payday

This template is used for directly listing the information for a heist in PAYDAY 2, by simply writing the name of the heist. For instance:

{{MultipleHeist2|Shadow Raid|Infobox Heist}}

This example will make the template use data for the Shadow Raid heist.


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Shadow Raid
Heist Info
Contractor Bain
Contract Days 1
Loud / Stealth ✘ / ✔
Stealth bonus 5%
Loot Money
Gold
Coke
Artifact
Painting
Assault Rifles
Server
Samurai Armor
Base experience (XP) 4,000 (Stealth escape)
+4,000 (Secure 3 bags)
+500 (per bag)
+6,000 (securing armor)
Other
Internal name kosugi
Achievement(s) In the Shadow Raid job, secure 4 bags of loot. In the Shadow Raid job, secure at least 6 bags of loot and escape without killing anyone. In the Shadow Raid job, secure a piece of every available type of loot, including money, gold, cocaine, artifact, painting, weapons and server. In the Shadow Raid job, secure all 4 pieces of the samurai armor. Completing this achievement will unlock the “Somen Mempo” mask. In the Shadow Raid job, secure 16 bags of random loot including all 4 pieces of the samurai armor. Complete the Shadow Raid job on the Death Wish difficulty or above.
In the Shadow Raid job, complete the heist in stealth while having the Vulcan Minigun and HRL-7 Rocket Launcher equipped. Complete the Shadow Raid job on the Mayhem difficulty or above. Complete the Shadow Raid job on the Death Sentence difficulty with the One Down mechanic activated.
Trophies In the Shadow Raid heist, steal all the Samurai Armor before grabbing or securing any other loot, playing on OVERKILL difficulty or above.
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Editing instructions:

Parameters

|name - Name of the heist. If not given, the {{PAGENAME}} will be used instead.
|image - FBI Files image. Example: Midland Ranch FBI Files.png
|load - Loading screen image. Example: Job Midland Ranch.png
|int_name - Internal name of the heist.


|contract - Listed contractor for the heist.
Accepted Inputs
  • |1 - Name of custom contractor. Only meant for custom heists and custom contractors by Fandom users


|loot - All securable loot types in the heist, seperated by <br/>. Left out if no loot is present. It's best to be brief, but include information about requirements, minimums, or maximums.
Examples
  • {{tooltip|Assault rifles|6 bags guaranteed, 14 maximum}}<br/>{{tooltip|Turret part|2 bags, must be carried to be secured}}
  • {{tooltip|Dragon Statue|1 bag, required}}<br/>{{tooltip|Tea Set|1 bag}}<br/>{{tooltip|Artifact|6 bags}}<br/>{{tooltip|Gold|4 bags}}<br/>{{tooltip|Coke|3 bags}}


|exp - All experience given by the heist, broken down by objective completed and route taken (loud/stealth).
Usage
  • If the heist starts with the same objectives (with the same experience given) in both loud and stealth (or has the same objectives regardless of route taken), the objectives can be listed under Both:.
  • Likewise, if the heist ends with the same objectives (with the same experience given) in both loud and stealth, the objectives can be listed under Both:.
  • It's best to not combine similar objectives from the middle of heists, to avoid confusion.
Example
  • Both:<br/>{{color|cyan|2,000}} (escape)<br/>{{color|money|+500}} (per painting secured<br/>(4 required))<br/>Loud:<br/>{{color|positive|+6,000}} (hack completed)
Color Uses
  • cyan notes experience given on escape/mission completion.
  • positive notes experience given by completing objectives.
  • money notes experience given by securing bags.
  • dlc notes experience given by completing optional objectives.
|exp_label - Custom label for day 1 of the heist. Only used if {{{days}}} is used. Defaults to day 1 if not given.


If the heist has multiple days, the experience can be listed under these parameters.

|exp2 - Day 2 experience
|exp2_label - Custom label for day 2 of the heist. Defaults to day 2 if not given.
|exp3 - Day 3 experience
|exp3_label - Custom label for day 3 of the heist. Defaults to day 3 if not given.
|exp4 - Day 4 experience
|exp4_label - Custom label for day 4 of the heist. Defaults to day 4 if not given.
|exp5 - Day 5 experience
|exp5_label - Custom label for day 5 of the heist. Defaults to day 5 if not given.
|exp6 - Day 6 experience
|exp6_label - Custom label for day 6 of the heist. Defaults to day 6 if not given.
|exp7 - Day 7 experience
|exp7_label - Custom label for day 7 of the heist. Defaults to day 7 if not given.


|min_xp - Minimum possible xp payout on normal without multipliers unless stated otherwise.
|max_xp - Maximum possible xp payout on normal without multipliers unless stated otherwise.


|cost_n - Cost to buy contract on normal difficulty. - Divide these by 5 before adding.
|cost_h - Cost to buy contract on hard difficulty.
|cost_vh - Cost to buy contract on very hard difficulty.
|cost_ovk - Cost to buy contract on overkill difficulty.
|cost_dw - Cost to buy contract on death wish difficulty.
|cost_mh - Cost to buy contract on mayhem difficulty. Will use cost_dw if not given.
|cost_od - Cost to buy contract on death sentence difficulty. Will use cost_dw if not given.


|pay_n - Heist contract payout, divide by 5 when adding, will automatically multiply other difficulties


|loot_max - Maximum possible loot on normal, including objective loot.
|loot_tip - Tooltip with any extra info about the maximum loot possible.
|loot_goal - Loot required to complete the heist, does not automatically multiply itself. Must add loot_goal_h if the objective loot value increases with difficulty, i.e The Diamond objective loot (the diamond) increases in value per difficulty. However Nightclub money objective loot is always worth 7.5k, no matter the difficulty, so you can use this as intended without _h, _vh etc. values.

The following values are not needed if loot remains constant across difficulties.

|loot_max_h - Maximum possible loot on hard.
|loot_max_vh - Maximum possible loot on very hard.
|loot_max_ovk - Maximum possible loot on overkill.
|loot_max_mh - Maximum possible loot on mayhem.
|loot_max_dw - Maximum possible loot on death wish.
|loot_max_od - Maximum possible loot on death sentence.


|loosevalue - Approximate value of all loose loot.
|loosetip - Any extra info, displayed as a tooltip (type, location, etc). Optional.


Any of the following parameters can be skipped if it is not needed.

|days - Number of days in the heist. Do not use if the heist only has 1 day.
|noloud - Notes that the heist is stealth-only.
|nostealth - Notes that the heist is loud-only.
|bonus - % of the stealth bonus given for completing the heist in stealth (applies to the next heist).
|jc - Level required for full exp payout. Defaults to 30 if not given.
|baglimit - Maximum amount of bags that will be counted at the end of the heist. Defaults to 20 if not given.
|packages - Number of places where Gage Packages can spawn. The header will link to any section on the page with the name Gage Courier Packages


|achievement - Any achievements directly related to the heist.
Usage
  • [[File:Texas Treasures, Part 2.jpg|Achievement description.|22px]] [[File:Tabula Railroad.jpg|Achievement description.|22px]]
|trophy - Any trophies directly related to the heist.
Usage
  • [[File:Trophy-ButItsTheTooth.png|Trophy requirements.|90px]]
|brokenachiev - Used to define notes about broken achievements.

Value Locations

bonus
jc
min_xp
max_xp
cost_X
pay_X
  • narrativetweakdata.lua, "jobs.[int_name].payout"
  • Remember to divide by 5 before adding, i.e 250k would be 50k.
baglimit
exp
  • Experience is defined inside the map script itself, which can not be properly decompiled (that or I can't find it).
  • To see experience gained in real-time, a BLT mod must be used to track gained experience.
  • XP Notifier and Show XP in Chat work well.
  • Do remember you will need the base experience, which is much easier to find with the second mod.

Legacy Parameters

|escape - Escape map(s) the heist may go to if chosen.
Example
  • [[Cafe Escape]]<br/>[[Overpass Escape]]<br/>[[Park Escape]]

These payout parameters are only used by heists that have special variations (eg: Bank Heist: Cash, Bank Heist: Gold).

|pay1 - Specific name of heist (gold, cash, harbor, etc). Applies to pay_n.
|pay_n2 - Variation 2. Heist payout, divided by 10.
|pay2 - Specific name of heist (gold, cash, harbor, etc).
|pay_n3 - Variation 3. Heist payout, divided by 10.
|pay3 - Specific name of heist (gold, cash, harbor, etc).
|pay_n4 - Variation 4. Heist payout, divided by 10.
|pay4 - Specific name of heist (gold, cash, harbor, etc).
|pay_n5 - Variation 5. Heist payout, divided by 10.
|pay5 - Specific name of heist (gold, cash, harbor, etc).

These parameters are used for heists with different variations (cash, gold, etc)

|loot_goal2 - Loot required to complete the heist.
|loot_max2 - Maximum possible loot.
|loot_tip2 - Tooltip with any extra info about the maximum loot possible.
|loot_goal3 - Loot required to complete the heist.
|loot_max3 - Maximum possible loot.
|loot_tip3 - Tooltip with any extra info about the maximum loot possible.

Used for goal loot that has independent values.

loot_goal_h
loot_goal_vh
loot_goal_ovk
loot_goal_mh
loot_goal_dw
loot_goal_od