<BLCMM v="1"> #<!!!You opened a file saved with BLCMM in FilterTool. Please update to BLCMM to properly open this file!!!> <head> <type name="BL2" offline="false"/> <profiles> <profile name="default" current="true"/> </profiles> </head> <body> <category name="Defense-Boosting Assault Rifle Accessory"> <category name="Description"> <comment>By Aaron0000</comment> <comment>Replaces the foregrip accessory of Assault Rifles. Changes it to boost damage resistance (35%) instead of recoil reduction.</comment> <comment>Comes with custom prefixes: Jakobs = Hearty, Dahl = Hardened, Torgue = Meaty, Bandit = tuf stuf, Vladof = Resilient.</comment> <comment>Atlas Reborn also has an optional prefix located at the bottom. Activate this file after Atlas Reborn to enable the prefix properly.</comment> <comment>Credit to "JOE!" for adding the little snippet in the cards saying it boosts defense.</comment> </category> <category name="Code"> <code profiles="default">set GD_Weap_AssaultRifle.Accessory.AR_Accessory_Foregrip_Stability ExternalAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.IncendiaryImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.ShockImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.CorrosiveImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.ExplosiveImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.AmpImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.NormalImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)))</code> <code profiles="default">set GD_Weap_AssaultRifle.Accessory.AR_Accessory_Foregrip_Stability AttributeSlotUpgrades ((SlotName="WeaponAccuracyImpulse",GradeIncrease=0,bActivateSlot=True),(SlotName="AccuracyRegen",GradeIncrease=0,bActivateSlot=True))</code> <code profiles="default">set GD_Weap_AssaultRifle.Name.Prefix_Bandit.Prefix_Foregrip_Stability PartName tuf stuf</code> <code profiles="default">set GD_Weap_AssaultRifle.Name.Prefix_Dahl.Prefix_Foregrip_Stability PartName Hardened</code> <code profiles="default">set GD_Weap_AssaultRifle.Name.Prefix_Torgue.Prefix_Foregrip_Stability PartName Meaty</code> <code profiles="default">set GD_Weap_AssaultRifle.Name.Prefix_Jakobs.Prefix_Foregrip_Stability PartName Hearty</code> <code profiles="default">set GD_Weap_AssaultRifle.Name.Prefix_Vladof.Prefix_Foregrip_Stability PartName Resilient</code> <category name="Atlas Prefix:"> <code profiles="">set GD_Weap_AssaultRifle.Name.Prefix_Vladof.Prefix_Foregrip_Stability PartName Unassailable</code> </category> <category name="SnS Prefix:"> <code profiles="">set GD_Weap_AssaultRifle.Name.Prefix_Bandit.Prefix_Foregrip_Stability PartName Supermassive</code> </category> <category name="Prefixes"> <comment>Changes the AR foregrip accessory to state that damage resistance is increased.</comment> <code profiles="default">set GD_Weap_AssaultRifle.Accessory.AR_Accessory_Foregrip_Stability:AttributePresentationDefinition_0 NoConstraintText Increases [skill]damage resistance[-skill] by [skill]35%[-skill]</code> <comment>Alters the Stability text for SMG and Sniper to use the Pistol text, and thus the right stat.</comment> <code profiles="default">set GD_Weap_SMG.Accessory.SMG_Accessory_Stock1_Stabilized CustomPresentations (AttributePresentationDefinition'GD_Weap_Pistol.Accessory.Pistol_Accessory_Stock_Stability:AttributePresentationDefinition_0')</code> <code profiles="default">set GD_Weap_SniperRifles.Accessory.Sniper_Accessory_Foregrip_Stability CustomPresentations (AttributePresentationDefinition'GD_Weap_Pistol.Accessory.Pistol_Accessory_Stock_Stability:AttributePresentationDefinition_0')</code> </category> </category> </category> </body> </BLCMM> #Commands: set GD_Weap_AssaultRifle.Accessory.AR_Accessory_Foregrip_Stability ExternalAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.IncendiaryImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.ShockImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.CorrosiveImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.ExplosiveImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.AmpImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.DamageTypeModifers.NormalImpactDamageModifier',ConstraintAttribute=None,ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-0.350000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000))) set GD_Weap_AssaultRifle.Accessory.AR_Accessory_Foregrip_Stability AttributeSlotUpgrades ((SlotName="WeaponAccuracyImpulse",GradeIncrease=0,bActivateSlot=True),(SlotName="AccuracyRegen",GradeIncrease=0,bActivateSlot=True)) set GD_Weap_AssaultRifle.Name.Prefix_Bandit.Prefix_Foregrip_Stability PartName tuf stuf set GD_Weap_AssaultRifle.Name.Prefix_Dahl.Prefix_Foregrip_Stability PartName Hardened set GD_Weap_AssaultRifle.Name.Prefix_Torgue.Prefix_Foregrip_Stability PartName Meaty set GD_Weap_AssaultRifle.Name.Prefix_Jakobs.Prefix_Foregrip_Stability PartName Hearty set GD_Weap_AssaultRifle.Name.Prefix_Vladof.Prefix_Foregrip_Stability PartName Resilient set GD_Weap_AssaultRifle.Accessory.AR_Accessory_Foregrip_Stability:AttributePresentationDefinition_0 NoConstraintText Increases [skill]damage resistance[-skill] by [skill]35%[-skill] set GD_Weap_SMG.Accessory.SMG_Accessory_Stock1_Stabilized CustomPresentations (AttributePresentationDefinition'GD_Weap_Pistol.Accessory.Pistol_Accessory_Stock_Stability:AttributePresentationDefinition_0') set GD_Weap_SniperRifles.Accessory.Sniper_Accessory_Foregrip_Stability CustomPresentations (AttributePresentationDefinition'GD_Weap_Pistol.Accessory.Pistol_Accessory_Stock_Stability:AttributePresentationDefinition_0')