赛博朋克2077的控制台当中可以输入代码来体验到适当的作弊效果,不少玩家不清楚这款游戏的代码是什么,小编为玩家们带来了赛博朋克2077控制台代码大全,下面就一起来看看吧。

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赛博朋克2077控制台代码大全

提示:如代码中间有红字,需复制后删除红字部分再使用。

控制台安装方法

1、下载2.13版本控制台插件>>>控制台下载 提取码:1234

2、打开赛博朋克2077游戏文件夹,按照路径进入Cyberpunk 2077 > bin > x64文件夹内。

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3、将控制台文件解压至该文件夹,启动游戏。

4、在启动游戏后,会跳出下方的窗口,点击右边的按键后按下你想要设置为呼出控制台按键的按键(推荐设置为~)。

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5、最后,呼出控制台,选择console即可在下方的输入框中输入代码了。

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武器代码列表

夜叉 Game.AddToInventory("Items.Preset_Ashura_Twitch",1)

分则能成 Game.AddToInventory("Items.Preset_Sidewinder_Divided",1)

海格力斯 3maxGame.AddToInventory("Items.Preset_Hercules_Prototype",1)

八星铳 Game.AddToInventory("Items.Preset_Zhuo_Eight_Star",1)

我去 Game.AddToInventory("Items.Preset_Warden_Boris",1)

我去(幻影) Game.AddToInventory("Items.Preset_Warden_Boris_Hologram",1)

切萨皮克 Game.AddToInventory("Items.Preset_Warden_Amazon",1)

原型:信玄V型 Game.AddToInventory("Items.Preset_Shingen_Prototype",1)

应龙 Game.AddToInventory("Items.Preset_Dian_Yinglong",1)

犯罪克星 Game.AddToInventory("Items.Preset_Kappa_George",1)

万象灵 Game.AddToInventory("Items.Preset_Chao_VooDoo",1)

源二郎 Game.AddToInventory("Items.Preset_Yukimura_Kiji",1)

四季宝 Game.AddToInventory("Items.Preset_Yukimura_Skippy",1)

四季宝(可上墙) Game.AddToInventory("Items.mq007_skippy",1)

河童X-MOD2 Game.AddToInventory("Items.Preset_Kappa_Legendary",1)

罗刹 Game.AddToInventory("Items.Preset_Rasetsu_Prototype",1)

罗刹加强版 Game.AddToInventory("Items.Sniper_Nest_Version_Tech_Sniper_Rifle",1)

突破 Game.AddToInventory("Items.Preset_Nekomata_Breakthrough",1)

猎狐犬 Game.AddToInventory('Items.Preset_Nekomata_Amazon',1)

寡妇制造者 Game.AddToInventory("Items.Preset_Achilles_Nash",1)

阿喀琉斯X-MOD2 Game.AddToInventory("Items.Preset_Achilles_Collectible",1)

命令 Game.AddToInventory("Items.Preset_Satara_Brick",1)

雷兽 Game.AddToInventory("Items.Preset_Senkoh_Prototype",1)

同志的铁锤 Game.AddToInventory("Items.Preset_Burya_Comrade",1)

莱卡 Game.AddToInventory("Items.Preset_Burya_AirDrop",1)

巫毒符 Game.AddToInventory("Items.Preset_Quasar_Baron",1)

丽姿 Game.AddToInventory("Items.Preset_Omaha_Suzie",1)

幽影 Game.AddToInventory("Items.Preset_Kenshin_Frank",1)

混乱 Game.AddToInventory("Items.Preset_Kenshin_Royce",1)

雄心 Game.AddToInventory("Items.Preset_Kenshin_Spy",1)

弃子 Game.AddToInventory("Items.Preset_Ticon_Reed",1)

烧灼 Game.AddToInventory("Items.Preset_Ticon_Gwent",1)

豹纹犬 Game.AddToInventory("Items.Preset_Grit_Amazon",1)

NDI鱼鹰 Game.AddToInventory("Items.Preset_Osprey_Prototype",1)

守望 Game.AddToInventory("Items.Preset_Grad_Panam",1)

零五 Game.AddToInventory("Items.Preset_Grad_Buck",1)

电火花 Game.AddToInventory("Items.Preset_Grad_Scav",1)

波索 Game.AddToInventory("Items.Preset_Grad_AirDrop",1)

吹毛求疵 Game.AddToInventory("Items.Preset_Kolac_Tiny_Mike",1)

飞鹰 Game.AddToInventory("Items.Preset_Kyubi_Myers",1)

九尾X-MDO2 Game.AddToInventory("Items.Preset_Kyubi_Legendary",1)

奇努克 Game.AddToInventory("Items.Preset_Kyubi_Amazon", 1)

比特 Game.AddToInventory("Items.Preset_Ajax_Amazon", 1)

你要战便来战 Game.AddToInventory("Items.Preset_Ajax_Moron",1)

偏见 Game.AddToInventory("Items.Preset_Masamune_Rogue",1)

诗篇 11:6 Game.AddToInventory("Items.Preset_Copperhead_Genesis",1)

卡门 Game.AddToInventory("Items.Preset_Umbra_Bebe",1)

本影X-MDO2 Game.AddToInventory("Items.Preset_Umbra_Collectible",1)

家伙事 Game.AddToInventory("Items.Preset_Overture_Dodger",1)

罩得住 Game.AddToInventory("Items.Preset_Overture_Dante",1)

大天使 Game.AddToInventory("Items.Preset_Overture_Kerry",1)

大赦 Game.AddToInventory("Items.Preset_Overture_Cassidy",1)

真探 Game.AddToInventory("Items.Preset_Overture_River",1)

死亡苹果 Game.AddToInventory("Items.Preset_Nova_Hitman",1)

大木大木 Game.AddToInventory("Items.Preset_Nova_Doom_Doom",1)

白头鹰 Game.AddToInventory("Items.Preset_Metel_Kurt",1)

泰岗 Game.AddToInventory("Items.Preset_Metel_AirDrop",1)

主权 Game.AddToInventory("Items.Preset_Igla_Sovereign",1)

逃兵 Game.AddToInventory("Items.Preset_Testera_Nicolas",1)

炙土X-MOD2 Game.AddToInventory("Items.Preset_Pozhar_Legendary",1)

阿拉拜 Game.AddToInventory("Items.Preset_Pozhar_AirDrop",1)

斗牛㹴(红骨) Game.AddToInventory("Items.Preset_Crusher_Amazon",1)

血腥玛利亚 Game.AddToInventory("Items.Preset_Tactician_Dino",1)

刽子手 Game.AddToInventory("Items.Preset_Tactician_Headsman",1)

莫克斯 Game.AddToInventory("Items.Preset_Carnage_Mox",1)

铁胆 Game.AddToInventory("Items.Preset_Carnage_Edgerunners",1)

电锯 Game.AddToInventory("Items.Preset_Pulsar_Buzzsaw",1)

芬里尔 Game.AddToInventory("Items.Preset_Saratoga_Maelstrom",1)

力大砖飞 Game.AddToInventory("Items.Preset_Saratoga_Raffen",1)

厄瑞玻斯 Game.AddToInventory("Items.Preset_Borg4a_HauntedGun",1)

断头台X-MOD2 Game.AddToInventory("Items.Preset_Guillotine_Collectible",1)

野狗 Game.AddToInventory("Items.Preset_Defender_Kurt",1)

MA70 HB X-MOD2 Game.AddToInventory("Items.Preset_MA70_Collectible",1)

马洛里安武器公司 3516 Game.AddToInventory("Items.Preset_Silverhand_3516",1)

女王陛下 Game.AddToInventory("Items.Preset_Unity_Agent",1)

惊魂孤岛 Game.AddToInventory("Items.Preset_Lexington_Rook",1)

莱克星顿X-MDO2 Game.AddToInventory("Items.Preset_Lexington_Shooting_Competition",1)

赌一把 Game.AddToInventory("Items.Preset_Nue_Bree",1)

猎豹 Game.AddToInventory("Items.Preset_Unity_Angelica",1)

傲慢 Game.AddToInventory("Items.Preset_Liberty_Rogue",1)

傲慢 Game.AddToInventory("Items.Preset_Liberty_Rogue_Stash",1)

终夜 Game.AddToInventory("Items.Preset_Lexington_Wilson",1)

退路 Game.AddToInventory("Items.Preset_Liberty_Dex",1)

金刚 Game.AddToInventory("Items.Preset_Liberty_Yorinobu",1)

炽天使 Game.AddToInventory("Items.Preset_Liberty_Padre",1)

金色狠婆娘 Game.AddToInventory("Items.Preset_Nue_Jackie",1)

死亡和税收 Game.AddToInventory("Items.Preset_Nue_Maiko",1)

镀金棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Denny",1)

老古板 Game.AddToInventory("Items.Preset_Baseball_Bat_Malina",1)

棒球棍X-MOD2 Game.AddToInventory("Items.Preset_Baseball_Bat_Legendary",1)

撬棍 Game.AddToInventory("Items.Preset_Crowbar_Bunker",1)

墨菲定律 Game.AddToInventory("Items.Preset_Baton_Murphy",1)

小叮当 Game.AddToInventory("Items.Preset_Baton_Tinker_Bell",1)

水蝮蛇 Game.AddToInventory("Items.Preset_Cane_Fingers",1)

藤津伪器 Game.AddToInventory("Items.Preset_Dildo_Stout",1)

BFC 9000 Game.AddToInventory("Items.Preset_Dildo_SexShop",1)

黑独角兽 Game.AddToInventory("Items.Preset_Katana_GoG",1)

鸡尾酒棒 Game.AddToInventory("Items.Preset_Katana_Cocktail",1)

尽忠丸 Game.AddToInventory("Items.Preset_Katana_Takemura",1)

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手术刀 Game.AddToInventory("Items.Preset_Katana_Surgeon",1)

爪磨 Game.AddToInventory("Items.Preset_Katana_Hiromi",1)

白虎 Game.AddToInventory("Items.Preset_Katana_Wakako",1)

补牢 Game.AddToInventory("Items.Preset_Katana_E3",1)

白狼 Game.AddToInventory("Items.Preset_Sword_Witcher",1)

觉 Game.AddToInventory("Items.Preset_Katana_Saburo",1)

要人命X-MOD2 Game.AddToInventory("Items.Preset_Chainsword_Legendary",1)

猎狼犬 Game.AddToInventory("Items.Preset_Machete_Borg_AirDrop",1)

野人王的大锤 Game.AddToInventory("Items.w_melee_boss_hammer",1)

看门人的铲子 Game.AddToInventory("Items.Preset_Shovel_Caretaker",1)

雨魂灵 Game.AddToInventory("Items.Preset_VB_Axe",1)

魔爪X-MOD2 Game.AddToInventory("Items.Preset_Fanged_Axe_Collectible",1)

屠夫的切肉刀 Game.AddToInventory("Items.Preset_Butchers_Knife_Iconic",1)

毒刺 Game.AddToInventory("Items.Preset_Knife_Stinger",1)

青牙 Game.AddToInventory("Items.Preset_Neurotoxin_Knife_Iconic",1)

猎头 Game.AddToInventory("Items.Preset_Punk_Knife_Iconic",1)

涅槃 Game.AddToInventory("Items.Preset_Tanto_Saburo_Retrofix",1)

獠牙 Game.AddToInventory("Items.Preset_Knife_Kurtz_1",1)

获取装备武器的附件 IDAreas = {{ s = 'Weapon', n = 3 }}; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); MS = SSC:Get('ItemModificationSystem'); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; attachmentsFound = false; print(' \n') for _, area in ipairs(Areas) do for index=1,area.n do itID = PD:GetItemInEquipSlot2(area.s, index - 1) if itID.id.hash ~= 0 then weaponID = TDBID.ToStringDEBUG(itID.id); weaponName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(itID.id..'.displayName'))); itData = TS:GetItemData(P, itID) if itData ~= nil then print('\t[ '..area.s..' Slot '..index..' ]\t'..weaponName..'\t( "'..weaponID..'" )') for _, part in ipairs(itData:GetItemParts()) do itPartID = part:GetItemID(part); itPartTDBID = TDBID.ToStringDEBUG(TweakDBID.new(itPartID.id)); itPartName = Game.GetLocalizedTextByKey(TDB.GetLocKey(itPartTDBID..'.displayName')); if itPartName == '' then itPartName = ''; end print('\tPart Found\t->\t'..itPartName..'\t( "'..itPartTDBID..'" )') end end end print(' \n') end end

获取墙上所有武器 msg = "STASH WALL WEAPONS ADDED !"; W1 = {"mq007_skippy", "w_melee_boss_hammer" }; W2 = { "Ajax_Moron_Legendary", "Burya_Comrade_Legendary", "Butchers_Knife_Iconic_Legendary", "Carnage_Mox_Legendary", "Copperhead_Genesis_Legendary", "Dian_Yinglong", "Grad_Panam_Legendary", "Igla_Sovereign_Legendary", "Katana_Saburo_Legendary", "Katana_Takemura_Legendary", "Katana_Wakako_Legendary", "Lexington_Shooting_Competition", "Lexington_Wilson_Legendary", "Liberty_Dex_Legendary", "Liberty_Padre_Legendary", "Nekomata_Breakthrough_Legendary", "Neurotoxin_Knife_Iconic_Legendary", "Nue_Jackie_Legendary", "Overture_Kerry_Legendary", "Overture_River_Legendary", "Pulsar_Buzzsaw_Legendary", "Punk_Knife_Iconic_Legendary", "Silverhand_3516", "Tactician_Dino_Legendary","Tactician_Headsman_Legendary", "Tanto_Saburo", "Katana_E3", "Zhuo_Eight_Star" }; for i, weap in next, W1 do Game.AddToInventory("Items."..weap, 1) end for i, weap in next, W2 do Game.AddToInventory("Items.Preset_"..weap, 1) end PreventionSystem.ShowMessage(msg, 8.0)

获取所有手雷 for i, v in next, { "GrenadeOzobsNose", "GrenadeBiohazardLegendaryPlus", "CuttingGrenadeLegendaryPlus", "GrenadeEMPLegendaryPlus", "GrenadeFlashLegendaryPlus", "GrenadeFragLegendaryPlus", "GrenadeIncendiaryLegendaryPlus", "GrenadeReconLegendaryPlus", "GrenadeSmokeLegendaryPlus" } do Game.AddToInventory("Items."..v, 1) end

A-22B超式(黑墙版) Game.AddToInventory("Items.BlackwallForce",1)

徒手 Game.AddToInventory("Items.w_melee_004__fists_a",1)

猫又(幻影) Game.AddToInventory("Items.Preset_Nekomata_Boris_Hologram",1)

自动屠宰机 Game.AddToInventory("Items.Preset_Base_Slaughtomatic",1)

强尼的左轮手枪 Game.AddToInventory("Items.Base_Arasaka3D_Gun",1)

尖桩 Game.AddToInventory("Items.Base_Kolac",1)

尖桩 Game.AddToInventory("Items.Preset_Kolac_Default",1)

榴弹发射器 Game.AddToInventory("Items.Preset_Authority_Default",1)

厄瑞玻斯(隐藏款) Game.AddToInventory("Items.Preset_Borg4a_Legendary",1)

黄金指虎 Game.AddToInventory("Items.Preset_Knuckles_Golden",1)

指虎 Game.AddToInventory("Items.Preset_Knuckles_Default",1)

M-179 阿喀琉斯(改装) Game.AddToInventory("Items.q115_corpo_rifle",1)

野人王的大锤 Game.AddToInventory("Items.Preset_Hammer_Sasquatch",1)

AR光线枪至尊9000 Game.AddToInventory("Items.Preset_Lexington_Toygun_Left_Hand", 1)

MA70 Game.AddToInventory("Items.Preset_MA70_Legendary",1)

MA70 Game.AddToInventory("Items.Preset_MA70_Default",1)

MA70 Game.AddToInventory("Items.Preset_MA70_Military",1)

MA70 Game.AddToInventory("Items.Preset_MA70_Neon",1)

MA70 Game.AddToInventory("Items.Preset_MA70_Pimp",1)

MA70 Game.AddToInventory("Items.Base_MA70",1)

暴风雪 Game.AddToInventory("Items.Preset_Metel_Legendary",1)

暴风雪 Game.AddToInventory("Items.Preset_Metel_Default",1)

暴风雪 Game.AddToInventory("Items.Preset_Metel_Military",1)

暴风雪 Game.AddToInventory("Items.Preset_Metel_Neon",1)

暴风雪 Game.AddToInventory("Items.Preset_Metel_Pimp",1)

线香 Game.AddToInventory("Items.Preset_Senkoh_Default",1)

线香 Game.AddToInventory("Items.Preset_Senkoh_Military",1)

线香 Game.AddToInventory("Items.Preset_Senkoh_Neon",1)

线香 Game.AddToInventory("Items.Preset_Senkoh_Pimp",1)

线香 Game.AddToInventory("Items.Preset_Senkoh_Legendary",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Krausser",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Default",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Legendary",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Military",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Neon",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Pimp",1)

HA-4硬骨头 Game.AddToInventory("Items.Preset_Grit_Prevention",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Krausser",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Default",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Military",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Neon",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Nusa",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Pimp",1)

九尾 Game.AddToInventory("Items.Preset_Kyubi_Prevention",1)

守护 Game.AddToInventory("Items.Preset_Warden_Krausser",1)

守护 Game.AddToInventory("Items.Preset_Warden_Default",1)

守护 Game.AddToInventory("Items.Preset_Warden_Legendary",1)

守护 Game.AddToInventory("Items.Preset_Warden_Military",1)

守护 Game.AddToInventory("Items.Preset_Warden_Neon",1)

守护 Game.AddToInventory("Items.Preset_Warden_Pimp",1)

A-22B 超式 Game.AddToInventory("Items.Preset_Chao_Default",1)

A-22B 超式 Game.AddToInventory("Items.Preset_Chao_Military",1)

A-22B 超式 Game.AddToInventory("Items.Preset_Chao_Neon",1)

A-22B 超式 Game.AddToInventory("Items.Preset_Chao_Pimp",1)

D5 铜斑蛇 Game.AddToInventory("Items.Preset_Copperhead_Default",1)

D5 铜斑蛇 Game.AddToInventory("Items.Preset_Copperhead_Military",1)

D5 铜斑蛇 Game.AddToInventory("Items.Preset_Copperhead_Neon",1)

D5 铜斑蛇 Game.AddToInventory("Items.Preset_Copperhead_Pimp",1)

D5 铜斑蛇 Game.AddToInventory("Items.Preset_Copperhead_Krausser",1)

D5 响尾蛇 Game.AddToInventory("Items.Preset_Sidewinder_Default",1)

D5 响尾蛇 Game.AddToInventory("Items.Preset_Sidewinder_Military",1)

D5 响尾蛇 Game.AddToInventory("Items.Preset_Sidewinder_Neon",1)

D5 响尾蛇 Game.AddToInventory("Items.Preset_Sidewinder_Pimp",1)

DB-2 萨达拉 Game.AddToInventory("Items.Preset_Satara_Default",1)

DB-2 萨达拉 Game.AddToInventory("Items.Preset_Satara_Military",1)

DB-2 萨达拉 Game.AddToInventory("Items.Preset_Satara_Neon",1)

DB-2 萨达拉 Game.AddToInventory("Items.Preset_Satara_Pimp",1)

DB-2 萨达拉 Game.AddToInventory("FunctionalTests.Preset_Satara_FunctionalTest",1)

DB-2 萨达拉 Game.AddToInventory("Items.Base_Satara",1)

DB-2 萨达拉 Game.AddToInventory("Items.Proficiency_Craftable_Uncommon_Satara",1)

DB-2 萨达拉 Game.AddToInventory("TEST.ItemPass_Satara",1)

DB-2 手锯 Game.AddToInventory("Items.Preset_Testera_Default",1)

DB-2 手锯 Game.AddToInventory("Items.Preset_Testera_Military",1)

DB-2 手锯 Game.AddToInventory("Items.Preset_Testera_Neon",1)

DB-2 手锯 Game.AddToInventory("Items.Preset_Testera_Pimp",1)

DB-4 铁棍 Game.AddToInventory("Items.Preset_Palica_Default",1)

DB-4 铁棍 Game.AddToInventory("Items.Preset_Palica_Military",1)

DB-4 铁棍 Game.AddToInventory("Items.Preset_Palica_Neon",1)

DB-4 铁棍 Game.AddToInventory("Items.Preset_Palica_Pimp",1)

DB-4 针式导弹 Game.AddToInventory("Items.Preset_Igla_Default",1)

DB-4 针式导弹 Game.AddToInventory("Items.Preset_Igla_Military",1)

DB-4 针式导弹 Game.AddToInventory("Items.Preset_Igla_Neon",1)

DB-4 针式导弹 Game.AddToInventory("Items.Preset_Igla_Pimp",1)

DR12 类星体 Game.AddToInventory("Items.Preset_Quasar_Default",1)

DR12 类星体 Game.AddToInventory("Items.Preset_Quasar_Military",1)

DR12 类星体 Game.AddToInventory("Items.Preset_Quasar_Neon",1)

DR12 类星体 Game.AddToInventory("Items.Preset_Quasar_Pimp",1)

DR5 新星 Game.AddToInventory("Items.Preset_MQ008_Nova",1)

DR5 新星 Game.AddToInventory("Items.Preset_Nova_Default",1)

DR5 新星 Game.AddToInventory("Items.Preset_Nova_Military",1)

DR5 新星 Game.AddToInventory("Items.Preset_Nova_Neon",1)

DR5 新星 Game.AddToInventory("Items.Preset_Nova_Pimp",1)

DR5 新星 Game.AddToInventory("Items.Preset_Nova_Q000_Nomad",1)

DS1 脉冲 Game.AddToInventory("Items.Preset_Pulsar_Default",1)

DS1 脉冲 Game.AddToInventory("Items.Preset_Pulsar_Military",1)

DS1 脉冲 Game.AddToInventory("Items.Preset_Pulsar_Neon",1)

DS1 脉冲 Game.AddToInventory("Items.Preset_Pulsar_Pimp",1)

G-58 典式 Game.AddToInventory("Items.Preset_Dian_Default",1)

G-58 典式 Game.AddToInventory("Items.Preset_Dian_Military",1)

G-58 典式 Game.AddToInventory("Items.Preset_Dian_Neon",1)

G-58 典式 Game.AddToInventory("Items.Preset_Dian_Pimp",1)

G-58 典式 Game.AddToInventory("Items.Preset_Dian_Trauma",1)

HJKE-11 幸村 Game.AddToInventory("Items.Preset_Yukimura_Default",1)

HJKE-11 幸村 Game.AddToInventory("Items.Preset_Yukimura_Military",1)

HJKE-11 幸村 Game.AddToInventory("Items.Preset_Yukimura_Neon",1)

HJKE-11 幸村 Game.AddToInventory("Items.Preset_Yukimura_Pimp",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Base_Masamune",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Masamune_Default",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Masamune_Flashlight",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Masamune_Military",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Masamune_Neon",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Masamune_Pimp",1)

HJSH-18 正宗 Game.AddToInventory("Items.Preset_Masamune_Trauma",1)

JKE-X2 谦信 Game.AddToInventory("Items.Preset_Kenshin_Default",1)

JKE-X2 谦信 Game.AddToInventory("Items.Preset_Kenshin_Military",1)

JKE-X2 谦信 Game.AddToInventory("Items.Preset_Kenshin_MQ041",1)

JKE-X2 谦信 Game.AddToInventory("Items.Preset_Kenshin_Neon",1)

JKE-X2 谦信 Game.AddToInventory("Items.Preset_Kenshin_Pimp",1)

JKE-X2 谦信 Game.AddToInventory("Items.Preset_Kenshin_Takemura",1)

L-69 卓式 Game.AddToInventory("Items.Preset_Zhuo_Default",1)

L-69 卓式 Game.AddToInventory("Items.Preset_Zhuo_Military",1)

L-69 卓式 Game.AddToInventory("Items.Preset_Zhuo_Neon",1)

L-69 卓式 Game.AddToInventory("Items.Preset_Zhuo_Pimp",1)

L-69 卓式 Game.AddToInventory("Items.Preset_Zhuo_Trauma",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Base_Lexington",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Lexington_Default",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Lexington_Military",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Lexington_Neon",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Lexington_Pimp",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Lexington_Toygun",1)

M-10AF 莱克星顿 Game.AddToInventory("Items.Preset_Lexington_Krausser",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Default",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Military",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Neon",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Pimp",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Tiny_Mike",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Nusa_Black",1)

M-179E 阿喀琉斯 Game.AddToInventory("Items.Preset_Achilles_Nusa_White",1)

M2038 战术家 Game.AddToInventory("Items.Preset_Tactician_Default",1)

M2038 战术家 Game.AddToInventory("Items.Preset_Tactician_Military",1)

M2038 战术家 Game.AddToInventory("Items.Preset_Tactician_Neon",1)

M2038 战术家 Game.AddToInventory("Items.Preset_Tactician_Pimp",1)

M2038 战术家 Game.AddToInventory("Items.Preset_Tactician_Krausser",1)

M221 萨拉托加 Game.AddToInventory("Items.Preset_Saratoga_Default",1)

M221 萨拉托加 Game.AddToInventory("Items.Preset_Saratoga_Military",1)

M221 萨拉托加 Game.AddToInventory("Items.Preset_Saratoga_Neon",1)

M221 萨拉托加 Game.AddToInventory("Items.Preset_Saratoga_Pimp",1)

M221 萨拉托加 Game.AddToInventory("Items.Preset_Saratoga_Krausser",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Default",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Military",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Neon",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Pimp",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Training",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Military_MaxTac_2nd_wave",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Scene",1)

M251S 阿贾克斯 Game.AddToInventory("Items.Preset_Ajax_Krausser",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Default",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Military",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Neon",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Pimp",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Krausser",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Maelstrom",1)

M-76E 奥马哈 Game.AddToInventory("Items.Preset_Omaha_Military_MaxTac_2nd_wave", 1)

RT-46 风暴 Game.AddToInventory("Items.Preset_Burya_Default",1)

RT-46 风暴 Game.AddToInventory("Items.Preset_Burya_Military",1)

RT-46 风暴 Game.AddToInventory("Items.Preset_Burya_Neon",1)

RT-46 风暴 Game.AddToInventory("Items.Preset_Burya_Pimp",1)

SOR-22 Game.AddToInventory("Items.Preset_Sor22_Default",1)

SOR-22 Game.AddToInventory("Items.Preset_Sor22_Military",1)

SOR-22 Game.AddToInventory("Items.Preset_Sor22_Neon",1)

SOR-22 Game.AddToInventory("Items.Preset_Sor22_Pimp",1)

SOR-22 Game.AddToInventory("Items.Preset_Sor22_Nusa_Black",1)

SOR-22 Game.AddToInventory("Items.Preset_Sor22_Nusa_White",1)

SPT32 冰暴 Game.AddToInventory("Items.Preset_Grad_Default",1)

SPT32 冰暴 Game.AddToInventory("Items.Preset_Grad_Military",1)

SPT32 冰暴 Game.AddToInventory("Items.Preset_Grad_Neon",1)

SPT32 冰暴 Game.AddToInventory("Items.Preset_Grad_Pimp",1)

TKI-20 信玄 Game.AddToInventory("Items.Preset_Shingen_Default",1)

TKI-20 信玄 Game.AddToInventory("Items.Preset_Shingen_Military",1)

TKI-20 信玄 Game.AddToInventory("Items.Preset_Shingen_Neon",1)

TKI-20 信玄 Game.AddToInventory("Items.Preset_Shingen_Pimp",1)

阿修罗 Game.AddToInventory("Items.Preset_Ashura_Default",1)

阿修罗 Game.AddToInventory("Items.Preset_Ashura_Military",1)

阿修罗 Game.AddToInventory("Items.Preset_Ashura_Neon",1)

阿修罗 Game.AddToInventory("Items.Preset_Ashura_Pimp",1)

阿修罗 Game.AddToInventory("Items.Preset_Ashura_Prevention_MaxTac",1)

防御者 Game.AddToInventory("Items.Preset_Defender_Default",1)

防御者 Game.AddToInventory("Items.Preset_Defender_Military",1)

防御者 Game.AddToInventory("Items.Preset_Defender_Neon",1)

防御者 Game.AddToInventory("Items.Preset_Defender_Pimp",1)

防御者 Game.AddToInventory("Items.Preset_Defender_MaxTac_2nd_wave", 1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_Default",1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_Military",1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_Neon",1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_Pimp",1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_MaxTac",1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_Prevention",1)

猫又 Game.AddToInventory("Items.Preset_Nekomata_Krausser",1)

碾碎者 Game.AddToInventory("Items.Preset_Crusher_Default",1)

碾碎者 Game.AddToInventory("Items.Preset_Crusher_Military",1)

碾碎者 Game.AddToInventory("Items.Preset_Crusher_Neon",1)

碾碎者 Game.AddToInventory("Items.Preset_Crusher_Pimp",1)

碾碎者 Game.AddToInventory("Items.Preset_Crusher_Krausser",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Default_U",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Default_R",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Default_E",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Default_L",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Legendary",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Default",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Military",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Neon",1)

前奏 Game.AddToInventory("Items.Preset_Overture_Pimp",1)

杀戮 Game.AddToInventory("Items.Preset_Carnage_Default",1)

杀戮 Game.AddToInventory("Items.Preset_Carnage_Military",1)

杀戮 Game.AddToInventory("Items.Preset_Carnage_Neon",1)

杀戮 Game.AddToInventory("Items.Preset_Carnage_Pimp",1)

统一 Game.AddToInventory("Items.Preset_Unity_Default",1)

统一 Game.AddToInventory("Items.Preset_Unity_Military",1)

统一 Game.AddToInventory("Items.Preset_Unity_Neon",1)

统一 Game.AddToInventory("Items.Preset_Unity_Pimp",1)

统一 Game.AddToInventory("Items.Preset_V_Unity",1)

鵺 Game.AddToInventory("Items.Preset_Nue_Default",1)

鵺 Game.AddToInventory("Items.Preset_Nue_Military",1)

鵺 Game.AddToInventory("Items.Preset_Nue_Neon",1)

快刀 Game.AddToInventory("Items.Preset_Machete_Borg_Default",1)

快刀 Game.AddToInventory("Items.Preset_Machete_Borg_Military",1)

快刀 Game.AddToInventory("Items.Preset_Machete_Borg_Pimp",1)

快刀 Game.AddToInventory("Items.Preset_Machete_Borg_Neon",1)

快刀 Game.AddToInventory("Items.Preset_Psycho_sts_std_rcr_05_late",1)

快刀 Game.AddToInventory("Items.Preset_Psycho_sts_std_rcr_05_early",1)

快刀 Game.AddToInventory("Items.Preset_Psycho_sts_std_rcr_05_mid",1)

快刀 Game.AddToInventory("Items.Preset_Psycho_sts_std_rcr_05_end",1)

快刀 Game.AddToInventory("Items.Preset_Psycho_sts_std_rcr_05",1)

砍刀 Game.AddToInventory("Items.Preset_Machete_Default",1)

砍刀 Game.AddToInventory("Items.Preset_Machete_Maelstrom",1)

砍刀 Game.AddToInventory("Items.Preset_Machete_Valentinos",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_ma_wat_nid_03_early",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_mq030_end",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_mq030_mid",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_mq030_late",1)

砍刀 Game.AddToInventory("Items.Preset_Machete_Kurt",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_ma_wat_nid_03_late",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_ma_wat_nid_03_mid",1)

砍刀 Game.AddToInventory("Items.w_melee_002__machete_a",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_mq030_early",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_ma_wat_nid_03",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_mq030",1)

砍刀 Game.AddToInventory("Items.Preset_Psycho_ma_wat_nid_03_end",1)

砍刀 Game.AddToInventory("TEST.ItemPass_Machete",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Default",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Military",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Neon",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Neon_03",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Pimp",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Pimp_03",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Training",1)

武士刀 Game.AddToInventory("Items.Proficiency_Craftable_Legendary_Katana",1)

武士刀 Game.AddToInventory("TEST.ItemPass_Katana",1)

武士刀 Game.AddToInventory("Items.q115_katana",1)

武士刀 Game.AddToInventory("Items.Arasaka3DEnemyKatana",1)

武士刀 Game.AddToInventory("Items.Base_Katana",1)

武士刀 Game.AddToInventory("Items.Craftable_Common_Katana",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Arasaka_2020",1)

武士刀 Game.AddToInventory("Items.Preset_Katana_Arasaka_2077",1)

武士刀 Game.AddToInventory("Items.w_melee_001__katana_a",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Default",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Neon",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Pimp",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Aldecados",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Mox",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_SixStreet",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_TygerClaws",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Valentinos",1)

棒球棍 Game.AddToInventory("Items.Preset_Baseball_Bat_Wraiths",1)

棒球棍 Game.AddToInventory("Items.w_melee_008__baseball_bat",1)

棒球棍 Game.AddToInventory("TEST.ItemPass_Baseball",1)

厨刀 Game.AddToInventory("Items.Preset_Chefs_Knife_Default",1)

锤子 Game.AddToInventory("Items.Preset_Hammer_Default",1)

锤子 Game.AddToInventory("Items.w_melee_hammer2h",1)

锤子 Game.AddToInventory("Items.Hard_20_Body_Weapon2",1)

锤子 Game.AddToInventory("TEST.ItemPass_Hammer",1)

大锤 Game.AddToInventory("Items.Base_Two_Hand_Hammer",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Baton_Alpha",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Psycho_ma_wat_kab_08_end",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Stout_Censored",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Psycho_ma_wat_kab_08",1)

电警棍 ALPHA Game.AddToInventory("Items.w_melee_010__electric_baton",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Psycho_ma_wat_kab_08_early",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Psycho_ma_wat_kab_08_mid",1)

电警棍 ALPHA Game.AddToInventory("Items.Preset_Psycho_ma_wat_kab_08_late",1)

电警棍 ALPHA Game.AddToInventory("Items.Proficiency_Craftable_Uncommon_Baton_Alpha",1)

电警棍 ALPHA Game.AddToInventory("TEST.ItemPass_Baton",1)

电警棍 BETA Game.AddToInventory("Items.Preset_Baton_Beta",1)

电警棍 GAMMA Game.AddToInventory("Items.Preset_Baton_Gamma",1)

反曲刀 Game.AddToInventory("Items.Preset_Kukri_Default",1)

反曲刀 Game.AddToInventory("Items.Preset_Kukri_Voodoo",1)

双手钝器 Game.AddToInventory("Items.Base_Two_Hand_Blunt",1)

金棒 Game.AddToInventory("Items.Preset_Kanabo_Default",1)

撬棍 Game.AddToInventory("Items.Preset_Crowbar_Default",1)

钢管 Game.AddToInventory("Items.Preset_Iron_Pipe_Default",1)

撬胎棒 Game.AddToInventory("Items.Preset_Tire_Iron_Default",1)

撬胎棒 Game.AddToInventory("Items.Preset_Pipe_Wrench_Default",1)

撬胎棒 Game.AddToInventory("Items.w_melee_007__pipe_wrench",1)

时雨 Game.AddToInventory("Items.Preset_Saratoga_Arasaka_2020",1)

时雨 Game.AddToInventory("Items.Preset_Saratoga_Arasaka_2077",1)

时雨 Game.AddToInventory("Items.Preset_Saratoga_Arasaka_2077_Unbreakable",1)

小刀 Game.AddToInventory("Items.Preset_Knife_Default",1)

小刀 Game.AddToInventory("Items.Preset_Knife_Military",1)

小刀 Game.AddToInventory("Items.Preset_Butchers_Knife_Default",1)

小刀 Game.AddToInventory("Items.StartingWeaponStreetKid",1)

小刀 Game.AddToInventory("Items.Proficiency_Craftable_Rare_Knife",1)

小刀 Game.AddToInventory("Items.Base_Knife", 1)

小刀 Game.AddToInventory("TEST.ItemPass_Knife",1)

朋克刀 Game.AddToInventory("Items.Preset_Punk_Knife_Default",1)

朋克刀 Game.AddToInventory("Items.Preset_Punk_Knife_Military",1)

朋克刀 Game.AddToInventory("Items.Preset_Punk_Knife_Neon",1)

朋克刀 Game.AddToInventory("Items.Preset_Punk_Knife_Pimp",1)

神经毒素小刀 Game.AddToInventory("Items.Preset_Neurotoxin_Knife_Default",1)

神经毒素小刀 Game.AddToInventory("Items.Preset_Neurotoxin_Knife_Military",1)

神经毒素小刀 Game.AddToInventory("Items.Preset_Neurotoxin_Knife_Neon",1)

神经毒素小刀 Game.AddToInventory("Items.Preset_Neurotoxin_Knife_Pimp",1)

怀剑 Game.AddToInventory("Items.Preset_Tanto_Default",1)

野分 Game.AddToInventory("Items.Preset_Masamune_Arasaka_2020",1)

野分 Game.AddToInventory("Items.Preset_Masamune_Arasaka_2077",1)

野分 Game.AddToInventory("Items.Arasaka3DEnemyWeapon",1)

玉响 Game.AddToInventory("Items.Preset_Nue_Arasaka_2020",1)

玉响 Game.AddToInventory("Items.Preset_Nue_Arasaka_2077",1)

玉响 Game.AddToInventory("Items.Preset_Nue_Arasaka_2020_Left_Hand1",1)

玉响 Game.AddToInventory("Items.Preset_Nue_Arasaka_2020_Retrofix",1)

玉响 Game.AddToInventory("Items.Preset_Nue_Arasaka_2020_Unbreakable",1)

战斧 Game.AddToInventory("Items.Preset_Tomahawk_Default",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Default",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Default_Retrofix",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Neon",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Neon_Retrofix",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Pimp",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Pimp_Retrofix",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Military",1)

自由 Game.AddToInventory("Items.Preset_Liberty_Military_Retrofix",1)

自由 Game.AddToInventory("Items.Base_Liberty",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Chopper",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Default",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Invisible",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Military",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Neon",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Pimp",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_Sasquatch",1)

31型重机枪 Game.AddToInventory("Items.Preset_HMG_turret_car_attach",1)

DA8本影 Game.AddToInventory("Items.Preset_Umbra_Legendary",1)

DA8本影 Game.AddToInventory("Items.Preset_Umbra_Default",1)

DA8本影 Game.AddToInventory("Items.Preset_Umbra_Neon",1)

DA8本影 Game.AddToInventory("Items.Preset_Umbra_Pimp",1)

DA8本影 Game.AddToInventory("Items.Preset_Umbra_Military",1)

魔爪 Game.AddToInventory("Items.Preset_Fanged_Axe_Default",1)

魔爪 Game.AddToInventory("Items.Preset_Fanged_Axe_Military",1)

魔爪 Game.AddToInventory("Items.Preset_Fanged_Axe_Neon",1)

魔爪 Game.AddToInventory("Items.VHard_50_BodyCool_Weapon5",1)

魔爪 Game.AddToInventory("Items.VHard_50_BodyCool_Weapon6",1)

魔爪 Game.AddToInventory("Items.VHard_50_BodyCool_Weapon7",1)

要人命 Game.AddToInventory("Items.Preset_Chainsword_Default",1)

要人命 Game.AddToInventory("Items.Preset_Chainsword_Neon",1)

要人命 Game.AddToInventory("Items.Preset_Chainsword_Military",1)

要人命 Game.AddToInventory("Items.Preset_Chainsword_Pimp",1)

要人命 Game.AddToInventory("Items.Hard_30_BodyTech_Weapon2",1)

vst-37炙土 Game.AddToInventory("Items.Preset_Pozhar_Default",1)

vst-37炙土 Game.AddToInventory("Items.Preset_Pozhar_Neon",1)

vst-37炙土 Game.AddToInventory("Items.Preset_Pozhar_Pimp",1)

vst-37炙土 Game.AddToInventory("Items.Preset_Pozhar_Military",1)

vst-37炙土 Game.AddToInventory("Items.Preset_Pozhar_Legendary",1)

军用科技帝康 Game.AddToInventory("Items.Preset_Ticon_Default",1)

军用科技帝康 Game.AddToInventory("Items.Preset_Ticon_Neon",1)

军用科技帝康 Game.AddToInventory("Items.Preset_Ticon_Pimp",1)

军用科技帝康 Game.AddToInventory("Items.Preset_Ticon_Military",1)

军用科技帝康 Game.AddToInventory("Items.Preset_Ticon_Legendary",1)

军用科技帝康 Game.AddToInventory("Items.Base_Ticon",1)

断头台 Game.AddToInventory("Items.Preset_Guillotine_Default",1)

断头台 Game.AddToInventory("Items.Preset_Guillotine_Military",1)

断头台 Game.AddToInventory("Items.Preset_Guillotine_Neon",1)

断头台 Game.AddToInventory("Items.Preset_Guillotine_Pimp",1)

河童 Game.AddToInventory("Items.Preset_Kappa_Default",1)

河童 Game.AddToInventory("Items.Preset_Kappa_Military",1)

河童 Game.AddToInventory("Items.Preset_Kappa_Neon",1)

河童 Game.AddToInventory("Items.Preset_Kappa_Pimp",1)

属性代码列表

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(包括解锁所有技能) 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()

满级等级与声望 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 ")

设置所有属性等级 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 ")

设置所有技能成长等级 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 ")

解锁所有的技能 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()

解锁Relic技能树 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")

最大负重+100 for i=1,50 do Game.AddToInventory("Items.AirdropPermaReward", 1) end print(" - MAXIMUM CARRYING CAPACITY: + 100")

义体容量+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")

将各项等级变为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

重置技能点 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

游侠网1

移除所有未使用的点数 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()

移除未使用的属性点 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 ")

移除未使用的技能点 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点数 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 ")

等级+1 ProfType = gamedataProficiencyType.Level DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); ExpAmount = DS:GetRemainingExpForLevelUp(ProfType); DS:AddExperience(ExpAmount, ProfType, telemetryLevelGainReason.Gameplay)

声望+1 ProfType = gamedataProficiencyType.StreetCred DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); ExpAmount = DS:GetRemainingExpForLevelUp(ProfType); DS:AddExperience(ExpAmount, ProfType, telemetryLevelGainReason.Gameplay)

设置等级60 LvL = 60; ProfType = gamedataProficiencyType.Level; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

设置声望50 LvL = 50; ProfType = gamedataProficiencyType.StreetCred; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

技能点+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)

属性点+10 AttPoints = 10; PointType = gamedataDevelopmentPointType.Attribute; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)

技能点+10 AttPoints = 10; PointType = gamedataDevelopmentPointType.Primary; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)

Relic点数+1 AttPoints = 1; PointType = gamedataDevelopmentPointType.Espionage; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:AddDevelopmentPoints(AttPoints, PointType)

属性等级

设置肉体为20 LvL = 20; AttrType = gamedataStatType.Strength; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)

设置反应为20 LvL = 20; AttrType = gamedataStatType.Reflexes; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)

设置技术为20 LvL = 20; AttrType = gamedataStatType.TechnicalAbility; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)

设置智力为20 LvL = 20; AttrType = gamedataStatType.Intelligence; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)

设置镇定为20 LvL = 20; AttrType = gamedataStatType.Cool; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetAttribute(AttrType, LvL)

技能等级

设置猎头为60 LvL = 60; ProfType = gamedataProficiencyType.CoolSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

设置黑客为60 LvL = 60; ProfType = gamedataProficiencyType.IntelligenceSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

设置忍者为60 LvL = 60; ProfType = gamedataProficiencyType.ReflexesSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

设置独狼为60 LvL = 60; ProfType = gamedataProficiencyType.StrengthSkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

设置工程为60 LvL = 60; ProfType = gamedataProficiencyType.TechnicalAbilitySkill; DS = PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()); DS:SetLevel(ProfType, LvL, telemetryLevelGainReason.Gameplay)

芯片

技能芯片:独狼 Game.AddToInventory("Items.BodySkill_Skillbook_Legendary",1)

技能芯片:猎头 Game.AddToInventory("Items.CoolSkill_Skillbook_Legendary",1)

技能芯片:黑客 Game.AddToInventory("Items.IntelligenceSkill_Skillbook_Legendary",1)

技能芯片:忍者 Game.AddToInventory("Items.ReflexesSkill_Skillbook_Legendary",1)

技能芯片:工程 Game.AddToInventory("Items.TechnicalAbilitySkill_Skillbook_Legendary",1)

专长芯片(技能点+1) Game.AddToInventory("Items.PerkPointSkillbook",1)

成长芯片(技能点+1) Game.AddToInventory("Items.IKPerkPointSkillbook",1)

属性芯片(属性点+1) Game.AddToInventory("Items.AttributePointSkillbook",1)

Relic芯片(Relic点数+1) Game.AddToInventory("Items.Espionage_Skillbook",1)

负重芯片(负重+1) Game.AddToInventory("Items.AirdropPermaReward",1)

义体容量芯片(义体容量+6) Game.AddToInventory("Items.CWCapacityPermaReward_Legendary",1)

消耗品

血量永久增加9 Game.AddToInventory("Items.PermanentHealthFood",1)

RAM恢复速率永久增加2 Game.AddToInventory("Items.PermanentMemoryRegenFood",1)

耐力恢复速率永久增加2 Game.AddToInventory("Items.PermanentStaminaRegenFood",1)

设置基础属性

设置最大生命 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

设置最大耐力 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

设置最大氧气 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

设置最大负重 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

设置义体容量 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

修改已使用的义体容量 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

锁定最大义体容量(数值须与义体容量一致)(注意存档) 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

设置义体容量超出值(用来触发边缘行者)(使用前注意存档) 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

设置边缘行者不降低生命值 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

修改义体词条倍率(设多少便加减多少)(需重新读档) 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

设置最大护甲 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

设置最大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

设置最大吸入器数量 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

设置最大手雷数量 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

设置手雷能否暴击(1为能0为否) 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

设置手雷爆炸范围 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

设置生命恢复速率 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

设置RAM恢复速率 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

设置耐力恢复速率(上限为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

设置耐力消耗减免为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

设置最大入侵协议缓冲区数量 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

设置经验倍率 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

设置爆头倍率 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

设置暴击几率 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

设置暴击伤害 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

设置充能倍率 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

设置移动速度 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

设置近战武器攻速 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

设置快速破解上传时间减免99%(不要超过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

设置快速破解能否暴击(1为能0为否) 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

设置快速破解暴击几率 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

设置快速破解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

设置最大快速破解列队数量 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

设置快速破解的散布几率为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

设置快速破解的散布数量 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

设置快速破解额外的散布距离 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

设置黑墙网关散布数量 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

设置连带传染的散布数量 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

修改控制类快速破解持续时间(设多少便加减多少) 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

修改隐蔽类快速破解持续时间(设多少便加减多少) 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

设置使用快速破解时追踪进度的倍率(默认为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

设置脱离黑客追踪状态的最大距离(默认为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

设置被追踪所需时间的倍率(不大于0则不被追踪)(默认为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

设置物品制作消耗降低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

设置武器升级消耗降低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

设置处决临界血量为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

设置爆能射击的发射时间窗口 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

设置地裂天崩快速冷却 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

设置刀剑自动格挡(需解锁技能交兵相接)(默认为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

设置是否可以抱人奔跑(1为是0为否) 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

设置NPC能否攻击玩家(1为否0为能) 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

设置车载导弹数量 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

设置车载导弹每次发射数量 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

设置车载导弹发射器快速恢复 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

设置能否看到跳弹轨迹(1为能0为否) 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

设置近战武器能否重击飞扑(1为能0为否) 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

修改义体冷却减免(设多少便加减多少)(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

游侠网2

设置义体属性

设置脑机超频消耗速率 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

设置脑机超频持续时间 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

设置脑机超频冷却时间 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

设置斯安威斯坦持续时间 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

修改斯安威斯坦时间减缓程度(设多少便加减多少) 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时间(设多少减多少)(不能减少到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

设置弹射发射系统弹药数量 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

设置弹射发射系统装填速度加成为100%(秒装) 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(设多少便加减多少) 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

设置狂暴恢复速率 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

设置光学迷彩冷却时间为0.01(为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

设置光学迷彩恢复速率 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

克伦齐科夫冷却时间(设多少便加减多少)(不能减到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

克伦齐科夫时缓持续时间(设多少便加减多少) 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

克伦齐科夫时缓程度(设多少便加减多少)(不能减到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

克伦齐科夫激活时玩家的时间流速(设多少便加减多少) 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

设置是否已装备副心脏(1为是0为否) 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

设置副心脏冷却时间 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管理器冷却减少35(需重新读档) 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配平冷却减少10(需重新读档) 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

设置是否已装备强化肌腱(1为是0为否) 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

设置疼痛编辑器的伤害减免为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

设置震慑通电的触发几率为100%(需重新读档) 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

设置量子调谐双倍容量 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

设置量子调谐双倍恢复速率 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

设置火车王肌腱每秒衰减1%(默认为20%)(需重新读档) 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

设置行为特征脸板冷却(设多少重新加载后还是多少) 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

设置义体词条

修改瞄准速度 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

修改装弹速度(需小于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

修改流血几率(仅修改胳臂的对应几率) 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

游侠网3

修改中毒几率(仅修改胳臂的对应几率) 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

修改电击几率(仅修改胳臂的对应几率) 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

修改燃烧几率(仅修改胳臂的对应几率) 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

修改爆炸伤害 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

修改化学伤害 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

修改电子伤害 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

修改热能伤害 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

修改近战伤害 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

修改潜行伤害加成 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

修改跳弹伤害加成 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

修改快速破解伤害 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

修改快速破解持续时间(最大提升2倍,即变为原来的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

修改持续性伤害 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

修改持续性伤害抗性 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

修改爆炸伤害抗性 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

修改近战伤害抗性 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

修改对BOSS伤害加成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

修改对精英敌人伤害加成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

修改对机械敌人伤害加成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

修改对满血敌人伤害加成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

修改对生命值不足一半敌人伤害加成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

修改对中毒的敌人减伤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

修改对受到电击的敌人暴击率增加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

修改对燃烧的敌人伤害增加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

修改闪躲/突进耐力消耗减免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

修改消灭敌人RAM恢复 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

修改击杀流血敌人治疗 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

修改半伤几率 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

修改半伤强度 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

修改生命值恢复加成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

修改生命值物品补充速度 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

修改手雷补充速度 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

修改敌人视野降低60%(不可使"对敌方可见度"小于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

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