屬性程式碼列表
玩家
最大化一切 maxEverything = function() local LvL = 60; local AttrLvL = 20; local DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, lev in next, {'Level', 'StreetCred', 'CoolSkill', 'IntelligenceSkill', 'ReflexesSkill', 'StrengthSkill', 'TechnicalAbilitySkill'} do DS:SetLevel(gamedataProficiencyType[lev], LvL, telemetryLevelGainReason.Gameplay) end for i, attr in next, {'Strength', 'Reflexes', 'TechnicalAbility', 'Intelligence', 'Cool'} do DS:SetAttribute(gamedataStatType[attr], AttrLvL) end print(' \n\tMAXED :\n\t- PLAYER LEVEL\n\t- STREET CRED LEVEL\n\t- ATTRIBUTES LEVEL\n\t- SKILLS LEVEL\n ') end maxEverything()
最大化一切(包括解鎖所有技能) maxEverything_AllPerks = function() local P = Game.GetPlayer(); local DS = PlayerDevelopmentSystem.GetInstance(P):GetDevelopmentData(P); local Levels = {'Level', 'StreetCred', 'CoolSkill', 'IntelligenceSkill', 'ReflexesSkill', 'StrengthSkill', 'TechnicalAbilitySkill'}; local Attributes = {'Strength', 'Reflexes', 'TechnicalAbility', 'Intelligence', 'Cool'}; local Stage_0 = {'Body_Central_Milestone_1', 'Cool_Central_Milestone_1', 'Intelligence_Central_Milestone_1', 'Reflexes_Central_Milestone_1', 'Tech_Central_Milestone_2'}; local Stage_1 = {'Body_Left_Milestone_2', 'Body_Right_Milestone_1', 'Body_Right_Milestone_2', 'Cool_Left_Milestone_1', 'Cool_Left_Milestone_2', 'Cool_Right_Milestone_1', 'Cool_Right_Milestone_2', 'Intelligence_Left_Milestone_1', 'Intelligence_Right_Milestone_1', 'Intelligence_Right_Milestone_2', 'Reflexes_Left_Milestone_1', 'Reflexes_Left_Milestone_2', 'Tech_Left_Milestone_1', 'Tech_Right_Milestone_1', 'Tech_Right_Milestone_3'}; local Stage_2 = {'Body_Central_Perk_1_3', 'Body_Right_Perk_2_4', 'Body_Left_Perk_2_1', 'Body_Right_Perk_2_3', 'Body_Central_Perk_1_2', 'Body_Left_Perk_2_3', 'Body_Central_Perk_1_4', 'Body_Right_Perk_2_1', 'Body_Right_Perk_2_2', 'Body_Left_Perk_2_4', 'Body_Central_Perk_1_1', 'Cool_Central_Perk_1_1', 'Cool_Central_Perk_1_2', 'Cool_Central_Perk_1_4', 'Cool_Left_Perk_2_1', 'Cool_Left_Perk_2_2', 'Cool_Left_Perk_2_3', 'Cool_Left_Perk_2_4', 'Cool_Right_Perk_1_1', 'Cool_Right_Perk_1_2', 'Cool_Right_Perk_2_1', 'Cool_Right_Perk_2_2', 'Cool_Right_Perk_2_3', 'Cool_Right_Perk_2_4', 'Intelligence_Central_Perk_1_1', 'Intelligence_Central_Perk_1_2', 'Intelligence_Central_Perk_1_3', 'Intelligence_Left_Perk_1_1', 'Intelligence_Left_Perk_1_2', 'Intelligence_Right_Perk_2_1', 'Intelligence_Right_Perk_2_2', 'Reflexes_Central_Perk_1_1', 'Reflexes_Central_Perk_1_2', 'Reflexes_Central_Perk_1_3', 'Reflexes_Central_Perk_1_4', 'Reflexes_Left_Perk_2_2', 'Reflexes_Left_Perk_2_3', 'Reflexes_Left_Perk_2_4', 'Tech_Central_Perk_2_1', 'Tech_Central_Perk_2_2', 'Tech_Central_Perk_2_3', 'Tech_Central_Perk_2_4', 'Tech_Left_Perk_1_1', 'Tech_Left_Perk_1_2', 'Tech_Right_Perk_3_1', 'Tech_Right_Perk_3_2', 'Tech_Right_Perk_3_3', 'Tech_Right_Perk_3_4'}; local Stage_3 = {'Body_Central_Milestone_3', 'Body_Right_Milestone_3', 'Body_Left_Milestone_3', 'Cool_Central_Milestone_3', 'Cool_Left_Milestone_3', 'Cool_Right_Milestone_3', 'Intelligence_Central_Milestone_2', 'Intelligence_Left_Milestone_2', 'Intelligence_Right_Milestone_3', 'Reflexes_Central_Milestone_2', 'Reflexes_Left_Milestone_3', 'Reflexes_Right_Milestone_2', 'Tech_Central_Milestone_3', 'Tech_Inbetween_Right_2', 'Tech_Left_Milestone_2', 'Tech_Master_Perk_5'}; local Stage_4 = {'Body_Right_Perk_3_2', 'Body_Central_Perk_3_1', 'Body_Left_Perk_3_4', 'Body_Left_Perk_3_3', 'Body_Right_Perk_3_1', 'Body_Central_Perk_3_2', 'Body_Left_Perk_3_1', 'Body_Left_Perk_3_2', 'Body_Central_Perk_3_4', 'Cool_Central_Perk_3_1', 'Cool_Central_Perk_3_2', 'Cool_Central_Perk_3_4', 'Cool_Inbetween_Left_2', 'Cool_Left_Perk_3_1', 'Cool_Left_Perk_3_2', 'Cool_Left_Perk_3_3', 'Cool_Left_Perk_3_4', 'Cool_Right_Perk_3_1', 'Cool_Right_Perk_3_2', 'Cool_Right_Perk_3_4', 'Intelligence_Central_Perk_2_1', 'Intelligence_Central_Perk_2_2', 'Intelligence_Central_Perk_2_3', 'Intelligence_Central_Perk_2_4', 'Intelligence_Left_Perk_2_1', 'Intelligence_Left_Perk_2_2', 'Intelligence_Left_Perk_2_4', 'Intelligence_Right_Perk_3_1', 'Intelligence_Right_Perk_3_2', 'Reflexes_Central_Perk_2_1', 'Reflexes_Central_Perk_2_2', 'Reflexes_Central_Perk_2_3', 'Reflexes_Central_Perk_2_4', 'Reflexes_Left_Perk_3_1', 'Reflexes_Left_Perk_3_2', 'Reflexes_Left_Perk_3_3', 'Reflexes_Left_Perk_3_4', 'Reflexes_Right_Perk_2_1', 'Reflexes_Right_Perk_2_2', 'Tech_Central_Perk_3_1', 'Tech_Central_Perk_3_2', 'Tech_Central_Perk_3_3', 'Tech_Central_Perk_3_4', 'Tech_Left_Perk_2_1', 'Tech_Left_Perk_2_2', 'Tech_Left_Perk_2_3', 'Tech_Left_Perk_2_4'}; local Stage_5 = {'Body_Master_Perk_5', 'Body_Master_Perk_2', 'Body_Master_Perk_3', 'Body_Master_Perk_1', 'Cool_Master_Perk_1', 'Cool_Master_Perk_2', 'Cool_Master_Perk_4', 'Intelligence_Central_Milestone_3', 'Intelligence_Left_Milestone_3', 'Reflexes_Central_Milestone_3', 'Reflexes_Master_Perk_1', 'Reflexes_Master_Perk_2', 'Reflexes_Right_Milestone_3', 'Tech_Left_Milestone_3', 'Tech_Master_Perk_3'}; local Stage_6 = {'Body_Inbetween_Left_3', 'Body_Inbetween_Right_3', 'Cool_Inbetween_Left_3', 'Cool_Inbetween_Right_3', 'Intelligence_Central_Perk_3_1', 'Intelligence_Central_Perk_3_2', 'Intelligence_Central_Perk_3_3', 'Intelligence_Inbetween_Left_2', 'Intelligence_Inbetween_Right_2', 'Intelligence_Left_Perk_2_3', 'Intelligence_Left_Perk_3_1', 'Intelligence_Left_Perk_3_2', 'Intelligence_Left_Perk_3_4', 'Reflexes_Central_Perk_3_2', 'Reflexes_Central_Perk_3_3', 'Reflexes_Inbetween_Right_2', 'Reflexes_Right_Perk_2_3', 'Reflexes_Right_Perk_3_1', 'Reflexes_Right_Perk_3_3', 'Reflexes_Right_Perk_3_4', 'Tech_Left_Perk_3_01', 'Tech_Left_Perk_3_2', 'Tech_Left_Perk_3_3', 'Tech_Left_Perk_3_4'}; local Stage_7 = {'Intelligence_Master_Perk_1', 'Intelligence_Master_Perk_3', 'Intelligence_Master_Perk_4', 'Reflexes_Inbetween_Left_3', 'Reflexes_Master_Perk_3', 'Reflexes_Master_Perk_5', 'Tech_Master_Perk_2'}; local Stage_8 = {'Intelligence_Inbetween_Left_3', 'Tech_Inbetween_Left_3'}; local function setLevelsAndPoints() for i, lev in next, Levels do DS:SetLevel(gamedataProficiencyType[lev], 60, telemetryLevelGainReason.Gameplay) end for i, att in next, Attributes do DS:SetAttribute(gamedataStatType[att], 20) end DS:AddDevelopmentPoints(222, gamedataDevelopmentPointType.Primary) end local function buyPerkStage(perkStage) for i, perk in next, perkStage do DS:UnlockNewPerk(gamedataNewPerkType[perk]) end for i, perk in next, perkStage do local perkMulti = DS:GetNewPerkMaxLevel(perk); if DS:CanNewPerkBeBought(gamedataNewPerkType[perk], false, false) then for i=1, perkMulti do DS:BuyNewPerk(gamedataNewPerkType[perk], false) end end DS:RefreshPerkAreas() end DS:RefreshPerkAreas() end local function buyAllPerkStages() for i, stage in next, {Stage_0, Stage_1, Stage_2, Stage_3, Stage_4, Stage_5, Stage_6, Stage_7, Stage_8} do buyPerkStage(stage) end end setLevelsAndPoints() buyAllPerkStages() print(' \n\tMAXED :\n\t- PLAYER LEVEL\n\t- STREET CRED LEVEL\n\t- ATTRIBUTES LEVEL\n\t- SKILLS LEVEL\n\t- ALL PERKS ADDED\n \n\t[ END ] Use "REMOVE ALL UNSPENT POINTS" to remove remaining points.\n ') end maxEverything_AllPerks()
滿級等級與聲望 LvL = 60; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {'Level', 'StreetCred'} do DS:SetLevel(gamedataProficiencyType[v], LvL, telemetryLevelGainReason.Gameplay) end print(" \n\tMAXED:\n\t- PLAYER LEVEL\n\t- STREET CRED LEVEL\n ")
設定所有屬性等級 LvL = 20; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {'Strength', 'Reflexes', 'TechnicalAbility', 'Intelligence', 'Cool'} do DS:SetAttribute(gamedataStatType[v], LvL) end print(" \n\tMAXED:\n\t- BODY LEVEL\n\t- REFLEXES LEVEL\n\t- TECHNICAL ABILITY LEVEL\n\t- INTELLIGENCE LEVEL\n\t- COOL LEVEL\n ")
設定所有技能成長等級 LvL = 60; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {'CoolSkill', 'IntelligenceSkill', 'ReflexesSkill', 'StrengthSkill', 'TechnicalAbilitySkill'} do DS:SetLevel(gamedataProficiencyType[v], LvL, telemetryLevelGainReason.Gameplay) end print(" \n\tMAXED:\n\t- HEADHUNTER LEVEL\n\t- NETRUNNER LEVEL\n\t- SHINOBI LEVEL\n\t- SOLO LEVEL\n\t- ENGINEER LEVEL\n ")
解鎖所有的技能 maxAllPerks = function() local P = Game.GetPlayer(); local DS = PlayerDevelopmentSystem.GetInstance(P):GetDevelopmentData(P); local Attributes = {'Strength', 'Reflexes', 'TechnicalAbility', 'Intelligence', 'Cool'}; local Stage_0 = {'Body_Central_Milestone_1', 'Cool_Central_Milestone_1', 'Intelligence_Central_Milestone_1', 'Reflexes_Central_Milestone_1', 'Tech_Central_Milestone_2'}; local Stage_1 = {'Body_Left_Milestone_2', 'Body_Right_Milestone_1', 'Body_Right_Milestone_2', 'Cool_Left_Milestone_1', 'Cool_Left_Milestone_2', 'Cool_Right_Milestone_1', 'Cool_Right_Milestone_2', 'Intelligence_Left_Milestone_1', 'Intelligence_Right_Milestone_1', 'Intelligence_Right_Milestone_2', 'Reflexes_Left_Milestone_1', 'Reflexes_Left_Milestone_2', 'Tech_Left_Milestone_1', 'Tech_Right_Milestone_1', 'Tech_Right_Milestone_3'}; local Stage_2 = {'Body_Central_Perk_1_3', 'Body_Right_Perk_2_4', 'Body_Left_Perk_2_1', 'Body_Right_Perk_2_3', 'Body_Central_Perk_1_2', 'Body_Left_Perk_2_3', 'Body_Central_Perk_1_4', 'Body_Right_Perk_2_1', 'Body_Right_Perk_2_2', 'Body_Left_Perk_2_4', 'Body_Central_Perk_1_1', 'Cool_Central_Perk_1_1', 'Cool_Central_Perk_1_2', 'Cool_Central_Perk_1_4', 'Cool_Left_Perk_2_1', 'Cool_Left_Perk_2_2', 'Cool_Left_Perk_2_3', 'Cool_Left_Perk_2_4', 'Cool_Right_Perk_1_1', 'Cool_Right_Perk_1_2', 'Cool_Right_Perk_2_1', 'Cool_Right_Perk_2_2', 'Cool_Right_Perk_2_3', 'Cool_Right_Perk_2_4', 'Intelligence_Central_Perk_1_1', 'Intelligence_Central_Perk_1_2', 'Intelligence_Central_Perk_1_3', 'Intelligence_Left_Perk_1_1', 'Intelligence_Left_Perk_1_2', 'Intelligence_Right_Perk_2_1', 'Intelligence_Right_Perk_2_2', 'Reflexes_Central_Perk_1_1', 'Reflexes_Central_Perk_1_2', 'Reflexes_Central_Perk_1_3', 'Reflexes_Central_Perk_1_4', 'Reflexes_Left_Perk_2_2', 'Reflexes_Left_Perk_2_3', 'Reflexes_Left_Perk_2_4', 'Tech_Central_Perk_2_1', 'Tech_Central_Perk_2_2', 'Tech_Central_Perk_2_3', 'Tech_Central_Perk_2_4', 'Tech_Left_Perk_1_1', 'Tech_Left_Perk_1_2', 'Tech_Right_Perk_3_1', 'Tech_Right_Perk_3_2', 'Tech_Right_Perk_3_3', 'Tech_Right_Perk_3_4'}; local Stage_3 = {'Body_Central_Milestone_3', 'Body_Right_Milestone_3', 'Body_Left_Milestone_3', 'Cool_Central_Milestone_3', 'Cool_Left_Milestone_3', 'Cool_Right_Milestone_3', 'Intelligence_Central_Milestone_2', 'Intelligence_Left_Milestone_2', 'Intelligence_Right_Milestone_3', 'Reflexes_Central_Milestone_2', 'Reflexes_Left_Milestone_3', 'Reflexes_Right_Milestone_2', 'Tech_Central_Milestone_3', 'Tech_Inbetween_Right_2', 'Tech_Left_Milestone_2', 'Tech_Master_Perk_5'}; local Stage_4 = {'Body_Right_Perk_3_2', 'Body_Central_Perk_3_1', 'Body_Left_Perk_3_4', 'Body_Left_Perk_3_3', 'Body_Right_Perk_3_1', 'Body_Central_Perk_3_2', 'Body_Left_Perk_3_1', 'Body_Left_Perk_3_2', 'Body_Central_Perk_3_4', 'Cool_Central_Perk_3_1', 'Cool_Central_Perk_3_2', 'Cool_Central_Perk_3_4', 'Cool_Inbetween_Left_2', 'Cool_Left_Perk_3_1', 'Cool_Left_Perk_3_2', 'Cool_Left_Perk_3_3', 'Cool_Left_Perk_3_4', 'Cool_Right_Perk_3_1', 'Cool_Right_Perk_3_2', 'Cool_Right_Perk_3_4', 'Intelligence_Central_Perk_2_1', 'Intelligence_Central_Perk_2_2', 'Intelligence_Central_Perk_2_3', 'Intelligence_Central_Perk_2_4', 'Intelligence_Left_Perk_2_1', 'Intelligence_Left_Perk_2_2', 'Intelligence_Left_Perk_2_4', 'Intelligence_Right_Perk_3_1', 'Intelligence_Right_Perk_3_2', 'Reflexes_Central_Perk_2_1', 'Reflexes_Central_Perk_2_2', 'Reflexes_Central_Perk_2_3', 'Reflexes_Central_Perk_2_4', 'Reflexes_Left_Perk_3_1', 'Reflexes_Left_Perk_3_2', 'Reflexes_Left_Perk_3_3', 'Reflexes_Left_Perk_3_4', 'Reflexes_Right_Perk_2_1', 'Reflexes_Right_Perk_2_2', 'Tech_Central_Perk_3_1', 'Tech_Central_Perk_3_2', 'Tech_Central_Perk_3_3', 'Tech_Central_Perk_3_4', 'Tech_Left_Perk_2_1', 'Tech_Left_Perk_2_2', 'Tech_Left_Perk_2_3', 'Tech_Left_Perk_2_4'}; local Stage_5 = {'Body_Master_Perk_5', 'Body_Master_Perk_2', 'Body_Master_Perk_3', 'Body_Master_Perk_1', 'Cool_Master_Perk_1', 'Cool_Master_Perk_2', 'Cool_Master_Perk_4', 'Intelligence_Central_Milestone_3', 'Intelligence_Left_Milestone_3', 'Reflexes_Central_Milestone_3', 'Reflexes_Master_Perk_1', 'Reflexes_Master_Perk_2', 'Reflexes_Right_Milestone_3', 'Tech_Left_Milestone_3', 'Tech_Master_Perk_3'}; local Stage_6 = {'Body_Inbetween_Left_3', 'Body_Inbetween_Right_3', 'Cool_Inbetween_Left_3', 'Cool_Inbetween_Right_3', 'Intelligence_Central_Perk_3_1', 'Intelligence_Central_Perk_3_2', 'Intelligence_Central_Perk_3_3', 'Intelligence_Inbetween_Left_2', 'Intelligence_Inbetween_Right_2', 'Intelligence_Left_Perk_2_3', 'Intelligence_Left_Perk_3_1', 'Intelligence_Left_Perk_3_2', 'Intelligence_Left_Perk_3_4', 'Reflexes_Central_Perk_3_2', 'Reflexes_Central_Perk_3_3', 'Reflexes_Inbetween_Right_2', 'Reflexes_Right_Perk_2_3', 'Reflexes_Right_Perk_3_1', 'Reflexes_Right_Perk_3_3', 'Reflexes_Right_Perk_3_4', 'Tech_Left_Perk_3_01', 'Tech_Left_Perk_3_2', 'Tech_Left_Perk_3_3', 'Tech_Left_Perk_3_4'}; local Stage_7 = {'Intelligence_Master_Perk_1', 'Intelligence_Master_Perk_3', 'Intelligence_Master_Perk_4', 'Reflexes_Inbetween_Left_3', 'Reflexes_Master_Perk_3', 'Reflexes_Master_Perk_5', 'Tech_Master_Perk_2'}; local Stage_8 = {'Intelligence_Inbetween_Left_3', 'Tech_Inbetween_Left_3'}; local function setAttrsAndPoints() for i, att in next, Attributes do DS:SetAttribute(gamedataStatType[att], 20) end DS:AddDevelopmentPoints(222, gamedataDevelopmentPointType.Primary) end local function buyPerkStage(perkStage) for i, perk in next, perkStage do DS:UnlockNewPerk(gamedataNewPerkType[perk]) end for i, perk in next, perkStage do local perkMulti = DS:GetNewPerkMaxLevel(perk); if DS:CanNewPerkBeBought(gamedataNewPerkType[perk], false, false) then for i=1, perkMulti do DS:BuyNewPerk(gamedataNewPerkType[perk], false) end end DS:RefreshPerkAreas() end DS:RefreshPerkAreas() end local function buyAllPerkStages() for i, stage in next, {Stage_0, Stage_1, Stage_2, Stage_3, Stage_4, Stage_5, Stage_6, Stage_7, Stage_8} do buyPerkStage(stage) end end setAttrsAndPoints() buyAllPerkStages() print(' \n\tACTIVATED :\n\t- ALL BODY PERKS\n\t- ALL REFLEXES PERKS\n\t- ALL TECHNICAL ABILITY PERKS\n\t- ALL INTELLIGENCE PERKS\n\t- ALL COOL PERKS\n \n\t[ END ] Use "REMOVE ALL UNSPENT POINTS" to remove remaining points.\n ') end maxAllPerks()
解鎖Relic技能樹 local check, tree = 'RelicDevelopmentData', 'ep1_tree_unlocked'; local QS = Game.GetQuestsSystem(); if QS:GetFactStr(check) == 0 then print(' \n\t[ SCRIPT ABORTED ] Game Version : '..gameGameVersion.Current.value..'\n ') print('\tApparently PHANTOM LIBERTY DLC does not appear to be installed.\n\tIf this is not true, please leave feedback on the mod page.\n ') return else if QS:GetFactStr(tree) == 0 then QS:SetFactStr(tree, 1) print(' \n\tRELIC SKILL TREE UNLOCKED.\n\tEXIT & RE-ENTER THE MENU TO SEE THE CHANGES.\n ') else print(' \n\tRELIC SKILL TREE ALREADY UNLOCKED.\n ') end end
最大生命+100 for i=1,11 do Game.AddToInventory("Items.PermanentHealthFood", 1) end print(" - MAXIMUM HEALT CAPACITY: + 100")
最大負重+100 for i=1,50 do Game.AddToInventory("Items.AirdropPermaReward", 1) end print(" - MAXIMUM CARRYING CAPACITY: + 100")
義體容量+100 for i=1,10 do for i,bonus in next, {"Epic", "Legendary"} do Game.AddToInventory("Items.CWCapacityPermaReward_"..bonus, 1) end end print(" - MAXIMUM CYBERWARE CAPACITY: + 100")
將各項等級變為1 function resetAllProgress() local LvL = 1; local resetPoints = 0; local DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {'Level', 'StreetCred', 'CoolSkill', 'IntelligenceSkill', 'ReflexesSkill', 'StrengthSkill', 'TechnicalAbilitySkill'} do DS:SetLevel(gamedataProficiencyType[v], LvL, telemetryLevelGainReason.Gameplay) end for i,v in next, {'Strength', 'Reflexes', 'TechnicalAbility', 'Intelligence', 'Cool' } do DS:SetAttribute(gamedataStatType[v], LvL) end DS:ClearAllDevPoints() for i,v in next, {'Attribute', 'Primary'} do DS:AddDevelopmentPoints(resetPoints, gamedataDevelopmentPointType[v]) end DS:ResetNewPerks() DS:RefreshPerkAreas() print(" \n\tRESETTED :\n\t- PLAYER LEVEL\n\t- STREET CRED LEVEL\n\t- ATTRIBUTES LEVEL\n\t- SKILLS LEVEL\n\t- ALL PERKS REMOVED\n ") end resetAllProgress() --also DS:RefreshDevelopmentSystem() but removes items & cw
重置技能點 resetPerks = function() DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:ResetNewPerks() DS:RefreshPerkAreas() end resetPerks() print(" \n\tREMOVED:\n\t- ALL BODY PERKS\n\t- ALL REFLEXES PERKS\n\t- ALL TECHNICAL ABILITY PERKS\n\t- ALL INTELLIGENCE PERKS\n\t- ALL COOL PERKS\n ") --records = TweakDB:GetRecords('gamedataNewPerk_Record') do for _, record in ipairs(records) do ID = record:GetID() for i=1,5 do DS:ForceSellNewPerk(gamedataNewPerkType.ID) end end end
移除所有未使用的點數 DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); for i, v in next, {gamedataDevelopmentPointType.Primary, gamedataDevelopmentPointType.Attribute, gamedataDevelopmentPointType.Espionage} do CurrAttPoints = DS:GetDevPoints(v) DS:AddDevelopmentPoints(-CurrAttPoints, v) end print(" \n\t- ALL UNSPENT POINTS REMOVED !\n ") --also DS:ClearAllDevPoints()
移除未使用的屬性點 DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Attribute; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType) print(" \n\t- ALL UNSPENT ATTRIBUTE POINTS REMOVED !\n ")
移除未使用的技能點 DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Primary; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType) print(" \n\t- ALL UNSPENT PERK POINTS REMOVED !\n ")
移除未使用的Relic點數 DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); PointType = gamedataDevelopmentPointType.Espionage; CurrAttPoints = DS:GetDevPoints(PointType) DS:AddDevelopmentPoints(-CurrAttPoints, PointType) print(" \n\t- ALL UNSPENT RELIC POINTS REMOVED !\n ")
等級+1 ProfType = gamedataProficiencyType.Level DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); ExpAmount = DS:GetRemainingExpForLevelUp(ProfType); DS:AddExperience(ExpAmount, ProfType, telemetryLevelGainReason.Gameplay)
聲望+1 ProfType = gamedataProficiencyType.StreetCred DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); ExpAmount = DS:GetRemainingExpForLevelUp(ProfType); DS:AddExperience(ExpAmount, ProfType, telemetryLevelGainReason.Gameplay)
設定等級60 LvL = 60; ProfType = gamedataProficiencyType.Level; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
設定聲望50 LvL = 50; ProfType = gamedataProficiencyType.StreetCred; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
技能點+1000 Points = 1000; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); attr,prim = gamedataDevelopmentPointType.Attribute,gamedataDevelopmentPointType.Primary; DS:AddDevelopmentPoints(Points, attr) DS:AddDevelopmentPoints(Points, prim)
屬性點+10 AttPoints = 10; PointType = gamedataDevelopmentPointType.Attribute; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)
技能點+10 AttPoints = 10; PointType = gamedataDevelopmentPointType.Primary; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)
Relic點數+1 AttPoints = 1; PointType = gamedataDevelopmentPointType.Espionage; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)
屬性等級
設定肉體為20 LvL = 20; AttrType = gamedataStatType.Strength; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)
設定反應為20 LvL = 20; AttrType = gamedataStatType.Reflexes; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)
設定技術為20 LvL = 20; AttrType = gamedataStatType.TechnicalAbility; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)
設定智力為20 LvL = 20; AttrType = gamedataStatType.Intelligence; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)
設定鎮定為20 LvL = 20; AttrType = gamedataStatType.Cool; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)
技能等級
設定獵頭為60 LvL = 60; ProfType = gamedataProficiencyType.CoolSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
設定駭客為60 LvL = 60; ProfType = gamedataProficiencyType.IntelligenceSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
設定忍者為60 LvL = 60; ProfType = gamedataProficiencyType.ReflexesSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
設定獨狼為60 LvL = 60; ProfType = gamedataProficiencyType.StrengthSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
設定工程為60 LvL = 60; ProfType = gamedataProficiencyType.TechnicalAbilitySkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)
晶片
技能晶片:獨狼 Game.AddToInventory("Items.BodySkill_Skillbook_Legendary",1)
技能晶片:獵頭 Game.AddToInventory("Items.CoolSkill_Skillbook_Legendary",1)
技能晶片:駭客 Game.AddToInventory("Items.IntelligenceSkill_Skillbook_Legendary",1)
技能晶片:忍者 Game.AddToInventory("Items.ReflexesSkill_Skillbook_Legendary",1)
技能晶片:工程 Game.AddToInventory("Items.TechnicalAbilitySkill_Skillbook_Legendary",1)
專長晶片(技能點+1) Game.AddToInventory("Items.PerkPointSkillbook",1)
成長晶片(技能點+1) Game.AddToInventory("Items.IKPerkPointSkillbook",1)
屬性晶片(屬性點+1) Game.AddToInventory("Items.AttributePointSkillbook",1)
Relic晶片(Relic點數+1) Game.AddToInventory("Items.Espionage_Skillbook",1)
負重晶片(負重+1) Game.AddToInventory("Items.AirdropPermaReward",1)
義體容量晶片(義體容量+6) Game.AddToInventory("Items.CWCapacityPermaReward_Legendary",1)
消耗品
血量永久增加9 Game.AddToInventory("Items.PermanentHealthFood",1)
RAM恢複速率永久增加2 Game.AddToInventory("Items.PermanentMemoryRegenFood",1)
耐力恢複速率永久增加2 Game.AddToInventory("Items.PermanentStaminaRegenFood",1)
設定基礎屬性
設定最大生命 StatValue = 500; StatType = 'Health'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大耐力 StatValue = 500; StatType = 'Stamina'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大氧氣 StatValue = 500; StatType = 'Oxygen'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大負重 StatValue = 500; StatType = 'CarryCapacity'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定義體容量 StatValue = 450; StatType = 'Humanity'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改已使用的義體容量 StatValue = -300; StatType = 'HumanityAllocated'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
鎖定最大義體容量(數值須與義體容量一致)(注意存檔) StatValue = 500; StatType = 'HumanityTotalMaxValue'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定義體容量超出值(用來觸發邊緣行者)(使用前注意存檔) StatValue = 80; StatType = 'HumanityOverallocated'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定邊緣行者不降低生命值 StatValue = -0.01; StatType = 'EdgerunnerHealthReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改義體詞條倍率(設多少便加減多少)(需重新讀檔) StatValue = 1.5; StatType = 'SecondaryModifiersAdditiveMultiplier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大護甲 StatValue = 500; StatType = 'Armor'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大RAM StatValue = 30; StatType = 'Memory'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大吸入器數量 StatValue = 9; StatType = 'HealingItemMaxCharges'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大手雷數量 StatValue = 9; StatType = 'GrenadesMaxCharges'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定手雷能否暴擊(1為能0為否) StatValue = 1; StatType = 'CanGrenadesCriticallyHit'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定手雷爆炸範圍 StatValue = 2; StatType = 'GrenadeExplosionBonusRange'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定生命恢複速率 StatValue = 100; StatType = 'HealthInCombatRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定RAM恢複速率 StatValue = 2; StatType = 'MemoryRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定耐力恢複速率(上限為125%) StatValue = 125; StatType = 'StaminaRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定耐力消耗減免為100% StatValue = 1; StatType = 'CanIgnoreStamina'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大入侵協議緩衝區數量 StatValue = 15; StatType = 'BufferSize'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定經驗倍率 StatValue = 10; StatType = 'XPbonusMultiplier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定爆頭倍率 StatValue = 3; StatType = 'HeadshotDamageMultiplier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定暴擊機率 StatValue = 50; StatType = 'CritChanceBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定暴擊傷害 StatValue = 300; StatType = 'CritDamageBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定充能倍率 StatValue = 3; StatType = 'ChargeMultiplier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定移動速度 StatValue = 5; StatType = 'MaxSpeed'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定近戰武器攻速 StatValue = 2; StatType = 'AttackSpeed'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解上傳時間減免99%(不要超過99%) StatValue = 0.99; StatType = 'QuickHackUploadTimeDecrease'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解能否暴擊(1為能0為否) StatValue = 1; StatType = 'CanQuickHackCriticallyHit'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解暴擊機率 StatValue = 100; StatType = 'QuickHackCritChance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解RAM消耗降低30 StatValue = 30; StatType = 'MemoryCostReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定最大快速破解列隊數量 StatValue = 4; StatType = 'QuickHackQueueSize'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解的散布機率為100% StatValue = 1; StatType = 'OverclockSpreadChance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解的散布數量 StatValue = 20; StatType = 'QuickHackOverclockSpreadNumber'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定快速破解額外的散布距離 StatValue = 30; StatType = 'QuickHackSpreadDistanceIncrease'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定黑牆網關散布數量 StatValue = 5; StatType = 'QuickHackBlackWallSpreadNumber'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定連帶傳染的散布數量 StatValue = 6; StatType = 'QuickHackContagionSpreadNumber'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改控制類快速破解持續時間(設多少便加減多少) StatValue = 0.5; StatType = 'DurationBonusControlQuickhack'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改隱蔽類快速破解持續時間(設多少便加減多少) StatValue = 0.5; StatType = 'DurationBonusCovertQuickhack'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定使用快速破解時追蹤進度的倍率(默認為1) StatValue = -1; StatType = 'PlayerOnRevealHackProgressMultiplier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定脫離駭客追蹤狀態的最大距離(默認為50) StatValue = 0.01; StatType = 'RevealPositionMaxDistance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定被追蹤所需時間的倍率(不大於0則不被追蹤)(默認為1) StatValue = 0; StatType = 'HackRevealPositionModifier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定物品製作消耗降低100% StatValue = 1; StatType = 'CraftingCostReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定武器升級消耗降低100% StatValue = 1; StatType = 'UpgradingCostReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定處決臨界血量為100% StatValue = 100; StatType = 'FinisherHealthThresholdIncrease'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定爆能射擊的發射時間窗口 StatValue = 10; StatType = 'PerfectChargeTimeWindowIncrease'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定地裂天崩快速冷卻 StatValue = 0.1; StatType = 'GroundSlamCooldownModifier'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定刀劍自動格擋(需解鎖技能交兵相接)(默認為0) StatValue = 1; StatType = 'IsBlocking'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定是否可以抱人奔跑(1為是0為否) StatValue = 1; StatType = 'CanSprintWhileCarryingBody'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定NPC能否攻擊玩家(1為否0為能) StatValue = 1; StatType = 'IsIgnoredByEnemyNPC'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定車載導彈數量 StatValue = 9; StatType = 'VehicleMissileLauncherMaxCharges'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定車載導彈每次發射數量 StatValue = 16; StatType = 'VehicleMissileLauncherProjectilesPerCharge'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定車載導彈發射器快速恢複 StatValue = 100; StatType = 'VehicleMissileLauncherChargesRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定能否看到跳彈軌跡(1為能0為否) StatValue = 1; StatType = 'CanSeeRicochetVisuals'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定近戰武器能否重擊飛撲(1為能0為否) StatValue = 1; StatType = 'CanMeleeLeap'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改義體冷卻減免(設多少便加減多少)(不能到100%) StatValue = 0.399; StatType = 'CyberwareCooldownReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定義體屬性
設定腦機超頻消耗速率 StatValue = 0; StatType = 'CyberdeckOverclockDecayRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定腦機超頻持續時間 StatValue = 60; StatType = 'CyberdeckOverclockDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定腦機超頻冷卻時間 StatValue = 0; StatType = 'CyberdeckOverclockCooldown'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定斯安威斯坦持續時間 StatValue = 60; StatType = 'TimeDilationSandevistanDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改斯安威斯坦時間減緩程度(設多少便加減多少) StatValue = -0.15; StatType = 'TimeDilationSandevistanTimeScale'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改斯安威斯坦充能時間(設多少減多少)(不能減少到0) StatValue = -29; StatType = 'TimeDilationSandevistanRechargeDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定彈射發射系統彈藥數量 StatValue = 5; StatType = 'ProjectileLauncherMaxCharges'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定彈射發射系統裝填速度加成為100%(秒裝) StatValue = 100; StatType = 'ProjectileLauncherChargesRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改狂暴消耗速率(設多少便加減多少) StatValue = -7.5; StatType = 'BerserkChargesDecayRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定狂暴恢複速率 StatValue = 100; StatType = 'BerserkChargesRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定光學迷彩冷卻時間為0.01(為0有bug) StatValue = -49.99; StatType = 'OpticalCamoRechargeDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定光學迷彩恢複速率 StatValue = 100; StatType = 'OpticalCamoChargesRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
克倫齊科夫冷卻時間(設多少便加減多少)(不能減到0) StatValue = -5.5; StatType = 'KerenzikovCooldownDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
克倫齊科夫時緩持續時間(設多少便加減多少) StatValue = 6.5; StatType = 'TimeDilationKerenzikovDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
克倫齊科夫時緩程度(設多少便加減多少)(不能減到0) StatValue = -0.24; StatType = 'TimeDilationKerenzikovTimeScale'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
克倫齊科夫啟動時玩家的時間流速(設多少便加減多少) StatValue = 1; StatType = 'TimeDilationKerenzikovPlayerTimeScale'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定是否已裝備副心臟(1為是0為否) StatValue = 1; StatType = 'HasSecondHeart'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定副心臟冷卻時間 StatValue = -199; StatType = 'SecondHeartCooldownDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
卡米略RAM管理器冷卻減少35(需重新讀檔) StatValue = 35; StatType = 'RamManagerCooldownReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
RAM配平冷卻減少10(需重新讀檔) StatValue = 10; StatType = 'RamManagerCooldownReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定是否已裝備強化肌腱(1為是0為否) StatValue = 1; StatType = 'HasDoubleJump'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定疼痛編輯器的傷害減免為100% StatValue = 0; StatType = 'PainEditorDamageReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定震懾通電的觸發機率為100%(需重新讀檔) StatValue = 0.9; StatType = 'ElectroshockMechanismProcChance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定量子調諧雙倍容量 StatValue = 100; StatType = 'TimeBankCharges'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定量子調諧雙倍恢複速率 StatValue = 1; StatType = 'TimeBankRegenRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定火車王肌腱每秒衰減1%(默認為20%)(需重新讀檔) StatValue = -19; StatType = 'JenkinsHelperDecayPerSecond'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定行為特徵臉板冷卻(設多少重新加載後還是多少) StatValue = 1; StatType = 'CWMaskRechargeDuration'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
設定義體詞條
修改瞄準速度 StatValue = 0.6; StatType = 'ADSSpeedPercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改武器操控 StatValue = 1; StatType = 'RecoilPercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改裝彈速度(需小於100%) StatValue = 0.3; StatType = 'ReloadSpeedPercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改流血機率(僅修改胳臂的對應機率) StatValue = 50; StatType = 'BleedingApplicationRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改中毒機率(僅修改胳臂的對應機率) StatValue = 50; StatType = 'PoisonedApplicationRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改電擊機率(僅修改胳臂的對應機率) StatValue = 50; StatType = 'ElectrocutedApplicationRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改燃燒機率(僅修改胳臂的對應機率) StatValue = 50; StatType = 'BurningApplicationRate'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改爆炸傷害 StatValue = 0.8; StatType = 'ExplosionDamagePercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改化學傷害 StatValue = 0.8; StatType = 'ChemicalDamagePercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改電子傷害 StatValue = 0.8; StatType = 'ElectricDamagePercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改熱能傷害 StatValue = 0.8; StatType = 'ThermalDamagePercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改近戰傷害 StatValue = 0.5; StatType = 'MeleeDamagePercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改潛行傷害加成 StatValue = 100; StatType = 'StealthHitDamageBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改跳彈傷害加成 StatValue = 50; StatType = 'BonusRicochetDamage'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改快速破解傷害 StatValue = 0.5; StatType = 'BonusQuickHackDamage'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改快速破解持續時間(最大提升2倍,即變為原來的3倍) StatValue = 2; StatType = 'DurationBonusQuickhack'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改持續性傷害 StatValue = 0.5; StatType = 'DamageOverTimePercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改持續性傷害抗性 StatValue = 50; StatType = 'DamageOverTimeResistance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改爆炸傷害抗性 StatValue = 50; StatType = 'ExplosionResistance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改近戰傷害抗性 StatValue = 50; StatType = 'MeleeResistance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對Boss傷害加成100% StatValue = 1; StatType = 'BonusDamageAgainstBosses'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對精英敵人傷害加成100% StatValue = 100; StatType = 'BonusDamageAgainstElites'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對機械敵人傷害加成100% StatValue = 1; StatType = 'BonusDamageAgainstMechanicals'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對滿血敵人傷害加成100% StatValue = 1; StatType = 'BonusPercentDamageToEnemiesAtFullHealth'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對生命值不足一半敵人傷害加成100% StatValue = 1; StatType = 'BonusPercentDamageToEnemiesBelowHalfHealth'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對中毒的敵人減傷80% StatValue = 0.8; StatType = 'PercentDamageReductionFromPoisonedEnemies'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對受到電擊的敵人暴擊率增加80% StatValue = 0.8; StatType = 'BonusCritChanceVsElectrocutedEnemies'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改對燃燒的敵人傷害增加80% StatValue = 0.8; StatType = 'BonusPercentDamageVsBurningEnemies'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改閃躲/突進耐力消耗減免50% StatValue = 0.5; StatType = 'DodgeStaminaCostReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改消滅敵人RAM恢複 StatValue = 5; StatType = 'RamOnKill'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改擊殺流血敵人治療 StatValue = 0.5; StatType = 'HealOnKillingBleedingTarget'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改半傷機率 StatValue = 50; StatType = 'MitigationChance'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改半傷強度 StatValue = 80; StatType = 'MitigationStrength'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改生命值恢複加成60% StatValue = 0.6; StatType = 'HealthGeneralRegenRateMult'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改生命值物品效果(提高50%) StatValue = 0.5; StatType = 'HealingItemsEffectPercentBonus'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改生命值物品補充速度 StatValue = 10; StatType = 'HealingItemsChargesRegenMult'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改手雷補充速度 StatValue = 10; StatType = 'GrenadesChargesRegenMult'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
修改敵人視野降低60%(不可使"對敵方可見度"小於0) StatValue = 0.6; StatType = 'VisibilityReduction'; PID = Game.GetPlayer():GetEntityID(); SS = Game.GetStatsSystem(); currValue = SS:GetStatValue(PID, StatType) print(" - Current [ "..StatType.. " ] value: "..string.format("%f", currValue)) if currValue == StatValue then print(" - "..StatType.." is already "..StatValue..", no need to edit. \n ") else statMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatType, 'Additive', StatValue); SS:RemoveAllModifiers(PID, StatType, true) SS:AddSavedModifier(PID, statMOD) print(" - [ "..StatType.." ] SETTED TO : "..string.format("%f", StatValue).." \n ") end
來源:遊俠網