mardi 18 février 2014

[Source] ElectronVolts Payday 2 LUA Repository topic




This thread will serve as a repository for my LUA code related to Payday 2. I will add/update this thread whenever I release some new LUA code to the public, or something has been broken by an update.

Feel free to contribute or make requests, I will see about filling those requests if/when I have time. If you make a contribution to this thread, I will likely add your contribution to my origional post and ensure proper credit is given.

Notes:
* All LUA code below is written by me, unless otherwise stated.
* Please remember to rep+/credit me if you like/use my stuff. Thank you.


Grenade/Tripmine Damage Multiplier:

Code:



-- enable explosives damage multiplier
if not CopDamage.damage_explosion_origional then
    CopDamage.damage_explosion_origional = CopDamage.damage_explosion
end
function CopDamage:damage_explosion( attack_data )
    attack_data.damage = attack_data.damage * 5
    return self:damage_explosion_origional( attack_data )
end
 
-- disable explosives damage multiplier
if CopDamage.damage_explosion_origional then
    CopDamage.damage_explosion = CopDamage.damage_explosion_origional
    CopDamage.damage_explosion_origional = nil
end


Knife/Melee Damage Multiplier:

Code:



-- enable melee damage multiplier
if not CopDamage.damage_melee_origional then
    CopDamage.damage_melee_origional = CopDamage.damage_melee
end
function CopDamage:damage_melee( attack_data )
    attack_data.damage = attack_data.damage * 5
    return self:damage_melee_origional( attack_data )
end
 
-- disable melee damage multiplier
if CopDamage.damage_melee_origional then
    CopDamage.damage_melee = CopDamage.damage_melee_origional
    CopDamage.damage_melee_origional = nil
end


Low Detection Risk Rating:
Note: Low detection risk rating even with full combat gear. Tweak the variables to your liking.

Code:



-- enable low detection risk
if not origional_set_suspicion_multiplier then
    origional_set_suspicion_multiplier = PlayerBase.set_suspicion_multiplier
end
function PlayerBase:set_suspicion_multiplier( reason, multiplier )
    self._suspicion_settings.multipliers[ reason ] = 0.4
    self._suspicion_settings.hud_offset = 0
    local buildup_mul = 0.5
    local range_mul = 0.3
    for reason, mul in pairs( self._suspicion_settings.multipliers ) do
        buildup_mul = buildup_mul * mul
        if mul > 1 then
            range_mul = range_mul * math.sqrt( mul )
        end
    end
    self._suspicion_settings.buildup_mul = buildup_mul
    self._suspicion_settings.range_mul = range_mul
end
 
-- disable low detection risk
if origional_set_suspicion_multiplier then
    PlayerBase.set_suspicion_multiplier = origional_set_suspicion_multiplier
    origional_set_suspicion_multiplier = nil
end


Player Movement Speed Multiplier:

Code:



-- enable player movement speed multiplier.  Adjust the multiplier and or base value to your liking for a greater speed increase.
if not PlayerManager.movement_speed_multiplier2 then
    PlayerManager.movement_speed_multiplier2 = PlayerManager.movement_speed_multiplier
end
function PlayerManager:movement_speed_multiplier( speed_state, bonus_multiplier )
    if not bonus_multiplier then
        bonus_multiplier = 1
    end
    bonus_multiplier = bonus_multiplier * 2
    return self:movement_speed_multiplier2( speed_state, bonus_multiplier )
end
 
-- disable player movement speed multiplier
if PlayerManager.movement_speed_multiplier2 then
    PlayerManager.movement_speed_multiplier = PlayerManager.movement_speed_multiplier2
    PlayerManager.movement_speed_multiplier2 = nil
end


Free OffshorePayday/Casino Purchasing:

Code:



-- enable free offshore payday(casino) purchasing
function MoneyManager:get_cost_of_casino_fee( secured_cards, increase_infamous, preferred_card )  return 0 end







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