), ]: # First set up a hotfix for the base pool initialization initial_pool = [] for legendary in legendaries: initial_pool.append((legendary, 1, 'WeaponBalanceDefinition')) for i in range( len(uniques) + len(pearls) + len(seraphs) + num_undesirables): initial_pool.append((None, 0)) mp.register_str( 'weapon_pool_clear_{}'.format(guntype.lower()), 'level None set GD_Itempools.WeaponPools.Pool_Weapons_{}_06_Legendary BalancedItems {}' .format( guntype, mp.get_balanced_items(initial_pool), )) # Hotfixes to add uniques for (idx, unique) in enumerate(uniques): unique_hotfixes.append( """level None set GD_Itempools.WeaponPools.Pool_Weapons_{}_06_Legendary BalancedItems[{}] ( ItmPoolDefinition=None, InvBalanceDefinition=WeaponBalanceDefinition'{}', Probability=( BaseValueConstant=1, BaseValueAttribute=None, InitializationDefinition=None, BaseValueScaleConstant=1 ),
if force_gunsandgear_specific: drop_specific = force_gunsandgear_specific_items[0][0] if len(force_gunsandgear_specific_items) > 1: drop_specific = '{} (and others)'.format(drop_specific) gunsandgear_drop_str = """ #<Force GunsAndGearDrop to {drop_specific}> # Forces the GunsAndGear drop pool to always drop {drop_specific} level None set GD_Itempools.GeneralItemPools.Pool_GunsAndGear BalancedItems {balanced} #</Force GunsAndGearDrop to {drop_specific}> """.format( drop_specific=drop_specific, balanced=mp.get_balanced_items(force_gunsandgear_specific_items), ) elif force_gunsandgear_drop: gunsandgear_drop_str = """ #<Force GunsAndGearDrop to {force_gunsandgear_drop_type}> # Forces the GunsAndGear drop pool to always drop {force_gunsandgear_drop_type} level None set GD_Itempools.GeneralItemPools.Pool_GunsAndGear BalancedItems ( ( ItmPoolDefinition=ItemPoolDefinition'{force_gunsandgear_drop_type}', InvBalanceDefinition=None, Probability=( BaseValueConstant=1.000000, BaseValueAttribute=None,