PiP: weapons and outfits
Panic in Paradise. Every weapon and outfit piece Naughty can buy has one line in a table: its stats, its price and how much use it takes to level up. PiP’s scripts are plain text, so these are some of the easiest edits in either game.
Where it lives
| Container | Script | What’s in it |
|---|---|---|
levelcommon.lu |
weapons |
Every weapon (94 entries) |
levelcommon.lu |
accessoriesattribute |
Every outfit piece: _Top, _Mid and _Bottom |
global.lu |
libraryattributes |
What each stat code means |
One entry
A weapon, exactly as it appears in weapons:
[--[[HASH:"Machete":0xac32dc3b]]2889014331] = {Hidden = false, LUName = "Machete", Bonus = {md=80}, ExpLimit = 1500, ExpSlot = 357, MenuID = "Machete", costNP=18125, menuPos = 14, unlockToken=0},
And an outfit piece from accessoriesattribute:
[--[[HASH:"TribalPaint_Mid":0xa69d342c]]2795320364] = {Hidden = false, LUName = "TribalPaint_Mid", Bonus = {hp=400,hr=50,sd=200}, ExpLimit = 3000, ExpSlot = 88, MenuID = "TribalPaint_Mid", costNP=47000, menuPos = 500, unlockToken=--[[HASH:"TribalPaint_Mid":0xa69d342c]]2795320364, UsableOnlyByHero=false },
| Field | Meaning |
|---|---|
Bonus |
The stats it gives (codes below) |
costNP |
Price in naughty points |
ExpLimit |
Use needed to fully level it up |
Hidden |
true keeps it out of the shop |
menuPos |
Its place in the shop list |
ExpSlot, LUName, MenuID, unlockToken |
Save-game and menu IDs. Don’t change these. |
Stat codes
From libraryattributes (the game’s own names):
| Code | Stat | Used by the game |
|---|---|---|
hp |
life | yes |
md |
melee damage | yes |
sd |
sanity damage | yes |
mr |
melee resistance | yes |
st |
stamina multiplier | yes |
hr |
health regen multiplier | yes |
np |
cash multiplier | yes (3 weapons) |
rd |
ranged damage | no item uses it |
rr |
ranged resistance | no item uses it |
xp |
exp multiplier | no item uses it |
How to change it
Change a number inside Bonus or costNP and Ship. For example,
Bonus = {md=80} → Bonus = {md=120} makes the Machete hit harder. Weapon damage
and outfit stat mods have both been tested in-game.
Two rules, both found the hard way:
- Only use codes the game already uses. Adding
rrto an outfit hung the game at load, even thoughrris listed inlibraryattributes. Stick to the “yes” rows above. - Stay inside the game’s own range. Outfit
hpworks at 400, the highest value the game uses (Tribal Paint), but the game hangs at 30000. The highest weaponmdin the game is 180.
An edit must also fit in the space the original script took up. Changing numbers never runs into this; Ship squeezes out spare whitespace if needed and tells you if an edit is too big.