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《收获日2》联机作弊码大全

来源:网络 作者:焚赦 0

《收获日2》联机作弊码大全

《收获日2》联机作弊码大全,Lua脚本,联机也能享受作弊的快感。

-- Player Instancelocal player = managers.player:player_unit()

-- Steam Achievementsif managers.achievment then for id,_ in pairs(managers.achievment.achievments) do managers.achievment:award(id) endend

-- God Modeif player then player:character_damage():set_invulnerable( true )end

-- Throwing Distancelocal car_arr = { 'being', 'mega_heavy', 'heavy', 'medium', 'light', 'coke_light'}

for i, name in ipairs(car_arr) do tweak_data.carry.types[ name ].throw_distance_multiplier = 10.0end

-- Everything But Weaponsfor i=1, 7 do managers.lootdrop:debug_drop( 1000, true, i )end

-- Weapon ModsNewRaycastWeaponBase._get_spread = function(self) return 0 endNewRaycastWeaponBase.recoil_multiplier = function(self) return 0 endNewRaycastWeaponBase.reload_speed_multiplier = function(self) return 5000 endNewRaycastWeaponBase.fire_rate_multiplier = function(self) return 5000 endPlayerStandard._get_swap_speed_multiplier = function(self) return 5000 endNewRaycastWeaponBase.damage_multiplier = function(self) return 5000 end

BaseInteractionExt._has_required_upgrade = function(self) return true endBaseInteractionExt._has_required_deployable = function(self) return true endBaseInteractionExt._get_timer = function(self) return 0 endBaseInteractionExt.can_interact = function(self, player) return true end

-- Infinite Ammo Clipif not _fireWep then _fireWep = NewRaycastWeaponBase.fireendfunction NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )

if managers.player:player_unit() == self._setup.user_unit then self.set_ammo(self, 1.0) endend

-- Infinite Ammo and No ReloadRaycastWeaponBase.ammo_info = function(self)self._ammo_max_per_clip = 99999self._ammo_remaining_in_clip = 99999self._ammo_total = 99999self._ammo_max = 99999return self._ammo_max_per_clip, self._ammo_remaining_in_clip, self._ammo_total, self._ammo_maxendBlackMarketGui.get_weapon_ammo_info = function(self, weapon_id, comparision_data)return 100, 100end

-- Money and Levelmanagers.experience:_set_current_level (1337)managers.skilltree:_set_points(9999)managers.money:_add_to_total(9999)

-- Infinite Sawif not _fireSaw then _fireSaw = SawWeaponBase.fireendfunction SawWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) _fireSaw( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit )

if managers.player:player_unit() == self._setup.user_unit then self.set_ammo(self, 1.0) endend

-- Infinite Cable Tiesif not _rmSpecial then _rmSpecial = PlayerManager.remove_specialendfunction PlayerManager:remove_special( name ) end

-- Infinite Equipmentif not _rmEquipment then _rmEquipment = PlayerManager.remove_equipmentendfunction PlayerManager:remove_equipment( equipment_id ) end

-- Infinite Equipment (Not Host)function PlayerManager:remove_equipment_possession( peer_id, equipment ) end

-- Debug Menuif managers.menu thenmanagers.menu:set_debug_menu_enabled(true)end

-- All Weapons Unlockedlocal wep_arr = { 'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull', 'saw'}for i, name in ipairs(wep_arr) do if not managers.upgrades:aquired(name) then managers.upgrades:aquire(name) endend

-- Guards and Camerafunction GroupAIStateBase:_clbk_switch_enemies_to_not_cool() endfunction PlayerMovementn_suspicion( observer_unit, status ) endfunction GroupAIStateBasen_criminal_suspicion_progress( u_suspect, u_observer, status ) endfunction GroupAIStateBase:criminal_spotted( unit ) endfunction GroupAIStateBase:report_aggression( unit ) endfunction PlayerMovementn_uncovered( enemy_unit ) endfunction SecurityCamera:_upd_suspicion( t ) endfunction SecurityCamera:_sound_the_alarm( detected_unit ) endfunction SecurityCamera:_set_suspicion_sound( suspicion_level ) endfunction SecurityCamera:clbk_call_the_police() endfunction CopMovement:anim_clbk_police_called( unit ) endfunction CopLogicArrest._upd_enemy_detection( data ) endfunction CopLogicArrest._call_the_police( data, my_data, paniced ) endfunction CopLogicIdle.on_alert( data, alert_data ) endfunction CopLogicBase._get_logic_state_from_reaction( data, reaction ) return "idle"endfunction GroupAIStateBase:sync_event( event_id, blame_id ) endfunction GroupAIStateBasen_police_called( called_reason ) endfunction GroupAIStateBasen_police_weapons_hot( called_reason ) endfunction GroupAIStateBasen_gangster_weapons_hot( called_reason ) endfunction GroupAIStateBasen_enemy_weapons_hot( is_delayed_callback ) endfunction GroupAIStateBase:_clbk_switch_enemies_to_not_cool() end

-- Player ModsPlayerStandard._get_walk_headbob = function(self) return 0 endPlayerStandard._can_stand = function(self) return true endPlayerManager.remove_equipment = function(self, equipment_id) endPlayerInventory.remove_selection = function(self, selection_index, instant) endPlayerManager.selected_equipment_deploy_timer = function(self) return 0 endPlayerManager.chk_minion_limit_reached = function(self) return false endPlayerManager.spread_multiplier = function(self) return 0 endPlayerMovement.is_stamina_drained = function(self) return false endPlayerStandard._can_run_directional = function(self) return true end

-- Super JumpPlayerStandard._perform_jump = function(self, jump_vec)local v = math.UP * 470if self._running thenv = math.UP * 2000endself._unit:mover():set_velocity( v )end

-- Player ArmorPlayerDamage.get_real_armor = function(self)return Application:digest_value( 100, false )end

-- Unlock All Masksmanagers.blackmarket:_setup_masks()