###
### Finally the main interactive app can happen
###

# Little banner
banner_str = 'Starting gen_arbitrary_partlocks.py v{}'.format(_version)
print('')
print(color_header + '='*len(banner_str))
print('{}{}'.format(color_header, banner_str))
print(color_header + '='*len(banner_str))
print('')

# Grab the balance
data = BL3Data()
balance = Balance.from_data(data, balance_name)

# Flatten out the anointments found in the balance (for ease of display)
anointments_flattened = []
for anoint_path, anoints in balance.generics:
    for (part, weight) in anoints:
        anointments_flattened.append(AnointPart(part, anoint_path, weight))
        # I'd like to display '(no part)' rather than None for the short name
        if anointments_flattened[-1].short_name == 'None':
            anointments_flattened[-1].short_name = '(no part)'

# Set up the struct we'll use to keep track of actions (with an initial spot for anointment actions)
actions = [{}]

# Load our part categories into our wrapper CategoryInfo classes
categories = []
示例#2
0
    ('Operative', 'OPE', 'OPE'),
    ('Siren', 'SRN', 'SIR'),
]:

    for rarity in [
            '01_Common',
            '02_Uncommon',
            '03_Rare',
            '04_VeryRare',
    ]:

        print('Processing {} {}'.format(base_char, rarity))
        base_com_name = f'/Game/Gear/ClassMods/_Design/BalanceDefs/InvBalD_ClassMod_{base_char}_{rarity}'
        dlc5_com_name = f'/Game/PatchDLC/Ixora/Gear/ClassMods/_Design/{dlc5_dir}/PartSets/InvBalD_CM_Ixora_{dlc5_char}_{rarity}'

        base_com = Balance.from_data(data, base_com_name)
        dlc5_com = Balance.from_data(data, dlc5_com_name)

        # Grab the relevant "new" parts from the DLC5 COMs.  Namely, the main COM part,
        # and all the skill parts.  Obviously we're just hardcoding the indicies for
        # the various categories here.
        modtype_part = None
        skill_parts = []
        for idx, cat in enumerate(dlc5_com.categories):
            if idx == 1:
                assert (len(cat.partlist) == 1)
                modtype_part = cat.partlist[0].part_name
            elif idx == 5:
                for part in cat.partlist:
                    skill_parts.append(part.part_name)
        assert (modtype_part)
            "Maliwan weapon.",
        ],
        lic=Mod.CC_BY_SA_40,
        )

# Some assumptions we can make, since we're just dealing with the one balance:
#  1) The "secondary element" part group is the only empty group in the list.
#  2) The weights of the elements should all just be 1 (since that's what the Primary element uses)

p2p_bal_name = '/Game/PatchDLC/Raid1/Gear/Weapons/Link/Balance/Balance_SM_MAL_Link'
extra_elements = [
        '/Game/Gear/Weapons/SMGs/Maliwan/_Shared/_Design/Parts/Elemental_Secondary/Part_SM_Mal_ElemSecondary_01_Fire',
        '/Game/Gear/Weapons/SMGs/Maliwan/_Shared/_Design/Parts/Elemental_Secondary/Part_SM_Mal_ElemSecondary_02_Cryo',
        '/Game/Gear/Weapons/SMGs/Maliwan/_Shared/_Design/Parts/Elemental_Secondary/Part_SM_Mal_ElemSecondary_03_Shock',
        '/Game/Gear/Weapons/SMGs/Maliwan/_Shared/_Design/Parts/Elemental_Secondary/Part_SM_Mal_ElemSecondary_04_Radiation',
        '/Game/Gear/Weapons/SMGs/Maliwan/_Shared/_Design/Parts/Elemental_Secondary/Part_SM_Mal_ElemSecondary_05_Corrosive',
        ]

# Add the parts
data = BL3Data()
p2p_bal = Balance.from_data(data, p2p_bal_name)
for cat in p2p_bal.categories:
    if len(cat) == 0:
        cat.enabled = True
        for element in extra_elements:
            cat.add_part_name(element, 1)
        break
p2p_bal.hotfix_full(mod)

mod.close()
示例#4
0
            "was apparently cut sometime before release.  This sets it as a valid",
            "legendary Artifact drop.  It also increases the health regen rate from",
            "the 'default' (which is *extremely* weak, presumably before any balancing",
            "attempts had been made) to something which feels somewhat reasonable.",
        ],
        lic=Mod.CC_BY_SA_40,
        )

art_bal_name = '/Game/Gear/Artifacts/_Design/BalanceDefs/InvBalD_Artifact_05_Legendary'
cat_idx = 1
terra_part = '/Game/Gear/Artifacts/_Design/PartSets/Abilities/_Legendary/Misc/PendantOfTerramorphous/Artifact_Part_Ability_PendantOfTerramorphous'

# Add the part
mod.comment('Set as a valid drop')
data = BL3Data()
art_bal = Balance.from_data(data, art_bal_name)
cat = art_bal.categories[cat_idx]
if len(cat) != 14:
    raise Exception('Expected to find a category with fourteen parts!')
cat.add_part_name(terra_part, 1)
art_bal.hotfix_balance_full(mod)
mod.newline()

# Now buff up its health regen rate -- the default is really anemic (presumably it
# was scrapped before they got around to looking at balancing it).  Default value
# is `0.001`.
mod.comment('Buff health regen')
mod.table_hotfix(Mod.PATCH, '',
        '/Game/Gear/Artifacts/_Design/Balance/Table_Artifact_Abilities2',
        'LEGENDARY_BloodOfTerramorphous_HealthRegen',
        'Multiplier',
        '/Game/PatchDLC/EventVDay/Gear/Weapon/_Unique/PolyAim/Balance/Balance_SM_MAL_PolyAim',
        '/Game/PatchDLC/Geranium/Gear/Weapon/_Unique/Antler/Balance/Balance_SG_MAL_ETech_Antler',
        '/Game/PatchDLC/Geranium/Gear/Weapon/_Unique/Decoupler/Balance/Balance_PS_MAL_Decoupler',
        '/Game/PatchDLC/Geranium/Gear/Weapon/_Unique/Flipper/Balance/Balance_SM_MAL_Flipper',
        '/Game/PatchDLC/Geranium/Gear/Weapon/_Unique/Frequency/Balance/Balance_SG_MAL_Frequency',
        '/Game/PatchDLC/Geranium/Gear/Weapon/_Unique/ImaginaryNumber/Balance/Balance_MAL_SR_ImaginaryNumber',
        '/Game/PatchDLC/Hibiscus/Gear/Weapon/_Unique/Insider/Balance/Balance_SG_MAL_ETech_Insider',
        '/Game/PatchDLC/Hibiscus/Gear/Weapon/_Unique/TheNothing/Balance/Balance_SG_MAL_TheNothing',
        '/Game/PatchDLC/Raid1/Gear/Weapons/KybsWorth/Balance/Balance_SM_MAL_KybsWorth',
        '/Game/PatchDLC/Alisma/Gear/Weapon/_Unique/BlindBandit/Balance/Balance_SG_MAL_BlindBandit',
        '/Game/PatchDLC/Alisma/Gear/Weapon/_Unique/BlindBandit/Balance/Balance_SG_MAL_BlindBandit_Epic',
        '/Game/PatchDLC/Ixora/Gear/Weapons/_Unique/PlasmaCoil/Balance/Balance_SM_MAL_PlasmaCoil',
]:

    short_bal_name = bal_name.split('/')[-1]
    bal = Balance.from_data(data, bal_name)

    weap_type = None
    primary_cat = None
    primary_elements = set()
    secondary_cat = None
    secondary_elements = set()

    for cat in bal.categories:
        for part in cat.partlist:
            if 'Elemental_Primary' in part.part_name:
                weap_type = part_type[part.part_name]
                primary_elements.add(known_parts[part.part_name])
                primary_cat = cat
            elif 'Elemental_Secondary' in part.part_name:
                secondary_elements.add(known_parts[part.part_name])
示例#6
0
# <https://www.gnu.org/licenses/>.

import collections
from bl3data.bl3data import BL3Data
from bl3hotfixmod.bl3hotfixmod import Mod, Balance

mod = Mod(
    'hellwalker_to_purple_parts.txt',
    'Hellwalker -> "Stock" Purple-part Jakbobs Shotgun',
    'Apocalyptech',
    [
        "Replaces the Hellwalker balance/partset with the balance/partset from",
        "a regular purple-part Jakobs Shotgun.  Just a test to see if the",
        "NamingStrategy objects would still do their thing, really.",
    ],
    lic=Mod.CC_BY_SA_40,
)

# Add the parts
data = BL3Data()
bal = Balance.from_data(
    data,
    '/Game/Gear/Weapons/Shotguns/Jakobs/_Shared/_Design/BalanceState/Balance_SG_JAK_04_VeryRare'
)
bal.set_balance_to(
    '/Game/Gear/Weapons/Shotguns/Jakobs/_Shared/_Design/_Unique/_Legendary/Hellwalker/Balance/Balance_SG_JAK_Hellwalker',
    data)
bal.hotfix_full(mod)

mod.close()