle passenger
3: Implemented feature number 7 from above (config file read/write)
4: Updated the included example scripts
- ** JM36-v2.0-Stable ** -
1: Implemented feature number 6 from above
2: Implemented a check and a fix for the commonly left out "\\" ending in the "Scripts_Path" string variable (which whenever absent in the previous release/version would have caused things to completely break and fail to function).
3: Implemented a new "Info" variable which is exposed directly to your loop functions, containing plenty of useful player (and vehicle) information as well as the time which is mostly useful for wait(ing) or for delayed execution or for special script loop run timings; more Information and usage examples regarding the new "Info" variable can be found on the wiki - https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/The-Basics---Getting-Started---Scripting-Examples#the-info-variable-1st-argument-sent-to-loop-functions-and-game-native-function-call-examples
4: gta5-mods specific release version - include the above wiki page (The Basics - Getting Started - Scripting Examples) as well as the "Overview" wiki page as htm/html files as a simple and effective way to "include documentation" just in case developers don't go to the GitHub for the documentation or don't know that the GitHub with the documentation exists (being that the other Lua Plugin completely lacks any documentation whatsoever in general, which is not the case here with my version).
Először Feltöltve: 2021. április 12.
Utoljára Feltöltve: 2023. január 25.
Utoljára Letöltött: 20 perce
145 Hozzászólás
More mods by JayMontana36:
- Lua
- Gtalua
Have FiveM Lua experience/knowledge that you would like to take/bring into normal GTA?
Interested in having the ability to interface various in-game things to various external/out of game things (say trigger an action on/in an external unrelated program or create your own Discord rich presence with an external utility for example, maybe even create yourself a remote game interaction api) with ease?
Well, recently I've somewhat departed from FiveM (with 3+ years of experience) and thought it would be cool to port over some of my scripts to singleplayer, finding headscript's/gallexme's Lua Plugin for Script Hook V in the process, which just simply didn't suit my needs nor meet my expectations (especially in regards to performance), and it has pretty much been abandoned for years now, so I've decided to adopt it as my own and dramatically/drastically improve my fork of it far beyond what anyone could've ever imagined being possible with this, and I plan on introducing new performance/optimization features/techniques over time and releasing updates somewhat frequently.
Mod description: Write/Use custom Lua scripts for GTA V
Why Lua?
- Lua is a lightweight scripting language that tends to be beginner-friendly, but powerful in the hands of an advanced user at the same time. Although Lua might not have the same popularity as that of other scripting languages such as C# or C++ (.NET), Lua's expandability makes it equally as capable as the others, while remaining easy-to-use and often more resource efficient.
Summary of installation instructions: https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/Overview#installation-guides
Bugs and features:
1: Bug - Lua Plugin itself **cannot** be reloaded, but Lua scripts *can* be reloaded.
2: Feature - Introduced newer FiveM style Lua game native function calls (alongside the older/legacy game native function calls (via namespaces) which are strictly for compatibility with older/existing Lua Plugin scripts and have not been updated/touched).
3: Feature - An external Lua script(s) directory that you can place anywhere.
4: Feature - Lua script reloading script for developers with DebugMode variable set true.
5: Feature - Maintain compatibility with older/existing Lua Plugin scripts.
6: Feature - Universal timer and variables containing relevant player information to avoid having to (excessively) use certain/common game native calls across numerous scripts (and avoid wasting resources by doing so).
7: Feature - Universal built in native config file reader/writer functions for data storage/retention/persistence.
8: Feature - Included examples and documentation via GitHub wiki.
9: Feature - Automatic caching of certain game native function calls (for better speed and efficiency).
10: Feature - Quality of life improvements and enhancements for older/existing Lua Plugin scripts.
11: Feature - Scripts no longer conflict nor block/delay other scripts from running
Credits and, if applicable, notices of permission for content re-use:
1: Credits | JayMontana36 - This version/fork of Lua Plugin with completely homemade/rewritten externals (currently ALL of the included Lua scripts with the exception of "GUI.lua" were all written/original content by me)
2: Credits | headscript/gallexme - The original author of Lua Plugin who's ASI files are currently still used in this project/fork due to my lack of knowledge to create my own.
3: Notice of permission for content re-use - https://github.com/gallexme/ScriptHook-Lua-Plugin/blob/master/README.md - Applies to the ASI files and the "GUI.lua" file used in this project/fork; for everything else, http://creativecommons.org/licenses/by-nc-sa/4.0
Changelog:
- ** JM36-v20220818.0-Stable ** -
1: Some improvements and bugfixes
2: Updated automatic migration/migrator for legacy/original Lua Plugin scripts
3: Updated backward compatibility with legacy/original Lua Plugin scripts
4: Updated RAGE native function (re)maps.
5: Updated ExampleMenu for legacy/original Lua Plugin included menu ("GUI") library.
- ** JM36-v20220818.0-Stable ** -
1: Fixed configFileRead function not working (reverted to an updated older version).
2: Added a native "remap" for "GetEntityPlayerIsFreeAimingAt" from "GetAimedEntity", an "unknown" or "lost" native that has no documentation whatsoever anywhere but works exactly the same (and appears to be the same).
- ** JM36-v20220805.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
1A: Misc internal improvements/rewrites.
1B: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
2: Updated RAGE native function (re)maps.
2A: Pioneered a new (and much better) replacement for Function (Re)Mapper (delete it from your Modules if you have it).
3: Updated included/bundled minimalist example scripts.
- ** JM36-v20220805.0-Stable-ForUsers ** -
1: Misc internal improvements/rewrites
2: Update RAGE native function (re)maps
3: Optimize package/distribution/download for users - stripped out example scripts and precompiled for faster loading - developers must now get "source" from GitHub.
- ** JM36-v20220420.0-Stable ** -
NOTICE: If you have previously downloaded and installed v20220418.0, be sure to delete the "1_Threads.lua" file from your "Modules", otherwise it'll cause problems loading Lua scripts and conflict because it has been integrated (and as such, that module is for that version and older and is incompatible with this version and newer).
1: Fully integrate the previously implemented coroutine/thread system and make it the new/default standard across everything, including any/all loaded older/legacy/original Lua Plugin scripts as well as all JM36 Lua Plugin scripts via wrapping.
2: Scripts can (and will) no longer block other scripts from running (or being able to run) whenever a "wait" is called - Primarily affects/concerns the older/legacy/original Lua Plugin scripts in a great/awesome way.
3: (Actually) Fix broken compatibility with older/legacy/original Lua Plugin scripts (for real this time).
- ** JM36-v20220418.0-Stable ** -
1: Fix broken compatibility with older/legacy/original Lua Plugin scripts.
2: Implement a basic coroutine/thread system, which will become the new/default standard and be fully integrated in the near future.
- ** JM36-v20220412.0-Stable ** -
1: Completely/Massively rewrite/overhaul the JM36 Lua Plugin's eCore for performance and efficiency and structural purposes.
2: JM36 Lua Plugin's init/startup and script reloads should now be way/much more efficient (and faster).
3: Engineered and implemented modular caching libraries for use with both functions and scripts.
4: Modularized the "Info" var/param/table as well as it's "Player" subtable (it works the same).
5: Updated the "Info" update interval to be per frame instead of every 500ms.
6: Added caching to a few common game native function calls (for speed).
7: Integrate JM36 Function (Re)Mapper to no longer need/require a separate download (LP is now more usable out of the box).
8: Updated the Function (Re)Mapper to work with the new JM36 LP filesystem structure.
9: Updated the Function (Re)Mapper's ini file with newer game native function names.
- ** JM36-v5.3-Stable ** -
1: Fix issues with some scripts which fail to function correctly or at all prior to a (forced) script reload (or in the case of non-technical users or non-developers, did not work at all).
2: Add a built in automatic migrator from/for old/legacy LuaPlugin to JM36 LuaPlugin.
- ** JM36-v5.2-Stable ** -
1: Compatibility fixes for supporting more legacy `Lua Plugin` scripts.
- ** JM36-v5.1-Stable ** -
1: Fixed inconsistencies with the "_0x" game native function calls to make it even easier to work with them in a more consistent manner.
- ** JM36-v5.0-Stable ** -
1: Skipped a version (v4.0); v4.0 was unofficially released as a private "beta".
2: Fixed typo in "Info.Player.Vehicle.Name" that prevented the vehicle's name from coming back correctly as anything.
3: Add new "Handle" variable to "Info.Player" and "Info.Player.Vehicle".
4: Make it easier to call "0x" hexadecimal game native functions by prefixing them with an underscore ("_") like FiveM does.
5: Several optimizations to the internal "_init" function and the FiveM style game native function call function generator.
6: Remove/Replace an unnecessary internal function for accessing "secondary" globals, making it a more direct access while keeping transparency.
7: Renamed a few included scripts primarily for better/optimal DebugMode operation.
8: Optimized DebugMode tick/loop further.
9: Attempt to simplify installation for new and/or basic users by defaulting ScriptsDir-Lua into GameDir-GTAV scripts dir.
10: Removed "All Lua Scripts Loaded Without Error" message; you will now only ever see errors (and script prints) printed in console (with developer asi).
11: Overall code cleanup and optimization.
12: Add/Include version information within secondary global which can be used by scripts to require a certain minimum version of this plugin and/or change behaviors depending upon the version (such as error for incorrect version or so).
- ** JM36-v3.0-Stable ** -
1: Fixed FiveM style game native function calls randomly (not) working (hopefully) once and for all and removed the excess code/checks related to this issue/bug
2: Fixed "Info.Player.Vehicle.IsOp" variable not updating whenever the player becomes the vehicle operator or a vehicle passenger
3: Implemented feature number 7 from above (config file read/write)
4: Updated the included example scripts
- ** JM36-v2.0-Stable ** -
1: Implemented feature number 6 from above
2: Implemented a check and a fix for the commonly left out "\\" ending in the "Scripts_Path" string variable (which whenever absent in the previous release/version would have caused things to completely break and fail to function).
3: Implemented a new "Info" variable which is exposed directly to your loop functions, containing plenty of useful player (and vehicle) information as well as the time which is mostly useful for wait(ing) or for delayed execution or for special script loop run timings; more Information and usage examples regarding the new "Info" variable can be found on the wiki - https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/The-Basics---Getting-Started---Scripting-Examples#the-info-variable-1st-argument-sent-to-loop-functions-and-game-native-function-call-examples
4: gta5-mods specific release version - include the above wiki page (The Basics - Getting Started - Scripting Examples) as well as the "Overview" wiki page as htm/html files as a simple and effective way to "include documentation" just in case developers don't go to the GitHub for the documentation or don't know that the GitHub with the documentation exists (being that the other Lua Plugin completely lacks any documentation whatsoever in general, which is not the case here with my version).
Először Feltöltve: 2021. április 12.
Utoljára Feltöltve: 2023. január 25.
Utoljára Letöltött: 20 perce
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@JayMontana36
so what functions are in the UI and GRAPHICS library
are all the possible options used in the base GUI library or are there more custom options2022. december 12. -
@cheesix8 no problem!
As for what RAGE native functions are available, there's a wiki with some documentation, it's not the greatest or anything but should explain a little; namespaces aren't "supported" or embraced by me, they're pretty much only still there for the backward compatibility, otherwise I'd have likely nuked them or something tbh. Main wiki page regarding game natives: https://github.com/JayMontana36/LuaPlugin-GTAV/wiki/Game-Native-List-%7C-FiveM-Style (it'll refer you to take a look at an "__Internal" "Natives" file which basically once you scroll past it's "OldNames" backwards compatibility section you will see the list of "supported" and their (re)maps). Instead of "NAMESPACE.UPPER_SNAKE_CASE" it is just "PascalCase", so for example instead of "PLAYER.PLAYER_ID()" you would just do "PlayerId()".
Sorry for the delayed (almost day late) response btw
2022. december 13. -
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@cheesix8 RAGE stands for Rockstar's Advanced Game Engine, and native functions are functions that are native or built in; for example, the `print` function in Lua would be a Lua native function.
2022. december 14. -
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@TayMcKenzie That will be a significant work/conversion process to make compatible; you would need to remove the FiveM specific dependencies, create an equivalent menu api (or switch to another), and make some other adjustments as needed/necessary.
2022. december 22. -
@JayMontana36 I followed your tutorial ''simply place those scripts into your new `ScriptsDir-Lua` folder from `JM36 Lua Plugin` (which is similar to the addins/addons folder from the existing `Lua Plugin'' I deleted all the files of the old lua and I put the new one by placing my modules in the ScriptsDir-Lua folder and it does not work in the game I do not see my modules! did I forget to do a few things ?
2023. február 2. -
@JayMontana36 After several tries I finally found it. All that is in the addins folder must be put in the modules folder which is in ScriptsDir-Lua
2023. február 2. -
@Alex01 Ah, yeah, sorry about that; that pinned comment is very old at this point, things have changed quite a bit since then (the installation guide on GitHub has all the latest correct steps) but yeah the "addins" Lua script files instead now go into "Modules" located within "ScriptsDir-Lua". I'll need to put together a new comment to pin sometime.
2023. február 3. -
@JayMontana36 yes you have to change your little tutorial and I had looked on github but I did not see where it was specified after I finally found it. it works correctly!
2023. február 5. -
1: Bug - Lua Plugin itself **cannot** be reloaded, but Lua scripts *can* be reloaded.
how to reload the lua scripts
2023. február 20. -
@JoyLucien with "DebugMode" enabled, reloading is bound to "Tab" by default, and can be changed within the included reload module.
2023. február 21. -
@JayMontana36 Do you mean that you can reload the lua script by pressing tab? How to start "DebugMode"? I mean, is there a button to reload the script like ScriptHookVDotNet?
2023. február 21. -
@JoyLucien "DebugMode" is a global variable by the very top of the "ForDevelopers" or source "main.lua" file; you switch that from false to true, which the scripts which handle script reloading will see and then enable themselves, triggering a script reload whenever the "tab" key is pressed (by default), which can be changed via one of the two "0_ReloadScripts"... script module files.
2023. február 22. -
@JayMontana36 There is a "0_ReloadScripts" under the path "GTAV\Scripts\ScriptsDir-Lua\Modules", and "main.lua" under the \GTAV\Scripts path, I have not found the character that switches false to true, sorry, I still don’t Understand how to enable DebugMode, most characters are encrypted. If the above problem is solved, in order to save time, there is another problem: how to change the reload button "tab" to other buttons?
2023. február 23. -
@JoyLucien you don't enable "DebugMode" with the "main.lua" file from the "ForUsers" release version/variant; you wouldn't exactly necessarily want to either even if you could, since that would not be very useful in most scenarios. Get the "ForDevelopers" release version/variant (which is source), and then you can proceed to enabling "DebugMode" via the top of the "main.lua" file.
If you instead simply want to have a button be binded for reloading scripts (while sticking with the "ForUsers" release version/variant), you can write a script to accomplish that in a few ways, though that would be undefined behavior that can change at any given moment. One such method is placing a simple script under "Modules" that (ab)uses the loading order mechanic to set the "DebugMode" variable to true before the "0_ReloadScripts"... scripts loads (would also affect other scripts that use this variable unless you also load the "0_ReloadScripts"... scripts within this context and then revert the value back immediately afterwards), or just create your own reload trigger script that doesn't check for "DebugMode" or anything and just works. You can create bindings based upon the game's input system (typically most recommended) or via keyboard inputs directly, several scripts can be used as examples of how, including one of the "0_ReloadScripts"... scripts (there's 2 of them in 2 places).
2023. február 24. -
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@KTU98552 It is as simple as can be; drag and drop the files and folders into your game's folder like the instructions say.
1 napja
@cakuzma Yes, `JM36 Lua Plugin` is a massively updated/upgraded replacement to the old/existing `Lua Plugin`, and any/all scripts that were made for the old/existing `Lua Plugin` will also (continue to) work with/in `JM36 Lua Plugin`, but not the other way around because the old `Lua Plugin` does not have anything that was added or introduced in the new `JM36 Lua Plugin`. Scripts made for the old/existing `Lua Plugin` will generally also run faster with/in `JM36 Lua Plugin`.
If you want to use any of the older scripts that were made for the older version of `Lua Plugin` with/in `JM36 Lua Plugin`, all that needs to be done is to simply place those scripts into your new `ScriptsDir-Lua` folder from `JM36 Lua Plugin` (which is similar to the addins/addons folder from the existing `Lua Plugin`), and it should just work.