Metal Gear Solid Phantom Pain Will Enemies Repair UPDATED
Metal Gear Solid Phantom Pain Will Enemies Repair
The revenge organization is used in Metal Gear Solid V: The Phantom Pain as a game mechanic that adjusts difficulty based on various aspects of the player's methods of infiltrating outposts. When the level of a revenge category is increased it increases difficulty by adding better gear to a certain percentage of spawned AI. Some common examples of this include soldiers wearing helmets if the role player has been neutralizing them through headshots and wearing night-vision goggles if the player has been repeatedly caught infiltrating at night, multiple sorties in a row.
Levels of revenge categories can be decreased past completing a mission without doing annihilation that would increment the levels; a mutual method of this beingness completing a mission while wearing the craven hat or by doing a mission during the day without eliminating guards. Equally exceptions to this rule, the enemy'southward response to player actions taken during stealth and combat alerts will always be loftier in one category and depression in the other, or if the player stops eliminating guards then levels of both categories will reach level ii or below after several missions. The player can intentionally raise the enemy preparedness in most categories by deploying to free roam and striking enough triggers to go up 1 rank since free roam does non take point decay on returning to the ACC; though free roam deportment do not affect covert action and combat preparedness.
Contents
- one Displayed revenge categories
- i.one Fulton response
- 1.2 Headshot response
- 1.three Covert actions response
- 1.4 Combat response
- 1.five Nighttime response
- 1.6 Sniper response
- 2 Hidden revenge categories
- 2.1 Vehicle response
- 2.2 Tranquilizer response
- 2.iii Smoke/gas response
- 3 Missions
- four Decay
- v Notes and references
Displayed revenge categories
One level represents one hundred revenge points (RP) earned for that category. The level of each revenge category is non relayed to the player in detail simply is instead shown in a way that it tin can be approximated. There are icons that represent each category on the iDroid map and these are colored in depending on how prepared an enemy is in each category. Transparency represents no preparedness outside of scripted instances within missions and side ops, white represents piddling preparedness, night crimson represents high preparedness and colors in betwixt white and red are somewhere in the center.
Levels of enemy preparedness are capped at certain amounts until scripted points in the game are reached.
- Earlier completing mission half-dozen - "Where practice the Bees Sleep"
- Max offset level
- Before completing mission 12 - "Hellbound"
- Max second level
- Before completing mission 18 - "Blood Runs Deep"
- Max third level
- Before completing mission 23 - "The White Mamba"
- Max fourth level
- Earlier completing mission 30 - "Skull Face"
- Max fifth level
- After completing mission 30 - "Skull Face"
- Max 6th level[one]
Fulton response
![Icon PrepFulton1 tpp.png](https://static.wikia.nocookie.net/metalgear/images/9/96/Icon_PrepFulton1_tpp.png/revision/latest/scale-to-width-down/64?cb=20160716012559)
Category level interval: 0,1,2,2,3,3
- 0
- Low Fulton response
- Determines aspects of AI behavior towards seeing balloons
- Low Fulton response
- ane
- Default Fulton response
- 2
- High Fulton response
- 3
- Special Fulton response[2] [iii] [4]
Trigger:
- Enemy spotted a comrade beingness fultoned (+xv RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Level 1 (-20 RP)
- Level 2 (-30 RP)
- Level 3 (-40 RP)
Headshot response
![Icon PrepHelmet1 tpp.png](https://static.wikia.nocookie.net/metalgear/images/1/15/Icon_PrepHelmet1_tpp.png/revision/latest/scale-to-width-down/64?cb=20160716012559)
Category level interval: 0,ane,two,3,5,vii
- 0
- Will not be wearing helmets
- ane
- 10% will wear helmets
- 2
- xx% will wear helmets
- 3
- 30% volition wear helmets
- 5
- 50% will wear helmets
- 7
- seventy% will wear helmets[3]
Trigger:
- Histrion eliminates a soldier via headshot (+v RP)[5]
- Includes thrown items and too triggers for shooting soldiers that are beingness held up.
Disuse on mission completion:
- Level 0 (-10 RP)
- Level 1 (-20 RP)
- Level ii (-30 RP)
- Level 3 (-40 RP)
- Level 5 & 7 (-50 RP)[ii]
Covert actions response
![Icon PrepStealth1 tpp.png](https://static.wikia.nocookie.net/metalgear/images/a/a5/Icon_PrepStealth1_tpp.png/revision/latest/scale-to-width-down/64?cb=20160716012601)
Category level interval: 0,1,2,three,4,five
- 0
- No security devices
- Low stealth preparedness
- Soldier cure and speed abilities
- Soldier discover and reflex abilities
- Low holdup resistance
- 1
- Surveillance cameras installed at major bases (certain missions only)
- Default stealth preparedness
- ii
- Decoys deployed
- Default holdup resistance
- three (pinkish icon)
- Mines deployed
- High stealth preparedness
- 4
- Decoys actively move
- Gun cameras replace surveillance cameras (sure missions merely)
- High holdup resistance
- 5
- Special stealth preparedness[iii] [iv]
Triggers (N/A to free roam):
- Player eliminated a guard during a stealth phase (+5 RP)
- Stealth phase meaning the baby-sit was not suspicious.
- Does not include holdups
- Player captured a guard post or outpost during a stealth phase (+xv RP)[5]
- Thespian completed a mission with more stealth phase elimination points than for gainsay alarm
- Levels 0-iii (+5 RP)
- Level 4 (+25 RP)
- Level five (0 RP)
Decay on mission completion:
- Player completed a mission with more than gainsay alert elimination points than for stealth phases
- Levels 0 & ane (-twenty RP)
- Level 2 (-25 RP)
- Level 3 (-30 RP)
- Level 4 (-75 RP)
- Level 5 (-100 RP)
- Player completed a mission with equal gainsay alert and stealth phase elimination points
- Levels 0-2 (0 RP)
- Level iii (-20 RP)
- Level four (-50 RP)
- Level 5 (-60 RP)[2]
Gainsay response
![Icon PrepCombat1 tpp.png](https://static.wikia.nocookie.net/metalgear/images/7/71/Icon_PrepCombat1_tpp.png/revision/latest/scale-to-width-down/64?cb=20160716012558)
Category level interval: 0,1,2,3,4,5
- 0
- Low combat preparedness
- Soldier shoot, reload and grenade abilities
- Soldier HP and speed abilities
- Default equipment
- Low combat preparedness
- 1
- Default combat preparedness
- 25% wear vest body armor
- Short-range guard type
- Shotgun ≤ grade 2
- Mid-range baby-sit blazon
- Machine gun ≤ course 2
- ii
- 50% wear vest body armor
- Shield ≤ grade one
- 3 (pink icon)
- Loftier combat preparedness
- 75% wear vest torso armor
- Close-range guard type modify
- Strong shotgun ≤ grade two
- Mid-range guard blazon change
- Strong machine gun ≤ grade 2
- Armor ≤ grade 1
- Vehicle reinforcements (missions 03 & 35 just)
- Tin exist chosen in once
- Standard armored vehicles and helicopters
- 4
- 100% vesture belong trunk armor
- Curt-range guard blazon change
- Potent shotgun ≤ form iv
- Mid-range guard blazon alter
- Strong machine gun ≤ grade 4
- Shield ≤ grade 2
- Armor ≤ form 2
- Vehicle reinforcements can be called in twice (missions 03 & 35 but)
- v
- Special combat preparedness
- Armor ≤ grade four
- Shield ≤ grade 4
- Vehicle reinforcements tin be called in three times (missions 03 & 35 only)
- Chance of black (high stat) vehicles[four] [3]
Triggers (N/A during free roam):
- Role player eliminated an enemy during a combat phase (+v RP)
- Gainsay phase meaning any phase higher than suspicion, such as when being shot at.
- Player captured a baby-sit post or outpost during a combat stage (+15 RP)[5]
- Thespian completed a mission with more than combat phase elimination points than for stealth phase.
- Levels 0-3 (+five RP)
- Level 4 (+25 RP)
- Level 5 (0 RP)
Decay on mission completion:
- Role player completed a mission with more stealth stage elimination points than for combat alert
- Levels 0 & 1 (-20 RP)
- Level 2 (-25 RP)
- Level 3 (-30 RP)
- Level four (-75 RP)
- Level 5 (-100 RP)
- Thespian completed a mission with equal combat alert and stealth phase elimination points
- Levels 0-2 (0 RP)
- Level 3 (-20 RP)
- Level 4 (-50 RP)
- Level 5 (-60 RP)[ii]
Nighttime response
![Icon PrepNight1 tpp.png](https://static.wikia.nocookie.net/metalgear/images/d/d5/Icon_PrepNight1_tpp.png/revision/latest/scale-to-width-down/64?cb=20160716012559)
The subcategories of this response decide what dark equipment the AI will spawn with.
- Gun lights
Guards will have weapon-mounted lights if the role player continually eliminates them at night. This results in them severely limiting the histrion's vision and camo index during nighttime combat. They will also use their gun lights instead of their flashlight when investigating outside of a post's default depression warning land. Regardless of this subcategory's level, they will ever be able to employ flashlights to check suspicious activity.
Category level interval: 0,i,one,1,i,1
- 0
- Will not have gun lights
- one
- 75% accept gun lights[3]
Trigger:
- Player eliminated a baby-sit at night (+10 RP)[v]
Decay on mission completion:
- Level 0 (-10 RP)
- Level 1 (-50 RP)[two]
- Night-vision goggles
Category level interval 0,1,1,2,3,3
- 0
- Will non wear NVGs
- 1
- 25% will wear NVGs
- 2
- fifty% will clothing NVGs
- 3
- 75% will wear NVGs[3]
Trigger:
- Player was discovered at night (+xv RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Levels 1-3 (-50 RP)[2]
Sniper response
![Icon PrepSnipe1 tpp.png](https://static.wikia.nocookie.net/metalgear/images/1/17/Icon_PrepSnipe1_tpp.png/revision/latest/scale-to-width-down/64?cb=20160716012600)
Category level interval: 0,1,1,2,2,2
- 0
- Baby-sit blazon will not appear
- one
- Long-range guard type
- Sniper burglarize ≤ class 2
- Long-range guard type
- 2
- Long-range guard type change
- Potent sniper rifle ≤ course 2[three]
- Long-range guard type change
Trigger:
- Enemy believes they are under sniper fire (+30)[5]
- This isn't limited to sniper rifles, and by and large occurs when the player shoots ane bullet from mid to long-range.
Disuse on mission completion:
- Level 0 (-10 RP)
- Levels 1 & 2 (-50 RP)[ii]
Hidden revenge categories
Vehicle response
Category level interval: 0,1,1,2,iii,iii
- 0
- Will not carry missiles
- one
- Missiles ≤ form ii
- ii
- Strong missiles ≤ course 2
- 3
- Strong missiles ≤ grade 4[iii]
Triggers:
- Enemy was killed past the thespian's helicopter (+10 RP)
- Likely includes player manning the minigun
- Histrion killed a soldier with a vehicle (+10 RP)
- By impacting or shooting with ground vehicles or D-Walker[5] [6]
Decay on mission completion:
- Level 0 (-10 RP)
- Levels i-3 (-50 RP)[2]
Tranquilizer response
The difference between strong and default tranquilizer notice is not clearly defined within the game or its files, however it appears to be the factor in whether a soldier calls for an alert when discovering a tranquilized comrade. When at level zero a solitary soldier discovering a single "ZZZ" guard tends to remark almost the sleeping baby-sit's laziness and volition wake them without informing CP. Whereas in the aforementioned scenario at level i, an warning is unremarkably called. Exceptions to this may exist when a soldier sees multiple neutralized guards or witnesses a guard passing out.
Category level interval: 0,one,i,1,1,1
- 0
- Default tranquilizer observe
- 1
- Strong tranquilizer notice[3]
Trigger:
- Enemy woke a comrade whom the player had tranquilized (+v RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Level i (-twenty RP)[2]
Smoke/gas response
Category level interval: 0,1,ane,2,iii,iii
- 0
- Will not wear gas masks
- i
- 25% volition wear gas masks
- 2
- 50% will vesture gas masks
- three
- 75% will wear gas masks[3]
Triggers:
- Enemy witnessed smoke occurring (+15 RP)
- Player affected an enemy with smoke/gas (+fifteen RP)[5]
- Includes fume, gas and flares of actor origin.[7]
Decay on mission completion:
- Level 0 (-10 RP)
- Levels 1-3 (-50 RP)[2]
Missions
The following sorties ignore the player's electric current levels of enemy preparedness and does non apply trigger points generated during them:
- Prologue - "Enkindling"
- Mission 02 - "Diamond Dogs"
- Mission 11 - "Cloaked in Silence"
- Mission 23 - "The White Mamba"
- Mission 29 - "Metallic Archaea"
- Mission 31 - "Sahalanthropus"
- Mission 40 - "[Extreme] Cloaked in Silence"
- Mission 42 - "[Extreme] Metallic Archaea"
- Mission 43 - "Shining Lights, Fifty-fifty in Death"
- Mission 46 - "Truth - The Man Who Sold the Earth"
- Free Roam - Female parent Base
- FOB
Dispatch missions exercise not bear upon the difficult versions of missions. Those being the ones prefixed by:
- [Subsistence]
- [Extreme]
- [Full Stealth]
Acceleration missions against the furnishings of covert action and combat preparedness do non use to these sorties:
- Free Roam - Afghanistan
- Costless Roam - Middle Africa
- Free Roam - Mother Base
- Gratis Roam - Mother Base Animal Platform
The vehicle reinforcement function of Combat Preparedness only applies to two sorties:
- Mission 03 - "A Hero's Way"
- Mission 35 - "Cursed Legacy"[8]
Decay
In general the enemy'south level of preparedness drops by fifty points (one-half a level) each time a mission is completed and 10 points when at a category's everyman level. The max that a level appears to be able to move is i rank, regardless of the amount of trigger actions that a player performs. Wearing the Chicken Chapeau volition drop points by 100 on mission completion. Free roam deportment increase most category levels but practise non reduce them. Covert activeness and combat responses are handled differently from the residue of the revenge organization. They volition drib by fifty points at level 5, 25 points at level 4 and twenty points at levels 0-three simply after completing a mission. All the same, they likewise gain or lose points depending on how a mission is finished. If a mission is completed without eliminating enemies then both categories volition accept their point values slowly changed over the course of many missions to a betoken where they both stay at level 2 or below.
On mission completion:
- Mostly stealth points in mission (vice versa for combat)
- Covert actions : lvl 0-3 (+5 RP), lvl 4 (+25 RP), lvl 5 (0 RP)
- Combat: lvl 0-1 (-twenty RP), lvl two (-25 RP), lvl iii (-30 RP), lvl 4 (-75 RP), lvl 5 (-100 RP)
- Necktie of points in mission
- Both: lvl 0-2 (+0 RP), lvl 3 (-xx RP), lvl four (-50 RP), lvl 5 (-60 RP)[ii]
There is also some additional math involved in the game file TppRevenge.lua that indicates there is a little more than to the disuse system than this.[ix]
A workaround strategy to reduce high combat/stealth tendencies is to complete easy missions with the Chicken Hat without eliminating any guards. "C2W" is an example of such a mission. The landing zone for mission deployment should be gear up for the objectives' outpost so that the role player can just destroy the communications equipment with the minigun, after which the helicopter will fly them out of the hot zone. In one case both categories are low and appear to have stagnated on level reduction, the previous strategy is repeated but 1 guard is eliminated during a stealth phase. Then it is repeated once more only instead the guard is eliminated during a gainsay alert. Later on alternating betwixt the two single neutralization methods for several missions the categories will exist at level zero once again.
Notes and references
File:TppRevenge.lua (data1.dat)function e.GetRevengeLvLimitRank() local e=gvars.str_storySequence if e<TppDefine.STORY_SEQUENCE.CLEARD_FIND_THE_SECRET_WEAPON then render i elseif e<TppDefine.STORY_SEQUENCE.CLEARD_RESCUE_HUEY and so return two elseif east<TppDefine.STORY_SEQUENCE.CLEARD_ELIMINATE_THE_POWS then render three elseif e<TppDefine.STORY_SEQUENCE.CLEARD_WHITE_MAMBA then return 4 elseif east<TppDefine.STORY_SEQUENCE.CLEARD_OKB_ZERO then return 5 else render 6 end render vi end
File:TppRevenge.lua (data1.dat)e.REVENGE_LV_MAX={ [due east.REVENGE_TYPE.STEALTH]={0,1,ii,3,4,5}, [e.REVENGE_TYPE.NIGHT_S]={0,i,i,two,3,3}, [eastward.REVENGE_TYPE.Combat]={0,1,2,3,four,5}, [eastward.REVENGE_TYPE.NIGHT_C]={0,1,1,1,1,1}, [e.REVENGE_TYPE.LONG_RANGE]={0,1,1,ii,2,2}, [e.REVENGE_TYPE.VEHICLE]={0,1,1,2,3,3}, [due east.REVENGE_TYPE.HEAD_SHOT]={0,1,2,3,5,7}, [e.REVENGE_TYPE.TRANQ]={0,1,ane,1,1,1}, [due east.REVENGE_TYPE.FULTON]={0,one,2,two,3,3}, [e.REVENGE_TYPE.Smoke]={0,1,one,2,three,3}, [eastward.REVENGE_TYPE.M_STEALTH]={9,9,9,9,ix,9}, [e.REVENGE_TYPE.M_COMBAT]={9,9,9,ix,9,9} } eastward.REVENGE_POINT_OVER_MARGINE=100-ane eastward.REVENGE_POINT_PER_LV=100 east.REDUCE_REVENGE_POINT=10 e.REDUCE_TENDENCY_POINT_TABLE={ [e.REVENGE_TYPE.STEALTH]={-20,-20,-20,-20,-25,-fifty}, [e.REVENGE_TYPE.COMBAT]={-20,-20,-twenty,-20,-25,-50} } e.REDUCE_POINT_TABLE={ [due east.REVENGE_TYPE.NIGHT_S]={-ten,-50,-l,-50,-l,-l,-50,-50,-l,-fifty,-50}, [e.REVENGE_TYPE.NIGHT_C]={-x,-l,-fifty,-50,-50,-50,-fifty,-50,-50,-50,-50}, [due east.REVENGE_TYPE.Smoke]={-x,-fifty,-50,-50,-50,-50,-50,-50,-l,-50,-50}, [e.REVENGE_TYPE.LONG_RANGE]={-ten,-50,-50,-50,-50,-50,-50,-l,-fifty,-50,-50}, [east.REVENGE_TYPE.VEHICLE]={-10,-50,-50,-50,-fifty,-50,-50,-l,-50,-50,-50} }
File: TppRevenge.lua (data1.dat)e.revengeDefine={ HARD_MISSION={IGNORE_BLOCKED=true}, _ENABLE_CAMERA_LV=1, _ENABLE_DECOY_LV=2, _ENABLE_MINE_LV=three, STEALTH_0={STEALTH_LOW=true, HOLDUP_LOW=true}, STEALTH_1={Camera="100%", HOLDUP_LOW=true}, STEALTH_2={DECOY="100%", Camera="100%"}, STEALTH_3={DECOY="100%",MINE="100%", Camera="100%", STEALTH_HIGH=true}, STEALTH_4={DECOY="100%", MINE="100%", Camera="100%", STEALTH_HIGH=truthful, HOLDUP_HIGH=true, ACTIVE_DECOY=true, GUN_CAMERA=true}, STEALTH_5={DECOY="100%", MINE="100%", Camera="100%", STEALTH_SPECIAL=true, HOLDUP_HIGH=truthful, ACTIVE_DECOY=true, GUN_CAMERA=true}, NIGHT_S_1={NVG="25%"}, NIGHT_S_2={NVG="50%"}, NIGHT_S_3={NVG="75%"}, _ENABLE_SOFT_ARMOR_LV=ane, _ENABLE_SHOTGUN_LV=1, _ENABLE_MG_LV=ane, _ENABLE_SHIELD_LV=2, _ENABLE_ARMOR_LV=3, COMBAT_0={COMBAT_LOW=true}, COMBAT_1={ {SOFT_ARMOR="25%", SHOTGUN=2}, {SOFT_ARMOR="25%", MG=two} }, COMBAT_2={ {SOFT_ARMOR="l%", SHOTGUN=2, SHIELD=1}, {SOFT_ARMOR="50%", MG=ii, SHIELD=i} }, COMBAT_3={ {SOFT_ARMOR="75%", SHOTGUN=two, SHIELD=1, ARMOR=1, STRONG_WEAPON=truthful, COMBAT_HIGH=true, SUPER_REINFORCE=true}, {SOFT_ARMOR="75%", MG=2,SHIELD=ane, ARMOR=i, STRONG_WEAPON=true, COMBAT_HIGH=true, SUPER_REINFORCE=truthful} }, COMBAT_4={ {SOFT_ARMOR="100%", SHOTGUN=4, SHIELD=2, ARMOR=2, STRONG_WEAPON=truthful, COMBAT_HIGH=true, SUPER_REINFORCE=true, REINFORCE_COUNT=2}, {SOFT_ARMOR="100%", MG=iv, SHIELD=2, ARMOR=2, STRONG_WEAPON=true, COMBAT_HIGH=truthful, SUPER_REINFORCE=true, REINFORCE_COUNT=2}}, COMBAT_5={ {SOFT_ARMOR="100%", SHOTGUN=4, SHIELD=4, ARMOR=4, STRONG_WEAPON=true, COMBAT_SPECIAL=true, SUPER_REINFORCE=truthful, BLACK_SUPER_REINFORCE=true, REINFORCE_COUNT=iii}, {SOFT_ARMOR="100%", MG=4, SHIELD=iv, ARMOR=four, STRONG_WEAPON=true, COMBAT_SPECIAL=true, SUPER_REINFORCE=true, BLACK_SUPER_REINFORCE=true, REINFORCE_COUNT=3} }, NIGHT_C_1={GUN_LIGHT="75%"}, LONG_RANGE_1={SNIPER=2}, LONG_RANGE_2={SNIPER=ii, STRONG_SNIPER=truthful}, VEHICLE_1={MISSILE=2}, VEHICLE_2={MISSILE=2, STRONG_MISSILE=true}, VEHICLE_3={MISSILE=4, STRONG_MISSILE=true}, HEAD_SHOT_1={HELMET="x%"}, HEAD_SHOT_2={HELMET="20%"}, HEAD_SHOT_3={HELMET="xxx%"}, HEAD_SHOT_4={HELMET="40%"}, HEAD_SHOT_5={HELMET="fifty%"}, HEAD_SHOT_6={HELMET="sixty%"}, HEAD_SHOT_7={HELMET="70%"}, HEAD_SHOT_8={HELMET="80%"}, HEAD_SHOT_9={HELMET="90%"}, HEAD_SHOT_10={HELMET="100%"}, TRANQ_1={STRONG_NOTICE_TRANQ=true}, FULTON_0={FULTON_LOW=true}, FULTON_1={}, -- empty table indicates it either going to a default state or is a issues every bit noted here: http://wiki.tesnexus.com/index.php/Revenge_system FULTON_2={FULTON_HIGH=true}, FULTON_3={FULTON_SPECIAL=truthful}, SMOKE_1={GAS_MASK="25%"}, SMOKE_2={GAS_MASK="50%"}, SMOKE_3={GAS_MASK="75%"},
File:TppRevenge.lua (data1.dat)for north,e in ipairs(t)do local t=o[n]TppEnemy.ApplyPowerSetting(t,e) if i[t]==nil so local n={} practice local E if e.STEALTH_SPECIAL and so E="sp" elseif e.STEALTH_HIGH so East="high" elseif e.STEALTH_LOW then Eastward="low" stop northward.notice=Due east north.cure=E north.reflex=E end exercise local E if east.COMBAT_SPECIAL then E="sp" elseif eastward.COMBAT_HIGH so E="high" elseif e.COMBAT_LOW and then E="depression" cease due north.shot=E n.grenade=Eastward northward.reload=E n.hp=E stop practise local E if due east.STEALTH_SPECIAL or e.COMBAT_SPECIAL and then Eastward="sp" elseif due east.STEALTH_HIGH or e.COMBAT_HIGH and then East="high" elseif e.STEALTH_LOW or east.COMBAT_LOW and then Eastward="depression" stop n.speed=E cease do local E if east.FULTON_SPECIAL then East="sp" elseif e.FULTON_HIGH then E="high" elseif e.FULTON_LOW then E="low" terminate n.fulton=East end practise local E if e.HOLDUP_SPECIAL then Due east="sp" elseif e.HOLDUP_HIGH then Eastward="high" elseif due east.HOLDUP_LOW then E="low" end n.holdup=E cease TppEnemy.ApplyPersonalAbilitySettings(t,n) cease end
File:TppRevenge.lua (data1.dat)e.REVENGE_POINT_TABLE={ [due east.REVENGE_TRIGGER_TYPE.HEAD_SHOT]={ [east.REVENGE_TYPE.HEAD_SHOT]=5}, [e.REVENGE_TRIGGER_TYPE.ELIMINATED_IN_STEALTH]={ [e.REVENGE_TYPE.M_STEALTH]=5}, [due east.REVENGE_TRIGGER_TYPE.ELIMINATED_IN_COMBAT]={ [e.REVENGE_TYPE.M_COMBAT]=5}, [e.REVENGE_TRIGGER_TYPE.FULTON]={ [e.REVENGE_TYPE.FULTON]=15}, [e.REVENGE_TRIGGER_TYPE.Smoke]={ [east.REVENGE_TYPE.Smoke]=xv}, [e.REVENGE_TRIGGER_TYPE.WATCH_SMOKE]={ [east.REVENGE_TYPE.Fume]=15}, [e.REVENGE_TRIGGER_TYPE.KILLED_BY_HELI]={ [e.REVENGE_TYPE.VEHICLE]=10}, [east.REVENGE_TRIGGER_TYPE.ANNIHILATED_IN_STEALTH]={ [eastward.REVENGE_TYPE.M_STEALTH]=xv}, [eastward.REVENGE_TRIGGER_TYPE.ANNIHILATED_IN_COMBAT]={ [e.REVENGE_TYPE.M_COMBAT]=15}, [e.REVENGE_TRIGGER_TYPE.WAKE_A_COMRADE]={ [e.REVENGE_TYPE.TRANQ]=5}, [e.REVENGE_TRIGGER_TYPE.DISCOVERY_AT_NIGHT]={ [e.REVENGE_TYPE.NIGHT_S]=15}, [eastward.REVENGE_TRIGGER_TYPE.ELIMINATED_AT_NIGHT]={ [e.REVENGE_TYPE.NIGHT_C]=10}, [due east.REVENGE_TRIGGER_TYPE.SNIPED]={ [e.REVENGE_TYPE.LONG_RANGE]=thirty}, [e.REVENGE_TRIGGER_TYPE.KILLED_BY_VEHICLE]={ [e.REVENGE_TYPE.VEHICLE]=10}}
File:TppRevenge.lua (data1.dat)function e._OnDead(t,n,i) if a(t)~=TppGameObject.GAME_OBJECT_TYPE_SOLDIER2 then render end local o=(Tpp.IsVehicle(vars.playerVehicleGameObjectId) or Tpp.IsEnemyWalkerGear(vars.playerVehicleGameObjectId)) or Tpp.IsPlayerWalkerGear(vars.playerVehicleGameObjectId) local _=r(attackId) local r=Tpp.IsEnemyWalkerGear(due north) or Tpp.IsPlayerWalkerGear(n) local t=(due north==GameObject.GetGameObjectIdByIndex("TppPlayer2",PlayerInfo.GetLocalPlayerIndex())) if(r or _) or (t and o) then e.AddRevengePointByTriggerType(east.REVENGE_TRIGGER_TYPE.KILLED_BY_VEHICLE) end Eastward(i) if a(north)==TppGameObject.GAME_OBJECT_TYPE_HELI2 then due east.AddRevengePointByTriggerType(e.REVENGE_TRIGGER_TYPE.KILLED_BY_HELI) end cease
File:TppRevenge.lua (data1.dat)local due north=role(due east) if((((((((((((e==TppDamage.ATK_Smoke or e==TppDamage.ATK_SmokeOccurred) or e==TppDamage.ATK_SleepGus) or east==TppDamage.ATK_SleepGusOccurred) or east==TppDamage.ATK_SupportHeliFlareGrenade) or e==TppDamage.ATK_SupplyFlareGrenade) or e==TppDamage.ATK_SleepingGusGrenade) or e==TppDamage.ATK_SleepingGusGrenade_G1) or eastward==TppDamage.ATK_SleepingGusGrenade_G2) or due east==TppDamage.ATK_SmokeAssist) or e==TppDamage.ATK_SleepGusAssist) or eastward==TppDamage.ATK_Grenader_Smoke) or east==TppDamage.ATK_Grenader_Sleep) or e==TppDamage.ATK_SmokeGrenade then render truthful end return false end function e._OnDamage(t,E,r) if a(t)~=TppGameObject.GAME_OBJECT_TYPE_SOLDIER2 then return finish if due north(E)then eastward.AddRevengePointByTriggerType(eastward.REVENGE_TRIGGER_TYPE.SMOKE) end end
File:TppRevenge.lua (data1.dat)e.NO_REVENGE_MISSION_LIST={ [10010]=true, [10030]=true, [10050]=true, [11050]=truthful, [10120]=true, [10140]=true, [11140]=true, [10151]=true, [10230]=true, [10240]=true, [10280]=truthful, [30050]=true, [40010]=true, [40020]=true, [40050]=true, [50050]=truthful} eastward.NO_STEALTH_COMBAT_REVENGE_MISSION_LIST={ [30010]=true, [30020]=true, [30050]=true, [30150]=truthful} e.USE_SUPER_REINFORCE_VEHICLE_MISSION={ [10036]=true, [11036]=true, [10093]=true}
File:TppRevenge.lua (data1.dat)function e._ReduceRevengePointStealthCombat() for n,Due east in pairs(e.REDUCE_TENDENCY_POINT_TABLE) practise local t=due east.GetRevengePoint(n) local r=east.GetRevengeLv(n) local East=E[r+1]e.SetRevengePoint(northward,(t+E)) finish end function eastward._ReduceRevengePointOther() local r={[east.REVENGE_TYPE.STEALTH]=true,[eastward.REVENGE_TYPE.COMBAT]=true,[due east.REVENGE_TYPE.M_STEALTH]=true,[eastward.REVENGE_TYPE.M_COMBAT]=true} for E=0,e.REVENGE_TYPE.MAX-ane do local a=e.GetRevengePoint(E) local t=e.GetRevengeLv(E) local due north=0 if r[E]then n=0 elseif bit.band(vars.playerPlayFlag,PlayerPlayFlag.USE_CHICKEN_CAP)==PlayerPlayFlag.USE_CHICKEN_CAP then due north=100 elseif e.REDUCE_POINT_TABLE[E] and so n=e.REDUCE_POINT_TABLE[E][t+i] if north==aught then n=50 else due north=-n end else n=e.REDUCE_REVENGE_POINT*(t+1) if n>50 and so due north=50 end end due east.SetRevengePoint(E,a-n) end finish function due east.ReduceRevengePointOnMissionClear(n) if northward==nil then n=TppMission.GetMissionID() end if eastward.IsNoRevengeMission(n) and so return end if bit.band(vars.playerPlayFlag,PlayerPlayFlag.USE_CHICKEN_CAP)==PlayerPlayFlag.USE_CHICKEN_CAP then render terminate e._ReduceRevengePointOther() end function e._ReduceRevengePointByChickenCap(north) if n==zippo then n=TppMission.GetMissionID() end if e.IsNoRevengeMission(n) and then return terminate if chip.ring(vars.playerPlayFlag,PlayerPlayFlag.USE_CHICKEN_CAP)==PlayerPlayFlag.USE_CHICKEN_CAP so e._ReduceRevengePointStealthCombat() e._ReduceRevengePointOther() end stop function due east.ReduceRevengePointOnAbort(east) end function e._GetMissionTendency(n) local northward=e.GetRevengePoint(east.REVENGE_TYPE.M_STEALTH) local east=due east.GetRevengePoint(e.REVENGE_TYPE.M_COMBAT) if n==0 and e==0 and then return "STEALTH" end if e==0 then return "STEALTH" end if n==0 then return "COMBAT" stop local t=north-e local r=.three local E=x local east=(northward+e)*r if east<E then eastward=E cease local n="DRAW" if t>=e and then n="STEALTH" elseif t<=-e then n="Gainsay" terminate return n terminate function due east.ApplyMissionTendency(n) if due north==nil then due north=TppMission.GetMissionID() end if(not e.IsNoRevengeMission(n) and non e.IsNoStealthCombatRevengeMission(north)) and chip.band(vars.playerPlayFlag,PlayerPlayFlag.USE_CHICKEN_CAP)~=PlayerPlayFlag.USE_CHICKEN_CAP then local n=eastward._GetMissionTendency(n) local north=east.MISSION_TENDENCY_POINT_TABLE[n] if n then local Eastward=e.GetRevengeLv(e.REVENGE_TYPE.STEALTH)+1 local t=e.GetRevengeLv(e.REVENGE_TYPE.COMBAT)+1 if E>#n.STEALTH so E=#n.STEALTH end if t>#n.Gainsay and so t=#n.Gainsay end e.AddRevengePoint(due east.REVENGE_TYPE.STEALTH,north.STEALTH[E]) e.AddRevengePoint(due east.REVENGE_TYPE.Gainsay,northward.Combat[t]) end terminate e.SetRevengePoint(e.REVENGE_TYPE.M_STEALTH,0) due east.SetRevengePoint(east.REVENGE_TYPE.M_COMBAT,0) end
DOWNLOAD HERE
Metal Gear Solid Phantom Pain Will Enemies Repair UPDATED
Posted by: barbarasonterver55.blogspot.com
Komentar
Posting Komentar