Perk & Mystery Box Cost Change
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This is just a little script I've made that changes the cost of the Perks & Mystery Box so the game feels a little harder/tedious.
- -Cost Changes- -
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Mystery Box
950 --- 1900 -
Jugger-nog
2500 --- 8000 -
Quick Revive
500/1500 --- 5500 -
Speed-Cola
3000 --- 6000 -
Double-Tap
2000 --- 7500 -
Stamin-up
2000 --- 4000 -
Deadshot Daiquiri
1500 --- 1 (It's basically worthless) -
Mule-Kick
4000 --- 9000 -
Tombstone
2000 --- 12000 -
Who's-Who?
2000 --- 6000 -
Vulture-aid
3000 --- 8500 -
PHD Flopper
2000 --- 3500 -
Electric Cherry
2000 --- 3100
-Known bug: The player gains less points not sure why, if I find a fix, I'll fix the code.
-Note that this is my first script, so expect bugs. Other than the one mentioned above.
Screenshot 2025-02-08 150932.png
#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_weapons; #include maps\mp\zombies\_zm_stats; #include maps\mp\gametypes_zm\_spawnlogic; #include maps\mp\animscripts\traverse\shared; #include maps\mp\animscripts\utility; #include maps\mp\zombies\_load; #include maps\mp\_createfx; #include maps\mp\_music; #include maps\mp\_busing; #include maps\mp\_script_gen; #include maps\mp\gametypes_zm\_globallogic_audio; #include maps\mp\gametypes_zm\_tweakables; #include maps\mp\_challenges; #include maps\mp\gametypes_zm\_weapons; #include maps\mp\_demo; #include maps\mp\gametypes_zm\_spawning; #include maps\mp\gametypes_zm\_globallogic_utils; #include maps\mp\gametypes_zm\_spectating; #include maps\mp\gametypes_zm\_globallogic_spawn; #include maps\mp\gametypes_zm\_globallogic_ui; #include maps\mp\gametypes_zm\_hostmigration; #include maps\mp\gametypes_zm\_globallogic_score; #include maps\mp\gametypes_zm\_globallogic; #include maps\mp\zombies\_zm; #include maps\mp\zombies\_zm_ai_faller; #include maps\mp\zombies\_zm_spawner; #include maps\mp\zombies\_zm_pers_upgrades_functions; #include maps\mp\zombies\_zm_pers_upgrades; #include maps\mp\zombies\_zm_score; #include maps\mp\animscripts\zm_run; #include maps\mp\animscripts\zm_death; #include maps\mp\zombies\_zm_blockers; #include maps\mp\animscripts\zm_shared; #include maps\mp\animscripts\zm_utility; #include maps\mp\zombies\_zm_ai_basic; #include maps\mp\zombies\_zm_laststand; #include maps\mp\zombies\_zm_net; #include maps\mp\zombies\_zm_audio; #include maps\mp\gametypes_zm\_zm_gametype; #include maps\mp\_visionset_mgr; #include maps\mp\zombies\_zm_equipment; #include maps\mp\zombies\_zm_power; #include maps\mp\zombies\_zm_server_throttle; #include maps\mp\gametypes\_hud_util; #include maps\mp\zombies\_zm_unitrigger; #include maps\mp\zombies\_zm_zonemgr; #include maps\mp\zombies\_zm_perks; #include maps\mp\zombies\_zm_melee_weapon; #include maps\mp\zombies\_zm_audio_announcer; #include maps\mp\zombies\_zm_magicbox; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm_ai_dogs; #include maps\mp\gametypes_zm\_hud_message; #include maps\mp\zombies\_zm_game_module; #include maps\mp\zombies\_zm_buildables; #include codescripts\character; #include maps\mp\zombies\_zm_weap_riotshield; #include maps\mp\zombies\_zm_ai_sloth; #include maps\mp\zombies\_zm_ai_sloth_ffotd; #include maps\mp\zombies\_zm_ai_sloth_utility; #include maps\mp\zombies\_zm_ai_sloth_magicbox; #include maps\mp\zombies\_zm_ai_sloth_crawler; #include maps\mp\zombies\_zm_ai_sloth_buildables; #include maps\mp\zombies\_zm_weapons; #include maps\mp\zombies\_zm_playerhealth; init() { level thread onPlayerConnect(); thread modifyChestCosts(); thread modifyPerkCosts(); } onPlayerConnect() { for(;;) { level waittill("connected", player); if (isDefined(player)) { player thread welcomeMessage(); } } } modifyChestCosts() { if (isdefined(level.chests)) { for (i = 0; i < level.chests.size; i++) { if (isdefined(level.chests[i]) && isdefined(level.chests[i].zombie_cost)) { level.chests[i].zombie_cost = 1900; } } } } welcomeMessage() { self endon("disconnect"); hudElem1 = newClientHudElem(self); hudElem1.alignX = "center"; hudElem1.alignY = "top"; hudElem1.horzAlign = "center"; hudElem1.vertAlign = "top"; hudElem1.x = 0; hudElem1.y = 50; hudElem1.fontScale = 2; hudElem1.color = (1, 1, 1); hudElem1 setText("SCRIPT BY ^2M4RR0W"); hudElem2 = newClientHudElem(self); hudElem2.alignX = "center"; hudElem2.alignY = "top"; hudElem2.horzAlign = "center"; hudElem2.vertAlign = "top"; hudElem2.x = 0; hudElem2.y = 80; hudElem2.fontScale = 1.5; hudElem2.color = (0, 1, 1); hudElem2 setText("^6ENJOY!"); wait 5; hudElem1 destroy(); hudElem2 destroy(); } modifyPerkCosts() { level._custom_perks = []; level._custom_perks["specialty_armorvest"] = spawnStruct(); level._custom_perks["specialty_armorvest"].cost = 8000; level._custom_perks["specialty_armorvest"].hint_string = "Press [Interact] for ^1Juggernog ^7Cost: "; level._custom_perks["specialty_quickrevive"] = spawnStruct(); level._custom_perks["specialty_quickrevive"].cost = 5500; level._custom_perks["specialty_quickrevive"].hint_string = "Press [Interact] for ^5Quick Revive ^7Cost: "; level._custom_perks["specialty_fastreload"] = spawnStruct(); level._custom_perks["specialty_fastreload"].cost = 6000; level._custom_perks["specialty_fastreload"].hint_string = "Press [Interact] for ^2Speed-Cola ^7Cost: "; level._custom_perks["specialty_rof"] = spawnStruct(); level._custom_perks["specialty_rof"].cost = 7500; level._custom_perks["specialty_rof"].hint_string = "Press [Interact] for ^3Double-Tap ^7Cost: "; level._custom_perks["specialty_longersprint"] = spawnStruct(); level._custom_perks["specialty_longersprint"].cost = 4000; level._custom_perks["specialty_longersprint"].hint_string = "Press [Interact] for ^3Stamin-Up ^7Cost: "; level._custom_perks["specialty_deadshot"] = spawnStruct(); level._custom_perks["specialty_deadshot"].cost = 1; level._custom_perks["specialty_deadshot"].hint_string = "Press [Interact] for ^2Deadshot Daiquri ^7Cost: "; level._custom_perks["specialty_additionalprimaryweapon"] = spawnStruct(); level._custom_perks["specialty_additionalprimaryweapon"].cost = 9000; level._custom_perks["specialty_additionalprimaryweapon"].hint_string = "Press [Interact] for ^2Mule Kick ^7Cost: "; level._custom_perks["specialty_scavenger"] = spawnStruct(); level._custom_perks["specialty_scavenger"].cost = 12000; level._custom_perks["specialty_scavenger"].hint_string = "Press [Interact] for ^6Tombstone Soda ^7Cost: "; level._custom_perks["specialty_finalstand"] = spawnStruct(); level._custom_perks["specialty_finalstand"].cost = 6000; level._custom_perks["specialty_finalstand"].hint_string = "Press [Interact] for ^4Who's-Who ^7Cost: "; level._custom_perks["specialty_vultureaid"] = spawnStruct(); level._custom_perks["specialty_vultureaid"].cost = 8500; level._custom_perks["specialty_vultureaid"].hint_string = "Press [Interact] for ^1Vulture Aid ^7Cost: "; level._custom_perks["specialty_phdflopper"] = spawnStruct(); level._custom_perks["specialty_phdflopper"].cost = 3500; level._custom_perks["specia;ty_phdflopper"].hint_string = "Press [Interact] for PHD Flopper Cost: "; level._custom_perks["specialty_electriccherry"] = spawnStruct(); level._custom_perks["specialty_electriccherry"].cost = 3100; level._custom_perks["specialty_electriccherry"].hint_string = "Press [Interact] for ^4Electric Cherry ^7Cost: "; }
- Thanks for viewing.
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neat script and damn 12k for fing perk that nobody would use at that point
also deadshot has 1 tiny use it tightens your hipfire spray -
GhostRider0125 I put 12k because you can get all your weapon and perks back after you die, and I just wanted the game to be harder.
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nah nobody use this
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Are you sure the bug you mentioned is not because of a mod/another script that you're running?
If not then the issue could be from the dozens of unused/useless includes you added
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Resxt Yeah its most likely from one of the "#include".