Exemple #1
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    def command(self, caller: unrealsdk.UObject, function: unrealsdk.UFunction,
                params: unrealsdk.FStruct) -> bool:
        args: List[str] = params.Command.split()
        cmd: str = args[0].strip().lower()

        if cmd == "exec":
            binaries = self.FILE_PATH
            while os.path.basename(binaries).lower() != "binaries":
                binaries = os.path.abspath(os.path.join(binaries, ".."))
            exec_file = os.path.join(
                binaries,
                args[1].lstrip("/").lstrip("\\"))  # this is case-sensitive
            if not os.path.isfile(exec_file):  # we could not find the file
                return True
            with open(exec_file) as fp:
                for line in fp:  # type: str
                    if line.lower().startswith("set") \
                            and unrealsdk.FindObject("MaterialInstanceConstant", line.split()[1]) is not None:
                        try:
                            _exec_skins(line)
                        except Exception as e:
                            unrealsdk.Log(e)
        elif cmd == "set":
            if len(args) >= 4:
                if unrealsdk.FindObject("MaterialInstanceConstant",
                                        args[1]) is not None:
                    _exec_skins(params.Command)
        return True
Exemple #2
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    def PlayEmote(self):
        # up to and including index 16 are animations only, after that come ParticleSystems
        if self._animation < 17:
            # We are going to change the animations that are played on melee to play our emotes instead
            SpecialMoves = [
                "GD_Assassin_Streaming.Anims.WeaponAnim_Melee",
                "GD_Lilac_Psycho_Streaming.Anims.WeaponAnim_Melee",
                "GD_Mercenary_Streaming.Anims.WeaponAnim_Melee",
                "GD_PlayerShared.Anims.WeaponAnim_Melee_WeaponBlade",
                "GD_Siren_Streaming.Anims.WeaponAnim_Melee",
                "GD_Soldier_Streaming.Anims.WeaponAnim_Melee",
                "GD_Tulip_Mechro_Streaming.Anims.WeaponAnim_Melee"
            ]

            PC = self.GetPlayerController()
            for Move in SpecialMoves:
                if unrealsdk.FindObject("SpecialMove_WeaponAction",
                                        Move) != None:
                    PC.ConsoleCommand(
                        "set " + Move + " AnimName " + self.ChooseAnimation(),
                        0)
                    PC.ConsoleCommand(
                        "set " + Move + " EndingCondition EC_Loop", 0)
                    # The first 2 animations are Moxxie only
                    if self._animation in (0, 1):
                        PC.ConsoleCommand(
                            "set " + Move +
                            " AnimSet AnimSet'Anim_Moxxi.Anim_Moxxi'", 0)
                    # Index 2 is Tannis only
                    elif self._animation == 2:
                        PC.ConsoleCommand(
                            "set " + Move +
                            " AnimSet AnimSet'Anim_Tannis.Anim_Tannis'", 0)
                    # Index 3, 4 is Brick only
                    elif self._animation in (3, 4):
                        PC.ConsoleCommand(
                            "set " + Move +
                            " AnimSet AnimSet'Anim_Brick.Anim_Brick'", 0)

                    elif self._animation == 16:
                        PC.ConsoleCommand(
                            "set " + Move +
                            " AnimSet AnimSet'Anim_Assassin.Base_Assassin'", 0)
                    else:
                        PC.ConsoleCommand(
                            "set " + Move +
                            " AnimSet AnimSet'Anim_Generic_NPC.Anim_Generic_NPC'",
                            0)
            PC.ConsoleCommand("camera 3rd", 0)
            PC.Behavior_Melee()
        else:
            PlayerMesh = self.GetPlayerController().Pawn.Mesh
            Particle = unrealsdk.FindObject("ParticleSystem",
                                            self.ChooseAnimation())
            self.GetPlayerController().ConsoleCommand("camera 3rd", 0)
            unrealsdk.GetEngine().GetCurrentWorldInfo(
            ).MyEmitterPool.SpawnEmitterMeshAttachment(Particle, PlayerMesh,
                                                       "head")
Exemple #3
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        def OnCycle(self) -> None:
            allegiance = unrealsdk.FindObject(
                "PawnAllegiance", "GD_AI_Allegiance.Allegiance_Player")
            allegiance2 = unrealsdk.FindObject(
                "PawnAllegiance", "GD_AI_Allegiance.Allegiance_Player_NoLevel")

            allegiance.bForceAllOtherOpinions = self != self.OFF
            allegiance2.bForceAllOtherOpinions = self != self.OFF

            allegiance.ForcedOtherOpinion = self.Order.index(self.value)
            allegiance2.ForcedOtherOpinion = self.Order.index(self.value)
Exemple #4
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 def RandomizeBranch(self, SkillTreeBranchDef):
     self.PreloadPackages()
     TierCountOdds = [95, 40, 80, 30, 80, 40]
     HasBloodlust = False
     HasHellborn = False
     for Tier in range(6):
         Pity = True
         TierLayout = [False, False, False]
         MaxPoints = 0
         NewSkills = []
         for Skill in range(3):
             if (self.RNG.randint(0, 100) < TierCountOdds[Tier]
                     or Skill == 2 and Pity):
                 if Skill == 2 and Pity:
                     Skill = self.RNG.randint(0, 2)
                 Pity = False
                 TierLayout[Skill] = True
                 SkillDefNum = self.RNG.randint(0,
                                                len(self.ValidSkills) - 1)
                 SkillDefName = self.ValidSkills.pop(SkillDefNum)
                 SkillDef = unrealsdk.FindObject("SkillDefinition",
                                                 SkillDefName)
                 MaxPoints += SkillDef.MaxGrade
                 NewSkills.append(SkillDef)
                 HasHellborn = HasHellborn or "Hellborn" in SkillDef.GetFullName(
                 )
                 if not HasBloodlust and SkillDef.GetName() in [
                         "BloodfilledGuns",
                         "BloodyTwitch",
                 ]:
                     HasBloodlust = True
                     self.ValidSkills += self.BloodlustSkills
                 if SkillDef.GetName() == "Anarchy":
                     self.ValidSkills += self.AnarchySkills
         if HasBloodlust:
             NewSkills.append(
                 unrealsdk.FindObject(
                     "SkillDefinition",
                     "GD_Lilac_Skills_Bloodlust.Skills._Bloodlust"))
         if HasHellborn:
             NewSkills.append(
                 unrealsdk.FindObject(
                     "SkillDefinition",
                     "GD_Lilac_Skills_Hellborn.Skills.FireStatusDetector",
                 ))
             NewSkills.append(
                 unrealsdk.FindObject(
                     "SkillDefinition",
                     "GD_Lilac_Skills_Hellborn.Skills.AppliedStatusEffectListener",
                 ))
         SkillTreeBranchDef.Layout.Tiers[Tier].bCellIsOccupied = TierLayout
         SkillTreeBranchDef.Tiers[Tier].Skills = NewSkills
         SkillTreeBranchDef.Tiers[Tier].PointsToUnlockNextTier = min(
             MaxPoints, 5)
    def OnCycle(self) -> None:
        allegiance = unrealsdk.FindObject(
            "PawnAllegiance", "GD_AI_Allegiance.Allegiance_Player")
        allegiance2 = unrealsdk.FindObject(
            "PawnAllegiance", "GD_AI_Allegiance.Allegiance_Player_NoLevel")

        allegiance.bForceAllOtherOpinions = self.CurrentValue != PassiveMode.OFF
        allegiance2.bForceAllOtherOpinions = self.CurrentValue != PassiveMode.OFF

        allegiance.ForcedOtherOpinion = self.AllValues.index(self.CurrentValue)
        allegiance2.ForcedOtherOpinion = self.AllValues.index(
            self.CurrentValue)
Exemple #6
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def set_cmd(line: str) -> None:
    pattern = re.compile(r"^\s*(set)\s+(\S+)\s+(\S+)\s+\((.*)\)",
                         re.IGNORECASE)  # simple array of objects
    obj = unrealsdk.FindObject("Object", line.split()[1])
    if not obj:
        logging.logger.error(f"Could not find Object: {line}")
        return
    re_line = re.match(pattern, line)
    if re_line:
        setattr(unrealsdk.FindObject("Object", re_line[2]), re_line[3], [
            unrealsdk.FindObject("Object", x.strip())
            for x in re_line[4].split(",")
        ])
    else:
        try:
            attributes = line.split()[2].split(".")
            val = unrealsdk.FindObject(
                "Object",
                line.split()[3])  # assume our val is an object
            if not val:
                try:
                    val = float(line.split()[3])  # assume it's a float
                except ValueError:  # obviously not a float nor object
                    val = line.split()[3]
                    if val.lower() == "true":
                        val = True
                    elif val.lower() == "false":
                        val = False
                    elif val.lower() == "none":
                        val = None
            while len(attributes) > 1:
                attribute = attributes.pop(0)
                if "[" in attribute and "]" in attribute:
                    index = int(attribute[attribute.find("[") +
                                          1:attribute.find("]")])
                    obj = getattr(obj, attribute[:attribute.find("[")])[index]
                else:
                    obj = getattr(obj, attribute)
            if "[" in attributes[0] and "]" in attributes[0]:
                attribute = attributes[0]
                index = int(attribute[attribute.find("[") +
                                      1:attribute.find("]")])
                obj = getattr(obj, attribute[:attribute.find("[")])
                obj[index] = val
            else:
                setattr(obj, attributes[0], val)
        except IndexError:
            logging.logger.error(f"IndexError in line:\n->{line}")
        except Exception as e:
            logging.logger.error(e)
            logging.logger.error(
                f"Could not set using following statement: {line}")
Exemple #7
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    def execute(self) -> None:
        """
        Executes our merged file
        """
        file = os.path.join(self.PATH, "merge.txt")

        # if tps, "set" the skins fix
        if not self.is_game_bl2:
            with open(file, "r") as fp:
                lines: List[str] = fp.readlines()

            with open(file, "w") as fp:
                for l in lines:  # type: str
                    if l.lower().startswith("set") and unrealsdk.FindObject(
                            "MaterialInstanceConstant",
                            l.split()[1]) is not None:
                        logging.logger.debug(
                            f"TPS skin-fix on: {l.split()[1]}")
                        try:
                            matinstconsts.Materials.exec_skins(
                                l, self.is_game_bl2)
                        except Exception as e:
                            logging.logger.error(e)
                            logging.logger.error(f"Error in: {l}")
                    else:
                        fp.write(l)

        exec_path = str(file).split("Binaries\\", 1)[1]
        bl2tools.console_command("exec " + exec_path, False)
        # Clean up the file
        os.remove(file)
Exemple #8
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class Rarity(BaseRestrictionSet):
    Name: ClassVar[str] = "Rarity"
    Options: List[OptionsWrapper.Base]

    Globals: ClassVar[unrealsdk.UObject] = unrealsdk.FindObject(
        "GlobalsDefinition", "GD_Globals.General.Globals")

    RarityOptionMap: Dict[int, OptionsWrapper.Boolean]

    def __init__(self) -> None:
        self.Options = []
        self.RarityOptionMap = {}
        for rarity in ALL_RARITIES:
            canBeShown = (IS_BL2 and rarity.InBL2) or (not IS_BL2
                                                       and rarity.InTPS)
            option = OptionsWrapper.Boolean(
                Caption=rarity.Name,
                Description=f"Should you be able to equip {rarity.Name} items.",
                StartingValue=True,
                IsHidden=not canBeShown,
                Choices=self.AllowChoices)
            self.Options.append(option)

            # Just to prevent seraph/glitch from overwriting each other
            if canBeShown:
                self.RarityOptionMap[rarity.Value] = option

    def CanItemBeEquipped(self, item: unrealsdk.UObject) -> bool:
        rarity = self.Globals.GetRarityForLevel(item.RarityLevel)
        if rarity not in self.RarityOptionMap:
            return True

        return bool(self.RarityOptionMap[rarity].CurrentValue)
Exemple #9
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    def __init__(self) -> None:
        # Hopefully I can remove this in a future SDK update
        self.Author += "\nVersion: " + str(self.Version)  # type: ignore

        self.ScalingObject = unrealsdk.FindObject(
            "ConstantAttributeValueResolver",
            "GD_Balance_HealthAndDamage.HealthAndDamage.Att_UniversalBalanceScaler:ConstantAttributeValueResolver_0"
        )

        self.Options = [
            OptionsWrapper.Slider(
                Caption="BL2 Scaling",
                Description=
                "The game's base scaling value (multiplied by 100). 113 means every level the numbers get 13% higher.",
                StartingValue=113,
                MinValue=0,
                MaxValue=500,
                Increment=1,
                IsHidden=not self.IS_BL2),
            OptionsWrapper.Slider(
                Caption="TPS Scaling",
                Description=
                "The game's base scaling value (multiplied by 100). 113 means every level the numbers get 13% higher.",
                StartingValue=111,
                MinValue=0,
                MaxValue=500,
                Increment=1,
                IsHidden=self.IS_BL2)
        ]

        self.ScalingSlider = cast(OptionsWrapper.Slider,
                                  self.Options[0 if self.IS_BL2 else 1])
Exemple #10
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    def Enable(self) -> None:
        def CreateWeaponScopeMovie(caller: unrealsdk.UObject,
                                   function: unrealsdk.UFunction,
                                   params: unrealsdk.FStruct) -> bool:
            for clas, handler in self.CLASS_HANDLER_MAP.items():
                for obj in unrealsdk.FindAll(clas):
                    if obj not in self.MenuObjects:
                        handler(obj)
            return True

        unrealsdk.RegisterHook("WillowGame.WillowHUD.CreateWeaponScopeMovie",
                               "ItemLevelUncapper", CreateWeaponScopeMovie)

        # If you're re-enabling then we can exit right here, the rest of this is non-reversible
        if len(self.MenuObjects) > 0:
            return

        # Objects we load here will still be alive for all the FindAll commands, we don't need to
        #  parse them yet
        for package, objects in self.FORCE_LOAD.items():
            unrealsdk.LoadPackage(package)
            for obj in objects:
                unrealsdk.KeepAlive(unrealsdk.FindObject(obj[0], obj[1]))

        # Do our inital parse over everything, saving what we can access
        for clas, handler in self.CLASS_HANDLER_MAP.items():
            for obj in unrealsdk.FindAll(clas):
                self.MenuObjects.add(obj)
                handler(obj)
Exemple #11
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    def Enable(self) -> None:
        def WillowClientDisableLoadingMovie(caller: unrealsdk.UObject,
                                            function: unrealsdk.UFunction,
                                            params: unrealsdk.FStruct) -> bool:
            for clas, handler in self.CLASS_HANDLER_MAP.items():
                for obj in unrealsdk.FindAll(clas):
                    if obj not in self.MenuObjects:
                        handler(obj)
            return True

        unrealsdk.RegisterHook(
            "WillowGame.WillowPlayerController.WillowClientDisableLoadingMovie",
            self.Name, WillowClientDisableLoadingMovie)

        # If you're re-enabling then we can exit right here, the rest of this is non-reversible
        if len(self.MenuObjects) > 0:
            return

        # Objects we load here will still be alive for all the FindAll commands, we don't need to
        #  parse them yet
        for package, objects in self.FORCE_LOAD.items():
            unrealsdk.LoadPackage(package)
            for obj_name in objects:
                obj = unrealsdk.FindObject(obj_name[0], obj_name[1])
                if obj is None:
                    unrealsdk.Log(
                        f"[{self.Name}] Unable to find object '{obj_name[1]}'")

                unrealsdk.KeepAlive(obj)

        # Do our inital parse over everything, saving what we can access
        for clas, handler in self.CLASS_HANDLER_MAP.items():
            for obj in unrealsdk.FindAll(clas):
                self.MenuObjects.add(obj)
                handler(obj)
Exemple #12
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    def __init__(self) -> None:
        self.ScalingObject = unrealsdk.FindObject(
            "ConstantAttributeValueResolver",
            "GD_Balance_HealthAndDamage.HealthAndDamage.Att_UniversalBalanceScaler:ConstantAttributeValueResolver_0"
        )

        self.Options = [
            Options.Slider(
                Caption="BL2 Scaling",
                Description=
                "The game's base scaling value (multiplied by 100). 113 means every level the numbers get 13% higher.",
                StartingValue=113,
                MinValue=0,
                MaxValue=500,
                Increment=1,
                IsHidden=Game.GetCurrent() != Game.BL2),
            Options.Slider(
                Caption="TPS Scaling",
                Description=
                "The game's base scaling value (multiplied by 100). 111 means every level the numbers get 11% higher.",
                StartingValue=111,
                MinValue=0,
                MaxValue=500,
                Increment=1,
                IsHidden=Game.GetCurrent() != Game.TPS)
        ]

        self.ScalingSlider = cast(
            Options.Slider, self.Options[1 if self.Options[0].IsHidden else 0])
Exemple #13
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        def command(caller: unrealsdk.UObject, function: unrealsdk.UFunction,
                    params: unrealsdk.FStruct) -> bool:
            x = params.Command.split()[0].strip().lower()
            if x == "update":
                self.get_free_mat_inst_consts(True)
                return False

            elif x == "exec_skin" and not self.is_game_bl2:
                # we need to read the file and find all MatInstConsts in case we are playing TPS
                binaries = self.PATH
                while os.path.basename(binaries).lower() != "binaries":
                    binaries = os.path.abspath(os.path.join(binaries, ".."))
                exec_file = os.path.join(
                    binaries,
                    params.Command.split()[1].lstrip("/").lstrip(
                        "\\"))  # this is case-sensitive
                if not os.path.isfile(exec_file):  # we could not find the file
                    return True
                with open(exec_file) as fp:
                    for l in fp:
                        if l.lower().startswith(
                                "set") and unrealsdk.FindObject(
                                    "MaterialInstanceConstant",
                                    l.split()[1]) is not None:
                            try:
                                Materials.exec_skins(l, self.is_game_bl2)
                            except Exception as e:
                                logging.logger.error(e)
                                logging.logger.error(f"Error in: {l}")
                # we need to return false because f**k TPS.
                # If the game handles the exec it will sometimes not apply skins for whatever reason
                return False
                # we still want to return to the original function
            return True
Exemple #14
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 def missionreward_helper(self):
     """
     It's not really possible to set constructed items as a mission reward using legacy set commands, thats what this
     function is for. The .reward files should be easy enough to use for everyone i hope.
     """
     for line in self.reward_files:
         try:
             if not line.split() or line[0] == "-":
                 continue
             elif line.split()[0].lower() == "set":
                 set.set(line)
             elif line[0] == "#":
                 mission_definition = unrealsdk.FindObject("MissionDefinition", line[1:].strip())
             elif line[0] == "+":
                 reward_array = line[1:].strip()
             else:
                 if reward_array == "RewardItems":
                     mission_definition.Reward.RewardItems = [FindObject("Object", x.strip())
                                                              for x in line.split(",")]
                 elif reward_array == "RewardItemPools":
                     mission_definition.Reward.RewardItemPools = [FindObject("Object", x.strip())
                                                                  for x in line.split(",")]
                 elif reward_array == "AlternativeRewardItems":
                     mission_definition.AlternativeReward.RewardItems = [FindObject("Object", x.strip())
                                                                         for x in line.split(",")]
                 elif reward_array == "AlternativeRewardItemPools":
                     mission_definition.AlternativeReward.RewardItemPools = [FindObject("Object", x.strip())
                                                                             for x in line.split(",")]
         except Exception as e:
             logging.logger.error(e)
             logging.logger.error(f"Please check this line: {line}")
Exemple #15
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 def __init__(self, path: os.PathLike):
     self.PATH = path
     self.files = []
     self.need_mat_inst_const = []
     self.b_has_mats = False
     self.load_files()
     self.is_game_bl2 = unrealsdk.FindObject(
         "Object", "GD_Itempools.Runnables.Pool_Bunker") is not None
Exemple #16
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def append_attr_presentation_def(presentation_def: unrealsdk.UObject) -> None:
    category = presentation_def.PathName(presentation_def).split(".")[1]
    if category == "Artifacts":
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "ArtifactOverridePresentationList")
    elif category == "ClassMods_Only":
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "ClassModOverridePresentationList")
    elif category == "GrenadeMod":
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "GrenadeModOverridePresentationList")
    elif category == "Inventory" or category == "Echo":
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "ItemOverridePresentationList")
    elif category == "Weapons":
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "WeaponOverridePresentationList")
    elif category == "Shields":
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "ShieldOverridePresentationList")
    else:
        presentation_list = unrealsdk.FindObject("AttributePresentationListDefinition",
                                                 "GD_AttributePresentation._AttributeList."
                                                 "DefaultPresentationList")

    temp = [x for x in presentation_list.Attributes]
    temp.append(presentation_def)
    presentation_list.Attributes = temp
Exemple #17
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    def CreateIcons(self) -> None:
        if self.HealthIcon is not None and self.AmmoIcon is not None:
            return
        HEALTH_NAME = "Icon_RefillHealth"
        AMMO_NAME = "Icon_RefillAmmo"

        # Incase you're re-execing the file and running a new instance
        self.HealthIcon = unrealsdk.FindObject(
            "InteractionIconDefinition",
            f"GD_InteractionIcons.Default.{HEALTH_NAME}")
        self.AmmoIcon = unrealsdk.FindObject(
            "InteractionIconDefinition",
            f"GD_InteractionIcons.Default.{AMMO_NAME}")
        baseIcon = unrealsdk.FindObject(
            "InteractionIconDefinition",
            "GD_InteractionIcons.Default.Icon_DefaultUse")
        PC = unrealsdk.GetEngine().GamePlayers[0].Actor

        if self.HealthIcon is None:
            self.HealthIcon = unrealsdk.ConstructObject(Class=baseIcon.Class,
                                                        Outer=baseIcon.Outer,
                                                        Name=HEALTH_NAME,
                                                        Template=baseIcon)
            unrealsdk.KeepAlive(self.HealthIcon)

            self.HealthIcon.Icon = 3
            # Setting values directly on the object causes a crash on quitting the game
            # Everything still works fine, not super necessary to fix, but people get paranoid
            # https://github.com/bl-sdk/PythonSDK/issues/45
            PC.ServerRCon(
                f"set {PC.PathName(self.HealthIcon)} Action UseSecondary")
            PC.ServerRCon(
                f"set {PC.PathName(self.HealthIcon)} Text REFILL HEALTH")

        if self.AmmoIcon is None:
            self.AmmoIcon = unrealsdk.ConstructObject(Class=baseIcon.Class,
                                                      Outer=baseIcon.Outer,
                                                      Name=AMMO_NAME,
                                                      Template=baseIcon)
            unrealsdk.KeepAlive(self.AmmoIcon)

            self.AmmoIcon.Icon = 7
            PC.ServerRCon(
                f"set {PC.PathName(self.AmmoIcon)} Action UseSecondary")
            PC.ServerRCon(f"set {PC.PathName(self.AmmoIcon)} Text REFILL AMMO")
Exemple #18
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 def ForceLoad(self):
     # Needed for the cool Katana moves
     unrealsdk.LoadPackage("GD_Assassin_Streaming_SF")
     unrealsdk.KeepAlive(
         unrealsdk.FindObject(
             "WillowAnimDefinition",
             "GD_Assassin_Hologram.SpecialMove.SpecialMove_HologramScrewAround"
         ))
     unrealsdk.KeepAlive(
         unrealsdk.FindObject("AnimSet", "Anim_Assassin.Base_Assassin"))
     # We dont want these animations to unload
     Objects = [
         "GD_NPCShared.Perches.Perch_NPC_ArmsCrossedForever:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_BangOnSomething:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_BarrelSitForever:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_ChairSitForever:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_DartsHit:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_KickGround:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_LeanOnCounterForever:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_LeanOnWallNonRandom:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_LookAtGround:SpecialMove_PerchLoop_0",
         "GD_NPCShared.Perches.Perch_NPC_PeerUnder:SpecialMove_PerchLoop_0",
         "GD_Moxxi.Perches.Perch_Moxxi_Dance:SpecialMove_PerchLoop_0",
         "GD_Moxxi.Perches.Perch_Moxxi_WipeBar:SpecialMove_PerchLoop_0",
         "GD_TannisNPC.Perches.Perch_Tannis_HandsOnHips:SpecialMove_PerchLoop_0",
         "GD_BrickNPC.Perches.Perch_Brick_Pushups:SpecialMove_PerchLoop_0"
     ]
     unrealsdk.LoadPackage("SanctuaryAir_Dynamic")
     for Object in Objects:
         x = unrealsdk.FindObject("SpecialMove_PerchLoop", Object)
         unrealsdk.KeepAlive(x)
     # This are our Particles that can be used
     Particles = [
         "FX_ENV_Misc.Particles.Part_Confetti",
         "FX_Distillery.Particles.PS_Hearts_Looping_8-Bit",
         "FX_CHAR_Merc.Particles.Part_Merc_MoneyShotImpact",
         "FX_Distillery.Particles.PS_Nast_Drunk_Thresher"
     ]
     unrealsdk.LoadPackage("Distillery_Dynamic")
     unrealsdk.LoadPackage("Distillery_Mission")
     unrealsdk.LoadPackage("GD_Mercenary_Streaming_SF")
     for Particle in Particles:
         x = unrealsdk.FindObject("ParticleSystem", Particle)
         unrealsdk.KeepAlive(x)
Exemple #19
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 def __init__(self, path: str):
     self.PATH = path
     self.is_game_bl2 = unrealsdk.FindObject(
         "Object", "GD_Itempools.Runnables.Pool_Bunker") is not None
     self.itempool_files = []
     self.assign_files = []
     self.set_files = []
     self.reward_files = []
     self.lootable_files = []
     self.load_files()
Exemple #20
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    def Enable(self) -> None:
        hookmanager.instance.register_end_load(self.on_end_load, 5)

        for file in self.files:
            with open(file, "r") as File:
                for line in File:
                    if line.split() and line.split()[0].lower() == "set":
                        self.need_mat_inst_const.append(
                            line.split()[1].strip())
        self.need_mat_inst_const = list(
            unrealsdk.FindObject("Object", x)
            for x in set(self.need_mat_inst_const))
        self.need_mat_inst_const = [
            x for x in self.need_mat_inst_const if x is not None
        ]

        def command(caller: unrealsdk.UObject, function: unrealsdk.UFunction,
                    params: unrealsdk.FStruct) -> bool:
            x = params.Command.split()[0].strip().lower()
            if x == "update":
                self.get_free_mat_inst_consts(True)
                return False

            elif x == "exec_skin" and not self.is_game_bl2:
                # we need to read the file and find all MatInstConsts in case we are playing TPS
                binaries = self.PATH
                while os.path.basename(binaries).lower() != "binaries":
                    binaries = os.path.abspath(os.path.join(binaries, ".."))
                exec_file = os.path.join(
                    binaries,
                    params.Command.split()[1].lstrip("/").lstrip(
                        "\\"))  # this is case-sensitive
                if not os.path.isfile(exec_file):  # we could not find the file
                    return True
                with open(exec_file) as fp:
                    for l in fp:
                        if l.lower().startswith(
                                "set") and unrealsdk.FindObject(
                                    "MaterialInstanceConstant",
                                    l.split()[1]) is not None:
                            try:
                                Materials.exec_skins(l, self.is_game_bl2)
                            except Exception as e:
                                logging.logger.error(e)
                                logging.logger.error(f"Error in: {l}")
                # we need to return false because f**k TPS.
                # If the game handles the exec it will sometimes not apply skins for whatever reason
                return False
                # we still want to return to the original function
            return True

        unrealsdk.RegisterHook("Engine.PlayerController.ConsoleCommand",
                               "ConsoleCommand", command)
Exemple #21
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    def __init__(self) -> None:
        unrealsdk.LoadPackage("GD_Mercenary_Streaming_SF")
        self.NumWeapObj = unrealsdk.FindObject(
            "NumberWeaponsEquippedExpressionEvaluator",
            "GD_Mercenary_Skills.ActionSkill.Skill_Gunzerking:ExpressionTree_0.NumberWeaponsEquippedExpressionEvaluator_0"
        )
        unrealsdk.KeepAlive(self.NumWeapObj)

        if self.NumWeapObj is None:
            del self.SettingsInputs["Enter"]

        self.WeaponMap = {}
Exemple #22
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 def start_loading(self, caller: unrealsdk.UObject,
                   function: unrealsdk.UFunction,
                   params: unrealsdk.FStruct):
     player_level = unrealsdk.GetEngine(
     ).GamePlayers[0].Actor.GetCachedSaveGame().ExpLevel
     balance_tvhm = unrealsdk.FindObject(
         "GameBalanceDefinition",
         "GD_Aster_GameStages.Balance.Aster_P2_GameBalance")
     for region in balance_tvhm.BalanceByRegion:
         region.MinDefaultGameStage.BaseValueConstant = player_level
         region.MaxDefaultGameStage.BaseValueConstant = player_level
     return True
Exemple #23
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def append_classmoddefinitions(com_def: unrealsdk.UObject) -> None:
    req_player_class = com_def.PathName(com_def.RequiredPlayerClass)
    com_balance = None
    if "Assassin" in req_player_class:
        com_balance = unrealsdk.FindObject("ClassModBalanceDefinition",
                                           "GD_ItemGrades.ClassMods.BalDef_ClassMod_Assassin")
    elif "Mercenary" in req_player_class:
        com_balance = unrealsdk.FindObject("ClassModBalanceDefinition",
                                           "GD_ItemGrades.ClassMods.BalDef_ClassMod_Mercenary")
    elif "Siren" in req_player_class:
        com_balance = unrealsdk.FindObject("ClassModBalanceDefinition",
                                           "GD_ItemGrades.ClassMods.BalDef_ClassMod_Siren")
    elif "Soldier" in req_player_class:
        com_balance = unrealsdk.FindObject("ClassModBalanceDefinition",
                                           "GD_ItemGrades.ClassMods.BalDef_ClassMod_Soldier")
    elif "Psycho" in req_player_class:
        com_balance = unrealsdk.FindObject("ClassModBalanceDefinition", "GD_Lilac_ClassMods."
                                                                        "BalanceDefs.BalDef_ClassMod_Psycho")
    elif "Mechromancer" in req_player_class:
        com_balance = unrealsdk.FindObject("ClassModBalanceDefinition", "GD_Tulip_ItemGrades.ClassMods."
                                                                        "BalDef_ClassMod_Mechromancer")
    if com_balance:
        new_class_mod_definitions = [x for x in com_balance.ClassModDefinitions]
        new_class_mod_definitions.append(com_def)
        com_balance.ClassModDefinitions = new_class_mod_definitions
Exemple #24
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def handle_clone(args: argparse.Namespace) -> None:
    src_match = re_obj_name.match(args.base)
    if src_match is None:
        unrealsdk.Log(f"Unable to parse object name {args.base}")
        return

    src_class = src_match.group("class") or "Object"
    src_fullname = src_match.group("fullname")
    src_object = unrealsdk.FindObject(src_class, src_fullname)
    if src_object is None:
        unrealsdk.Log(f"Unable to find object {args.base}")
        return

    dst_match = re_obj_name.match(args.clone)
    if dst_match is None:
        unrealsdk.Log(f"Unable to parse object name {args.clone}")
        return

    dst_class = dst_match.group("class") or "Object"
    if dst_class != "Object" and dst_class != src_class:
        unrealsdk.Log(
            f"Cannot clone object of class {src_class} as class {dst_class}")
        return

    dst_outer = dst_match.group("outer")
    dst_outer_object = None
    if dst_outer:
        dst_outer_object = unrealsdk.FindObject("Object", dst_outer)
        if dst_outer_object is None:
            unrealsdk.Log(f"Unable to find outer object {dst_outer}")
            return

    dst_name = dst_match.group("name")

    cloned = unrealsdk.ConstructObject(Class=src_object.Class,
                                       Outer=dst_outer_object,
                                       Name=dst_name,
                                       Template=src_object)
    if cloned is not None:
        unrealsdk.KeepAlive(cloned)
Exemple #25
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def cached_obj_find(klass: str, name: str) -> unrealsdk.UObject:
    if name is None or name == "None":
        return None
    if name in obj_cache:
        return obj_cache[name]
    obj = unrealsdk.FindObject(klass, name)

    # Warn about missing objects but still cache them
    if obj is None:
        unrealsdk.Log(f"[SanitySaver] Couldn't find {klass}'{name}'")

    obj_cache[name] = obj
    return obj
Exemple #26
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    def CreateIcons(self) -> None:
        if self.HealthIcon is not None and self.AmmoIcon is not None:
            return
        HEALTH_NAME = "Icon_RefillHealth"
        AMMO_NAME = "Icon_RefillAmmo"

        # Incase you're re-execing the file and running a new instance
        self.HealthIcon = unrealsdk.FindObject(
            "InteractionIconDefinition",
            f"GD_InteractionIcons.Default.{HEALTH_NAME}")
        self.AmmoIcon = unrealsdk.FindObject(
            "InteractionIconDefinition",
            f"GD_InteractionIcons.Default.{AMMO_NAME}")
        baseIcon = unrealsdk.FindObject(
            "InteractionIconDefinition",
            "GD_InteractionIcons.Default.Icon_DefaultUse")

        if self.HealthIcon is None:
            self.HealthIcon = unrealsdk.ConstructObject(Class=baseIcon.Class,
                                                        Outer=baseIcon.Outer,
                                                        Name=HEALTH_NAME,
                                                        Template=baseIcon)
            unrealsdk.KeepAlive(self.HealthIcon)

            self.HealthIcon.Icon = 3
            self.HealthIcon.Action = "UseSecondary"
            self.HealthIcon.Text = "REFILL HEALTH"

        if self.AmmoIcon is None:
            self.AmmoIcon = unrealsdk.ConstructObject(Class=baseIcon.Class,
                                                      Outer=baseIcon.Outer,
                                                      Name=AMMO_NAME,
                                                      Template=baseIcon)
            unrealsdk.KeepAlive(self.AmmoIcon)

            self.AmmoIcon.Icon = 7
            self.AmmoIcon.Action = "UseSecondary"
            self.AmmoIcon.Text = "REFILL AMMO"
Exemple #27
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def _set_smc_attrs(smc: unrealsdk.UObject, attrs: dict) -> None:
    if not smc:
        return
    static_mesh.set_location(smc, attrs.get("Location", (0, 0, 0)))
    static_mesh.set_rotation(smc, attrs.get("Rotation", (0, 0, 0)))
    static_mesh.set_scale(smc, attrs.get("Scale", 1))
    static_mesh.set_scale3d(smc, attrs.get("Scale3D", (1, 1, 1)))

    mats = attrs.get("Materials", None)
    if mats is not None:
        mats = [
            unrealsdk.FindObject("MaterialInstanceConstant", m) for m in mats
        ]
    static_mesh.set_materials(smc, mats)
Exemple #28
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def _set_pawn_attrs(pawn: unrealsdk.UObject, attrs: dict) -> None:
    if not pawn:
        return
    ai_pawn.set_location(pawn, attrs.get("Location", (0, 0, 0)))
    ai_pawn.set_rotation(pawn, attrs.get("Rotation", (0, 0, 0)))
    ai_pawn.set_scale(pawn, attrs.get("Scale", 1))
    ai_pawn.set_scale3d(pawn, attrs.get("Scale3D", (1, 1, 1)))

    mats = attrs.get("Materials", None)
    if mats is not None:
        mats = [
            unrealsdk.FindObject("MaterialInstanceConstant", m) for m in mats
        ]
    ai_pawn.set_materials(pawn, mats)
Exemple #29
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 def __init__(self, path: os.PathLike):
     self.PATH: os.PathLike = path
     self.file_data = []
     self.xyz_pattern = re.compile(
         r"\(\s*x\s*=(?P<x>.*?),\s*y\s*=(?P<y>.*?),\s*z\s*=(?P<z>.*?)\)",
         flags=re.IGNORECASE)
     self.rot_pattern = re.compile(
         r"\(pitch\s*=(?P<pitch>.*?),\s*yaw\s*=(?P<yaw>.*?),\s*roll\s*=(?P<roll>.*?)\)",
         flags=re.IGNORECASE)
     self.lvl_pattern = re.compile(
         r"\(\s*(?P<low>-?\d*?)\s*,\s*(?P<high>-?\d*?)\s*\)")
     self.is_game_bl2: bool = unrealsdk.FindObject(
         "Object", "GD_Itempools.Runnables.Pool_Bunker") is not None
     self.spawned_pawns: List[unrealsdk.UObject] = []
Exemple #30
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def handle_keep_alive(args: argparse.Namespace) -> None:
    match = re_obj_name.match(args.object)
    if match is None:
        unrealsdk.Log(f"Unable to parse object name {args.object}")
        return

    klass = match.group("class") or "Object"
    name = match.group("fullname")
    obj = unrealsdk.FindObject(klass, name)
    if obj is None:
        unrealsdk.Log(f"Unable to find object {args.object}")
        return

    unrealsdk.KeepAlive(obj)