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Payday 2 Lua Scripts

1. The document provides debug commands to max out the player's level, money, weapons, skills, achievements and unlock all masks and weapons. 2. It also makes the player invincible, replenishes ammo and health, gives C4 and teleports the player. 3. Additional commands are included to modify weapon and player stats like spread, recoil and damage for an overpowered experience.

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hudzaifahalazmi
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© © All Rights Reserved
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0% found this document useful (0 votes)
1K views

Payday 2 Lua Scripts

1. The document provides debug commands to max out the player's level, money, weapons, skills, achievements and unlock all masks and weapons. 2. It also makes the player invincible, replenishes ammo and health, gives C4 and teleports the player. 3. Additional commands are included to modify weapon and player stats like spread, recoil and damage for an overpowered experience.

Uploaded by

hudzaifahalazmi
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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xoxo - Rabrg

-- player instance
local player = managers.player:player_unit()
-- money and level
managers.experience:_set_current_level (100)
managers.skilltree:_set_points(9999)
managers.money:_add_to_total(99999999999)
-- debug menu
if managers.menu then
managers.menu:set_debug_menu_enabled(true)
end
-- weapon accessories, colour palettes, mask vinyls
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, per
sonal_win = alive( managers.player:player_unit() ) } )
-- exp
managers.experience:debug_add_points( 2500, false )
-- end mission
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, per
sonal_win = alive( managers.player:player_unit() ) } )
-- give money (around 1,000,000)
managers.money:debug_job_completed( 3 )
-- add weapon
local player = managers.player:player_unit()
if player then
player:inventory():add_unit_by_name( Idstring("units/weapons/mp5/mp5"),
false )
player:inventory():add_unit_by_name( Idstring("units/weapons/r870_shotgu
n/r870_shotgun"), false )
end
--steam achievement
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end
-- unlock all weapons
local wep_arr = {
'new_m4',
'glock_17',
'mp9',
'r870',
'glock_18c',
'amcar',
'm16',
'olympic',
'ak74',
'akm',

'akmsu',
'saiga',
'ak5',
'aug',
'g36',
'p90',
'new_m14',
'deagle',
'new_mp5',
'colt_1911',
'mac10',
'serbu',
'huntsman',
'b92fs',
'new_raging_bull',
'saw'
}
for i, name in ipairs(wep_arr) do
if not managers.upgrades:aquired(name) then
managers.upgrades:aquire(name)
end
end
-- add c4
managers.player:add_special( { name = "c4" } )
-- teleport player
function GameState:freeflight_drop_player( pos, rot )
if( managers.player ) then
managers.player:warp_to( pos, rot )
end
end
-- invulnerable
local player = managers.player:player_unit()
player:character_damage():set_invulnerable( true )
-- ammo and health
local player = managers.player:player_unit()
if alive(player) then
player:base():replenish()
end
-- ammo
local player = managers.player:player_unit()
player:inventory():set_ammo( 1.0 )
-- gold and santa mask
managers.network.account._masks["santa"] = true
managers.network.account._masks["gold"] = true
-- unlock all masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
-- manager booleans

NewRaycastWeaponBase._get_spread = function(self) return 0 end


NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 end
PlayerStandard._get_walk_headbob = function(self) return 0 end
PlayerStandard._can_stand = function(self) return true end
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerInventory.remove_selection = function(self, selection_index, instant) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerManager.chk_minion_limit_reached = function(self) return false end
PlayerManager.spread_multiplier = function(self) return 0 end
PlayerMovement.is_stamina_drained = function(self) return false end
PlayerStandard._can_run_directional = function(self) return true end
BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0 end
BaseInteractionExt.can_interact = function(self, player) return true end
-- super jump
PlayerStandard._perform_jump = function(self, jump_vec)
local v = math.UP * 470
if self._running then
v = math.UP * 2000
end
self._unit:mover():set_velocity( v )
end
-- everything but weapons
for i=1, 7 do
managers.lootdrop:debug_drop( 1000, true, i )
end
-- weapon mods
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, f
alse)
end
-- player armour
PlayerDamage.get_real_armor = function(self)
return Application:digest_value( 100, false )
end

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