收获日2 Lua脚本代码介绍,联机修改器功能
《收获日2》是《收获日:掠夺》的续作,添加新功能。比如技能和升级、兵种/职业选择(每个都有特殊能力)等等。[2]《收获日2》是一款很有战斗风格的射击类游戏。在本游戏里,玩家扮演的是智商高超的职业罪犯,以各类犯罪手段谋求生存,例如去抢劫银行,武装劫持车辆,也可以协作犯人们越狱。总之,在偌大的都市里,你可以拥有强大的武器和装备,自由穿行无可阻挡。
收获日2 Lua脚本代码介绍,联机修改器功能。享受联系作弊的快感。
代码介绍:
-- Player Instance
local player = managers.player:player_unit()
-- Steam Achievements
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end
-- God Mode
if player then
player:character_damage():set_invulnerable( true )
end
-- Throwing Distance
local car_arr = {
'being',
'mega_heavy',
'heavy',
'medium',
'light',
'coke_light'
}
for i, name in ipairs(car_arr) do
tweak_data.carry.types[ name ].throw_distance_multiplier = 10.0
end
-- Everything But Weapons
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
-- Weapon Mods
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 end
PlayerStandard._get_swap_speed_multiplier = function(self) return 5000 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end
BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0 end
BaseInteractionExt.can_interact = function(self, player) return true end
-- Infinite Ammo Clip
if not _fireWep then
_fireWep = NewRaycastWeaponBase.fire
end
function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
_fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
if managers.player:player_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
-- Infinite Ammo and No Reload
RaycastWeaponBase.ammo_info = function(self)
self._ammo_max_per_clip = 99999
self._ammo_remaining_in_clip = 99999
self._ammo_total = 99999
self._ammo_max = 99999
return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_max
end
BlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data)
return 100, 100
end
-- Money and Level
managers.experience:_set_current_level (1337)
managers.skilltree:_set_points(9999)
managers.money:_add_to_total(9999)
-- Infinite Saw
if not _fireSaw then
_fireSaw = SawWeaponBase.fire
end
function SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
_fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )
if managers.player:player_unit() == self._setup.user_unit then
self.set_ammo(self, 1.0)
end
end
-- Infinite Cable Ties
if not _rmSpecial then
_rmSpecial = PlayerManager.remove_special
end
function PlayerManager:remove_special( name ) end
-- Infinite Equipment
if not _rmEquipment then
_rmEquipment = PlayerManager.remove_equipment
end
function PlayerManager:remove_equipment( equipment_id ) end
-- Infinite Equipment (Not Host)
function PlayerManager:remove_equipment_possession( peer_id, equipment ) end
-- Debug Menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
-- All Weapons Unlocked
local wep_arr = {
'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull', 'saw'
}
for i, name in ipairs(wep_arr) do
if not managers.upgrades:aquired(name) then
managers.upgrades:aquire(name)
end
end
-- Guards and Camera
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
function PlayerMovement:on_suspicion( observer_unit, status ) end
function GroupAIStateBase:on_criminal_suspicion_progress( u_suspect, u_observer, status ) end
function GroupAIStateBase:criminal_spotted( unit ) end
function GroupAIStateBase:report_aggression( unit ) end
function PlayerMovement:on_uncovered( enemy_unit ) end
function SecurityCamera:_upd_suspicion( t ) end
function SecurityCamera:_sound_the_alarm( detected_unit ) end
function SecurityCamera:_set_suspicion_sound( suspicion_level ) end
function SecurityCamera:clbk_call_the_police() end
function CopMovement:anim_clbk_police_called( unit ) end
function CopLogicArrest._upd_enemy_detection( data ) end
function CopLogicArrest._call_the_police( data, my_data, paniced ) end
function CopLogicIdle.on_alert( data, alert_data ) end
function CopLogicBase._get_logic_state_from_reaction( data, reaction )
return "idle"
end
function GroupAIStateBase:sync_event( event_id, blame_id ) end
function GroupAIStateBase:on_police_called( called_reason ) end
function GroupAIStateBase:on_police_weapons_hot( called_reason ) end
function GroupAIStateBase:on_gangster_weapons_hot( called_reason ) end
function GroupAIStateBase:on_enemy_weapons_hot( is_delayed_callback ) end
function GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end
-- Player Mods
PlayerStandard._get_walk_headbob = function(self) return 0 end
PlayerStandard._can_stand = function(self) return true end
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerInventory.remove_selection = function(self, selection_index, instant) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerManager.chk_minion_limit_reached = function(self) return false end
PlayerManager.spread_multiplier = function(self) return 0 end
PlayerMovement.is_stamina_drained = function(self) return false end
PlayerStandard._can_run_directional = function(self) return true end
-- Super Jump
PlayerStandard._perform_jump = function(self, jump_vec)
local v = math.UP * 470
if self._running then
v = math.UP * 2000
end
self._unit:mover():set_velocity( v )
end
-- Player Armor
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end
-- Unlock All Masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
-- Ammo and Health
local player = managers.player:player_unit()
if alive(player) then
player:base():replenish()
end
-- Weapon Accessories, Color Palettes, and Mask Vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )
-- End Mission
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )
-- Teleport Player
function GameState:freeflight_drop_player( pos, rot )
if( managers.player ) then
managers.player:warp_to( pos, rot )
end
end
-- Message On Screen
if managers.hud then
managers.hud:show_hint( { text = "LUA Hack Loaded!" } )
end
-- Unload Some Scripts
managers.player:player_unit():character_damage():set_invulnerable( false )
if _wSpread then
NewRaycastWeaponBase._get_spread = _wSpread
_wSpread = nil
end
if _wRecoil then
NewRaycastWeaponBase.recoil_multiplier = _wRecoil
_wRecoil = nil
end
if _wReload then
NewRaycastWeaponBase.reload_speed_multiplier = _wReload
_wReload = nil
end
if _wFireRate then
NewRaycastWeaponBase.fire_rate_multiplier = _wFireRate
_wFireRate = nil
end
if _wSwap then
PlayerStandard._get_swap_speed_multiplier = _wSwap
_wSwap = nil
end
if _fireWep then
NewRaycastWeaponBase.fire = _fireWep
_fireWep = nil
end
if _fireSaw then
SawWeaponBase.fire = _fireSaw
_fireSaw = nil
end
if _rmSpecial then
PlayerManager.remove_special = _rmSpecial
_rmSpecial = nil
end
if _rmEquipment then
PlayerManager.remove_equipment = _rmEquipment
_rmEquipment = nil
end
if _rmEquipmentP then
PlayerManager.remove_equipment_possession = _rmEquipmentP
_rmEquipmentP = nil
end
-- Message On Screen
if managers.hud then
managers.hud:show_hint( { text = "LUA Hack Unloaded!" } )
end
-- Job Spawning
managers.crimenet._debug_mass_spawning = true
managers.crimenet._active_jobs = {}
managers.crimenet._presets = {}
local t = {}
local difficulty_id = (5)
local difficulty = tweak_data:index_to_difficulty( difficulty_id )
table.insert(t, { job_id = "ukrainian_job_prof", difficulty_id = difficulty_id, difficulty = difficulty } )
local j = 0
while(j < tweak_data.gui.crime_net.debug_options.mass_spawn_limit) do
local job_data = t[1]
table.insert( managers.crimenet._presets, job_data )
j = j+1
end
-- Jobs ID's
"welcome_to_the_jungle", (Big Oil)
"welcome_to_the_jungle_prof",
"framing_frame",
"framing_frame_prof",
"watchdogs",
"watchdogs_prof",
"alex", (Rats)
"alex_prof",
"firestarter",
"firestarter_prof",
"ukrainian_job",
"ukrainian_job_prof",
"jewelry_store",
"jewelry_store_prof",
"four_stores",
"four_stores_prof",
"nightclub",
"nightclub_prof",
"mallcrasher",
"mallcrasher_prof",
"branchbank_deposit",
"branchbank_deposit_prof",
"branchbank_cash",
"branchbank_cash_prof",
"branchbank_gold",
"branchbank_gold_prof",
"branchbank",
"branchbank_prof"
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