[Help] Unlimited Intimidation and Conversion ONLY
Hi guys, do you remember how in the beginning the game worked about dominating guards?
There wasn't that useless 1 dominated cop limit per time.
I'm trying to remove the new crippling 1 limit, without making intimidation easier (no instant intimidation).
Also i'd like to remove the 1 converted cop limit too. (Without buffing their damage or health, and without making special cops affected by it too)
So basically i'm just trying to remove the limits without tweaking anything else. (This also means that dominator skill is required to intimidate cop along with the joker skill to convert an intimidated cop).
I'll copy-paste this code from another thread that tweaks this making it, imho, too easy and imbalanced:
(Unlimited and instant intimidation of normal cops and special cops, along with unlimited and instant conversion of normal and special cops)
if not _upgradeValueIntimidate then _upgradeValueIntimidate = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "convert_enemies" then
return true
elseif category == "player" and upgrade == "convert_enemies_max_minions" then
return 500
elseif category == "player" and upgrade == "convert_enemies_health_multiplier" then
return 0.25
elseif category == "player" and upgrade == "convert_enemies_damage_multiplier" then
return 4.5
else
return _upgradeValueIntimidate(self, category, upgrade, default)
end
end
if not _onIntimidated then _onIntimidated = CopLogicIdle.on_intimidated end
function CopLogicIdle.on_intimidated( data, amount, aggressor_unit )
if aggressor_unit == managers.player:player_unit() then
CopLogicIdle._surrender( data, amount )
return true
else
return _onIntimidated(data, amount, aggressor_unit)
end
end
CopLogicAttack.on_intimidated = CopLogicIdle.on_intimidated
CopLogicArrest.on_intimidated = CopLogicIdle.on_intimidated
CopLogicSniper.on_intimidated = CopLogicIdle.on_intimidated
I was thinking to cut it to:
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "convert_enemies" then
return true
elseif category == "player" and upgrade == "convert_enemies_max_minions" then
return 500
else
return _upgradeValueIntimidate(self, category, upgrade, default)
end
end
There is something wrong tough...
Can someone please help me? Maybe without questioning its usefullness? (Not all like super-imbalanced cheats)
Thanks in advance to anyone who can help me!
There wasn't that useless 1 dominated cop limit per time.
I'm trying to remove the new crippling 1 limit, without making intimidation easier (no instant intimidation).
Also i'd like to remove the 1 converted cop limit too. (Without buffing their damage or health, and without making special cops affected by it too)
So basically i'm just trying to remove the limits without tweaking anything else. (This also means that dominator skill is required to intimidate cop along with the joker skill to convert an intimidated cop).
I'll copy-paste this code from another thread that tweaks this making it, imho, too easy and imbalanced:
(Unlimited and instant intimidation of normal cops and special cops, along with unlimited and instant conversion of normal and special cops)
if not _upgradeValueIntimidate then _upgradeValueIntimidate = PlayerManager.upgrade_value end
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "convert_enemies" then
return true
elseif category == "player" and upgrade == "convert_enemies_max_minions" then
return 500
elseif category == "player" and upgrade == "convert_enemies_health_multiplier" then
return 0.25
elseif category == "player" and upgrade == "convert_enemies_damage_multiplier" then
return 4.5
else
return _upgradeValueIntimidate(self, category, upgrade, default)
end
end
if not _onIntimidated then _onIntimidated = CopLogicIdle.on_intimidated end
function CopLogicIdle.on_intimidated( data, amount, aggressor_unit )
if aggressor_unit == managers.player:player_unit() then
CopLogicIdle._surrender( data, amount )
return true
else
return _onIntimidated(data, amount, aggressor_unit)
end
end
CopLogicAttack.on_intimidated = CopLogicIdle.on_intimidated
CopLogicArrest.on_intimidated = CopLogicIdle.on_intimidated
CopLogicSniper.on_intimidated = CopLogicIdle.on_intimidated
I was thinking to cut it to:
function PlayerManager:upgrade_value( category, upgrade, default )
if category == "player" and upgrade == "convert_enemies" then
return true
elseif category == "player" and upgrade == "convert_enemies_max_minions" then
return 500
else
return _upgradeValueIntimidate(self, category, upgrade, default)
end
end
There is something wrong tough...
Can someone please help me? Maybe without questioning its usefullness? (Not all like super-imbalanced cheats)
Thanks in advance to anyone who can help me!



