Adds a fact with the specified name to the game's FactDB. By default, this fact will be set to 1.
Game.AddDebugFact("factname", value)
Add experience in a field. Use the dictionary stringType to use.
Game.AddExp("Strength", 12345)
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Game.AddStatModifier("CritChance", 100, "Additive")
The first argument is the enum
value from gamedataStatType
, the second argument is a float value to apply to the stat (you can use negatives to negate or remove a buff you may have given yourself prior, like say to remove that above +100% crit chance, use -100). The third argument is from gameStatModifierType
and can be Additive
, AdditiveMultiplier
or Multiplier
.
Note: This isn't just used for the player, but for entities in general, so many values won't have any noticeable effect when applied to the player.
Add the itemString
, by the number specified in quantityString.
For a list of items, you have
Example:
Game.AddToInventory("Items.PowerfulFabricEnhancer04", 1)Game.AddToInventory("Items.SimpleWeaponMod08", 1)
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Applies specified status effect to an NPC that the player is looking at within a reasonable range. Currently only Base Status Effects have been documented. Refer to the list of these effects in the Base Status Effects page.
Game.ApplyEffectOnNPC("BaseStatusEffect.Bleeding")
The desired effect must be passed as a string with it's effect type prepended. The example on display applies 'Bleeding' which is a 'BaseStatusEffect' effect type.
Applies specified status effect to the player. Currently only Base Status Effects have been documented. Refer to the list of these effects in the Base Status Effects page.
Game.ApplyEffectOnPlayer("BaseStatusEffect.Burning")
The desired effect must be passed as a string with it's effect type prepended. The example on display applies 'Burning' which is a 'BaseStatusEffect' effect type.
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No effect currently.
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Add AREA:HOSTILE
indicator to the minimap
Game.ChangeZoneIndicatorDanger()
Remove any AREA
indicator
Game.ChangeZoneIndicatorPublic()
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Add AREA:SAFE
indicator to the minimap
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Checks the value of a specified fact within the FactDB. Returns 0 if there is no fact found with the given name. A database of facts can be found here.
Game.CheckDebugFact("q000_vr_tutorial_skipped")
Returns
Fact testfact: 1
Make the char naked and remove cyberwear
Game.ClearEquipment()
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Returns whether or not the player is in an active braindance sequence.
Game.DbgBraindanceIsActive()
Returns
Braindance active: FALSE
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Increase Annilation level by 1
Despawns a previously spawned flathead bot. The bot itself is non-functional.
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Grants the player all ownable vehicles. This does not complete associated car purchase quests.
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Equips an item on the player in specified slot.
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Return a regular handle. Can be used with player functions such as GiveItem
player = Game.GetPlayer()ts = Game.GetTransactionSystem()tid = TweakDBID.new("Items.money")itemid = ItemID.new(tid)result = ts:GiveItem(player, itemid, 100000)if result thenprint("We added " .. tostring(itemid) .. " to the inventory!")elseprint("Failed to add " .. tostring(itemid))end
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Used to get a strong handle on the player object and then using player functions.
Game.GetPlayer()
Returns
A strong handle on the player object. Can be used with CreateHandle, described here, like the following:
player = CreateHandle(Game.GetPlayer())print(player.GetClassName())Cname{ hash: 14897567717734570886 - 'PlayerPuppet' }
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Give Attribute (stringType == "Attribute") or Perk (stringType == "Primary") points.
stringType "Secondary" exists, but is unknown.
Game.GiveDevPoints("Attribute", 5) -- Gives 5 attribute pointsGame.GiveDevPoints("Primary", 2) -- Gives 2 perk pointsGame.GiveDevPoints("Secondary, 1) -- This command succeeds, effect unknown
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Pass true
or false
for infinite stamina.
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Game.LogGender()
Returns
*** Player Gender: Male
Game.LogPlayerPositionAndName()
Returns
-2382.430176 -610.183594 12.673874 1.000000
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Game.pindatatest()
Return test 5
.
test 5
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Gives the player one level of police heat.
Turns off the crime prevention system aka the cops.
Turns on the crime prevention system.
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Dump all attributes such as :
Armor
Stats by categories
Not working
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Returns a list of all equipment currently equipped.
Game.PrintEquipment()
Returns
Player Equipments:Player Equipment #0WeaponSlot 0: w_revolver_malorian_overtureSlot 1: w_handgun_malorian_silverhandSlot 2: w_rifle_assault_militech_ajax -- ACTIVEWeaponHeavySlot 0: EMPTY -- ACTIVEWeaponWheelSlot 0: w_revolver_malorian_overtureSlot 1: w_handgun_malorian_silverhandSlot 2: w_rifle_assault_militech_ajaxSlot 3: mantis_blade -- ACTIVEQuickWheelSlot 0: frag -- ACTIVESlot 1:CyberwareWheelSlot 0: EMPTY -- ACTIVESlot 1: EMPTYSlot 2: EMPTYBaseFistsSlot 0: w_melee_fists -- ACTIVEHeadSlot 0: EMPTY -- ACTIVEFaceSlot 0: EMPTY -- ACTIVEOuterChestSlot 0: EMPTY -- ACTIVEInnerChestSlot 0: EMPTY -- ACTIVEUnderwearTopSlot 0: EMPTY -- ACTIVEUnderwearBottomSlot 0: EMPTY -- ACTIVELegsSlot 0: EMPTY -- ACTIVEFeetSlot 0: EMPTY -- ACTIVEConsumableSlot 0: -- ACTIVESlot 1: EMPTYSlot 2: EMPTYSplinterSlot 0: EMPTY -- ACTIVEPersonalLinkSlot 0: EMPTY -- ACTIVEQuickSlotSlot 0: frag -- ACTIVESlot 1: EMPTYSlot 2: EMPTYGadgetSlot 0: EMPTY -- ACTIVEEyesCWSlot 0: Kiroshi Optics -- ACTIVEFrontalCortexCWSlot 0: Limbic System Enhancement -- ACTIVESlot 1:Slot 2:MusculoSkeletalSystemCWSlot 0: -- ACTIVESlot 1:NervousSystemCWSlot 0: SynapticAccelerator -- ACTIVESlot 1:CardiovascularSystemCWSlot 0: -- ACTIVESlot 1:Slot 2: TyrosineInjectorImmuneSystemCWSlot 0: -- ACTIVESlot 1:IntegumentarySystemCWSlot 0: EMPTY -- ACTIVESlot 1:Slot 2: EMPTYHandsCWSlot 0: -- ACTIVESlot 1:ArmsCWSlot 0: mantis_blade -- ACTIVELegsCWSlot 0: BoostedTendons -- ACTIVEAbilityCWSlot 0: EMPTY -- ACTIVESlot 1: EMPTYSlot 2: EMPTYSlot 3: EMPTYSlot 4: EMPTYSlot 5: EMPTYSlot 6: EMPTYSlot 7: EMPTYRightArmSlot 0: -- ACTIVESystemReplacementCWSlot 0: -- ACTIVEOutfitSlot 0: EMPTY -- ACTIVEVDefaultHandgunSlot 0: w_handgun_constitutional_unity -- ACTIVESilverhandArmSlot 0: EMPTY -- ACTIVEPlayterTattooSlot 0: EMPTY -- ACTIVE
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Game.PrintHealth()
Returns
StatPool: HealthStat %: 100.000000Stat value: 384.998108
Game.PrintItems()
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Removed specified status effect from the player. See all current player status effects with the Game.PrintEffectsOnPlayer() function. Usage is identical to Game.ApplyEffectOnPlayer(). Currently only Base Status Effects have been documented. Refer to the list of these effects in the Base Status Effects page.
Game.RemoveEffectPlayer("BaseStatusEffect.Cloaked")
The desired effect must be passed as a string with it's effect type prepended. The example on display applies 'Cloaked' which is a 'BaseStatusEffect' effect type.
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Set attribute to. Use the dictionary stringType to use.
Game.SetAtt("Strength", 20)Game.SetAtt("Intelligence", 20)Game.SetAtt("TechnicalAbility", 20)Game.SetAtt("Reflexes", 20)Game.SetAtt("Cool", 20)
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Sets the value of a specified fact. A database of facts can be found here.
Game.SetDebugFact("sq032_johnny_friend", 1) --> Unlocks secret ending
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Set level in a field. Use the dictionary stringType to use.
Example
Game.SetLevel("ColdBlood", 20)Game.SetLevel("Hacking", 20)Game.SetLevel("Stealth", 20)Game.SetLevel("Gunslinger", 20)Game.SetLevel("Kenjutsu", 20)Game.SetLevel("Assault", 20)Game.SetLevel("Crafting", 20)Game.SetLevel("Engineering", 20)Game.SetLevel("Hacking", 20)Game.SetLevel("CombatHacking", 20)Game.SetLevel("Athletics", 20)Game.SetLevel("Demolition", 20)Game.SetLevel("Brawling", 20)
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Remove everything from the player.
Game.SetRpgContext()
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The game will be on slow motion, player and AI.
Game.Slowmo()
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Spawn Flathead. It has no collision but it can die.
Game.SpawnFlathead()
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Add a recording overlay
Game.t1()
This function removes the recording overlay added by Game.t1(). It is unclear if there is any other effect.
Unknown.
> Game.tconv()testcontact
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No effect
Game.ToIntTest()
Return 100 if the parameter is not a number. Else the number +100
Game.ToIntTest(2)102Game.ToIntTest(1000)1100Game.ToIntTest(test)100Game.ToIntTest(20.9)120Game.ToIntTest(test two)lua: error: [string "Game.ToIntTest(test two)"]:1: ')' expected near 'two'
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