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
05-10-2013, 11:56 AM #20
fever
Keeper
Originally posted by XxUnkn0wnxX View Post
U will need a program like xpldoer or Similar 2 Resign them il make both EU and US versions - since that is a bit more tricky 2 do. i cannot just simply edit the sfo file u have use BruteForce Save data 2 decrypt some stuff.


no problem i resign on my own,and i would mod on my own but no cfw ps3 anymore.
Last edited by fever ; 05-10-2013 at 02:48 PM.
05-11-2013, 06:56 AM #21
XxUnkn0wnxX
F4LLEN ANG3L
il start working on the super saves once Cobra finishes his dev menu he has he manged 2 fit in all the dev menu + keep the original menus in his PC version he is making a PS3 version now... + I will look through his code 2 see where i went wrong...
05-11-2013, 09:05 PM #22
jugarz21
Save Point
i just wonder if u has video to show to how or something to show how to do that ... or not .. i just ask ... about that dead island riptide i just wonder that all ... like how to install video or something
05-12-2013, 10:47 AM #23
XxUnkn0wnxX
F4LLEN ANG3L
Originally posted by jugarz21 View Post
i just wonder if u has video to show to how or something to show how to do that ... or not .. i just ask ... about that dead island riptide i just wonder that all ... like how to install video or something


i'm not good at making videos.... they never working out 4 me files 2 big never uploads 4 me

and like i said b4 just downlaod the mod and place the out folder in hare:

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

"BLES01739 - Ur ones may be blus with different numbers" - u have 2 back up ur game 2 ur PS3 HDD with multiman then place mods and play it as a back up.

as For Dev Menu's which is in Data0.pak just replace the one in the "/dev_hdd0/GAMES/BLES01739-[Dead Island Riptide]/PS3_GAME/USRDIR/DI/Data0.pak <--"
Last edited by XxUnkn0wnxX ; 05-12-2013 at 10:50 AM.
05-15-2013, 04:53 AM #24
jugarz21
Save Point
i got it !!! ... does it must has jailbreak to open it or nah ?? i did try download but it say not work on saved i just puzzle that all i just wonder can u help me with THAT PS3 JAILBREAK WITH NO PASSWORD OR CODE ETC TO MUST DOWNLOAD TO OPEN ... I NOT WANT THAT I JUST WANT TO QUICK ACCESS JAILBREAK DOWNLOAD FOR 4.41 OR SOMETHING I JUST WONDER THAT ALL
05-16-2013, 11:03 AM #25
fever
Keeper
hi
any new news about starter saves with all dev weapons/blueprints???? we really do need them
05-18-2013, 10:01 AM #26
XxUnkn0wnxX
F4LLEN ANG3L
Originally posted by fever View Post
hi
any new news about starter saves with all dev weapons/blueprints???? we really do need them


i have been very busy i will try and get them done - i have been make PS Unbans and get new ids lately and hosting b02 modded lobbies that kinds of stuff
05-18-2013, 10:12 AM #27
fever
Keeper
ok and thx to you helping me out.....
Last edited by fever ; 05-18-2013 at 10:16 AM.
05-19-2013, 02:30 PM #28
XxUnkn0wnxX
F4LLEN ANG3L
hopefully should be able 2 work on the saves after xploder servers are back up i need 2 test something on of my saves 1st b4 i make the super saves.

+ i i might be able 2 make the saves work 4 any one meaning all u have 2 do is load it up and save it and the save is urs no resigning needed - but not sure - needs further testing

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