高级玩家

- 贡献度
- 0
- 金元
- 3180
- 积分
- 318
- 精华
- 0
- 注册时间
- 2022-3-22
|
| 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 ") |
|
|