Payday 2 Lua Scripts

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xoxo - Rabrg-- player instance local player = managers.player:player_unit()-- money and levelmanagers.experience:_set_current_level (100)managers.skilltree:_set_points(9999)managers.money:_add_to_total(99999999999)-- debug menuif managers.menu thenmanagers.menu:set_debug_menu_enabled(true)end-- weapon accessories, colour palettes, mask vinylsfor i=1, 7 domanagers.lootdrop:debug_drop( 1000, true, i )endgame_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )-- expmanagers.experience:debug_add_points( 2500, false )-- end missiongame_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )-- give money (around 1,000,000)managers.money:debug_job_completed( 3 )-- add weaponlocal player = managers.player:player_unit()if player thenplayer:inventory():add_unit_by_name( Idstring("units/weapons/mp5/mp5"), false )player:inventory():add_unit_by_name( Idstring("units/weapons/r870_shotgun/r870_shotgun"), false )end--steam achievementif managers.achievment thenfor id,_ in pairs(managers.achievment.achievments) domanagers.achievment:award(id)endend-- unlock all weaponslocal 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) doif not managers.upgrades:aquired(name) thenmanagers.upgrades:aquire(name)endend-- add c4managers.player:add_special( { name = "c4" } )-- teleport playerfunction GameState:freeflight_drop_player( pos, rot )if( managers.player ) thenmanagers.player:warp_to( pos, rot )endend-- invulnerablelocal player = managers.player:player_unit()player:character_damage():set_invulnerable( true )-- ammo and healthlocal player = managers.player:player_unit()if alive(player) thenplayer:base():replenish()end-- ammolocal player = managers.player:player_unit()player:inventory():set_ammo( 1.0 )-- gold and santa maskmanagers.network.account._masks["santa"] = truemanagers.network.account._masks["gold"] = true-- unlock all masksmanagers.blackmarket:_setup_masks()for mask_id,_ in pairs(tweak_data.blackmarket.masks) doGlobal.blackmarket_manager.masks[mask_id].unlocked = truemanagers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)end-- manager booleansNewRaycastWeaponBase._get_spread = function(self) return 0 endNewRaycastWeaponBase.recoil_multiplier = function(self) return 0 endNewRaycastWeaponBase.fire_rate_multiplier = function(self) return 99999999 endNewRaycastWeaponBase.damage_multiplier = function(self) return 99999999 endPlayerStandard._get_walk_headbob = function(self) return 0 endPlayerStandard._can_stand = function(self) return true endPlayerManager.remove_equipment = function(self, equipment_id) endPlayerInventory.remove_selection = function(self, selection_index, instant) endPlayerManager.selected_equipment_deploy_timer = function(self) return 0 endPlayerManager.chk_minion_limit_reached = function(self) return false endPlayerManager.spread_multiplier = function(self) return 0 endPlayerMovement.is_stamina_drained = function(self) return false endPlayerStandard._can_run_directional = function(self) return true endBaseInteractionExt._has_required_upgrade = function(self) return true endBaseInteractionExt._has_required_deployable = function(self) return true endBaseInteractionExt._get_timer = function(self) return 0 endBaseInteractionExt.can_interact = function(self, player) return true end-- super jumpPlayerStandard._perform_jump = function(self, jump_vec)local v = math.UP * 470if self._running thenv = math.UP * 2000endself._unit:mover():set_velocity( v )end-- everything but weaponsfor i=1, 7 domanagers.lootdrop:debug_drop( 1000, true, i )end-- weapon modsfor mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) dotweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = truemanagers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false)end-- player armourPlayerDamage.get_real_armor = function(self)return Application:digest_value( 100, false )end