升级代码列表
装备的武器
设置为1阶 NewQuality = 0; Area = "WeaEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为2阶 NewQuality = 1; Area = "WeaEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为3阶 NewQuality = 2; Area = "WeaEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为4阶 NewQuality = 3; Area = "WeaEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为5阶 NewQuality = 4; Area = "WeaEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为5++ NewQuality = 4; Area = "WeaEquipmentArea"; PlusPlusAdder = true; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
装备的义体
设置为1阶 NewQuality = 0; Area = "CWEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO SEE THE CHANGES \n ")
设置为2阶 NewQuality = 1; Area = "CWEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO SEE THE CHANGES \n ")
设置为3阶 NewQuality = 2; Area = "CWEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO SEE THE CHANGES \n ")
设置为4阶 NewQuality = 3; Area = "CWEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO SEE THE CHANGES \n ")
设置为5阶 NewQuality = 4; Area = "CWEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO SEE THE CHANGES \n ")
设置为5++ NewQuality = 4; Area = "CWEquipmentArea"; PlusPlusAdder = true; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO SEE THE CHANGES \n ")
装备的衣服
设置为1阶 NewQuality = 0; Area = "CloEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为2阶 NewQuality = 1; Area = "CloEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为3阶 NewQuality = 2; Area = "CloEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为4阶 NewQuality = 3; Area = "CloEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
设置为5阶 NewQuality = 4; Area = "CloEquipmentArea"; PlusPlusAdder = false; Slots = {}; Slots.ALLEquipmentArea = { Weapon = 3, Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1, FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; Slots.WeaEquipmentArea = { Weapon = 3 }; Slots.CloEquipmentArea = { Head = 1, Face = 1, InnerChest = 1, OuterChest = 1, Feet = 1, Legs = 1, Outfit = 1 }; Slots.CWEquipmentArea = { FrontalCortexCW = 3, EyesCW = 1, CardiovascularSystemCW = 3, ImmuneSystemCW = 2, NervousSystemCW = 2, IntegumentarySystemCW = 3, SystemReplacementCW = 1, MusculoskeletalSystemCW = 2, HandsCW = 2, ArmsCW = 2, LegsCW = 3, PersonalLink = 1, Splinter = 1, Gadget = 1, AbilityCW = 8 }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; for k,v in pairs(Slots[Area]) do for i=1,v do ID = PD:GetItemInEquipSlot2(k, i - 1); if ID.tdbid.hash ~= 0 then itemdata = TS:GetItemData(P, ID); SOID = itemdata:GetStatsObjectID(); end PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end if ID.tdbid.hash ~= 0 then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewQuality); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and ID.tdbid.hash ~= 0 then if Area ~= 'CloEquipmentArea' and ID.tdbid.hash ~= 0 then if itemdata:HasTag('Weapon') or itemdata:HasTag('Cyberware') then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if itemdata:HasTag('Weapon') then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end end elseif not PlusPlusAdder and ID.tdbid.hash ~= 0 then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end end print(" - NOTE: EXIT / RE-ENTER THE MENU TO SEE THE CHANGES \n ")
强制卸下装备武器的插件
1号位武器 WeaponSlot = 1; strPartIDs = {"ARSMGLMGMod1_", "ARSMGLMGMod2_", "ARSMGLMGMod3_", "BladeMod1_", "BladeMod2_", "BladeMod3_", "BluntMod1_", "BluntMod2_", "BluntMod3_", "ChimeraMeleeMod", "ChimeraPowerMod", "ChimeraSmartMod", "ChimeraTechMod", "GenericMod1_", "HGMod1_", "HGMod2_", "HGMod3_", "MeleeMod1_", "MeleeMod2_", "MeleeMod3_", "PowerMod1_", "PowerMod2_", "PowerMod3_", "PRSRMod1_", "PRSRMod2_", "PRSRMod3_", "RangedMod1_", "RangedMod2_", "RangedMod3_", "ShotgunMod1_", "ShotgunMod2_", "ShotgunMod3_", "SmartMod1_", "SmartMod2_", "SmartMod3_", "TechMod1_", "TechMod2_", "TechMod3_", "ThrowMod1_", "ThrowMod2_", "ThrowMod3_", "w_att_scope_", "w_handgun_silencer", "w_muzzle_brake_", "w_silencer_0"}; 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; wasSlotEmpty = false; itID = PD:GetItemInEquipSlot2('Weapon', WeaponSlot - 1) if itID.id.hash ~= 0 then itemName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(itID.id..'.displayName'))); itData = TS:GetItemData(P, itID) print(' \n\t- WEAPON FOUND IN SLOT [ '..WeaponSlot..' ] -> '..itemName) if itData ~= nil then 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 for k, str in next, strPartIDs do if string.find(itPartTDBID, str) then attachmentsFound = true; MS:RemoveItemPart(P, itID, part:GetSlotID(part), true) TS:RemoveItem(P, itPartID, 1) print('\t\t. . . REMOVING PART\t->\t'..itPartName..' ( "'..itPartTDBID..'" )') Game.AddToInventory(itPartTDBID, 1) end end end end else print(' \n\t- WEAPON IN SLOT [ '..WeaponSlot..' ] NOT FOUND. \n ') wasSlotEmpty = true; end if attachmentsFound == true and wasSlotEmpty == false then print(' \n\t- [ END ] ALL PARTS UNEQUIPPED. \n ') elseif wasSlotEmpty == false then print(' \n\t- [ END ] NO PARTS FOUND. \n ') end
2号位武器 WeaponSlot = 2; strPartIDs = {"ARSMGLMGMod1_", "ARSMGLMGMod2_", "ARSMGLMGMod3_", "BladeMod1_", "BladeMod2_", "BladeMod3_", "BluntMod1_", "BluntMod2_", "BluntMod3_", "ChimeraMeleeMod", "ChimeraPowerMod", "ChimeraSmartMod", "ChimeraTechMod", "GenericMod1_", "HGMod1_", "HGMod2_", "HGMod3_", "MeleeMod1_", "MeleeMod2_", "MeleeMod3_", "PowerMod1_", "PowerMod2_", "PowerMod3_", "PRSRMod1_", "PRSRMod2_", "PRSRMod3_", "RangedMod1_", "RangedMod2_", "RangedMod3_", "ShotgunMod1_", "ShotgunMod2_", "ShotgunMod3_", "SmartMod1_", "SmartMod2_", "SmartMod3_", "TechMod1_", "TechMod2_", "TechMod3_", "ThrowMod1_", "ThrowMod2_", "ThrowMod3_", "w_att_scope_", "w_handgun_silencer", "w_muzzle_brake_", "w_silencer_0"}; 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; wasSlotEmpty = false; itID = PD:GetItemInEquipSlot2('Weapon', WeaponSlot - 1) if itID.id.hash ~= 0 then itemName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(itID.id..'.displayName'))); itData = TS:GetItemData(P, itID) print(' \n\t- WEAPON FOUND IN SLOT [ '..WeaponSlot..' ] -> '..itemName) if itData ~= nil then 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 for k, str in next, strPartIDs do if string.find(itPartTDBID, str) then attachmentsFound = true; MS:RemoveItemPart(P, itID, part:GetSlotID(part), true) TS:RemoveItem(P, itPartID, 1) print('\t\t. . . REMOVING PART\t->\t'..itPartName..' ( "'..itPartTDBID..'" )') Game.AddToInventory(itPartTDBID, 1) end end end end else print(' \n\t- WEAPON IN SLOT [ '..WeaponSlot..' ] NOT FOUND. \n ') wasSlotEmpty = true; end if attachmentsFound == true and wasSlotEmpty == false then print(' \n\t- [ END ] ALL PARTS UNEQUIPPED. \n ') elseif wasSlotEmpty == false then print(' \n\t- [ END ] NO PARTS FOUND. \n ') end
3号位武器 WeaponSlot = 3; strPartIDs = {"ARSMGLMGMod1_", "ARSMGLMGMod2_", "ARSMGLMGMod3_", "BladeMod1_", "BladeMod2_", "BladeMod3_", "BluntMod1_", "BluntMod2_", "BluntMod3_", "ChimeraMeleeMod", "ChimeraPowerMod", "ChimeraSmartMod", "ChimeraTechMod", "GenericMod1_", "HGMod1_", "HGMod2_", "HGMod3_", "MeleeMod1_", "MeleeMod2_", "MeleeMod3_", "PowerMod1_", "PowerMod2_", "PowerMod3_", "PRSRMod1_", "PRSRMod2_", "PRSRMod3_", "RangedMod1_", "RangedMod2_", "RangedMod3_", "ShotgunMod1_", "ShotgunMod2_", "ShotgunMod3_", "SmartMod1_", "SmartMod2_", "SmartMod3_", "TechMod1_", "TechMod2_", "TechMod3_", "ThrowMod1_", "ThrowMod2_", "ThrowMod3_", "w_att_scope_", "w_handgun_silencer", "w_muzzle_brake_", "w_silencer_0"}; 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; wasSlotEmpty = false; itID = PD:GetItemInEquipSlot2('Weapon', WeaponSlot - 1) if itID.id.hash ~= 0 then itemName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(itID.id..'.displayName'))); itData = TS:GetItemData(P, itID) print(' \n\t- WEAPON FOUND IN SLOT [ '..WeaponSlot..' ] -> '..itemName) if itData ~= nil then 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 for k, str in next, strPartIDs do if string.find(itPartTDBID, str) then attachmentsFound = true; MS:RemoveItemPart(P, itID, part:GetSlotID(part), true) TS:RemoveItem(P, itPartID, 1) print('\t\t. . . REMOVING PART\t->\t'..itPartName..' ( "'..itPartTDBID..'" )') Game.AddToInventory(itPartTDBID, 1) end end end end else print(' \n\t- WEAPON IN SLOT [ '..WeaponSlot..' ] NOT FOUND. \n ') wasSlotEmpty = true; end if attachmentsFound == true and wasSlotEmpty == false then print(' \n\t- [ END ] ALL PARTS UNEQUIPPED. \n ') elseif wasSlotEmpty == false then print(' \n\t- [ END ] NO PARTS FOUND. \n ') end
装备的衣服变为不朽
function setEquippedItemsToIconic() local Clothes, Weapons, Cyberware = true, false, false; print('\n ') local function setIconic(area, slot) local NewStatValue = 1; local curSlot = slot; local StatsModifiers = {'IsItemIconic'}; local cumulativeMode = false; local P = Game.GetPlayer(); local SSC = Game.GetScriptableSystemsContainer(); local TS = Game.GetTransactionSystem(); local SS = Game.GetStatsSystem(); local ES = SSC:Get(CName.new('EquipmentSystem')); local PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; local ID = PD:GetItemInEquipSlot2(area, curSlot); for i, StatName in next, StatsModifiers do if ID.tdbid.hash == 0 then print('\t[ '..area..' - Slot '..(curSlot+1)..' ]\t->\tSLOT EMPTY.') elseif ID.tdbid.hash ~= 0 then local itemData = TS:GetItemData(P, ID); local SOID = itemData:GetStatsObjectID(); local currVal = SS:GetStatValue(SOID, StatName); local itemID = TDBID.ToStringDEBUG(ID.id); local itemName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(ID.id..'.displayName'))); if cumulativeMode then newValue = currVal + NewStatValue; statMod = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatName, 'Additive', newValue) else statMod = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatName, 'Additive', NewStatValue) end SS:RemoveAllModifiers(SOID, StatName, true) SS:AddSavedModifier(SOID, statMod) print('\t[ '..area..' - Slot '..(curSlot+1)..' ]\t'..itemName..'\t( "'..itemID..'" )') end end end if Clothes then print('\t - - - - SETTING CLOTHES TO ICONIC :') for i, Area in next, {'Head', 'Face', 'InnerChest', 'OuterChest', 'Legs', 'Feet', 'Outfit'} do setIconic(Area, 0) end end if Weapons then print('\n ') print('\t - - - - SETTING WEAPONS TO ICONIC :') for i, Slot in next, {0, 1, 2} do setIconic('Weapon', Slot) end end if Cyberware then print('\n ') print('\t - - - - SETTING CYBERWARE TO ICONIC :') for i, cwArea in next, {'FrontalCortexCW', 'CardiovascularSystemCW', 'NervousSystemCW', 'IntegumentarySystemCW', 'MusculoskeletalSystemCW'} do for i, Slot in next, {0, 1, 2} do setIconic(cwArea, Slot) end end for i, Slot in next, {0, 1} do setIconic('HandsCW', Slot) end for i, cwArea in next, {'SystemReplacementCW', 'ArmsCW', 'EyesCW', 'LegsCW'} do setIconic(cwArea, 0) end end print(' \n\t - - - - [ END ] YOU MAY NEED TO SAVE AND RELOAD TO REFRESH THE INVENTORY.\n ') end setEquippedItemsToIconic()
装备的武器变为不朽
function setEquippedItemsToIconic() local Clothes, Weapons, Cyberware = false, true, false; print('\n ') local function setIconic(area, slot) local NewStatValue = 1; local curSlot = slot; local StatsModifiers = {'IsItemIconic'}; local cumulativeMode = false; local P = Game.GetPlayer(); local SSC = Game.GetScriptableSystemsContainer(); local TS = Game.GetTransactionSystem(); local SS = Game.GetStatsSystem(); local ES = SSC:Get(CName.new('EquipmentSystem')); local PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; local ID = PD:GetItemInEquipSlot2(area, curSlot); for i, StatName in next, StatsModifiers do if ID.tdbid.hash == 0 then print('\t[ '..area..' - Slot '..(curSlot+1)..' ]\t->\tSLOT EMPTY.') elseif ID.tdbid.hash ~= 0 then local itemData = TS:GetItemData(P, ID); local SOID = itemData:GetStatsObjectID(); local currVal = SS:GetStatValue(SOID, StatName); local itemID = TDBID.ToStringDEBUG(ID.id); local itemName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(ID.id..'.displayName'))); if cumulativeMode then newValue = currVal + NewStatValue; statMod = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatName, 'Additive', newValue) else statMod = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatName, 'Additive', NewStatValue) end SS:RemoveAllModifiers(SOID, StatName, true) SS:AddSavedModifier(SOID, statMod) print('\t[ '..area..' - Slot '..(curSlot+1)..' ]\t'..itemName..'\t( "'..itemID..'" )') end end end if Clothes then print('\t - - - - SETTING CLOTHES TO ICONIC :') for i, Area in next, {'Head', 'Face', 'InnerChest', 'OuterChest', 'Legs', 'Feet', 'Outfit'} do setIconic(Area, 0) end end if Weapons then print('\n ') print('\t - - - - SETTING WEAPONS TO ICONIC :') for i, Slot in next, {0, 1, 2} do setIconic('Weapon', Slot) end end if Cyberware then print('\n ') print('\t - - - - SETTING CYBERWARE TO ICONIC :') for i, cwArea in next, {'FrontalCortexCW', 'CardiovascularSystemCW', 'NervousSystemCW', 'IntegumentarySystemCW', 'MusculoskeletalSystemCW'} do for i, Slot in next, {0, 1, 2} do setIconic(cwArea, Slot) end end for i, Slot in next, {0, 1} do setIconic('HandsCW', Slot) end for i, cwArea in next, {'SystemReplacementCW', 'ArmsCW', 'EyesCW', 'LegsCW'} do setIconic(cwArea, 0) end end print(' \n\t - - - - [ END ] YOU MAY NEED TO SAVE AND RELOAD TO REFRESH THE INVENTORY.\n ') end setEquippedItemsToIconic()
装备的义体变为不朽
function setEquippedItemsToIconic() local Clothes, Weapons, Cyberware = false, false, true; print('\n ') local function setIconic(area, slot) local NewStatValue = 1; local curSlot = slot; local StatsModifiers = {'IsItemIconic'}; local cumulativeMode = false; local P = Game.GetPlayer(); local SSC = Game.GetScriptableSystemsContainer(); local TS = Game.GetTransactionSystem(); local SS = Game.GetStatsSystem(); local ES = SSC:Get(CName.new('EquipmentSystem')); local PD = ES:GetPlayerData(P); PD['GetItemInEquipSlot2'] = PD['GetItemInEquipSlot;gamedataEquipmentAreaInt32']; local ID = PD:GetItemInEquipSlot2(area, curSlot); for i, StatName in next, StatsModifiers do if ID.tdbid.hash == 0 then print('\t[ '..area..' - Slot '..(curSlot+1)..' ]\t->\tSLOT EMPTY.') elseif ID.tdbid.hash ~= 0 then local itemData = TS:GetItemData(P, ID); local SOID = itemData:GetStatsObjectID(); local currVal = SS:GetStatValue(SOID, StatName); local itemID = TDBID.ToStringDEBUG(ID.id); local itemName = Game.GetLocalizedTextByKey(TDB.GetLocKey(TDBID.ToStringDEBUG(ID.id..'.displayName'))); if cumulativeMode then newValue = currVal + NewStatValue; statMod = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatName, 'Additive', newValue) else statMod = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat'](StatName, 'Additive', NewStatValue) end SS:RemoveAllModifiers(SOID, StatName, true) SS:AddSavedModifier(SOID, statMod) print('\t[ '..area..' - Slot '..(curSlot+1)..' ]\t'..itemName..'\t( "'..itemID..'" )') end end end if Clothes then print('\t - - - - SETTING CLOTHES TO ICONIC :') for i, Area in next, {'Head', 'Face', 'InnerChest', 'OuterChest', 'Legs', 'Feet', 'Outfit'} do setIconic(Area, 0) end end if Weapons then print('\n ') print('\t - - - - SETTING WEAPONS TO ICONIC :') for i, Slot in next, {0, 1, 2} do setIconic('Weapon', Slot) end end if Cyberware then print('\n ') print('\t - - - - SETTING CYBERWARE TO ICONIC :') for i, cwArea in next, {'FrontalCortexCW', 'CardiovascularSystemCW', 'NervousSystemCW', 'IntegumentarySystemCW', 'MusculoskeletalSystemCW'} do for i, Slot in next, {0, 1, 2} do setIconic(cwArea, Slot) end end for i, Slot in next, {0, 1} do setIconic('HandsCW', Slot) end for i, cwArea in next, {'SystemReplacementCW', 'ArmsCW', 'EyesCW', 'LegsCW'} do setIconic(cwArea, 0) end end print(' \n\t - - - - [ END ] YOU MAY NEED TO SAVE AND RELOAD TO REFRESH THE INVENTORY.\n ') end setEquippedItemsToIconic()
背包中的所有插件
注意:背包中的所有物品修改后需存档后读档才会刷新数据
背包中的所有插件
设置为1阶 NewTier = 0; targetType = "Mods"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = 2; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为2阶 NewTier = 1; targetType = "Mods"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = 2; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为3阶 NewTier = 2; targetType = "Mods"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = 2; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为4阶 NewTier = 3; targetType = "Mods"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = 2; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5阶 NewTier = 4; targetType = "Mods"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = 2; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5++ NewTier = 4; targetType = "Mods"; PlusPlusAdder = true; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = 2; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
背包中的所有武器
设置为1阶 NewTier = 0; targetType = "Weapons"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为2阶 NewTier = 1; targetType = "Weapons"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为3阶 NewTier = 2; targetType = "Weapons"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为4阶 NewTier = 3; targetType = "Weapons"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5阶 NewTier = 4; targetType = "Weapons"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5++ NewTier = 4; targetType = "Weapons"; PlusPlusAdder = true; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 2 then newDPSValue = nil; elseif ItemDPSVal >= 2 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
背包中的所有义体(包括装备的)
设置为1阶 NewTier = 0; targetType = "Cyberware"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为2阶 NewTier = 1; targetType = "Cyberware"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为3阶 NewTier = 2; targetType = "Cyberware"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为4阶 NewTier = 3; targetType = "Cyberware"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5阶 NewTier = 4; targetType = "Cyberware"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5++ NewTier = 4; targetType = "Cyberware"; PlusPlusAdder = true; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
背包中的所有衣服
设置为1阶 NewTier = 0; targetType = "Clothes"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为2阶 NewTier = 1; targetType = "Clothes"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为3阶 NewTier = 2; targetType = "Clothes"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为4阶 NewTier = 3; targetType = "Clothes"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")
设置为5阶 NewTier = 4; targetType = "Clothes"; PlusPlusAdder = false; itemType = {}; itemType.ALL = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true, Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true, Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; itemType.Mods = { Prt_AR_SMG_LMGMod = true, Prt_BladeMod = true, Prt_BluntMod = true, Prt_BootsFabricEnhancer = true, Prt_Capacitor = true, Prt_FabricEnhancer = true, Prt_FaceFabricEnhancer = true, Prt_Fragment = true, Prt_HandgunMod = true, Prt_HandgunMuzzle = true, Prt_HeadFabricEnhancer = true, Prt_LongScope = true, Prt_Magazine = true, Prt_MeleeMod = true, Prt_Mod = true, Prt_Muzzle = true, Prt_OuterTorsoFabricEnhancer = true, Prt_PantsFabricEnhancer = true, Prt_PowerMod = true, Prt_PowerSniperScope = true,Prt_Precision_Sniper_RifleMod = true, Prt_Program = true, Prt_RangedMod = true, Prt_Receiver = true, Prt_RifleMuzzle = true, Prt_Scope = true, Prt_ScopeRail = true, Prt_ShortScope = true, Prt_ShotgunMod = true, Prt_SmartMod = true, Prt_Stock = true, Prt_TargetingSystem = true, Prt_TechMod = true, Prt_TechSniperScope = true, Prt_ThrowableMod = true, Prt_TorsoFabricEnhancer = true }; itemType.Weapons = { Wea_AssaultRifle = true, Wea_Axe = true, Wea_Chainsword = true, Wea_Fists = true, Wea_GrenadeLauncher = true, Wea_Hammer = true, Wea_Handgun = true, Wea_HeavyMachineGun = true, Wea_Katana = true, Wea_Knife = true, Wea_LightMachineGun = true, Wea_LongBlade = true, Wea_Machete = true, Wea_Melee = true, Wea_OneHandedClub = true, Wea_PrecisionRifle = true, Wea_Revolver = true, Wea_Rifle = true, Wea_ShortBlade = true, Wea_Shotgun = true, Wea_ShotgunDual = true, Wea_SniperRifle = true, Wea_SubmachineGun = true, Wea_Sword = true, Wea_TwoHandedClub = true }; itemType.Clothes = { Clo_Face = true, Clo_Feet = true, Clo_Head = true, Clo_InnerChest = true, Clo_Legs = true, Clo_OuterChest = true, Clo_Outfit = true }; itemType.Cyberware = { Prt_Program = true, Cyb_Launcher = true, Cyb_MantisBlades = true, Cyb_NanoWires = true, Cyb_StrongArms = true, Cyb_Ability = true, Cyberware = true }; P = Game.GetPlayer(); SSC = Game.GetScriptableSystemsContainer(); TS = Game.GetTransactionSystem(); CS = SSC:Get(CName.new('CraftingSystem')); SS = Game.GetStatsSystem(); ES = SSC:Get(CName.new('EquipmentSystem')); PlaLev = SS:GetStatValue(P:GetEntityID(), 'PowerLevel'); ItemLev = SS:GetStatValue(SOID, 'ItemLevel'); ItemPowLev = SS:GetStatValue(SOID, 'PowerLevel'); ItemPlusVal = SS:GetStatValue(SOID, 'IsItemPlus'); ItemDPSVal = SS:GetStatValue(SOID, 'ItemPlusDPS'); INV = {TS:GetItemList(P)}; for i, v in ipairs(INV[2]) do iID = v:GetID(); itemdata = TS:GetItemData(P, v:GetID()); SOID = itemdata:GetStatsObjectID(); IDT = itemdata:GetItemType().value; vType = Game['gameRPGManager::GetItemType;ItemID'](iID); newTargetType = itemType[targetType]; if ItemLev < PlaLev * 10 then levMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', PlaLev * 10); powMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('PowerLevel', 'Additive', PlaLev); if newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'ItemLevel', true) SS:RemoveAllModifiers(SOID, 'PowerLevel', true) SS:AddSavedModifier(SOID, levMOD) SS:AddSavedModifier(SOID, powMOD) end end if newTargetType[IDT] then quaMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('Quality', 'Additive', NewTier); SS:RemoveAllModifiers(SOID, 'Quality', true) SS:AddSavedModifier(SOID, quaMOD) end if PlusPlusAdder and newTargetType[IDT] then if string.find(IDT, "Wea_") or string.find(IDT, "Prt_") or string.find(IDT, "Cyb") and not string.find(IDT, "Fists") then if ItemPlusVal < 2 then newPlusValue = 2; elseif ItemPlusVal >= 2 then newPlusValue = nil; end if newPlusValue then pMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('IsItemPlus', 'Additive', newPlusValue); SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) SS:AddSavedModifier(SOID, pMOD) end if string.find(IDT, "Wea_") then if ItemDPSVal < 0.3 then newDPSValue = 0.3; elseif ItemDPSVal >= 0.3 then newDPSValue = nil; end if newDPSValue then dpsMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemPlusDPS', 'Additive', newDPSValue); SS:RemoveAllModifiers(SOID, 'ItemPlusDPS', true) SS:AddSavedModifier(SOID, dpsMOD) end end end elseif not PlusPlusAdder and newTargetType[IDT] then SS:RemoveAllModifiers(SOID, 'IsItemPlus', true) end end print(" - NOTE: SAVE [ F5 ] AND RELOAD [ F9 ] TO FULLY REFRESH THE BACKPACK \n ")