Fix titan effects and issue in which all warefarebuffs may not get run (range too short). This should also shore up (#897)
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@@ -10,7 +10,7 @@ which warfareBuffID to run (shouldn't need this right now, but better safe than
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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for x in xrange(1, 4):
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for x in xrange(1, 5):
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if module.getModifiedChargeAttr("warfareBuff{}ID".format(x)):
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value = module.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = module.getModifiedChargeAttr("warfareBuff{}ID".format(x))
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@@ -1,7 +1,7 @@
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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for x in xrange(1, 4):
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for x in xrange(1, 5):
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if module.getModifiedChargeAttr("warfareBuff{}ID".format(x)):
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value = module.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = module.getModifiedChargeAttr("warfareBuff{}ID".format(x))
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@@ -1,7 +1,7 @@
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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for x in xrange(1, 4):
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for x in xrange(1, 5):
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if module.getModifiedChargeAttr("warfareBuff{}ID".format(x)):
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value = module.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = module.getModifiedChargeAttr("warfareBuff{}ID".format(x))
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@@ -1,7 +1,7 @@
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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for x in xrange(1, 4):
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for x in xrange(1, 5):
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if module.getModifiedChargeAttr("warfareBuff{}ID".format(x)):
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value = module.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = module.getModifiedChargeAttr("warfareBuff{}ID".format(x))
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@@ -1,7 +1,7 @@
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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for x in xrange(1, 4):
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for x in xrange(1, 5):
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if module.getModifiedChargeAttr("warfareBuff{}ID".format(x)):
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value = module.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = module.getModifiedChargeAttr("warfareBuff{}ID".format(x))
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@@ -1,9 +1,9 @@
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type = "active", "gang"
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def handler(fit, module, context, **kwargs):
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for x in xrange(1, 4):
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if module.getModifiedChargeAttr("warfareBuff{}ID".format(x)):
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for x in xrange(1, 5):
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if module.getModifiedItemAttr("warfareBuff{}ID".format(x)):
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value = module.getModifiedItemAttr("warfareBuff{}Value".format(x))
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id = module.getModifiedChargeAttr("warfareBuff{}ID".format(x))
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id = module.getModifiedItemAttr("warfareBuff{}ID".format(x))
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if id:
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fit.addCommandBonus(id, value, module, kwargs['effect'])
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@@ -575,60 +575,60 @@ class Fit(object):
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# Titan effects
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if id == 39: # Avatar Effect Generator : Capacitor Recharge bonus
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if warfareBuffID == 39: # Avatar Effect Generator : Capacitor Recharge bonus
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self.ship.boostItemAttr("rechargeRate", value, stackingPenalties=True)
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if id == 40: # Avatar Effect Generator : Kinetic resistance bonus
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for attr in ("armorKineticDamageResonance", "shieldKineticDamageResonance", "hullKineticDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 40: # Avatar Effect Generator : Kinetic resistance bonus
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for attr in ("armorKineticDamageResonance", "shieldKineticDamageResonance", "kineticDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 41: # Avatar Effect Generator : EM resistance penalty
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for attr in ("armorEmDamageResonance", "shieldEmDamageResonance", "hullEmDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 41: # Avatar Effect Generator : EM resistance penalty
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for attr in ("armorEmDamageResonance", "shieldEmDamageResonance", "emDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 42: # Erebus Effect Generator : Armor HP bonus
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if warfareBuffID == 42: # Erebus Effect Generator : Armor HP bonus
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self.ship.boostItemAttr("armorHP", value, stackingPenalties=True)
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if id == 43: # Erebus Effect Generator : Explosive resistance bonus
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for attr in ("armorExplosiveDamageResonance", "shieldExplosiveDamageResonance", "hullExplosiveDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 43: # Erebus Effect Generator : Explosive resistance bonus
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for attr in ("armorExplosiveDamageResonance", "shieldExplosiveDamageResonance", "explosiveDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 44: # Erebus Effect Generator : Thermal resistance penalty
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for attr in ("armorThermalDamageResonance", "shieldThermalDamageResonance", "hullThermalDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 44: # Erebus Effect Generator : Thermal resistance penalty
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for attr in ("armorThermalDamageResonance", "shieldThermalDamageResonance", "thermalDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 45: # Ragnarok Effect Generator : Signature Radius bonus
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if warfareBuffID == 45: # Ragnarok Effect Generator : Signature Radius bonus
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self.ship.boostItemAttr("signatureRadius", value, stackingPenalties=True)
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if id == 46: # Ragnarok Effect Generator : Thermal resistance bonus
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for attr in ("armorThermalDamageResonance", "shieldThermalDamageResonance", "hullThermalDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 46: # Ragnarok Effect Generator : Thermal resistance bonus
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for attr in ("armorThermalDamageResonance", "shieldThermalDamageResonance", "thermalDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 47: # Ragnarok Effect Generator : Explosive resistance penaly
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for attr in ("armorExplosiveDamageResonance", "shieldExplosiveDamageResonance", "hullExplosiveDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 47: # Ragnarok Effect Generator : Explosive resistance penaly
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for attr in ("armorExplosiveDamageResonance", "shieldExplosiveDamageResonance", "explosiveDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 48: # Leviathan Effect Generator : Shield HP bonus
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if warfareBuffID == 48: # Leviathan Effect Generator : Shield HP bonus
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self.ship.boostItemAttr("shieldCapacity", value, stackingPenalties=True)
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if id == 49: # Leviathan Effect Generator : EM resistance bonus
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for attr in ("armorEmDamageResonance", "shieldEmDamageResonance", "hullEmDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 49: # Leviathan Effect Generator : EM resistance bonus
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for attr in ("armorEmDamageResonance", "shieldEmDamageResonance", "emDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 50: # Leviathan Effect Generator : Kinetic resistance penalty
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for attr in ("armorKineticDamageResonance", "shieldKineticDamageResonance", "hullKineticDamageResonance"):
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self.ship.boostItemAttr(attr, value)
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if warfareBuffID == 50: # Leviathan Effect Generator : Kinetic resistance penalty
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for attr in ("armorKineticDamageResonance", "shieldKineticDamageResonance", "kineticDamageResonance"):
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self.ship.boostItemAttr(attr, value, stackingPenalties=True)
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if id == 51: # Avatar Effect Generator : Velocity penalty
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if warfareBuffID == 51: # Avatar Effect Generator : Velocity penalty
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self.ship.boostItemAttr("maxVelocity", value, stackingPenalties=True)
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if id == 52: # Erebus Effect Generator : Shield RR penalty
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if warfareBuffID == 52: # Erebus Effect Generator : Shield RR penalty
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self.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Shield Emission Systems"), "shieldBonus", value, stackingPenalties=True)
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if id == 53: # Leviathan Effect Generator : Armor RR penalty
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if warfareBuffID == 53: # Leviathan Effect Generator : Armor RR penalty
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self.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Remote Armor Repair Systems"), "armorDamageAmount", value, stackingPenalties=True)
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if id == 54: # Ragnarok Effect Generator : Laser and Hybrid Optimal penalty
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if warfareBuffID == 54: # Ragnarok Effect Generator : Laser and Hybrid Optimal penalty
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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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