Do all localization effects
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13
eos/effects/aoebeaconbioluminescencecloud.py
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13
eos/effects/aoebeaconbioluminescencecloud.py
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runTime = "early"
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type = ("projected", "passive", "gang")
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def handler(fit, beacon, context, **kwargs):
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for x in range(1, 3):
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if beacon.getModifiedItemAttr("warfareBuff{}ID".format(x)):
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value = beacon.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = beacon.getModifiedItemAttr("warfareBuff{}ID".format(x))
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if id:
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fit.addCommandBonus(id, value, beacon, kwargs['effect'], 'early')
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13
eos/effects/aoebeaconcausticcloud.py
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13
eos/effects/aoebeaconcausticcloud.py
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@@ -0,0 +1,13 @@
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runTime = "early"
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type = ("projected", "passive", "gang")
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def handler(fit, beacon, context, **kwargs):
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for x in range(1, 3):
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if beacon.getModifiedItemAttr("warfareBuff{}ID".format(x)):
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value = beacon.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = beacon.getModifiedItemAttr("warfareBuff{}ID".format(x))
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if id:
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fit.addCommandBonus(id, value, beacon, kwargs['effect'], 'early')
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13
eos/effects/aoebeaconfilamentcloud.py
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13
eos/effects/aoebeaconfilamentcloud.py
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@@ -0,0 +1,13 @@
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runTime = "early"
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type = ("projected", "passive", "gang")
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def handler(fit, beacon, context, **kwargs):
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for x in range(1, 3):
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if beacon.getModifiedItemAttr("warfareBuff{}ID".format(x)):
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value = beacon.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = beacon.getModifiedItemAttr("warfareBuff{}ID".format(x))
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if id:
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fit.addCommandBonus(id, value, beacon, kwargs['effect'], 'early')
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@@ -672,6 +672,29 @@ class Fit(object):
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groups = ("Energy Weapon", "Hybrid Weapon")
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self.modules.filteredItemBoost(lambda mod: mod.item.group.name in groups, "maxRange", value, stackingPenalties=True)
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# Localized environment effects
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if warfareBuffID == 79: # AOE_Beacon_bioluminescence_cloud
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self.ship.boostItemAttr("signatureRadius", value, stackingPenalties=True)
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if warfareBuffID == 80: # AOE_Beacon_caustic_cloud_local_repair
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self.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Repair Systems"),
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"armorDamageAmount", value, stackingPenalties=True)
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if warfareBuffID == 81: # AOE_Beacon_caustic_cloud_remote_repair
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self.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Remote Armor Repair Systems"),
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"armorDamageAmount", value, stackingPenalties=True)
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if warfareBuffID == 88: # AOE_Beacon_filament_cloud_shield_booster
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self.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Shield Operation") or
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mod.item.requiresSkill("Shield Emission Systems"),
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"capacitorNeed", value, stackingPenalties=True)
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if warfareBuffID == 89: # AOE_Beacon_filament_cloud_ancillary_charge_usage
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self.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Shield Operation") or
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mod.item.requiresSkill("Shield Emission Systems"),
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"chargeRate", value, stackingPenalties=True)
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# Abysmal Weather Effects
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if warfareBuffID == 90: # Weather_electric_storm_EM_resistance_penalty
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@@ -821,6 +821,7 @@ class Market(object):
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grp = self.getGroup("Effect Beacon")
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grp2 = self.getGroup("MassiveEnvironments")
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grp3 = self.getGroup("Non-Interactable Object")
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grp4 = self.getGroup("Uninteractable Localized Effect Beacon")
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# Cycle through them
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for beacon in self.getItemsByGroup(grp):
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@@ -851,8 +852,17 @@ class Market(object):
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# Break loop on 1st result
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break
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effects["Non-Interactable"] = set()
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effects["Weather"] = set()
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for beacon in grp3.items:
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effects["Non-Interactable"].add((beacon, beacon.name, beacon.name))
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if "weather" in beacon.name:
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effects["Weather"].add((beacon, beacon.name, beacon.name))
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for beacon in grp2.items:
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if "weather" in beacon.name:
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effects["Weather"].add((beacon, beacon.name, beacon.name))
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effects["Localized"] = set()
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for beacon in grp4.items:
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effects["Localized"].add((beacon, beacon.name, beacon.name))
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return effects
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