Post: {PS3} Dead Island Riptide Game Mods + Code Sharing
05-01-2013, 09:09 AM #1
XxUnkn0wnxX
F4LLEN ANG3L
(adsbygoogle = window.adsbygoogle || []).push({}); Well since Riptide has come out I and some other people have been contributing in making Mods 4 the game.

i wish to thank "You must login or register to view this content." for helping me in understanding the game code a bit more.
hare is his thread i 1st started on in modding Riptide On:
You must login or register to view this content.

I wish to use this thread to collect ideas for the types of mods as a gaming community and Post Our Creative Mod Packs that we make. also the sharing of code and any other game improvements will help others learn how make there own mods. teaching young beginners AKA "Noobs" will give them the chance in contributing to this community more then just leaching and stealing other peoples creations and making it their own. Dead Island 1 and Dead Island Riptide is an easy game to modify and therefore should allow a beginner to understand how the modding community makes these Awesome Mods for various types of games and give's Beginners an insight in creativity.

The whole point of this is help young beginners understand how the game is modded and what it takes to mod games. obviously this is just really easy modding compared to encrypted file's and EBOOT Mods on a much higher and harder scale. But hopefully this may help them improve there understanding of what it takes to mod a game how some one feels when their creation is stolen and ripped away from them!:cry:

I believe in a self-learning environment IL post code and mods hare and every one is very welcome to look through it and make adjustments or just build on top of that.

when you post a mod hare please tell us what file's you modded, the type of mod it is and the piece of code you edited

Lets Begin:

u may want 2 use this template when posting mods - does not fit all catagorys on simple mods packs:

Name of Mod:
Description:
Files Modded:
Modded Code:
Created By:
Platform:
Other Comment's:


Annotated Structure follow the above one not this one:

Name of Mod: --- the name of the mod you wish 2 call
Description: --- any details or notes you wish to talk about such as intructions
Files Modded: --- files like inventory.scr or shops.scr stuff like that
Modded Code: --- the modded code (please put this in code format like this)
    Code format as you can see

Created By: --- your name or what you call your self on NGU Forums will do fine
Platform: --- PS3 or XBOX360 Or PC - Dead island code is mostly compatible no matter what platform it has been made for some specific pc files such as texture packs don't seem to work on the consoles.
Other Comment's: --- any other important comments or notes you wish to add or a video or any links...

---------- Post added at 06:01 PM ---------- Previous post was at 05:47 PM ----------

Hare are just some quotes from what i did early B4 i made this thread + Usefull tips by "You must login or register to view this content.":

Originally posted by XxUnkn0wnxX View Post
well hi all i am also a modded of dead island made tones of mods 4 the game. and examining the code from this second game not much has changed at all.

good job "You must login or register to view this content." - took a look at what u done - Nice but u did miss out on a few things......

i made some improvements 2 it - but they are untested on this version of dead island though...

hares what i did for each of these:

Data -- > achievements.xml:

    
was
hidden="1">
all now =
hidden="0">


Data -- > DebugConf.scr:
some improvements: - most credit goes 2 "You must login or register to view this content." - all i did is just improve and supe things up!

    !include("DebugConf.def")

// implemented:
Cheats()
DICheatItems()
UseDeveloperKeys()
DiUseDeveloperVersionOfMenuScene()
EasyAchievements()
NoLogos()
AutoGiveItems(s)
StartCash(i)
ForceGodMode(i)

// deprecated:
SaveGame("none")
SetLogLevel(15)

//CallCheatActionOnLevelStart(0)
//ConsoleCommand("NewAI.ShowElementBoxes(1")
//ConsoleCommand("NewAI.fDamageThreshold 123123")
//ConsoleCommand("NewAI.SetFlag(6")
//ConsoleCommand("NewAI.Freeze(")

// AutoStart("ACT1A")
// AutoStart("ParkingLot")
// AutoStart("TestMapChallenge")
// AutoStart("TestMapAI")
// AutoStart("TestMapBibbit")
// AutoStart("TestMapQuests")
// AutoStart("TestMapStreet4")
// AutoStart("TestMapTomek")
// AutoStart("TestMapTrees")


Data -- > inventory_gen.scr:
goes 2 100 (GeneratorLevel(0, 54)) - means u can generate weapons with stats 2 100 - instead of level 60-70 being max level u can go 2 100 Smile - u need 2 edit some files in skills aswell...
    GeneratorLevel(0, 54)
{
GenParam(Gen_Damage, 99999.99999, 99999.99999, 99999.99999, 99999.99999, 99999.99999);
GenParam(Gen_Force, 99999.99999, 99999.99999, 99999.99999, 99999.99999, 99999.99999);
GenParam(Gen_Speed, 0.5, 0.5, 0.5, 0.5, 0.5);
GenParam(Gen_Durability, 999999999, 999999999, 999999999, 999999999, 999999999);
}


these goes 4 all of these:
Data -- > inventory_patch.scr
inventory_special.scr
inventory.scr
inventory_gen.scr

    ClipReload(false); -> ClipReload(true);
AmmoCount(2147483647); - important! - anything with ammo
Visibility(false); -> Visibility(true);
ClipReload(false); --> ClipReload(true);
Reparable(false); --> Reparable(true);
SwingSpeed(0.6); - the shorter the number the faster the speed (dont go below 0.6)
DamageRange(999999999.0);
Condition(999999999);
StaminaUsage(0.0); - non stop swing


Data -- >inventory.scr + inventory_special.scr:
Dev/Fury and specual weapons only!
    Damage(999999.0);
CriticalDamage(999999.0);
DamageRange(999999999.0);
Force(999999999.0);
PhysicsDamage(999999.0);
CriticalProb(1.0);


Physics -- > ODEWorld.phx

    
only the middle number u can change.
used 2 be -980 - normal grav
-4 lowers grav just mess with it between 0-10 make sure u keep the "-" before the number
SetGravity([0, -4, 0])


Skills --> buffs.xml:

    <buff id="MedKitWeak" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="MedKitNormal" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="MedKitStrong" duration="0">
<OnGain>
<ValueMultiply value="MedPackEffectivness"/>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="FoodSmall" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="FoodNormal" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="FoodLarge" duration="0">
<OnGain>
<AddHealth value="200"/>
</OnGain>
</buff>

<buff id="DamageStrong" duration="0">
<OnGain>
<AddHealth value="-80"/>
</OnGain>
</buff>


Skills --> default_levels.xml:
u can analyse this urself - dont miss the ammo - make sure u edit all the ammo correctly with all files - this will allow u to max any gun u wan a friend gives u gun u reload it u give it 2 him maxed out Smile
    
<level id="1">
<prop n="BSLayingCritChance" v="1.0"/>
<prop n="LookVertSpeed_Pad" v="120.0"/>
<prop n="LookHorzSpeed_Pad" v="260.0"/>
<prop n="LookVertAcc_Pad" v="2500.0"/>
<prop n="LookHorzAcc_Pad" v="2500.0"/>
<prop n="LookVertDec_Pad" v="50000.0"/>
<prop n="LookHorzDec_Pad" v="50000.0"/>

<prop n="LookAimVertSpeed_Pad" v="55.0"/>
<prop n="LookAimHorzSpeed_Pad" v="105.0"/>
<prop n="LookAimVertAcc_Pad" v="2500.0"/>
<prop n="LookAimHorzAcc_Pad" v="2500.0"/>
<prop n="LookAimVertDec_Pad" v="50000.0"/>
<prop n="LookAimHorzDec_Pad" v="50000.0"/>

<prop n="LookVertSpeed_Mouse" v="0.25"/>
<prop n="LookHorzSpeed_Mouse" v="0.25"/>
<prop n="LookVertAcc_Mouse" v="1000000.0"/>
<prop n="LookHorzAcc_Mouse" v="1000000.0"/>
<prop n="LookVertDec_Mouse" v="1000000.0"/>
<prop n="LookHorzDec_Mouse" v="1000000.0"/>

<prop n="LookAimVertSpeed_Mouse" v="0.125"/>
<prop n="LookAimHorzSpeed_Mouse" v="0.125"/>
<prop n="LookAimVertAcc_Mouse" v="5000000.0"/>
<prop n="LookAimHorzAcc_Mouse" v="5000000.0"/>
<prop n="LookAimVertDec_Mouse" v="5000000.0"/>
<prop n="LookAimHorzDec_Mouse" v="5000000.0"/>

<prop n="RamingLevel" v="1"/>
<prop n="BluntWeaponsSkill" v="10"/>
<prop n="SharpWeaponsSkill" v="10"/>
<prop n="FireWeaponsSkill" v="10"/>
<prop n="DefensiveMoveLevel" v="0"/>
<prop n="PenaltyOnDeath" v="1"/>
<prop n="SlowMoOnPlayerDeath" v="0"/>
<prop n="TISMode" v="1"/>
<prop n="DamageBulletVisModif" v="0.7"/>
<prop n="BlastKillExperienceBonus" v= "1.0"/>
<prop n="KnockDownInPlaceFromLowHealth" v= "1.0"/>
<prop n="StrafeJumping" v= "1.0"/>
<prop n="DmgResAfterDeathDur" v= "5.0"/>
<prop n="CanUseWeaponsInKnockDown" v= "-1.0"/>

<prop n="UseGPSNavigation" v="1"/>
<prop n="ReskillCost" v="500.0"/>

<prop n="BulletPenetrationChance" v="0."/>
<prop n="KnockDownLayingTime" v="0.1f"/>
<prop n="HeadAccuracyTollerance" v="1.0"/>
<prop n="SprintLookFromLS" v="-1.0"/>
<prop n="MoveWhenCarryMaxSpeedFactor" v="0.7"/>
<prop n="MoveWhenCarryMinSpeedFactor" v="0.2"/>

<prop n="ThrowMaxDist" v="999999999.0"/>

<prop n="BSFuryKnockDownResistance" v="0.0"/>
<prop n="BSChargeUsage" v="0.0"/>
<prop n="BSChargeForce" v="-0.25"/>
<prop n="BSChargeDamage" v="-0.25"/>
<prop n="BSChargeStaminaCost" v="1.0"/>
<prop n="BSFastStandupMul" v="1.0"/>
<prop n="BSJumpAttakDamageMul" v="1.0"/>

<prop n="FistsWpnDurabilityLoss" v="1.0"/>
<prop n="BSHealOnHitChance" v="0.0"/>
<prop n="BSJohnSpecialAttackUsage" v="0.0"/>
<prop n="BSJohnSpecialAttackStaminaDec" v="1.0"/>

<prop n="FinisherMult" v="4.0"/>
<prop n="FinisherStaminaUsageMult" v="0.0"/>
<prop n="FuryUsage" v="0.0"/>
<prop n="FuryPointsAfterKill" v="0.05"/>
<prop n="CameraDefaultFOV" v="72.5"/>
<prop n="BulletHitMissEffects" v="1.0"/>
<prop n="HideWeaponsDuringSprint" v="1.0"/>
<prop n="SelfHealing" v="1.0"/>

<prop n="HealthRegenerationStartTime" v="0.0"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
<prop n="HealthRegenerationSpeedInStand" v="999.0"/>
<prop n="HealthRegenerationSpeedInWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounch" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounchWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInSprint" v="999.0"/>
<prop n="HealthRegenerationSpeedInKnockDown" v="999.0"/>

<prop n="MaxHealth" v="999"/>
<prop n="BaseMaxHealth" v="999"/>
<prop n="BaseCriticalHealth" v="30"/>

<prop n="HealthStateFeedbackStartEffectLevel" v="50.0"/>
<prop n="HealthStateFeedbackFullEffectLevel" v="25.0"/>

<prop n="FistsAnalogFight" v="1"/>
<prop n="FistsDamageMul" v="99"/>
<prop n="FistsForceMul" v="0"/>
<prop n="FistsAttackSpeedMul" v="0"/>
<prop n="FistsCriticalChance" v="0"/>
<prop n="FistsCriticalDmgMul" v="0"/>
<prop n="FistsCritSevereLimbProb" v="0.2"/>
<prop n="FistsKillExperienceBonus" v="0"/>

<prop n="FppBloodSplats" v="0"/>

<prop n="LowHealthDamageMul" v="99"/>
<prop n="LowHealthForceMul" v="99"/>

<prop n="MeeleDamageMul" v="99"/>
<prop n="MeeleForceMul" v="99"/>
<prop n="MeeleAttackSpeedMul" v="99"/>

<prop n="BreakDoorEffectivens" v="10"/>
<prop n="FuryPointsRegain" v="1.0"/>

<prop n="BluntDamageMul" v="999.0"/>
<prop n="BluntForceMul" v="0"/>
<prop n="BluntWpnDurabilityLoss" v="0.0"/>
<prop n="BluntCriticalChance" v="0"/>
<prop n="BluntCriticalDmgMul" v="0"/>
<prop n="BluntCritSevereLimbProb" v="0.2"/>
<prop n="BluntAttackSpeedMul" v="0"/>
<prop n="BluntKillExperienceBonus" v="0"/>

<prop n="CutDamageMul" v="99"/>
<prop n="CutForceMul" v="0"/>
<prop n="CutWpnDurabilityLoss" v="0.0"/>
<prop n="CutCriticalChance" v="0"/>
<prop n="CutCriticalDmgMul" v="0"/>
<prop n="CutCritSevereLimbProb" v="0.2"/>
<prop n="CutAttackSpeedMul" v="0"/>
<prop n="CutKillExperienceBonus" v="0"/>

<prop n="RangedDamageMul" v="999.0"/>
<prop n="RangedForceMul" v="0"/>
<prop n="RangedAccuracy" v="0"/>
<prop n="RangedWpnDurabilityLoss" v="0.0"/>
<prop n="RangedCriticalChance" v="0"/>
<prop n="RangedCriticalDmgMul" v="0"/>
<prop n="RangedCritSevereLimbProb" v="0.2"/>
<prop n="RangedAttackSpeedMul" v="0"/>
<prop n="RangedKillExperienceBonus" v="0"/>

<prop n="BulletDamageMul" v="99"/>
<prop n="BulletForceMul" v="0"/>
<prop n="BulletAccuracyFactor" v="1.0"/>
<prop n="BulletWpnDurabilityLoss" v="0.0"/>
<prop n="BulletCriticalChance" v="0"/>
<prop n="BulletCriticalDmgMul" v="0"/>
<prop n="BulletAttackSpeedMul" v="0"/>
<prop n="BulletKillExperienceBonus" v="0"/>

<prop n="MedPackEffectivness" v="2"/>
<prop n="CoopMedPackEffectivenss" v="1"/>
<prop n="InjectorDurationBonus" v="10"/>

<prop n="QuickSlotsCount" v="9"/>
<prop n="InventorySize" v="3000"/>
<prop n="MaxInventorySize" v="-1"/>

<prop n="KillExperienceBonus" v="0"/>
<prop n="QuestExperienceBonus" v="0"/>

<prop n="MaxStamina" v="99"/>
<prop n="StompStaminaUsage" v="0.0"/>
<prop n="StaminaRegeneration" v="1.0"/>

<prop n="GentlePushAvailable" v="0.0"/>
<prop n="RamingDamageLev1" v="30.0"/>
<prop n="RamingPhysicalDamageLev1" v="0.0"/>
<prop n="RamingForceLev1" v="0.0"/>
<prop n="RamingStaminaUsageLev1" v="0.0"/>
<prop n="RamingAvailableLev1" v="0.0"/>

<prop n="RamingDamageLev2" v="0.0"/>
<prop n="RamingPhysicalDamageLev2" v="30.0"/>
<prop n="RamingForceLev2" v="30.0"/>
<prop n="RamingStaminaUsageLev2" v="0.0"/>
<prop n="RamingAvailableLev2" v="1.0"/>

<prop n="RamingDamageLev3" v="20.0"/>
<prop n="RamingPhysicalDamageLev3" v="40.0"/>
<prop n="RamingForceLev3" v="30.0"/>
<prop n="RamingStaminaUsageLev3" v="0.0"/>
<prop n="RamingAvailableLev3" v="1.0"/>

<prop n="RamingDamageLev4" v="30.0"/>
<prop n="RamingPhysicalDamageLev4" v="40.0"/>
<prop n="RamingForceLev4" v="30.0"/>
<prop n="RamingStaminaUsageLev4" v="0.0"/>
<prop n="RamingAvailableLev4" v="1.0"/>

<prop n="MeeleDRPercent" v="0.999"/>
<prop n="MeeleDRFixed" v="0"/>

<prop n="RangedDRPercent" v="0.999"/>
<prop n="RangedDRFixed" v="0"/>

<prop n="EnviromentalDRPercent" v="0.999"/>
<prop n="EnviromentalDRFixed" v="0"/>

<prop n="BreathAmount" v="99"/>
<prop n="BreathRegeneration" v="0.3"/>
<prop n="BreathUsage" v="0.0"/>

<prop n="MoveForwardMinSpeed" v="100"/>
<prop n="MoveForwardMaxSpeed" v="1000"/>
<prop n="MoveBackwardMinSpeed" v="100"/>
<prop n="MoveBackwardMaxSpeed" v="1000"/>
<prop n="MoveStrafeMinSpeed" v="70"/>
<prop n="MoveStrafeMaxSpeed" v="700"/>
<prop n="MoveSprintSpeed" v="4000"/>
<prop n="MoveSprintStaminaConsumption" v="0.0"/>
<prop n="MoveAcceleration" v="3000"/>
<prop n="MoveDeceleration" v="2000"/>

<prop n="CrouchForwardMinSpeed" v="40"/>
<prop n="CrouchForwardMaxSpeed" v="450"/>
<prop n="CrouchBackwardMinSpeed" v="40"/>
<prop n="CrouchBackwardMaxSpeed" v="450"/>
<prop n="CrouchStrafeMinSpeed" v="40"/>
<prop n="CrouchStrafeMaxSpeed" v="450"/>
<prop n="CrouchAcceleration" v="400"/>
<prop n="CrouchDeceleration" v="400"/>

<prop n="AimBackwardMaxSpeed" v="500"/>
<prop n="AimBackwardMinSpeed" v="35"/>
<prop n="AimForwardMaxSpeed" v="600"/>
<prop n="AimForwardMinSpeed" v="40"/>
<prop n="AimStrafeMaxSpeed" v="600"/>
<prop n="AimStrafeMinSpeed" v="40"/>
<prop n="AimAcceleration" v="1000"/>
<prop n="AimDeceleration" v="1000"/>

<prop n="AimCrouchBackwardMaxSpeed" v="350"/>
<prop n="AimCrouchBackwardMinSpeed" v="40"/>
<prop n="AimCrouchForwardMaxSpeed" v="350"/>
<prop n="AimCrouchForwardMinSpeed" v="40"/>
<prop n="AimCrouchStrafeMaxSpeed" v="350"/>
<prop n="AimCrouchStrafeMinSpeed" v="40"/>
<prop n="AimCrouchAcceleration" v="400"/>
<prop n="AimCrouchDeceleration" v="1000"/>

<prop n="SwimMinSpeed" v="0"/>
<prop n="SwimMaxSpeed" v="999"/>
<prop n="SwimSprintSpeed" v="9999"/>
<prop n="SwimAcceleration" v="100"/>
<prop n="SwimDeceleration" v="100"/>

<prop n="JumpStaminaCost" v="0.0"/>
<prop n="JumpMaxHeight" v="9999999.0"/>
<prop n="JumpMinHeight" v="9999999.0"/>

<prop n="ExpToNextLevel" v="100"/>
<prop n="AllowedSkillsCount" v="76"/>

<prop n="GrappleEscapeMul" v="20"/>
<prop n="EnemyGrabChance" v="0"/>

<prop n="MaxAmmoPistol" v="2147483647"/>
<prop n="AmmoType_Pistol" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoRifle" v="2147483647"/>
<prop n="AmmoType_Rifle" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoShotgun" v="2147483647"/>
<prop n="AmmoType_Shotgun" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>
<prop n="MaxAmmoSniper" v="2147483647"/>
<prop n="AmmoType_Sniper" v="2147483647"/>
<prop n="AmmoCount" v="2147483647"/>

<prop n="FirearmsPistolReloadTimeMul" v="0.0"/>
<prop n="FirearmsRevolverReloadTimeMul" v="0.0"/>
<prop n="FirearmsRifleReloadTimeMul" v="0.0"/>
<prop n="FirearmsShotgunReloadTimeMul" v="0.0"/>
<prop n="FirearmsNailGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsHarpoonGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsTaserGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsFlareGunReloadTimeMul" v="0.0"/>

<prop n="ButcherSkill" v="0"/>
<prop n="SmasherSkill" v="0"/>
<prop n="KnockOutTimeMul" v="1.0"/>
<prop n="FirearmsPistolCritChanceMul" v="1.0"/>
<prop n="FirearmsRevolverCritChanceMul" v="1.0"/>
<prop n="FirearmsRifleCritChanceMul" v="1.0"/>
<prop n="FirearmsShotgunCritChanceMul" v="1.0"/>
<prop n="FirearmsNailGunCritChanceMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritChanceMul" v="1.0"/>
<prop n="FirearmsTaserGunCritChanceMul" v="1.0"/>
<prop n="FirearmsFlareGunCritChanceMul" v="1.0"/>

<prop n="FirearmsPistolCritDamageMul" v="1.0"/>
<prop n="FirearmsRevolverCritDamageMul" v="1.0"/>
<prop n="FirearmsRifleCritDamageMul" v="1.0"/>
<prop n="FirearmsShotgunCritDamageMul" v="1.0"/>
<prop n="FirearmsNailGunCritDamageMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritDamageMul" v="1.0"/>
<prop n="FirearmsTaserGunCritDamageMul" v="1.0"/>
<prop n="FirearmsFlareGunCritDamageMul" v="1.0"/>

<prop n="RangeMeleeMul" v="1.0"/>
<prop n="StomperSkillLevel" v="1.0"/>
<prop n="WeightCanCarry" v="9999.0"/>

<prop n="FirearmsPistolAccuracyFactor" v="1.0"/>
<prop n="FirearmsRevolverAccuracyFactor" v="1.0"/>
<prop n="FirearmsRifleAccuracyFactor" v="1.0"/>
<prop n="FirearmsShotgunAccuracyFactor" v="1.0"/>
<prop n="FirearmsNailGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsHarpoonGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsTaserGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsFlareGunAccuracyFactor" v="1.0"/>

<prop n="FirearmsPistolRecoilFactor" v="0.0"/>
<prop n="FirearmsRevolverRecoilFactor" v="0.0"/>
<prop n="FirearmsRifleRecoilFactor" v="0.0"/>
<prop n="FirearmsShotgunRecoilFactor" v="0.0"/>
<prop n="FirearmsNailGunRecoilFactor" v="0.0"/>
<prop n="FirearmsHarpoonGunRecoilFactor" v="0.0"/>
<prop n="FirearmsTaserGunRecoilFactor" v="0.0"/>
<prop n="FirearmsFlareGunRecoilFactor" v="0.0"/>

<prop n="CoruptionBudget" v="0.0"/>
</level>
<level id="2">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="3">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="4">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="5">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="6">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="7">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="8">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="9">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="10">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="11">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="12">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="13">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="14">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="15">
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>



4 all characters eg "logan_levels" and "logan_skills"

Level:
    </level>
<level id="56">
<prop n="ExpToNextLevel" v="622971"/>
<prop n="AllowedSkillsCount" v="999"/>
now hare is 70:
<level id="70">
<prop n="AllowedSkillsCount" v="999"/>
</level>

now just this from 70 - 100

<level id="71">
<prop n="ExpToNextLevel" v="862067"/>
</level>

<level id="72">
<prop n="ExpToNextLevel" v="872067"/> - change this by 1 at least
</level>

and so on


Skill:
<effect id="InventorySize" change="3000"/>

4 most characters

<skill id="RVAmmoManiac" cat="Tree3" skill_id="77" max_level="3" tier="5">
<tier_req tier="4" cat="Tree3" value="3"/>
<effect id="MaxAmmoPistol" change="+2147483640"/>
<effect id="MaxAmmoRifle" change="+2147483640"/>
<effect id="MaxAmmoShotgun" change="+2147483640"/>
<effect id="MaxAmmoSniper" change="+2147483640"/>
</skill>

EG: ryder_skills - do this he is diffrent:

<skill id="R_RVAmmoManiac1" cat="Tree3" skill_id="180" max_level="1" tier="1">
<tier_req tier="0" cat="Tree3" value="1"/>
<effect id="MaxAmmoPistol" change="0"/>
<effect id="MaxAmmoRifle" change="0"/>
<effect id="MaxAmmoShotgun" change="0"/>
<effect id="MaxAmmoSniper" change="0"/>
</skill>
<skill id="R_RVAmmoManiac2" cat="Tree3" skill_id="181" max_level="1" tier="3">
<tier_req tier="2" cat="Tree3" value="1"/>
<effect id="MaxAmmoPistol" change="0"/>
<effect id="MaxAmmoRifle" change="0"/>
<effect id="MaxAmmoShotgun" change="0"/>
<effect id="MaxAmmoSniper" change="0"/>
</skill>
<skill id="R_RVAmmoManiac3" cat="Tree3" skill_id="182" max_level="1" tier="5">
<tier_req tier="2" cat="Tree3" value="1"/>
<effect id="MaxAmmoPistol" change="+2147483640"/>
<effect id="MaxAmmoRifle" change="+2147483640"/>
<effect id="MaxAmmoShotgun" change="+2147483640"/>
<effect id="MaxAmmoSniper" change="+2147483640"/>
</skill>


i might of missed a few thing's but u get the idea...

---------- Post added at 05:45 PM ---------- Previous post was at 05:43 PM ----------

il release my version of mods once i done testing and once i get the game Smile



Originally posted by XxUnkn0wnxX View Post
yea on cfw - game save maybe/diffrent story

most of this is just imported from dead island 1 with all of this code working and fully tested - not much has changed so should work on riptide - but has not been tested yet with my improvements....

---------- Post added at 06:22 PM ---------- Previous post was at 06:12 PM ----------

u know if more people contributed 2 modding this game we would learn more maybe turn this next game like mw2 - fully modded 2 the shitz and make this more interesting Smile

i usaly apply these mods making a folder in the:
this 4 a dead island 1 structure - should be simular 2 the 2nd one
"GAMES -- > Dead Island-[BLESXXXX] -- > USDIR/USRDIR -- > DI -- > "out" <- folder then in that Data
Skills
Physics
"

Data Folder:
achievements.xml
DebugConf-- Leave in the Data0.pak edited re-compressed
DebugConf.scr -- Leave in the Data0.pak edited re-compressed
inventory_gen.scr
inventory_patch.scr
inventory_special.scr
inventory.scr

Skills Folder:
active_skills.scr
akuro_levels.xml
akuro_skills.xml
buffs_sources.scr
buffs.xml
common_skills.xml
default_levels.xml
fweapon_levels.xml
john_levels.xml
john_skills.xml
logan_levels.xml
logan_skills.xml
purna_levels.xml
purna_skills.xml
ryder_levels.xml
ryder_skills.xml
samb_levels.xml
samb_skills.xml
skills_sources.scr
xian_levels.xml
xian_skills.xml

physics Folder:
odeworld.phx

What ever u put in the "out" folder simply used those settings inside the game instead of the default ones.


Originally posted by XxUnkn0wnxX View Post
well i found this:
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"※Infinite Health
※Infinite Ammo
※Bottomless Clip
※Infinite Stamina
※Infinite Items
※Max Exp on Gain
※Max Weapon Exp on Gain
※Max Money on Gain"

Source:
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And any one gotten the dev menu 2 work yet???



Originally posted by XxUnkn0wnxX View Post
This a Mod Pack Made by Me Same Text as follows in the README:

    PS3 Dead Island Riptide DLC + Mod Pack - XxUnkn0wnxX - BLES01739

extract the "out.zip" and place the entire folder where Dead Island Riptide backup is so....

/dev_hdd0/GAMES/BLES01739-[Dead Island Riptide]/PS3_GAME/USRDIR/DI/

Make Sure u place it in the "DI" Folder

Mod Contains a lot of cool tweaks and mods - remember this is version 1 still needs testing.... (No Dev Menu Sorry - 4 some reason does not work :( )

Install "Dead Island Riptide Fashion Victim DLC-BLES01739.pkg" + "Dead Island Riptide Survivor Pack DLC-BLES01739.pkg" Then The DLC Fix "BLES01739_DEAD_ISLAND-DLC-FIX.pkg"

"DEADRP-BLES01739_00-CODEMASTERSPROJ1 (Mods).pkg" Contains:

"※Infinite Health
※Infinite Ammo
※Bottomless Clip
※Infinite Stamina
※Infinite Items
※Max Exp on Gain
※Max Weapon Exp on Gain
※Max Money on Gain"

All files besides "DEADRP-BLES01739_00-CODEMASTERSPROJ1 (Mods).pkg" and BLES01739_DEAD_ISLAND-DLC-FIX.pkg are from me

Please Thank (justeve) https://www.nextgenupdate.com/forums/members/257174-justeve.html on NGU for the BLES01739_DEAD_ISLAND-DLC-FIX.pkg


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---------- Post added at 09:31 PM ---------- Previous post was at 09:22 PM ----------

ah found a bug already kicking 4 some reason freezes game :(

EDIT: working on a fix should be done in a few hours + added max stack from 30-9999!

---------- Post added at 11:55 PM ---------- Previous post was at 09:31 PM ----------

Hare is fixed ver 1.5:
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Originally posted by XxUnkn0wnxX View Post
no not really i know the max skills and the unlimited ammo sticks 2 the save but at for supreme health, jump running unlimited stacks, stamina, inventory size they don't seem to stick because these a game mods and i recon if u try 2 save it and then run it on a OFW ps3 because the original code is set the game save values don't apply as they do not match the game code - i think there is so validator built in that disable this kind of stuff and when i have skill points maxed out on OFW it say -83 remaining or something.

well i am not 2 sure how 2 make them all work for ofw saves.

and in my version 1.5 mod if ur game freezes when u try 2 drop a weapon go into the out/data folder and edit all the inventory + patch files with a text-editor - use Notepad++ or TextWrangler 2 edit the ammo count 2 99999 or 9999 no more then 5 9s otherwise ul run into problems and do the same within the the out/skills folder for default levels file.

so in these file's
inventory_gen.scr
inventory_patch.scr
inventory_special.scr
inventory.scr

Replace the AmmoCount(2147483647); --> AmmoCount(9999);

and the default_levels.xml file:

<prop n="MaxAmmoPistol" v="2147483647"/> --> <prop n="MaxAmmoPistol" v="9999"/>
<prop n="AmmoCount" v="2147483647"/> --> <prop n="AmmoCount" v="9999"/>

and delete these u don't realy need these:

<prop n="AmmoType_Pistol" v="2147483647"/>
<prop n="AmmoType_Rifle" v="2147483647"/>
<prop n="AmmoType_Shotgun" v="2147483647"/>
<prop n="AmmoType_Sniper" v="2147483647"/>

if u keep em change the value's 2 9999

---------- Post added at 04:22 PM ---------- Previous post was at 04:17 PM ----------



and just curious how do make new types of weapons do u just mod the game save file or do u mod the game code then save the weapons 2 ur save?

+ where in the code do u make the new weapons i was never good at that never seemed 2 work 4 me i tried 2 make every single item legendary in dead island but did not stick when i traded them away :(

and how do u like put blueprint mods on guns?

and is there any way 2 make the dropitem code 2 work with blueprints? like drop blue prints so friends can have a copy aswell...

and since when have no dev menu - how do make mods so that when u start a new game save u have all the blue prints and items in the game collectibles and cash and that kind of stuff?

i want 2 improve my knowledge of modding the game 2 more insane lengths but i never had much success... like what other files is there 2 mod?



Originally posted by XxCOD5DEVILxX View Post
debugplayer.scr

!AddItem(s, i)
!UnlockSkill(s, i)
!SetLevel(i)
!SetMoney(i)
AddItem("Ammo_PistolBig", 9999)
AddItem("Ammo_ShotgunBig", 9999)
AddItem("Ammo_RifleBig", 9999)
AddItem("Ammo_SniperBig", 9999)
//UnlockSkill("FuryGain", 3)
SetLevel(70)
SetMoney(999999999)


Going 2 sleep right now i will dupe a few in the afternoon.


Originally posted by XxUnkn0wnxX View Post
Thank's i managed 2 get ammo 2 like 2147483640+ and can drop weapons without freeze Smile

i can now see that the "debugplayer.scr" - can be used like the dev menu 2 spawn any item u want Smile

working on ver 1.8 will have a tone of new features and hopefully every singe blueprint in the game on spawn Smile

---------- Post added at 07:28 PM ---------- Previous post was at 06:53 PM ----------

hare is code 4 all blueprints!!!: - U should be able 2 get the BBQ mod even if u havent got the DLC!

    AddItem("zzz_Craftplan_BleedBomb", 1)
AddItem("zzz_Craftplan_WolvKnuckles", 1)
AddItem("zzz_Craftplan_assasinspoison", 1)
AddItem("zzz_Craftplan_Juggernaut", 1)
AddItem("zzz_Craftplan_PatchAddon01", 1)
AddItem("zzz_Craftplan_PatchAddon02", 1)
AddItem("zzz_Craftplan_PatchAddon03", 1)
AddItem("zzz_Craftplan_PatchAddon04", 1)
AddItem("zzz_Craftplan_PatchAddon05", 1)
AddItem("zzz_Craftplan_PatchAddon06", 1)
AddItem("zzz_Craftplan_PatchAddon07", 1)
AddItem("zzz_Craftplan_PatchAddon08", 1)
AddItem("zzz_Craftplan_PatchAddon09", 1)
AddItem("zzz_Craftplan_PatchAddon10", 1)
AddItem("zzz_Craftplan_PatchAddon11", 1)
AddItem("zzz_Craftplan_PatchAddon12", 1)
AddItem("Craftplan_Shockcraft", 1)
AddItem("Craftplan_Highvoltagecraft", 1)
AddItem("Craftplan_Short-Circuitcraft", 1)
AddItem("Craftplan_Oldsmokycraft", 1)
AddItem("Craftplan_Paralysingcraft", 1)
AddItem("Craftplan_Poisoncraft", 1)
AddItem("Craftplan_Poisonspreadcraft", 1)
AddItem("Craftplan_Poisonx4", 1)
AddItem("Craftplan_Deobombcraft", 1)
AddItem("Craftplan_Stickybombcraft", 1)
AddItem("Craftplan_Meatcraft", 1)
AddItem("Craftplan_Molotovcraft", 1)
AddItem("Craftplan_Impactcraft", 1)
AddItem("Craftplan_Lightingcraft", 1)
AddItem("Craftplan_Magicwandcraft", 1)
AddItem("Craftplan_Teslacraft", 1)
AddItem("Craftplan_Torchcraft", 1)
AddItem("Craftplan_Phoenixcraft", 1)
AddItem("Craftplan_Naildcraft", 1)
AddItem("Craftplan_Boltscraft", 1)
AddItem("Craftplan_Barbedwirecraft", 1)
AddItem("Craftplan_Glazedcraft", 1)
AddItem("Craftplan_Verticalbladescraft", 1)
AddItem("Craftplan_Horizontalbladescraft", 1)
AddItem("Craftplan_Sawdiscaxecraft", 1)
AddItem("Craftplan_Critical1", 1)
AddItem("Craftplan_Critical2", 1)
AddItem("Craftplan_Critical3", 1)
AddItem("Craftplan_Critical4", 1)
AddItem("Craftplan_Pridegun", 1)
AddItem("Craftplan_Priderifle", 1)
AddItem("Craftplan_Prideshotgun", 1)
AddItem("Craftplan_Detoxgun", 1)
AddItem("Craftplan_Detoxrifle", 1)
AddItem("Craftplan_Detoxshotgun", 1)
AddItem("Craftplan_Strikergun", 1)
AddItem("Craftplan_Strikerrifle", 1)
AddItem("Craftplan_Strikershotgun", 1)
AddItem("Craftplan_Shockgun", 1)
AddItem("Craftplan_Shockrifle", 1)
AddItem("Craftplan_Shockshotgun", 1)
AddItem("Craftplan_Pistolammo", 1)
AddItem("Craftplan_Shotgunammo", 1)
AddItem("Craftplan_Rifleammo", 1)
AddItem("Craftplan_Exclusive1", 1)
AddItem("Craftplan_Exclusive2", 1)
AddItem("Craftplan_Exclusive3", 1)
AddItem("Craftplan_Exclusive4", 1)
AddItem("Craftplan_Exclusive5", 1)
AddItem("Craftplan_Exclusive6", 1)
AddItem("Craftplan_Exclusive7", 1)
AddItem("Craftplan_Exclusive8", 1)
AddItem("Craftplan_Lightningweak", 1)
AddItem("Craftplan_Shockwavemedium", 1)
AddItem("Craftplan_Electricstormstrong", 1)
AddItem("Craftplan_Liquidfireweak", 1)
AddItem("Craftplan_Solarflaremedium", 1)
AddItem("Craftplan_Infernoweakstrong", 1)
AddItem("Craftplan_Sharpedgeweak", 1)
AddItem("Craftplan_Diamondedgemedium", 1)
AddItem("Craftplan_Meatcutterstrong", 1)
AddItem("Craftplan_Electrotherapy", 1)
AddItem("Craftplan_Headcutter", 1)
AddItem("Craftplan_Plasmacutter", 1)
AddItem("CraftPlan_bbq", 1)
AddItem("Melee_KnifeMilitaryDevCraft", 1)
AddItem("Melee_BaseballBatDevCraft", 1)
AddItem("Craftplan_Dev1", 1)
AddItem("Craftplan_Dev2", 1)
AddItem("Craftplan_DevForce", 1)
AddItem("Craftplan_Dev3", 1)
AddItem("Craftplan_Dev4", 1)


---------- Post added at 07:53 PM ---------- Previous post was at 07:28 PM ----------

Hare is ver 1.8 - best 1 i made so far Smile

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---------- Post added at 07:09 PM ---------- Previous post was at 06:01 PM ----------

Name of Mod: XxUnkn0wnxX Dead Island Riptide Mod ver 1-1.8
Description: my modded packs + one of them has the DLC + Fixes
Download:
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Files Modded: out-->Awesome faceata:
debugplayerprogress.scr
inventory_gen.scr
inventory_patch.scr
inventory.scr
out-->physics:
odeworld.phx
out-->Skills:
akuro_levels.xml
akuro_skills.xml
buffs.xml
default_levels.xml
john_levels.xml
john_skills.xml
logan_levels.xml
logan_skills.xml
purna_levels.xml
purna_skills.xml
ryder_levels.xml
ryder_skills.xml
samb_levels.xml
samb_skills.xml
xian_levels.xml
xian_skills.xml
Modded Code:
4 all character Skills in Skills Folder:
    <effect id="AddHealthOnFuryEnd" change="999999"/>
<effect id="InventorySize" change="3000"/>


4 all character levels in Skills Folder:
    [/U]<prop n="MaxStamina" v="99"/>
<prop n="InventorySize" v="999"/>
<prop n="MaxHealth" v="99999"/>[U][
[/U] <prop n="AllowedSkillsCount" v="999"/>
<prop n="MaxHealth" v="99999"/>
[U]/CODE]
[/U]
[U]default_levels.xml File - well every thing:[/U]
[CODE]<level id="1">
<prop n="BSLayingCritChance" v="1.0"/>
<prop n="LookVertSpeed_Pad" v="120.0"/>
<prop n="LookHorzSpeed_Pad" v="260.0"/>
<prop n="LookVertAcc_Pad" v="2500.0"/>
<prop n="LookHorzAcc_Pad" v="2500.0"/>
<prop n="LookVertDec_Pad" v="50000.0"/>
<prop n="LookHorzDec_Pad" v="50000.0"/>

<prop n="LookAimVertSpeed_Pad" v="55.0"/>
<prop n="LookAimHorzSpeed_Pad" v="105.0"/>
<prop n="LookAimVertAcc_Pad" v="2500.0"/>
<prop n="LookAimHorzAcc_Pad" v="2500.0"/>
<prop n="LookAimVertDec_Pad" v="50000.0"/>
<prop n="LookAimHorzDec_Pad" v="50000.0"/>

<prop n="LookVertSpeed_Mouse" v="0.25"/>
<prop n="LookHorzSpeed_Mouse" v="0.25"/>
<prop n="LookVertAcc_Mouse" v="1000000.0"/>
<prop n="LookHorzAcc_Mouse" v="1000000.0"/>
<prop n="LookVertDec_Mouse" v="1000000.0"/>
<prop n="LookHorzDec_Mouse" v="1000000.0"/>

<prop n="LookAimVertSpeed_Mouse" v="0.125"/>
<prop n="LookAimHorzSpeed_Mouse" v="0.125"/>
<prop n="LookAimVertAcc_Mouse" v="5000000.0"/>
<prop n="LookAimHorzAcc_Mouse" v="5000000.0"/>
<prop n="LookAimVertDec_Mouse" v="5000000.0"/>
<prop n="LookAimHorzDec_Mouse" v="5000000.0"/>

<prop n="RamingLevel" v="1"/>
<prop n="BluntWeaponsSkill" v="10"/>
<prop n="SharpWeaponsSkill" v="10"/>
<prop n="FireWeaponsSkill" v="10"/>
<prop n="DefensiveMoveLevel" v="0"/>
<prop n="PenaltyOnDeath" v="1"/>
<prop n="SlowMoOnPlayerDeath" v="0"/>
<prop n="TISMode" v="1"/>
<prop n="DamageBulletVisModif" v="0.7"/>
<prop n="BlastKillExperienceBonus" v= "1.0"/>
<prop n="KnockDownInPlaceFromLowHealth" v= "1.0"/>
<prop n="StrafeJumping" v= "1.0"/>
<prop n="DmgResAfterDeathDur" v= "5.0"/>
<prop n="CanUseWeaponsInKnockDown" v= "-1.0"/>

<prop n="UseGPSNavigation" v="1"/>
<prop n="ReskillCost" v="500.0"/>

<prop n="BulletPenetrationChance" v="0."/>
<prop n="KnockDownLayingTime" v="0.1f"/>
<prop n="HeadAccuracyTollerance" v="1.0"/>
<prop n="SprintLookFromLS" v="-1.0"/>
<prop n="MoveWhenCarryMaxSpeedFactor" v="0.7"/>
<prop n="MoveWhenCarryMinSpeedFactor" v="0.2"/>

<prop n="ThrowMaxDist" v="999999999.0"/>

<prop n="BSFuryKnockDownResistance" v="0.0"/>
<prop n="BSChargeUsage" v="0.0"/>
<prop n="BSChargeForce" v="-0.25"/>
<prop n="BSChargeDamage" v="-0.25"/>
<prop n="BSChargeStaminaCost" v="1.0"/>
<prop n="BSFastStandupMul" v="1.0"/>
<prop n="BSJumpAttakDamageMul" v="1.0"/>

<prop n="FistsWpnDurabilityLoss" v="1.0"/>
<prop n="BSHealOnHitChance" v="0.0"/>
<prop n="BSJohnSpecialAttackUsage" v="0.0"/>
<prop n="BSJohnSpecialAttackStaminaDec" v="1.0"/>

<prop n="FinisherMult" v="4.0"/>
<prop n="FinisherStaminaUsageMult" v="0.0"/>
<prop n="FuryUsage" v="0.0"/>
<prop n="FuryPointsAfterKill" v="0.05"/>
<prop n="CameraDefaultFOV" v="72.5"/>
<prop n="BulletHitMissEffects" v="1.0"/>
<prop n="HideWeaponsDuringSprint" v="1.0"/>
<prop n="SelfHealing" v="1.0"/>

<prop n="HealthRegenerationStartTime" v="0.0"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
<prop n="HealthRegenerationSpeedInStand" v="999.0"/>
<prop n="HealthRegenerationSpeedInWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounch" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounchWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInSprint" v="999.0"/>
<prop n="HealthRegenerationSpeedInKnockDown" v="999.0"/>

<prop n="MaxHealth" v="999"/>
<prop n="BaseMaxHealth" v="999"/>
<prop n="BaseCriticalHealth" v="30"/>

<prop n="HealthStateFeedbackStartEffectLevel" v="50.0"/>
<prop n="HealthStateFeedbackFullEffectLevel" v="25.0"/>

<prop n="FistsAnalogFight" v="1"/>
<prop n="FistsDamageMul" v="99"/>
<prop n="FistsForceMul" v="0"/>
<prop n="FistsAttackSpeedMul" v="0"/>
<prop n="FistsCriticalChance" v="0"/>
<prop n="FistsCriticalDmgMul" v="0"/>
<prop n="FistsCritSevereLimbProb" v="0.2"/>
<prop n="FistsKillExperienceBonus" v="0"/>

<prop n="FppBloodSplats" v="0"/>

<prop n="LowHealthDamageMul" v="99"/>
<prop n="LowHealthForceMul" v="99"/>

<prop n="MeeleDamageMul" v="99"/>
<prop n="MeeleForceMul" v="99"/>
<prop n="MeeleAttackSpeedMul" v="99"/>

<prop n="BreakDoorEffectivens" v="10"/>
<prop n="FuryPointsRegain" v="1.0"/>

<prop n="BluntDamageMul" v="999.0"/>
<prop n="BluntForceMul" v="0"/>
<prop n="BluntWpnDurabilityLoss" v="0.0"/>
<prop n="BluntCriticalChance" v="0"/>
<prop n="BluntCriticalDmgMul" v="0"/>
<prop n="BluntCritSevereLimbProb" v="0.2"/>
<prop n="BluntAttackSpeedMul" v="0"/>
<prop n="BluntKillExperienceBonus" v="0"/>

<prop n="CutDamageMul" v="99"/>
<prop n="CutForceMul" v="0"/>
<prop n="CutWpnDurabilityLoss" v="0.0"/>
<prop n="CutCriticalChance" v="0"/>
<prop n="CutCriticalDmgMul" v="0"/>
<prop n="CutCritSevereLimbProb" v="0.2"/>
<prop n="CutAttackSpeedMul" v="0"/>
<prop n="CutKillExperienceBonus" v="0"/>

<prop n="RangedDamageMul" v="999.0"/>
<prop n="RangedForceMul" v="0"/>
<prop n="RangedAccuracy" v="0"/>
<prop n="RangedWpnDurabilityLoss" v="0.0"/>
<prop n="RangedCriticalChance" v="0"/>
<prop n="RangedCriticalDmgMul" v="0"/>
<prop n="RangedCritSevereLimbProb" v="0.2"/>
<prop n="RangedAttackSpeedMul" v="0"/>
<prop n="RangedKillExperienceBonus" v="0"/>

<prop n="BulletDamageMul" v="99"/>
<prop n="BulletForceMul" v="0"/>
<prop n="BulletAccuracyFactor" v="1.0"/>
<prop n="BulletWpnDurabilityLoss" v="0.0"/>
<prop n="BulletCriticalChance" v="0"/>
<prop n="BulletCriticalDmgMul" v="0"/>
<prop n="BulletAttackSpeedMul" v="0"/>
<prop n="BulletKillExperienceBonus" v="0"/>

<prop n="MedPackEffectivness" v="2"/>
<prop n="CoopMedPackEffectivenss" v="1"/>
<prop n="InjectorDurationBonus" v="10"/>

<prop n="QuickSlotsCount" v="9"/>
<prop n="InventorySize" v="3000"/>
<prop n="MaxInventorySize" v="-1"/>

<prop n="KillExperienceBonus" v="0"/>
<prop n="QuestExperienceBonus" v="0"/>

<prop n="MaxStamina" v="99"/>
<prop n="StompStaminaUsage" v="0.0"/>
<prop n="StaminaRegeneration" v="1.0"/>

<prop n="GentlePushAvailable" v="0.0"/>
<prop n="RamingDamageLev1" v="30.0"/>
<prop n="RamingPhysicalDamageLev1" v="0.0"/>
<prop n="RamingForceLev1" v="0.0"/>
<prop n="RamingStaminaUsageLev1" v="0.0"/>
<prop n="RamingAvailableLev1" v="0.0"/>

<prop n="RamingDamageLev2" v="0.0"/>
<prop n="RamingPhysicalDamageLev2" v="30.0"/>
<prop n="RamingForceLev2" v="30.0"/>
<prop n="RamingStaminaUsageLev2" v="0.0"/>
<prop n="RamingAvailableLev2" v="1.0"/>

<prop n="RamingDamageLev3" v="20.0"/>
<prop n="RamingPhysicalDamageLev3" v="40.0"/>
<prop n="RamingForceLev3" v="30.0"/>
<prop n="RamingStaminaUsageLev3" v="0.0"/>
<prop n="RamingAvailableLev3" v="1.0"/>

<prop n="RamingDamageLev4" v="30.0"/>
<prop n="RamingPhysicalDamageLev4" v="40.0"/>
<prop n="RamingForceLev4" v="30.0"/>
<prop n="RamingStaminaUsageLev4" v="0.0"/>
<prop n="RamingAvailableLev4" v="1.0"/>

<prop n="MeeleDRPercent" v="0.999"/>
<prop n="MeeleDRFixed" v="0"/>

<prop n="RangedDRPercent" v="0.999"/>
<prop n="RangedDRFixed" v="0"/>

<prop n="EnviromentalDRPercent" v="0.999"/>
<prop n="EnviromentalDRFixed" v="0"/>

<prop n="BreathAmount" v="99"/>
<prop n="BreathRegeneration" v="0.3"/>
<prop n="BreathUsage" v="0.0"/>

<prop n="MoveForwardMinSpeed" v="100"/>
<prop n="MoveForwardMaxSpeed" v="1000"/>
<prop n="MoveBackwardMinSpeed" v="100"/>
<prop n="MoveBackwardMaxSpeed" v="1000"/>
<prop n="MoveStrafeMinSpeed" v="70"/>
<prop n="MoveStrafeMaxSpeed" v="700"/>
<prop n="MoveSprintSpeed" v="4000"/>
<prop n="MoveSprintStaminaConsumption" v="0.0"/>
<prop n="MoveAcceleration" v="3000"/>
<prop n="MoveDeceleration" v="2000"/>

<prop n="CrouchForwardMinSpeed" v="40"/>
<prop n="CrouchForwardMaxSpeed" v="450"/>
<prop n="CrouchBackwardMinSpeed" v="40"/>
<prop n="CrouchBackwardMaxSpeed" v="450"/>
<prop n="CrouchStrafeMinSpeed" v="40"/>
<prop n="CrouchStrafeMaxSpeed" v="450"/>
<prop n="CrouchAcceleration" v="400"/>
<prop n="CrouchDeceleration" v="400"/>

<prop n="AimBackwardMaxSpeed" v="500"/>
<prop n="AimBackwardMinSpeed" v="35"/>
<prop n="AimForwardMaxSpeed" v="600"/>
<prop n="AimForwardMinSpeed" v="40"/>
<prop n="AimStrafeMaxSpeed" v="600"/>
<prop n="AimStrafeMinSpeed" v="40"/>
<prop n="AimAcceleration" v="1000"/>
<prop n="AimDeceleration" v="1000"/>

<prop n="AimCrouchBackwardMaxSpeed" v="350"/>
<prop n="AimCrouchBackwardMinSpeed" v="40"/>
<prop n="AimCrouchForwardMaxSpeed" v="350"/>
<prop n="AimCrouchForwardMinSpeed" v="40"/>
<prop n="AimCrouchStrafeMaxSpeed" v="350"/>
<prop n="AimCrouchStrafeMinSpeed" v="40"/>
<prop n="AimCrouchAcceleration" v="400"/>
<prop n="AimCrouchDeceleration" v="1000"/>

<prop n="SwimMinSpeed" v="0"/>
<prop n="SwimMaxSpeed" v="999"/>
<prop n="SwimSprintSpeed" v="9999"/>
<prop n="SwimAcceleration" v="100"/>
<prop n="SwimDeceleration" v="100"/>

<prop n="JumpStaminaCost" v="0.0"/>
<prop n="JumpMaxHeight" v="9999999.0"/>
<prop n="JumpMinHeight" v="9999999.0"/>

<prop n="ExpToNextLevel" v="100"/>
<prop n="AllowedSkillsCount" v="76"/>

<prop n="GrappleEscapeMul" v="20"/>
<prop n="EnemyGrabChance" v="0"/>

<prop n="MaxAmmoPistol" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoRifle" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoShotgun" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoSniper" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoRocket" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoNail" v="9999"/>
<prop n="AmmoCount" v="9999"/>
<prop n="MaxAmmoHarpoon" v="9999"/>
<prop n="AmmoCount" v="9999"/>
<prop n="MaxAmmoFlare" v="9999"/>
<prop n="AmmoCount" v="9999"/>

<prop n="FirearmsPistolReloadTimeMul" v="0.0"/>
<prop n="FirearmsRevolverReloadTimeMul" v="0.0"/>
<prop n="FirearmsRifleReloadTimeMul" v="0.0"/>
<prop n="FirearmsShotgunReloadTimeMul" v="0.0"/>
<prop n="FirearmsNailGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsHarpoonGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsTaserGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsFlareGunReloadTimeMul" v="0.0"/>

<prop n="ButcherSkill" v="0"/>
<prop n="SmasherSkill" v="0"/>
<prop n="KnockOutTimeMul" v="1.0"/>
<prop n="FirearmsPistolCritChanceMul" v="1.0"/>
<prop n="FirearmsRevolverCritChanceMul" v="1.0"/>
<prop n="FirearmsRifleCritChanceMul" v="1.0"/>
<prop n="FirearmsShotgunCritChanceMul" v="1.0"/>
<prop n="FirearmsNailGunCritChanceMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritChanceMul" v="1.0"/>
<prop n="FirearmsTaserGunCritChanceMul" v="1.0"/>
<prop n="FirearmsFlareGunCritChanceMul" v="1.0"/>

<prop n="FirearmsPistolCritDamageMul" v="1.0"/>
<prop n="FirearmsRevolverCritDamageMul" v="1.0"/>
<prop n="FirearmsRifleCritDamageMul" v="1.0"/>
<prop n="FirearmsShotgunCritDamageMul" v="1.0"/>
<prop n="FirearmsNailGunCritDamageMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritDamageMul" v="1.0"/>
<prop n="FirearmsTaserGunCritDamageMul" v="1.0"/>
<prop n="FirearmsFlareGunCritDamageMul" v="1.0"/>

<prop n="RangeMeleeMul" v="1.0"/>
<prop n="StomperSkillLevel" v="1.0"/>
<prop n="WeightCanCarry" v="9999.0"/>

<prop n="FirearmsPistolAccuracyFactor" v="1.0"/>
<prop n="FirearmsRevolverAccuracyFactor" v="1.0"/>
<prop n="FirearmsRifleAccuracyFactor" v="1.0"/>
<prop n="FirearmsShotgunAccuracyFactor" v="1.0"/>
<prop n="FirearmsNailGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsHarpoonGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsTaserGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsFlareGunAccuracyFactor" v="1.0"/>

<prop n="FirearmsPistolRecoilFactor" v="0.0"/>
<prop n="FirearmsRevolverRecoilFactor" v="0.0"/>
<prop n="FirearmsRifleRecoilFactor" v="0.0"/>
<prop n="FirearmsShotgunRecoilFactor" v="0.0"/>
<prop n="FirearmsNailGunRecoilFactor" v="0.0"/>
<prop n="FirearmsHarpoonGunRecoilFactor" v="0.0"/>
<prop n="FirearmsTaserGunRecoilFactor" v="0.0"/>
<prop n="FirearmsFlareGunRecoilFactor" v="0.0"/>

<prop n="CoruptionBudget" v="0.0"/>
</level>
<level id="2">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="3">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="4">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="5">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="6">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="7">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="8">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="9">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="10">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="11">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="12">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="13">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="14">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="15">
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>



out-->physics-->
odeworld.phx:
    SetGravity([0, -4, 0])

out-->Awesome faceata:
inventory_gen.scr:

    Damage(999999.0);
CriticalDamage(150.0);
DamageRange(999999.0);
Force(999999.0);
PhysicsDamage(999999.0);
StaminaUsage(0.0);
SwingSpeed(0.6);
SwingSpeedSpread(0.6);
Reparable(true);
Visibility(true);
AmmoCount(2147483640);
Harpoon + Nailgun + Flare Gun and all the ammo accosicated with it has AmmoCount(9999);

ShotTime(0.001);
ReloadTime(1.0);
ClipReload(true);

}

GeneratorLevel(0, 1)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 2)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 3)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 4)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 5)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 6)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 7)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 9)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 10)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 11)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 12)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 13)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 14)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 15)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 16)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 17)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 1Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 19)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 20)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 21)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 22)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 23)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 24)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 25)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 26)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 27)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 2Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 29)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 30)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 31)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 32)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 33)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 34)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 35)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 36)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 37)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 3Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 39)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 40)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 41)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 42)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 43)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 44)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 45)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 46)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 47)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 4Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 49)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 50)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 51)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 52)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 53)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 54)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 55)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 56)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 57)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 5Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 59)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 60)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 61)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 62)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 63)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 64)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 65)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 66)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 67)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 6Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 69)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 70)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}


inventory_patch.scr
    AmmoCount(2147483640);
ShotTime(0.001);
ClipReload(true);
Visibility(true);

inventory_special.scr
    Damage(999999.0);
CriticalDamage(150.0);
DamageRange(999999.0);
Force(999999.0);
PhysicsDamage(999999.0);
StaminaUsage(0.0);
SwingSpeed(0.6);
SwingSpeedSpread(0.6);
Reparable(true);
Visibility(true);
AmmoCount(2147483640);

ShotTime(0.001);
ReloadTime(1.0);
ClipReload(true);

inventory.scr
    Damage(999999.0);
CriticalDamage(150.0);
DamageRange(999999.0);
Force(999999.0);
PhysicsDamage(999999.0);
StaminaUsage(0.0);
SwingSpeed(0.6);
SwingSpeedSpread(0.6);
Reparable(true);
Visibility(true);
AmmoCount(2147483640);
Harpoon + Nailgun + Flare Gun and all the ammo accosicated with it has AmmoCount(9999);

ShotTime(0.001);
ReloadTime(1.0);
ClipReload(true);MaxStackCount(9999);

debugplayerprogress.scr
    AddItem("Ammo_PistolBig", 1)
AddItem("Ammo_ShotgunBig", 1)
AddItem("Ammo_RifleBig", 1)
AddItem("Ammo_SmiperBig", 1)
AddItem("Ammo_PistolSmall", 1)
AddItem("Medkit_HealthPackLarge", 100)
AddItem("Ammo_Nailgun", 1)
AddItem("Ammo_Harpoon", 1)
AddItem("Ammo_Flaregun", 1)
AddItem("zzz_Ammo_M60", 1)
AddItem("zzz_Ammo_M72", 1)
AddItem("zzz_Firearm_M60", 2)
AddItem("zzz_Firearm_M72", 2)
AddItem("zzz_Craftplan_BleedBomb", 1)
AddItem("zzz_Craftplan_WolvKnuckles", 1)
AddItem("zzz_Craftplan_assasinspoison", 1)
AddItem("zzz_Craftplan_Juggernaut", 1)
AddItem("zzz_Craftplan_PatchAddon01", 1)
AddItem("zzz_Craftplan_PatchAddon02", 1)
AddItem("zzz_Craftplan_PatchAddon03", 1)
AddItem("zzz_Craftplan_PatchAddon04", 1)
AddItem("zzz_Craftplan_PatchAddon05", 1)
AddItem("zzz_Craftplan_PatchAddon06", 1)
AddItem("zzz_Craftplan_PatchAddon07", 1)
AddItem("zzz_Craftplan_PatchAddon08", 1)
AddItem("zzz_Craftplan_PatchAddon09", 1)
AddItem("zzz_Craftplan_PatchAddon10", 1)
AddItem("zzz_Craftplan_PatchAddon11", 1)
AddItem("zzz_Craftplan_PatchAddon12", 1)
AddItem("Craftplan_Shockcraft", 1)
AddItem("Craftplan_Highvoltagecraft", 1)
AddItem("Craftplan_Short-Circuitcraft", 1)
AddItem("Craftplan_Oldsmokycraft", 1)
AddItem("Craftplan_Paralysingcraft", 1)
AddItem("Craftplan_Poisoncraft", 1)
AddItem("Craftplan_Poisonspreadcraft", 1)
AddItem("Craftplan_Poisonx4", 1)
AddItem("Craftplan_Deobombcraft", 1)
AddItem("Craftplan_Stickybombcraft", 1)
AddItem("Craftplan_Meatcraft", 1)
AddItem("Craftplan_Molotovcraft", 1)
AddItem("Craftplan_Impactcraft", 1)
AddItem("Craftplan_Lightingcraft", 1)
AddItem("Craftplan_Magicwandcraft", 1)
AddItem("Craftplan_Teslacraft", 1)
AddItem("Craftplan_Torchcraft", 1)
AddItem("Craftplan_Phoenixcraft", 1)
AddItem("Craftplan_Naildcraft", 1)
AddItem("Craftplan_Boltscraft", 1)
AddItem("Craftplan_Barbedwirecraft", 1)
AddItem("Craftplan_Glazedcraft", 1)
AddItem("Craftplan_Verticalbladescraft", 1)
AddItem("Craftplan_Horizontalbladescraft", 1)
AddItem("Craftplan_Sawdiscaxecraft", 1)
AddItem("Craftplan_Critical1", 1)
AddItem("Craftplan_Critical2", 1)
AddItem("Craftplan_Critical3", 1)
AddItem("Craftplan_Critical4", 1)
AddItem("Craftplan_Pridegun", 1)
AddItem("Craftplan_Priderifle", 1)
AddItem("Craftplan_Prideshotgun", 1)
AddItem("Craftplan_Detoxgun", 1)
AddItem("Craftplan_Detoxrifle", 1)
AddItem("Craftplan_Detoxshotgun", 1)
AddItem("Craftplan_Strikergun", 1)
AddItem("Craftplan_Strikerrifle", 1)
AddItem("Craftplan_Strikershotgun", 1)
AddItem("Craftplan_Shockgun", 1)
AddItem("Craftplan_Shockrifle", 1)
AddItem("Craftplan_Shockshotgun", 1)
AddItem("Craftplan_Pistolammo", 1)
AddItem("Craftplan_Shotgunammo", 1)
AddItem("Craftplan_Rifleammo", 1)
AddItem("Craftplan_Exclusive1", 1)
AddItem("Craftplan_Exclusive2", 1)
AddItem("Craftplan_Exclusive3", 1)
AddItem("Craftplan_Exclusive4", 1)
AddItem("Craftplan_Exclusive5", 1)
AddItem("Craftplan_Exclusive6", 1)
AddItem("Craftplan_Exclusive7", 1)
AddItem("Craftplan_Exclusive8", 1)
AddItem("Craftplan_Lightningweak", 1)
AddItem("Craftplan_Shockwavemedium", 1)
AddItem("Craftplan_Electricstormstrong", 1)
AddItem("Craftplan_Liquidfireweak", 1)
AddItem("Craftplan_Solarflaremedium", 1)
AddItem("Craftplan_Infernoweakstrong", 1)
AddItem("Craftplan_Sharpedgeweak", 1)
AddItem("Craftplan_Diamondedgemedium", 1)
AddItem("Craftplan_Meatcutterstrong", 1)
AddItem("Craftplan_Electrotherapy", 1)
AddItem("Craftplan_Headcutter", 1)
AddItem("Craftplan_Plasmacutter", 1)
AddItem("CraftPlan_bbq", 1)
AddItem("Melee_KnifeMilitaryDevCraft", 1)
AddItem("Melee_BaseballBatDevCraft", 1)
AddItem("Craftplan_Dev1", 1)
AddItem("Craftplan_Dev2", 1)
AddItem("Craftplan_DevForce", 1)
AddItem("Craftplan_Dev3", 1)
AddItem("Craftplan_Dev4", 1)

SetLevel(70)
SetMoney(2000000000)


Created By: XxUnkn0wnxX
Platform: PS3
Other Comment's:

hare some instructions 2 installing my mods:

extract the "out.zip" and place the entire folder where Dead Island Riptide backup is so....

/dev_hdd0/GAMES/BLES01739-[Dead Island Riptide]/PS3_GAME/USRDIR/DI/

Make Sure u place it in the "DI" Folder

or when making new mods make sure u make a out folder in the DI folder and place modded files there then repacking the Data0.pak

all the files u can mod is in the Data0.pak file - just extract it with winrar and copy the files u wish 2 mod in this type of structure

all files go in the "out" folder

so say u modded the "default_levels.xml" file u would make a folder called "Skills" inside the out folder and put the modded "default_levels.xml" in there u have 2 follow the same structure of folders inside the Data0.pal file.

if u just put the "default_levels.xml" inside the out folder it wont work because it is not in the right folder 2 begin with

think of the "out" folder a the root folder for "data" when u extract the Data0.pak file
Last edited by XxUnkn0wnxX ; 05-01-2013 at 09:22 AM.

The following 10 users say thank you to XxUnkn0wnxX for this useful post:

150coyote, ALI ALHILFI, bejekas, cod5cl, fever, Sirprizer, skruff, Steeve, TheGreatestSyn, XxCOD5DEVILxX
05-02-2013, 02:11 AM #2
XxUnkn0wnxX
F4LLEN ANG3L
All most 4 Got U Need A JAIL-BROKEN PS3 2 use these Mods with ur PS3!
05-04-2013, 02:39 PM #3
XxUnkn0wnxX
F4LLEN ANG3L
Been a while since i released some thing.

made some improvements 2 Mod Ver 2.0 added Taser ammo and some other things i fogot modded this file like every day and been using it as a template 4 modding some of my friends saves by resigning them 2 my profile modding it then resigning it back and re-uploading them.

hare is link 2 latest Mod:
You must login or register to view this content.

and hare is link 2 my Di Mod Folder + Save Mod Folder - u can borrow my friends save but u will have 2 resign it 2 ur profile using xploder or some other save resigner the US Ver 2 save has like a tone of Blue printed guns all gold maxed out ammo and a tone of other gold weapons.

DI Mod Folder:
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Di Save Mod Folder - look in NGU Save Mod Folder + ur welcome 2 download what ever else u want in the other folders.
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05-04-2013, 08:17 PM #4
150coyote
Do a barrel roll!
what mods are on your saves if u don't mind
05-05-2013, 06:28 AM #5
XxUnkn0wnxX
F4LLEN ANG3L
Originally posted by 150coyote View Post
what mods are on your saves if u don't mind


well i am making new improvements and finding things out every day this is what sticks 2 the save:

level 70
max Cash
Max skill tree
Fury weapons i spawn or what ever item i decide 2 spawn
max ammo - will take u forever 2 use it all up
a billion diamonds
same with 100+ med kits
all the blueprints in the game including invisible dev blueprints

this is not yet but i am going to try and focus on making my saves 2 start on any chapter i want. but still a theory though.

---------- Post added at 03:33 PM ---------- Previous post was at 03:16 PM ----------

those who are interested in modding hares what u do 2 start off.

u want 2 get a hold of the Data0.pak file from the DI folder i explained earlier then extract it with winrar after make a copy of these files and start modding them or look through the code of each one:

Data Folder:
debugplayerprogress.scr
inventory_gen.scr
inventory_patch.scr
inventory_special.scr
inventory.scr

physics Folder: - low gravity
odeworld.phx

Skills Folder
akuro_levels.xml
akuro_skills.xml
buffs.xml
default_levels.xml - most mods comes from hare like god mode and supper jump
john_levels.xml
john_skills.xml
logan_levels.xml
logan_skills.xml
purna_levels.xml
purna_skills.xml
ryder_levels.xml
ryder_skills.xml
samb_levels.xml
samb_skills.xml
xian_levels.xml
xian_skills.xml

you are then going 2 copy all those files and put them in there right folders

so say on ur desktop make a DI Riptide modding folder
in that folder make a name for ur mod Like Mod ver 1
and in that folder make an out folder
and in that folder u make a "Data", "Skills", physics Folders make sure u keep the capitals and lower case as it is has 2 be exactly the same.

now the files i listed above u copy over the files under data into the Data folder in ur out folder, Skills under Skills folder and physics under the physics folder

after that u can wither download my mod ver 2.0 extract it and read over the code like what values i have changed what ia dded into the code compared to the orginial one that u have not yet modded - this how i started out took pices of code from every one and started experimenting on my own started changing stuff addding stuff. testing it with my DI Game if it did not work i exit back out 2 Multiman and take a look at the code again and replace the updated one from my computer - it is hard long work the first time but once u get the hang of it im sure U will be up my level..
.........................................................................................................................................................
I would very much appreciate if some made me a list of all the craft items, quest items, guns and melee weapons and collectible items like those poser things and tape recordings - will pay 50-100k Vbux.

have a look what i did 2 make the blue prints list.
like in the collectables.scr u would fined a piece of code like this.
        Item("Collectable_Islandguide008", CategoryType_Collectable)
{
Name("&ColItem_Islandguide008&");
ItemType(ItemType_Guide);
Mesh("collectable_island_guide.msh");
Skin("Default_hl");
Description("&Collectable_Islandguide008_D&");
Color(Color_White);
}


all u have 2 do is find something that looks like this
    Item("Collectable_Islandguide008", CategoryType_Collectable)


then rename it like this:
    AddItem("Collectable_Islandguide008", 1)


and when u look through the shops if u find something like this:
    ColorItem("Melee_ChineseWarSwordGen", 2, 3, 1)


just rename like this as per usual:
    AddItem("Melee_ChineseWarSwordGen", 1)

then ur done and u move onto the next item there is like 400-1000+ items and weapons and collectible mixed in all 2 gather.

hare the the resource files 2 extract the Items:

You must login or register to view this content.

---------- Post added at 01:17 AM ---------- Previous post was at 01:11 AM ----------

Once u have complied the list in a simple txt file In Vertical Order

just upload it 2 this folder:

You must login or register to view this content.

it will allow 2 upload 2 my account just put ur NGU Name on the Archive name so i know who U R

---------- Post added at 01:27 AM ---------- Previous post was at 01:17 AM ----------

By helping me make a list 4 every single item in the game essentially u are helping ur self beacuse then i will be able 2 add every single item in the game 2 any 1ns save with 2 bill cash and max skill tree max ammo well u get the point a super save!!! - all Blueprints u name it.

i have already did my friends save - i am willing 2 take on modding NGU members saves if some 1 kindly make a list of every single Item in the game as i instructed - which will make my life a lot easier.

---------- Post added at 01:32 AM ---------- Previous post was at 01:27 AM ----------

oh and yet again i thank You must login or register to view this content. 4 helping me out a bit - i still want 2 learn how 2 make Blueprinted guns and turn guns and weapons legendary, would be nice if u shared. that way i can help the modding community - i am extremely dedicated I'm not like no cant be F'ed or stuffer cozz it takes 2 long. i try my best 2 make time 4 as many people as i can.

i have been so far DI Riptide Save Modding 4 special friends and B02 Prestige Duping 4 Special friends only 4 the moment.
..............................................................................................................................................................
this is just a quote from the other thread. i would much appreciate if u help me out.
Last edited by XxUnkn0wnxX ; 05-05-2013 at 06:32 AM.
05-05-2013, 06:41 AM #6
Seems like people have figured out how to get the dev menu working in other option menus. This should mean that we now can make unlimited ammo + god mode saves for OFW users.

"Cheat menu is in Dr.kessler in the pause menu and developer item menu is in hints in the pause menu. Start any game ,go into dev menu give as many guns or what you want to keep (over 800+)"

Source:
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Also Tustin has another Dev Menu here.
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Last edited by XxCOD5DEVILxX ; 05-05-2013 at 07:32 AM.
05-05-2013, 04:07 PM #7
cod5cl
You talkin to me?
Originally posted by XxUnkn0wnxX View Post
well i found this:
DEADRP-BLES01739_00-CODEMASTERSPROJ1.pkg
"※Infinite Health
※Infinite Ammo
※Bottomless Clip
※Infinite Stamina
※Infinite Items
※Max Exp on Gain
※Max Weapon Exp on Gain
※Max Money on Gain"


does this work on BLES01739 developer menu??
Last edited by cod5cl ; 05-05-2013 at 04:15 PM.
05-05-2013, 04:37 PM #8
Originally posted by XxUnkn0wnxX View Post
Well since Riptide has come out I and some other people have been contributing in making Mods 4 the game.

i wish to thank "You must login or register to view this content." for helping me in understanding the game code a bit more.
hare is his thread i 1st started on in modding Riptide On:
You must login or register to view this content.

I wish to use this thread to collect ideas for the types of mods as a gaming community and Post Our Creative Mod Packs that we make. also the sharing of code and any other game improvements will help others learn how make there own mods. teaching young beginners AKA "Noobs" will give them the chance in contributing to this community more then just leaching and stealing other peoples creations and making it their own. Dead Island 1 and Dead Island Riptide is an easy game to modify and therefore should allow a beginner to understand how the modding community makes these Awesome Mods for various types of games and give's Beginners an insight in creativity.

The whole point of this is help young beginners understand how the game is modded and what it takes to mod games. obviously this is just really easy modding compared to encrypted file's and EBOOT Mods on a much higher and harder scale. But hopefully this may help them improve there understanding of what it takes to mod a game how some one feels when their creation is stolen and ripped away from them!:cry:

I believe in a self-learning environment IL post code and mods hare and every one is very welcome to look through it and make adjustments or just build on top of that.

when you post a mod hare please tell us what file's you modded, the type of mod it is and the piece of code you edited

Lets Begin:

u may want 2 use this template when posting mods - does not fit all catagorys on simple mods packs:

Name of Mod:
Description:
Files Modded:
Modded Code:
Created By:
Platform:
Other Comment's:


Annotated Structure follow the above one not this one:

Name of Mod: --- the name of the mod you wish 2 call
Description: --- any details or notes you wish to talk about such as intructions
Files Modded: --- files like inventory.scr or shops.scr stuff like that
Modded Code: --- the modded code (please put this in code format like this)
    Code format as you can see

Created By: --- your name or what you call your self on NGU Forums will do fine
Platform: --- PS3 or XBOX360 Or PC - Dead island code is mostly compatible no matter what platform it has been made for some specific pc files such as texture packs don't seem to work on the consoles.
Other Comment's: --- any other important comments or notes you wish to add or a video or any links...

---------- Post added at 06:01 PM ---------- Previous post was at 05:47 PM ----------

Hare are just some quotes from what i did early B4 i made this thread + Usefull tips by "You must login or register to view this content.":



















---------- Post added at 07:09 PM ---------- Previous post was at 06:01 PM ----------

Name of Mod: XxUnkn0wnxX Dead Island Riptide Mod ver 1-1.8
Description: my modded packs + one of them has the DLC + Fixes
Download:
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Files Modded: out-->Awesome faceata:
debugplayerprogress.scr
inventory_gen.scr
inventory_patch.scr
inventory.scr
out-->physics:
odeworld.phx
out-->Skills:
akuro_levels.xml
akuro_skills.xml
buffs.xml
default_levels.xml
john_levels.xml
john_skills.xml
logan_levels.xml
logan_skills.xml
purna_levels.xml
purna_skills.xml
ryder_levels.xml
ryder_skills.xml
samb_levels.xml
samb_skills.xml
xian_levels.xml
xian_skills.xml
Modded Code:
4 all character Skills in Skills Folder:
    <effect id="AddHealthOnFuryEnd" change="999999"/>
<effect id="InventorySize" change="3000"/>


4 all character levels in Skills Folder:
    [/U]<prop n="MaxStamina" v="99"/>
<prop n="InventorySize" v="999"/>
<prop n="MaxHealth" v="99999"/>[U][
[/U] <prop n="AllowedSkillsCount" v="999"/>
<prop n="MaxHealth" v="99999"/>
[U]/CODE]
[/U]
[U]default_levels.xml File - well every thing:[/U]
[CODE]<level id="1">
<prop n="BSLayingCritChance" v="1.0"/>
<prop n="LookVertSpeed_Pad" v="120.0"/>
<prop n="LookHorzSpeed_Pad" v="260.0"/>
<prop n="LookVertAcc_Pad" v="2500.0"/>
<prop n="LookHorzAcc_Pad" v="2500.0"/>
<prop n="LookVertDec_Pad" v="50000.0"/>
<prop n="LookHorzDec_Pad" v="50000.0"/>

<prop n="LookAimVertSpeed_Pad" v="55.0"/>
<prop n="LookAimHorzSpeed_Pad" v="105.0"/>
<prop n="LookAimVertAcc_Pad" v="2500.0"/>
<prop n="LookAimHorzAcc_Pad" v="2500.0"/>
<prop n="LookAimVertDec_Pad" v="50000.0"/>
<prop n="LookAimHorzDec_Pad" v="50000.0"/>

<prop n="LookVertSpeed_Mouse" v="0.25"/>
<prop n="LookHorzSpeed_Mouse" v="0.25"/>
<prop n="LookVertAcc_Mouse" v="1000000.0"/>
<prop n="LookHorzAcc_Mouse" v="1000000.0"/>
<prop n="LookVertDec_Mouse" v="1000000.0"/>
<prop n="LookHorzDec_Mouse" v="1000000.0"/>

<prop n="LookAimVertSpeed_Mouse" v="0.125"/>
<prop n="LookAimHorzSpeed_Mouse" v="0.125"/>
<prop n="LookAimVertAcc_Mouse" v="5000000.0"/>
<prop n="LookAimHorzAcc_Mouse" v="5000000.0"/>
<prop n="LookAimVertDec_Mouse" v="5000000.0"/>
<prop n="LookAimHorzDec_Mouse" v="5000000.0"/>

<prop n="RamingLevel" v="1"/>
<prop n="BluntWeaponsSkill" v="10"/>
<prop n="SharpWeaponsSkill" v="10"/>
<prop n="FireWeaponsSkill" v="10"/>
<prop n="DefensiveMoveLevel" v="0"/>
<prop n="PenaltyOnDeath" v="1"/>
<prop n="SlowMoOnPlayerDeath" v="0"/>
<prop n="TISMode" v="1"/>
<prop n="DamageBulletVisModif" v="0.7"/>
<prop n="BlastKillExperienceBonus" v= "1.0"/>
<prop n="KnockDownInPlaceFromLowHealth" v= "1.0"/>
<prop n="StrafeJumping" v= "1.0"/>
<prop n="DmgResAfterDeathDur" v= "5.0"/>
<prop n="CanUseWeaponsInKnockDown" v= "-1.0"/>

<prop n="UseGPSNavigation" v="1"/>
<prop n="ReskillCost" v="500.0"/>

<prop n="BulletPenetrationChance" v="0."/>
<prop n="KnockDownLayingTime" v="0.1f"/>
<prop n="HeadAccuracyTollerance" v="1.0"/>
<prop n="SprintLookFromLS" v="-1.0"/>
<prop n="MoveWhenCarryMaxSpeedFactor" v="0.7"/>
<prop n="MoveWhenCarryMinSpeedFactor" v="0.2"/>

<prop n="ThrowMaxDist" v="999999999.0"/>

<prop n="BSFuryKnockDownResistance" v="0.0"/>
<prop n="BSChargeUsage" v="0.0"/>
<prop n="BSChargeForce" v="-0.25"/>
<prop n="BSChargeDamage" v="-0.25"/>
<prop n="BSChargeStaminaCost" v="1.0"/>
<prop n="BSFastStandupMul" v="1.0"/>
<prop n="BSJumpAttakDamageMul" v="1.0"/>

<prop n="FistsWpnDurabilityLoss" v="1.0"/>
<prop n="BSHealOnHitChance" v="0.0"/>
<prop n="BSJohnSpecialAttackUsage" v="0.0"/>
<prop n="BSJohnSpecialAttackStaminaDec" v="1.0"/>

<prop n="FinisherMult" v="4.0"/>
<prop n="FinisherStaminaUsageMult" v="0.0"/>
<prop n="FuryUsage" v="0.0"/>
<prop n="FuryPointsAfterKill" v="0.05"/>
<prop n="CameraDefaultFOV" v="72.5"/>
<prop n="BulletHitMissEffects" v="1.0"/>
<prop n="HideWeaponsDuringSprint" v="1.0"/>
<prop n="SelfHealing" v="1.0"/>

<prop n="HealthRegenerationStartTime" v="0.0"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
<prop n="HealthRegenerationSpeedInStand" v="999.0"/>
<prop n="HealthRegenerationSpeedInWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounch" v="999.0"/>
<prop n="HealthRegenerationSpeedInCrounchWalk" v="999.0"/>
<prop n="HealthRegenerationSpeedInSprint" v="999.0"/>
<prop n="HealthRegenerationSpeedInKnockDown" v="999.0"/>

<prop n="MaxHealth" v="999"/>
<prop n="BaseMaxHealth" v="999"/>
<prop n="BaseCriticalHealth" v="30"/>

<prop n="HealthStateFeedbackStartEffectLevel" v="50.0"/>
<prop n="HealthStateFeedbackFullEffectLevel" v="25.0"/>

<prop n="FistsAnalogFight" v="1"/>
<prop n="FistsDamageMul" v="99"/>
<prop n="FistsForceMul" v="0"/>
<prop n="FistsAttackSpeedMul" v="0"/>
<prop n="FistsCriticalChance" v="0"/>
<prop n="FistsCriticalDmgMul" v="0"/>
<prop n="FistsCritSevereLimbProb" v="0.2"/>
<prop n="FistsKillExperienceBonus" v="0"/>

<prop n="FppBloodSplats" v="0"/>

<prop n="LowHealthDamageMul" v="99"/>
<prop n="LowHealthForceMul" v="99"/>

<prop n="MeeleDamageMul" v="99"/>
<prop n="MeeleForceMul" v="99"/>
<prop n="MeeleAttackSpeedMul" v="99"/>

<prop n="BreakDoorEffectivens" v="10"/>
<prop n="FuryPointsRegain" v="1.0"/>

<prop n="BluntDamageMul" v="999.0"/>
<prop n="BluntForceMul" v="0"/>
<prop n="BluntWpnDurabilityLoss" v="0.0"/>
<prop n="BluntCriticalChance" v="0"/>
<prop n="BluntCriticalDmgMul" v="0"/>
<prop n="BluntCritSevereLimbProb" v="0.2"/>
<prop n="BluntAttackSpeedMul" v="0"/>
<prop n="BluntKillExperienceBonus" v="0"/>

<prop n="CutDamageMul" v="99"/>
<prop n="CutForceMul" v="0"/>
<prop n="CutWpnDurabilityLoss" v="0.0"/>
<prop n="CutCriticalChance" v="0"/>
<prop n="CutCriticalDmgMul" v="0"/>
<prop n="CutCritSevereLimbProb" v="0.2"/>
<prop n="CutAttackSpeedMul" v="0"/>
<prop n="CutKillExperienceBonus" v="0"/>

<prop n="RangedDamageMul" v="999.0"/>
<prop n="RangedForceMul" v="0"/>
<prop n="RangedAccuracy" v="0"/>
<prop n="RangedWpnDurabilityLoss" v="0.0"/>
<prop n="RangedCriticalChance" v="0"/>
<prop n="RangedCriticalDmgMul" v="0"/>
<prop n="RangedCritSevereLimbProb" v="0.2"/>
<prop n="RangedAttackSpeedMul" v="0"/>
<prop n="RangedKillExperienceBonus" v="0"/>

<prop n="BulletDamageMul" v="99"/>
<prop n="BulletForceMul" v="0"/>
<prop n="BulletAccuracyFactor" v="1.0"/>
<prop n="BulletWpnDurabilityLoss" v="0.0"/>
<prop n="BulletCriticalChance" v="0"/>
<prop n="BulletCriticalDmgMul" v="0"/>
<prop n="BulletAttackSpeedMul" v="0"/>
<prop n="BulletKillExperienceBonus" v="0"/>

<prop n="MedPackEffectivness" v="2"/>
<prop n="CoopMedPackEffectivenss" v="1"/>
<prop n="InjectorDurationBonus" v="10"/>

<prop n="QuickSlotsCount" v="9"/>
<prop n="InventorySize" v="3000"/>
<prop n="MaxInventorySize" v="-1"/>

<prop n="KillExperienceBonus" v="0"/>
<prop n="QuestExperienceBonus" v="0"/>

<prop n="MaxStamina" v="99"/>
<prop n="StompStaminaUsage" v="0.0"/>
<prop n="StaminaRegeneration" v="1.0"/>

<prop n="GentlePushAvailable" v="0.0"/>
<prop n="RamingDamageLev1" v="30.0"/>
<prop n="RamingPhysicalDamageLev1" v="0.0"/>
<prop n="RamingForceLev1" v="0.0"/>
<prop n="RamingStaminaUsageLev1" v="0.0"/>
<prop n="RamingAvailableLev1" v="0.0"/>

<prop n="RamingDamageLev2" v="0.0"/>
<prop n="RamingPhysicalDamageLev2" v="30.0"/>
<prop n="RamingForceLev2" v="30.0"/>
<prop n="RamingStaminaUsageLev2" v="0.0"/>
<prop n="RamingAvailableLev2" v="1.0"/>

<prop n="RamingDamageLev3" v="20.0"/>
<prop n="RamingPhysicalDamageLev3" v="40.0"/>
<prop n="RamingForceLev3" v="30.0"/>
<prop n="RamingStaminaUsageLev3" v="0.0"/>
<prop n="RamingAvailableLev3" v="1.0"/>

<prop n="RamingDamageLev4" v="30.0"/>
<prop n="RamingPhysicalDamageLev4" v="40.0"/>
<prop n="RamingForceLev4" v="30.0"/>
<prop n="RamingStaminaUsageLev4" v="0.0"/>
<prop n="RamingAvailableLev4" v="1.0"/>

<prop n="MeeleDRPercent" v="0.999"/>
<prop n="MeeleDRFixed" v="0"/>

<prop n="RangedDRPercent" v="0.999"/>
<prop n="RangedDRFixed" v="0"/>

<prop n="EnviromentalDRPercent" v="0.999"/>
<prop n="EnviromentalDRFixed" v="0"/>

<prop n="BreathAmount" v="99"/>
<prop n="BreathRegeneration" v="0.3"/>
<prop n="BreathUsage" v="0.0"/>

<prop n="MoveForwardMinSpeed" v="100"/>
<prop n="MoveForwardMaxSpeed" v="1000"/>
<prop n="MoveBackwardMinSpeed" v="100"/>
<prop n="MoveBackwardMaxSpeed" v="1000"/>
<prop n="MoveStrafeMinSpeed" v="70"/>
<prop n="MoveStrafeMaxSpeed" v="700"/>
<prop n="MoveSprintSpeed" v="4000"/>
<prop n="MoveSprintStaminaConsumption" v="0.0"/>
<prop n="MoveAcceleration" v="3000"/>
<prop n="MoveDeceleration" v="2000"/>

<prop n="CrouchForwardMinSpeed" v="40"/>
<prop n="CrouchForwardMaxSpeed" v="450"/>
<prop n="CrouchBackwardMinSpeed" v="40"/>
<prop n="CrouchBackwardMaxSpeed" v="450"/>
<prop n="CrouchStrafeMinSpeed" v="40"/>
<prop n="CrouchStrafeMaxSpeed" v="450"/>
<prop n="CrouchAcceleration" v="400"/>
<prop n="CrouchDeceleration" v="400"/>

<prop n="AimBackwardMaxSpeed" v="500"/>
<prop n="AimBackwardMinSpeed" v="35"/>
<prop n="AimForwardMaxSpeed" v="600"/>
<prop n="AimForwardMinSpeed" v="40"/>
<prop n="AimStrafeMaxSpeed" v="600"/>
<prop n="AimStrafeMinSpeed" v="40"/>
<prop n="AimAcceleration" v="1000"/>
<prop n="AimDeceleration" v="1000"/>

<prop n="AimCrouchBackwardMaxSpeed" v="350"/>
<prop n="AimCrouchBackwardMinSpeed" v="40"/>
<prop n="AimCrouchForwardMaxSpeed" v="350"/>
<prop n="AimCrouchForwardMinSpeed" v="40"/>
<prop n="AimCrouchStrafeMaxSpeed" v="350"/>
<prop n="AimCrouchStrafeMinSpeed" v="40"/>
<prop n="AimCrouchAcceleration" v="400"/>
<prop n="AimCrouchDeceleration" v="1000"/>

<prop n="SwimMinSpeed" v="0"/>
<prop n="SwimMaxSpeed" v="999"/>
<prop n="SwimSprintSpeed" v="9999"/>
<prop n="SwimAcceleration" v="100"/>
<prop n="SwimDeceleration" v="100"/>

<prop n="JumpStaminaCost" v="0.0"/>
<prop n="JumpMaxHeight" v="9999999.0"/>
<prop n="JumpMinHeight" v="9999999.0"/>

<prop n="ExpToNextLevel" v="100"/>
<prop n="AllowedSkillsCount" v="76"/>

<prop n="GrappleEscapeMul" v="20"/>
<prop n="EnemyGrabChance" v="0"/>

<prop n="MaxAmmoPistol" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoRifle" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoShotgun" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoSniper" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoRocket" v="2147483640"/>
<prop n="AmmoCount" v="2147483640"/>
<prop n="MaxAmmoNail" v="9999"/>
<prop n="AmmoCount" v="9999"/>
<prop n="MaxAmmoHarpoon" v="9999"/>
<prop n="AmmoCount" v="9999"/>
<prop n="MaxAmmoFlare" v="9999"/>
<prop n="AmmoCount" v="9999"/>

<prop n="FirearmsPistolReloadTimeMul" v="0.0"/>
<prop n="FirearmsRevolverReloadTimeMul" v="0.0"/>
<prop n="FirearmsRifleReloadTimeMul" v="0.0"/>
<prop n="FirearmsShotgunReloadTimeMul" v="0.0"/>
<prop n="FirearmsNailGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsHarpoonGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsTaserGunReloadTimeMul" v="0.0"/>
<prop n="FirearmsFlareGunReloadTimeMul" v="0.0"/>

<prop n="ButcherSkill" v="0"/>
<prop n="SmasherSkill" v="0"/>
<prop n="KnockOutTimeMul" v="1.0"/>
<prop n="FirearmsPistolCritChanceMul" v="1.0"/>
<prop n="FirearmsRevolverCritChanceMul" v="1.0"/>
<prop n="FirearmsRifleCritChanceMul" v="1.0"/>
<prop n="FirearmsShotgunCritChanceMul" v="1.0"/>
<prop n="FirearmsNailGunCritChanceMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritChanceMul" v="1.0"/>
<prop n="FirearmsTaserGunCritChanceMul" v="1.0"/>
<prop n="FirearmsFlareGunCritChanceMul" v="1.0"/>

<prop n="FirearmsPistolCritDamageMul" v="1.0"/>
<prop n="FirearmsRevolverCritDamageMul" v="1.0"/>
<prop n="FirearmsRifleCritDamageMul" v="1.0"/>
<prop n="FirearmsShotgunCritDamageMul" v="1.0"/>
<prop n="FirearmsNailGunCritDamageMul" v="1.0"/>
<prop n="FirearmsHarpoonGunCritDamageMul" v="1.0"/>
<prop n="FirearmsTaserGunCritDamageMul" v="1.0"/>
<prop n="FirearmsFlareGunCritDamageMul" v="1.0"/>

<prop n="RangeMeleeMul" v="1.0"/>
<prop n="StomperSkillLevel" v="1.0"/>
<prop n="WeightCanCarry" v="9999.0"/>

<prop n="FirearmsPistolAccuracyFactor" v="1.0"/>
<prop n="FirearmsRevolverAccuracyFactor" v="1.0"/>
<prop n="FirearmsRifleAccuracyFactor" v="1.0"/>
<prop n="FirearmsShotgunAccuracyFactor" v="1.0"/>
<prop n="FirearmsNailGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsHarpoonGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsTaserGunAccuracyFactor" v="1.0"/>
<prop n="FirearmsFlareGunAccuracyFactor" v="1.0"/>

<prop n="FirearmsPistolRecoilFactor" v="0.0"/>
<prop n="FirearmsRevolverRecoilFactor" v="0.0"/>
<prop n="FirearmsRifleRecoilFactor" v="0.0"/>
<prop n="FirearmsShotgunRecoilFactor" v="0.0"/>
<prop n="FirearmsNailGunRecoilFactor" v="0.0"/>
<prop n="FirearmsHarpoonGunRecoilFactor" v="0.0"/>
<prop n="FirearmsTaserGunRecoilFactor" v="0.0"/>
<prop n="FirearmsFlareGunRecoilFactor" v="0.0"/>

<prop n="CoruptionBudget" v="0.0"/>
</level>
<level id="2">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="3">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="4">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="5">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="6">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="7">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="8">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="9">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="10">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>
<level id="11">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="12">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="13">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="14">
<prop n="ExpToNextLevel" v="1"/>
<prop n="AllowedSkillsCount" v="999"/>
</level>
<level id="15">
<prop n="AllowedSkillsCount" v="999"/>
<prop n="HealthRegenerationMaxLevel" v="999.0"/>
</level>



out-->physics-->
odeworld.phx:
    SetGravity([0, -4, 0])

out-->Awesome faceata:
inventory_gen.scr:

    Damage(999999.0);
CriticalDamage(150.0);
DamageRange(999999.0);
Force(999999.0);
PhysicsDamage(999999.0);
StaminaUsage(0.0);
SwingSpeed(0.6);
SwingSpeedSpread(0.6);
Reparable(true);
Visibility(true);
AmmoCount(2147483640);
Harpoon + Nailgun + Flare Gun and all the ammo accosicated with it has AmmoCount(9999);

ShotTime(0.001);
ReloadTime(1.0);
ClipReload(true);

}

GeneratorLevel(0, 1)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 2)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 3)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 4)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 5)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 6)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 7)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 9)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 10)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 11)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 12)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 13)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 14)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 15)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 16)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 17)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 1Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 19)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 20)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 21)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 22)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 23)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 24)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 25)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 26)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 27)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 2Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 29)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 30)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 31)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 32)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 33)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 34)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 35)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 36)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 37)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 3Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 39)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 40)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 41)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 42)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 43)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 44)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 45)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 46)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 47)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 4Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 49)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 50)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 51)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 52)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 53)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 54)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 55)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 56)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 57)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 5Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 59)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 60)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 61)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 62)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 63)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 64)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 65)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 66)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 67)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 6Cool Man (aka Tustin)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 69)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}

GeneratorLevel(0, 70)
{
GenParam(Gen_Damage, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Force, 9999.99999999, 9999.999999, 9999.9999, 9999.99, 9999, 999, 999, 999.9, 999.9);
GenParam(Gen_Speed, 0.05, 0.05, 0.05, 0.05, 0.05, 0.08, 0.1, 0.20, 0.50);
GenParam(Gen_Durability, 100, 100, 100, 100, 100, 85, 70, 55, 35);
}


inventory_patch.scr
    AmmoCount(2147483640);
ShotTime(0.001);
ClipReload(true);
Visibility(true);

inventory_special.scr
    Damage(999999.0);
CriticalDamage(150.0);
DamageRange(999999.0);
Force(999999.0);
PhysicsDamage(999999.0);
StaminaUsage(0.0);
SwingSpeed(0.6);
SwingSpeedSpread(0.6);
Reparable(true);
Visibility(true);
AmmoCount(2147483640);

ShotTime(0.001);
ReloadTime(1.0);
ClipReload(true);

inventory.scr
    Damage(999999.0);
CriticalDamage(150.0);
DamageRange(999999.0);
Force(999999.0);
PhysicsDamage(999999.0);
StaminaUsage(0.0);
SwingSpeed(0.6);
SwingSpeedSpread(0.6);
Reparable(true);
Visibility(true);
AmmoCount(2147483640);
Harpoon + Nailgun + Flare Gun and all the ammo accosicated with it has AmmoCount(9999);

ShotTime(0.001);
ReloadTime(1.0);
ClipReload(true);MaxStackCount(9999);

debugplayerprogress.scr
    AddItem("Ammo_PistolBig", 1)
AddItem("Ammo_ShotgunBig", 1)
AddItem("Ammo_RifleBig", 1)
AddItem("Ammo_SmiperBig", 1)
AddItem("Ammo_PistolSmall", 1)
AddItem("Medkit_HealthPackLarge", 100)
AddItem("Ammo_Nailgun", 1)
AddItem("Ammo_Harpoon", 1)
AddItem("Ammo_Flaregun", 1)
AddItem("zzz_Ammo_M60", 1)
AddItem("zzz_Ammo_M72", 1)
AddItem("zzz_Firearm_M60", 2)
AddItem("zzz_Firearm_M72", 2)
AddItem("zzz_Craftplan_BleedBomb", 1)
AddItem("zzz_Craftplan_WolvKnuckles", 1)
AddItem("zzz_Craftplan_assasinspoison", 1)
AddItem("zzz_Craftplan_Juggernaut", 1)
AddItem("zzz_Craftplan_PatchAddon01", 1)
AddItem("zzz_Craftplan_PatchAddon02", 1)
AddItem("zzz_Craftplan_PatchAddon03", 1)
AddItem("zzz_Craftplan_PatchAddon04", 1)
AddItem("zzz_Craftplan_PatchAddon05", 1)
AddItem("zzz_Craftplan_PatchAddon06", 1)
AddItem("zzz_Craftplan_PatchAddon07", 1)
AddItem("zzz_Craftplan_PatchAddon08", 1)
AddItem("zzz_Craftplan_PatchAddon09", 1)
AddItem("zzz_Craftplan_PatchAddon10", 1)
AddItem("zzz_Craftplan_PatchAddon11", 1)
AddItem("zzz_Craftplan_PatchAddon12", 1)
AddItem("Craftplan_Shockcraft", 1)
AddItem("Craftplan_Highvoltagecraft", 1)
AddItem("Craftplan_Short-Circuitcraft", 1)
AddItem("Craftplan_Oldsmokycraft", 1)
AddItem("Craftplan_Paralysingcraft", 1)
AddItem("Craftplan_Poisoncraft", 1)
AddItem("Craftplan_Poisonspreadcraft", 1)
AddItem("Craftplan_Poisonx4", 1)
AddItem("Craftplan_Deobombcraft", 1)
AddItem("Craftplan_Stickybombcraft", 1)
AddItem("Craftplan_Meatcraft", 1)
AddItem("Craftplan_Molotovcraft", 1)
AddItem("Craftplan_Impactcraft", 1)
AddItem("Craftplan_Lightingcraft", 1)
AddItem("Craftplan_Magicwandcraft", 1)
AddItem("Craftplan_Teslacraft", 1)
AddItem("Craftplan_Torchcraft", 1)
AddItem("Craftplan_Phoenixcraft", 1)
AddItem("Craftplan_Naildcraft", 1)
AddItem("Craftplan_Boltscraft", 1)
AddItem("Craftplan_Barbedwirecraft", 1)
AddItem("Craftplan_Glazedcraft", 1)
AddItem("Craftplan_Verticalbladescraft", 1)
AddItem("Craftplan_Horizontalbladescraft", 1)
AddItem("Craftplan_Sawdiscaxecraft", 1)
AddItem("Craftplan_Critical1", 1)
AddItem("Craftplan_Critical2", 1)
AddItem("Craftplan_Critical3", 1)
AddItem("Craftplan_Critical4", 1)
AddItem("Craftplan_Pridegun", 1)
AddItem("Craftplan_Priderifle", 1)
AddItem("Craftplan_Prideshotgun", 1)
AddItem("Craftplan_Detoxgun", 1)
AddItem("Craftplan_Detoxrifle", 1)
AddItem("Craftplan_Detoxshotgun", 1)
AddItem("Craftplan_Strikergun", 1)
AddItem("Craftplan_Strikerrifle", 1)
AddItem("Craftplan_Strikershotgun", 1)
AddItem("Craftplan_Shockgun", 1)
AddItem("Craftplan_Shockrifle", 1)
AddItem("Craftplan_Shockshotgun", 1)
AddItem("Craftplan_Pistolammo", 1)
AddItem("Craftplan_Shotgunammo", 1)
AddItem("Craftplan_Rifleammo", 1)
AddItem("Craftplan_Exclusive1", 1)
AddItem("Craftplan_Exclusive2", 1)
AddItem("Craftplan_Exclusive3", 1)
AddItem("Craftplan_Exclusive4", 1)
AddItem("Craftplan_Exclusive5", 1)
AddItem("Craftplan_Exclusive6", 1)
AddItem("Craftplan_Exclusive7", 1)
AddItem("Craftplan_Exclusive8", 1)
AddItem("Craftplan_Lightningweak", 1)
AddItem("Craftplan_Shockwavemedium", 1)
AddItem("Craftplan_Electricstormstrong", 1)
AddItem("Craftplan_Liquidfireweak", 1)
AddItem("Craftplan_Solarflaremedium", 1)
AddItem("Craftplan_Infernoweakstrong", 1)
AddItem("Craftplan_Sharpedgeweak", 1)
AddItem("Craftplan_Diamondedgemedium", 1)
AddItem("Craftplan_Meatcutterstrong", 1)
AddItem("Craftplan_Electrotherapy", 1)
AddItem("Craftplan_Headcutter", 1)
AddItem("Craftplan_Plasmacutter", 1)
AddItem("CraftPlan_bbq", 1)
AddItem("Melee_KnifeMilitaryDevCraft", 1)
AddItem("Melee_BaseballBatDevCraft", 1)
AddItem("Craftplan_Dev1", 1)
AddItem("Craftplan_Dev2", 1)
AddItem("Craftplan_DevForce", 1)
AddItem("Craftplan_Dev3", 1)
AddItem("Craftplan_Dev4", 1)

SetLevel(70)
SetMoney(2000000000)


Created By: XxUnkn0wnxX
Platform: PS3
Other Comment's:

hare some instructions 2 installing my mods:

extract the "out.zip" and place the entire folder where Dead Island Riptide backup is so....

/dev_hdd0/GAMES/BLES01739-[Dead Island Riptide]/PS3_GAME/USRDIR/DI/

Make Sure u place it in the "DI" Folder

or when making new mods make sure u make a out folder in the DI folder and place modded files there then repacking the Data0.pak

all the files u can mod is in the Data0.pak file - just extract it with winrar and copy the files u wish 2 mod in this type of structure

all files go in the "out" folder

so say u modded the "default_levels.xml" file u would make a folder called "Skills" inside the out folder and put the modded "default_levels.xml" in there u have 2 follow the same structure of folders inside the Data0.pal file.

if u just put the "default_levels.xml" inside the out folder it wont work because it is not in the right folder 2 begin with

think of the "out" folder a the root folder for "data" when u extract the Data0.pak file

btw you know there is a modding contest for this on pc and their giving away something like a $1500 pc for top place and you waste time on here posting ps3 mods You must login or register to view this content.
05-06-2013, 09:40 AM #9
XxUnkn0wnxX
F4LLEN ANG3L
Originally posted by SherryBirkin View Post
btw you know there is a modding contest for this on pc and their giving away something like a $1500 pc for top place and you waste time on here posting ps3 mods You must login or register to view this content.


well i don't really care about competitions - i know it 4 PC the mods i do hare are much compatible with all platforms - but i do not have a HDPVR - i do not own a PC i own a Mac and i don't like video editing - im into pure modding that's it not showing off just teaching others and trying 2 mess up the game as much as possible...

---------- Post added at 07:38 PM ---------- Previous post was at 07:35 PM ----------

Originally posted by cod5cl View Post
does this work on BLES01739 developer menu??


umm not sure as i said that mod that u quoted is not made by me so u can try it out if u want.

+ i am making my own version of a mod menu by editing You must login or register to view this content.'s version.

mine will be beast! - the colletibles menu is useless since i am going 2 release a mod + code so it add all of them into inventory on game save load - so no need 4 that menu. mines will have all what Tustin has + Player Progress with AI Debug which allows the spawning of any person or zombie in the game - kill spree + spawn a ship right next 2 u

---------- Post added at 07:40 PM ---------- Previous post was at 07:38 PM ----------

Hare is all Collectable's + Blueprint Code Script that u can add 2 "debugplayerprogress.scr"

    AddItem("zzz_Craftplan_BleedBomb", 1)
AddItem("zzz_Craftplan_WolvKnuckles", 1)
AddItem("zzz_Craftplan_assasinspoison", 1)
AddItem("zzz_Craftplan_Juggernaut", 1)
AddItem("zzz_Craftplan_PatchAddon01", 1)
AddItem("zzz_Craftplan_PatchAddon02", 1)
AddItem("zzz_Craftplan_PatchAddon03", 1)
AddItem("zzz_Craftplan_PatchAddon04", 1)
AddItem("zzz_Craftplan_PatchAddon05", 1)
AddItem("zzz_Craftplan_PatchAddon06", 1)
AddItem("zzz_Craftplan_PatchAddon07", 1)
AddItem("zzz_Craftplan_PatchAddon08", 1)
AddItem("zzz_Craftplan_PatchAddon09", 1)
AddItem("zzz_Craftplan_PatchAddon10", 1)
AddItem("zzz_Craftplan_PatchAddon11", 1)
AddItem("zzz_Craftplan_PatchAddon12", 1)
AddItem("Craftplan_Shockcraft", 1)
AddItem("Craftplan_Highvoltagecraft", 1)
AddItem("Craftplan_Short-Circuitcraft", 1)
AddItem("Craftplan_Oldsmokycraft", 1)
AddItem("Craftplan_Paralysingcraft", 1)
AddItem("Craftplan_Poisoncraft", 1)
AddItem("Craftplan_Poisonspreadcraft", 1)
AddItem("Craftplan_Poisonx4", 1)
AddItem("Craftplan_Deobombcraft", 1)
AddItem("Craftplan_Stickybombcraft", 1)
AddItem("Craftplan_Meatcraft", 1)
AddItem("Craftplan_Molotovcraft", 1)
AddItem("Craftplan_Impactcraft", 1)
AddItem("Craftplan_Lightingcraft", 1)
AddItem("Craftplan_Magicwandcraft", 1)
AddItem("Craftplan_Teslacraft", 1)
AddItem("Craftplan_Torchcraft", 1)
AddItem("Craftplan_Phoenixcraft", 1)
AddItem("Craftplan_Naildcraft", 1)
AddItem("Craftplan_Boltscraft", 1)
AddItem("Craftplan_Barbedwirecraft", 1)
AddItem("Craftplan_Glazedcraft", 1)
AddItem("Craftplan_Verticalbladescraft", 1)
AddItem("Craftplan_Horizontalbladescraft", 1)
AddItem("Craftplan_Sawdiscaxecraft", 1)
AddItem("Craftplan_Critical1", 1)
AddItem("Craftplan_Critical2", 1)
AddItem("Craftplan_Critical3", 1)
AddItem("Craftplan_Critical4", 1)
AddItem("Craftplan_Pridegun", 1)
AddItem("Craftplan_Priderifle", 1)
AddItem("Craftplan_Prideshotgun", 1)
AddItem("Craftplan_Detoxgun", 1)
AddItem("Craftplan_Detoxrifle", 1)
AddItem("Craftplan_Detoxshotgun", 1)
AddItem("Craftplan_Strikergun", 1)
AddItem("Craftplan_Strikerrifle", 1)
AddItem("Craftplan_Strikershotgun", 1)
AddItem("Craftplan_Shockgun", 1)
AddItem("Craftplan_Shockrifle", 1)
AddItem("Craftplan_Shockshotgun", 1)
AddItem("Craftplan_Pistolammo", 1)
AddItem("Craftplan_Shotgunammo", 1)
AddItem("Craftplan_Rifleammo", 1)
AddItem("Craftplan_Exclusive1", 1)
AddItem("Craftplan_Exclusive2", 1)
AddItem("Craftplan_Exclusive3", 1)
AddItem("Craftplan_Exclusive4", 1)
AddItem("Craftplan_Exclusive5", 1)
AddItem("Craftplan_Exclusive6", 1)
AddItem("Craftplan_Exclusive7", 1)
AddItem("Craftplan_Exclusive8", 1)
AddItem("Craftplan_Lightningweak", 1)
AddItem("Craftplan_Shockwavemedium", 1)
AddItem("Craftplan_Electricstormstrong", 1)
AddItem("Craftplan_Liquidfireweak", 1)
AddItem("Craftplan_Solarflaremedium", 1)
AddItem("Craftplan_Infernoweakstrong", 1)
AddItem("Craftplan_Sharpedgeweak", 1)
AddItem("Craftplan_Diamondedgemedium", 1)
AddItem("Craftplan_Meatcutterstrong", 1)
AddItem("Craftplan_Electrotherapy", 1)
AddItem("Craftplan_Headcutter", 1)
AddItem("Craftplan_Plasmacutter", 1)
AddItem("CraftPlan_bbq", 1)
AddItem("Melee_KnifeMilitaryDevCraft", 1)
AddItem("Melee_BaseballBatDevCraft", 1)
AddItem("Craftplan_Dev1", 1)
AddItem("Craftplan_Dev2", 1)
AddItem("Craftplan_DevForce", 1)
AddItem("Craftplan_Dev3", 1)
AddItem("Craftplan_Dev4", 1)
AddItem("Collectable_Postcard001", 1)
AddItem("Collectable_Postcard002", 1)
AddItem("Collectable_Postcard003", 1)
AddItem("Collectable_Postcard004", 1)
AddItem("Collectable_Postcard005", 1)
AddItem("Collectable_Postcard006", 1)
AddItem("Collectable_Postcard007", 1)
AddItem("Collectable_Postcard008", 1)
AddItem("Collectable_Postcard009", 1)
AddItem("Collectable_Postcard010", 1)
AddItem("Collectable_Postcard011", 1)
AddItem("Collectable_Postcard012", 1)
AddItem("Collectable_Postcard013", 1)
AddItem("Collectable_Postcard014", 1)
AddItem("Collectable_Postcard015", 1)
AddItem("Collectable_Islandguide001", 1)
AddItem("Collectable_Islandguide002", 1)
AddItem("Collectable_Islandguide003", 1)
AddItem("Collectable_Islandguide004", 1)
AddItem("Collectable_Islandguide005", 1)
AddItem("Collectable_Islandguide006", 1)
AddItem("Collectable_Islandguide007", 1)
AddItem("Collectable_Islandguide008", 1)
AddItem("Collectable_Islandguide009", 1)
AddItem("Collectable_Islandguide010", 1)
AddItem("Collectable_Islandguide011", 1)
AddItem("Collectable_Islandguide012", 1)
AddItem("Collectable_Islandguide013", 1)
AddItem("Collectable_Islandguide014", 1)
AddItem("Collectable_Islandguide015", 1)
AddItem("Collectable_Islandguide016", 1)
AddItem("Collectable_Islandguide017", 1)
AddItem("Collectable_Johndiary001", 1)
AddItem("Collectable_Johndiary002", 1)
AddItem("Collectable_Johndiary003", 1)
AddItem("Collectable_Johndiary004", 1)
AddItem("Collectable_Johndiary005", 1)
AddItem("Collectable_Johndiary006", 1)
AddItem("Collectable_Johndiary007", 1)
AddItem("Collectable_Johndiary008", 1)
AddItem("Collectable_Johndiary009", 1)
AddItem("Collectable_Johndiary010", 1)
AddItem("Collectable_Secretfiles001", 1)
AddItem("Collectable_Secretfiles002", 1)
AddItem("Collectable_Secretfiles003", 1)
AddItem("Collectable_Secretfiles004", 1)
AddItem("Collectable_Secretfiles005", 1)
AddItem("Collectable_Secretfiles006", 1)
AddItem("Collectable_Secretfiles007", 1)
AddItem("Collectable_Secretfiles008", 1)
AddItem("Collectable_Secretfiles009", 1)
AddItem("Collectable_Recorder001", 1)
AddItem("Collectable_Recorder002", 1)
AddItem("Collectable_Recorder003", 1)
AddItem("Collectable_Recorder004", 1)
AddItem("Collectable_Recorder005", 1)
AddItem("Collectable_Recorder006", 1)
AddItem("Collectable_Recorder007", 1)
AddItem("Collectable_Recorder008", 1)
AddItem("Collectable_Recorder009", 1)
AddItem("Collectable_Recorder010", 1)
05-06-2013, 02:01 PM #10
XxUnkn0wnxX
F4LLEN ANG3L
Originally posted by XxUnkn0wnxX View Post
Updated Mod 2 Ver 2.1: - removed some stuff from the debugplayermenu beacuse i managed 2 make my own dev menu i like 2 use and it is in the folder in the link.
Uncle Tustin Dev Menu Modded By XxUnkn0wnxX: Ai Debug With Cheat Items Menu, Cheat Invoke Menu, Cheats Menu
and another 1 with Player Progress Cheat Menu and all the rest the same as the above 1 - this just my modded ver from Tustin's ver

and there is this 1:
DI Riptide (Tustin's) Modded By XxUnkn0wnxX Test Dev Menu's
has all of Cheat Items Menu, Cheat Invoke Menu, Cheats Menu but each 1 has a different menu Like Collectibles Menu or QuestInvoke or Dev List and some other ones i was messing around with.
You must login or register to view this content.



Hare is 2.1 + some other cool stuff like Dev menu! - No Need 4 Collectibles Dev Menu when u load game save u will get all of them.
Last edited by XxUnkn0wnxX ; 05-06-2013 at 02:10 PM.

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