# # Easier ECLIPSE and EOS v1.0.0 # by Apocalyptech # Licensed under Public Domain / CC0 1.0 Universal # # Makes the boss fights against ECLIPSE and EOS easier. Each has a few different # options, and can be toggled independently of each other (including setting them # to the stock values, in case you want to nerf one but not the other). # # Should you be feeling masochistic, there's also an option which buffs both of # them, rather than nerfing. set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[0].BaseValue.BaseValueConstant 120 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[6].BaseValue.BaseValueConstant 110 # This ends up affecting most of ECLIPSE's attacks, such as arm lasers, # rocket attacks, and shock balls. Could affect other damage output from # him as well. The extra damage reduction done in the individual # categories below will be on top of this tweak. set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[1].BaseValue.BaseValueConstant 6 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_ArmGun_Loop:BehaviorProviderDefinition_32.Behavior_AIThrowProjectileAtTarget_7 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.35 set GD_Ma_VoltronTrap.Projectiles.Proj_RocketLaunch SpeedFormula.BaseValueConstant 1300 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_50 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.8 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_51 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.8 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_52 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.8 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_53 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.8 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectDamage.BaseValueScaleConstant 0.5 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectChance.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[0].BaseValue.BaseValueConstant 60 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[6].BaseValue.BaseValueConstant 60 # This ends up affecting most of ECLIPSE's attacks, such as arm lasers, # rocket attacks, and shock balls. Could affect other damage output from # him as well. The extra damage reduction done in the individual # categories below will be on top of this tweak. set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[1].BaseValue.BaseValueConstant 5 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_ArmGun_Loop:BehaviorProviderDefinition_32.Behavior_AIThrowProjectileAtTarget_7 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.2 set GD_Ma_VoltronTrap.Projectiles.Proj_RocketLaunch SpeedFormula.BaseValueConstant 1100 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_50 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.6 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_51 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.6 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_52 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.6 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_53 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.6 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectDamage.BaseValueScaleConstant 0.4 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectChance.BaseValueScaleConstant 0.8 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[0].BaseValue.BaseValueConstant 5 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[6].BaseValue.BaseValueConstant 5 # This ends up affecting most of ECLIPSE's attacks, such as arm lasers, # rocket attacks, and shock balls. Could affect other damage output from # him as well. The extra damage reduction done in the individual # categories below will be on top of this tweak. set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[1].BaseValue.BaseValueConstant 2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_ArmGun_Loop:BehaviorProviderDefinition_32.Behavior_AIThrowProjectileAtTarget_7 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.1 set GD_Ma_VoltronTrap.Projectiles.Proj_RocketLaunch SpeedFormula.BaseValueConstant 550 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_50 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_51 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_52 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_53 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.2 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectDamage.BaseValueScaleConstant 0.2 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectChance.BaseValueScaleConstant 0.5 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[0].BaseValue.BaseValueConstant 180 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[6].BaseValue.BaseValueConstant 160 # This ends up affecting most of ECLIPSE's attacks, such as arm lasers, # rocket attacks, and shock balls. Could affect other damage output from # him as well. The extra damage reduction done in the individual # categories below will be on top of this tweak. set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[1].BaseValue.BaseValueConstant 7 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_ArmGun_Loop:BehaviorProviderDefinition_32.Behavior_AIThrowProjectileAtTarget_7 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.4 set GD_Ma_VoltronTrap.Projectiles.Proj_RocketLaunch SpeedFormula.BaseValueConstant 1500 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_50 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_51 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_52 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_53 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectDamage.BaseValueScaleConstant 0.5 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectChance.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[0].BaseValue.BaseValueConstant 240 set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[6].BaseValue.BaseValueConstant 200 # This ends up affecting most of ECLIPSE's attacks, such as arm lasers, # rocket attacks, and shock balls. Could affect other damage output from # him as well. The extra damage reduction done in the individual # categories below will be on top of this tweak. set GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass AttributeStartingValues[1].BaseValue.BaseValueConstant 9 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_ArmGun_Loop:BehaviorProviderDefinition_32.Behavior_AIThrowProjectileAtTarget_7 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 0.7 set GD_Ma_VoltronTrap.Projectiles.Proj_RocketLaunch SpeedFormula.BaseValueConstant 1900 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_50 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1.2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_51 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1.2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_52 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1.2 set GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_53 ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant 1.2 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectDamage.BaseValueScaleConstant 1 set GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5 StatusEffectChance.BaseValueScaleConstant 2 # For some reason completely unbeknownst to me, some of our earlier statements # which modify ECLIPSE end up altering the EOS AIPawnBalanceDefinition; # specifically, they remove its PlayThroughs[0].AttributeStartingValues # array. Damned if I know why. It's the sets to the AttributeStartingValues # array in GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass which # does it, which makes no bloody sense at all. They're two totally different # objects. And not even the same *kind* of object. I don't know. Weird. # Anyway, we have to recreate it entirely in here. We *could* just use # the CharClass instead, and leave them blank here, of course, but it's a # point of pride to keep this in here, at this point. set GD_Ma_Pop_BossFights.Balance.PawnBalance_Helios PlayThroughs[0].AttributeStartingValues ((Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_HealthMultiplier',BaseValue =(BaseValueConstant = 160,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)),(Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_EnemyShieldMaxValueMultiplier',BaseValue =(BaseValueConstant = 85,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000))) # This ends up affecting most of EOS's attacks set GD_Ma_Helios.Character.CharClass_Ma_Helios AttributeStartingValues[1].BaseValue.BaseValueConstant 5.5 set GD_Ma_HeliosTurret.Character.CharClass_Ma_HeliosTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 20 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_HeliosTurret.Weapons.Ma_HeliosTurret_WeaponType InstantHitDamage.BaseValueScaleConstant 0.8 set GD_Ma_EosRocketTurret.Character.CharClass_Ma_EosRocketTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 20 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_EosRocketTurret.Projectiles.Projectile_Rocket:BehaviorProviderDefinition_0.Behavior_Explode_351 DamageFormula.BaseValueScaleConstant 0.8 # These are the yellow grenades that EOS throws out during the final phase, or # when all of his turrets have been destroyed set GD_Ma_Helios.Projectiles.Proj_SpamGrenade:BehaviorProviderDefinition_1.Behavior_Explode_11 DamageFormula.BaseValueScaleConstant 0.8 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_5 DamageFormula.BaseValueScaleConstant 10 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_6 DamageFormula.BaseValueScaleConstant 13 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_1.PopulationFactoryBalancedAIPawn_0 PawnBalanceDefinition AIPawnBalanceDefinition'GD_Ma_Pop_Glitches.Balance.PawnBalance_BadassGlitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_20.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_Glitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_21.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_ClaptrapForces.Population.Uniques.PopDef_ShadowClone_Eos' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_22.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_VirusLauncher' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_23.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_ParasiticVirus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_24.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_Virus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[3].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[16].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[0] 0.2 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[2] 0.2 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[4] 0.9 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[0] 0.25 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[2] 0.5 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[4] 1.0 # Increasing the delay here will also have the effect of shortening the laser beam by that much. # I'd love to figure out how to inject this delay *before* the laser-charging animation comes # on, but the BPDs for EOS are just hideous, and I found this first, and it works, so I'm just # leaving it there. :) It's easy to extend the laser duration by adding a delay to COLD[205] # but the eye closes according to its original schedule, and I hadn't found where that timing was. set GD_Ma_Helios.Character.AiDef_Ma_Helios:AIBehaviorProviderDefinition_0 BehaviorSequences[0].ConsolidatedOutputLinkData[203].ActivateDelay 0.5 # I actually don't intend on nerfing this too much; it should remain a very deadly attack set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 DamagePerSecondFormula.BaseValueScaleConstant 90 set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 RadiusToDoDamageAroundImpact.BaseValueConstant 1300 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsIsNormal 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsThreatened 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 SpawnData.MaxActiveActors 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActors 10 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActorsFormula.BaseValueConstant 10 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 RespawnDelay 1.5 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_BadassGlitch' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsIsNormal 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsThreatened 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 SpawnData.MaxActiveActors 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActors 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActorsFormula.BaseValueConstant 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 RespawnDelay 3 # For some reason completely unbeknownst to me, some of our earlier statements # which modify ECLIPSE end up altering the EOS AIPawnBalanceDefinition; # specifically, they remove its PlayThroughs[0].AttributeStartingValues # array. Damned if I know why. It's the sets to the AttributeStartingValues # array in GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass which # does it, which makes no bloody sense at all. They're two totally different # objects. And not even the same *kind* of object. I don't know. Weird. # Anyway, we have to recreate it entirely in here. We *could* just use # the CharClass instead, and leave them blank here, of course, but it's a # point of pride to keep this in here, at this point. set GD_Ma_Pop_BossFights.Balance.PawnBalance_Helios PlayThroughs[0].AttributeStartingValues ((Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_HealthMultiplier',BaseValue =(BaseValueConstant = 120,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)),(Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_EnemyShieldMaxValueMultiplier',BaseValue =(BaseValueConstant = 60,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000))) # This ends up affecting most of EOS's attacks set GD_Ma_Helios.Character.CharClass_Ma_Helios AttributeStartingValues[1].BaseValue.BaseValueConstant 4.5 set GD_Ma_HeliosTurret.Character.CharClass_Ma_HeliosTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 15 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_HeliosTurret.Weapons.Ma_HeliosTurret_WeaponType InstantHitDamage.BaseValueScaleConstant 0.4 set GD_Ma_EosRocketTurret.Character.CharClass_Ma_EosRocketTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 15 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_EosRocketTurret.Projectiles.Projectile_Rocket:BehaviorProviderDefinition_0.Behavior_Explode_351 DamageFormula.BaseValueScaleConstant 0.7 # These are the yellow grenades that EOS throws out during the final phase, or # when all of his turrets have been destroyed set GD_Ma_Helios.Projectiles.Proj_SpamGrenade:BehaviorProviderDefinition_1.Behavior_Explode_11 DamageFormula.BaseValueScaleConstant 0.5 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_5 DamageFormula.BaseValueScaleConstant 8 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_6 DamageFormula.BaseValueScaleConstant 10 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_1.PopulationFactoryBalancedAIPawn_0 PawnBalanceDefinition AIPawnBalanceDefinition'GD_Ma_Pop_Virus.Balance.PawnBalance_VirusLauncher' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_20.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_Glitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_21.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_ClaptrapForces.Population.Uniques.PopDef_ShadowClone_Eos' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_22.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_23.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_ParasiticVirus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_24.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_Virus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[3].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[16].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[0] 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[2] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[4] 0.4 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[0] 0.25 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[2] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[4] 0.8 # Increasing the delay here will also have the effect of shortening the laser beam by that much. # I'd love to figure out how to inject this delay *before* the laser-charging animation comes # on, but the BPDs for EOS are just hideous, and I found this first, and it works, so I'm just # leaving it there. :) It's easy to extend the laser duration by adding a delay to COLD[205] # but the eye closes according to its original schedule, and I hadn't found where that timing was. set GD_Ma_Helios.Character.AiDef_Ma_Helios:AIBehaviorProviderDefinition_0 BehaviorSequences[0].ConsolidatedOutputLinkData[203].ActivateDelay 1 # I actually don't intend on nerfing this too much; it should remain a very deadly attack set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 DamagePerSecondFormula.BaseValueScaleConstant 80 set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 RadiusToDoDamageAroundImpact.BaseValueConstant 1200 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsIsNormal 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsThreatened 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 SpawnData.MaxActiveActors 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActors 6 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActorsFormula.BaseValueConstant 6 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 RespawnDelay 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_BadassGlitch' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsIsNormal 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsThreatened 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 SpawnData.MaxActiveActors 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActors 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActorsFormula.BaseValueConstant 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 RespawnDelay 6 # For some reason completely unbeknownst to me, some of our earlier statements # which modify ECLIPSE end up altering the EOS AIPawnBalanceDefinition; # specifically, they remove its PlayThroughs[0].AttributeStartingValues # array. Damned if I know why. It's the sets to the AttributeStartingValues # array in GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass which # does it, which makes no bloody sense at all. They're two totally different # objects. And not even the same *kind* of object. I don't know. Weird. # Anyway, we have to recreate it entirely in here. We *could* just use # the CharClass instead, and leave them blank here, of course, but it's a # point of pride to keep this in here, at this point. set GD_Ma_Pop_BossFights.Balance.PawnBalance_Helios PlayThroughs[0].AttributeStartingValues ((Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_HealthMultiplier',BaseValue =(BaseValueConstant = 40,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)),(Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_EnemyShieldMaxValueMultiplier',BaseValue =(BaseValueConstant = 10,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000))) # This ends up affecting most of EOS's attacks set GD_Ma_Helios.Character.CharClass_Ma_Helios AttributeStartingValues[1].BaseValue.BaseValueConstant 2 set GD_Ma_HeliosTurret.Character.CharClass_Ma_HeliosTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 5 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_HeliosTurret.Weapons.Ma_HeliosTurret_WeaponType InstantHitDamage.BaseValueScaleConstant 0.4 set GD_Ma_EosRocketTurret.Character.CharClass_Ma_EosRocketTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 5 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_EosRocketTurret.Projectiles.Projectile_Rocket:BehaviorProviderDefinition_0.Behavior_Explode_351 DamageFormula.BaseValueScaleConstant 0.4 # These are the yellow grenades that EOS throws out during the final phase, or # when all of his turrets have been destroyed set GD_Ma_Helios.Projectiles.Proj_SpamGrenade:BehaviorProviderDefinition_1.Behavior_Explode_11 DamageFormula.BaseValueScaleConstant 0.3 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_5 DamageFormula.BaseValueScaleConstant 4 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_6 DamageFormula.BaseValueScaleConstant 6 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_1.PopulationFactoryBalancedAIPawn_0 PawnBalanceDefinition AIPawnBalanceDefinition'GD_Ma_Pop_Virus.Balance.PawnBalance_ParasiticVirus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_20.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_Glitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_21.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_ClaptrapForces.Population.Uniques.PopDef_ShadowClone_Eos' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_22.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_23.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_24.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_Virus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[3].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[16].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[0] 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[2] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[4] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[0] 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[2] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[4] 1.0 # Increasing the delay here will also have the effect of shortening the laser beam by that much. # I'd love to figure out how to inject this delay *before* the laser-charging animation comes # on, but the BPDs for EOS are just hideous, and I found this first, and it works, so I'm just # leaving it there. :) It's easy to extend the laser duration by adding a delay to COLD[205] # but the eye closes according to its original schedule, and I hadn't found where that timing was. set GD_Ma_Helios.Character.AiDef_Ma_Helios:AIBehaviorProviderDefinition_0 BehaviorSequences[0].ConsolidatedOutputLinkData[203].ActivateDelay 2 # I actually don't intend on nerfing this too much; it should remain a very deadly attack set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 DamagePerSecondFormula.BaseValueScaleConstant 70 set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 RadiusToDoDamageAroundImpact.BaseValueConstant 1000 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsIsNormal 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsThreatened 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 SpawnData.MaxActiveActors 2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActors 4 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActorsFormula.BaseValueConstant 4 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 RespawnDelay 5 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsIsNormal 0 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsThreatened 0 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 SpawnData.MaxActiveActors 0 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActors 0 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActorsFormula.BaseValueConstant 0 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 RespawnDelay 20 # For some reason completely unbeknownst to me, some of our earlier statements # which modify ECLIPSE end up altering the EOS AIPawnBalanceDefinition; # specifically, they remove its PlayThroughs[0].AttributeStartingValues # array. Damned if I know why. It's the sets to the AttributeStartingValues # array in GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass which # does it, which makes no bloody sense at all. They're two totally different # objects. And not even the same *kind* of object. I don't know. Weird. # Anyway, we have to recreate it entirely in here. We *could* just use # the CharClass instead, and leave them blank here, of course, but it's a # point of pride to keep this in here, at this point. set GD_Ma_Pop_BossFights.Balance.PawnBalance_Helios PlayThroughs[0].AttributeStartingValues ((Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_HealthMultiplier',BaseValue =(BaseValueConstant = 220,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)),(Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_EnemyShieldMaxValueMultiplier',BaseValue =(BaseValueConstant = 130,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000))) # This ends up affecting most of EOS's attacks set GD_Ma_Helios.Character.CharClass_Ma_Helios AttributeStartingValues[1].BaseValue.BaseValueConstant 8 set GD_Ma_HeliosTurret.Character.CharClass_Ma_HeliosTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 35 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_HeliosTurret.Weapons.Ma_HeliosTurret_WeaponType InstantHitDamage.BaseValueScaleConstant 1 set GD_Ma_EosRocketTurret.Character.CharClass_Ma_EosRocketTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 25 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_EosRocketTurret.Projectiles.Projectile_Rocket:BehaviorProviderDefinition_0.Behavior_Explode_351 DamageFormula.BaseValueScaleConstant 1 # These are the yellow grenades that EOS throws out during the final phase, or # when all of his turrets have been destroyed set GD_Ma_Helios.Projectiles.Proj_SpamGrenade:BehaviorProviderDefinition_1.Behavior_Explode_11 DamageFormula.BaseValueScaleConstant 1 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_5 DamageFormula.BaseValueScaleConstant 12 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_6 DamageFormula.BaseValueScaleConstant 15 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_1.PopulationFactoryBalancedAIPawn_0 PawnBalanceDefinition AIPawnBalanceDefinition'GD_Ma_Pop_Glitches.Balance.PawnBalance_BadassGlitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_20.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_Glitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_21.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_ClaptrapForces.Population.Uniques.PopDef_ShadowClone_Eos' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_22.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_VirusLauncher' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_23.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_ParasiticVirus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_24.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_Virus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[3].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[16].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[0] 0.4 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[2] 0.25 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[4] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[0] 0.25 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[1] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[2] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[3] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[4] 1.0 # Increasing the delay here will also have the effect of shortening the laser beam by that much. # I'd love to figure out how to inject this delay *before* the laser-charging animation comes # on, but the BPDs for EOS are just hideous, and I found this first, and it works, so I'm just # leaving it there. :) It's easy to extend the laser duration by adding a delay to COLD[205] # but the eye closes according to its original schedule, and I hadn't found where that timing was. set GD_Ma_Helios.Character.AiDef_Ma_Helios:AIBehaviorProviderDefinition_0 BehaviorSequences[0].ConsolidatedOutputLinkData[203].ActivateDelay 0 # I actually don't intend on nerfing this too much; it should remain a very deadly attack set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 DamagePerSecondFormula.BaseValueScaleConstant 99 set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 RadiusToDoDamageAroundImpact.BaseValueConstant 1500 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsIsNormal 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsThreatened 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 SpawnData.MaxActiveActors 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActors 10 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActorsFormula.BaseValueConstant 10 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 RespawnDelay 0.5 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_BadassGlitch' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsIsNormal 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsThreatened 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 SpawnData.MaxActiveActors 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActors 4 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActorsFormula.BaseValueConstant 4 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 RespawnDelay 0.5 # For some reason completely unbeknownst to me, some of our earlier statements # which modify ECLIPSE end up altering the EOS AIPawnBalanceDefinition; # specifically, they remove its PlayThroughs[0].AttributeStartingValues # array. Damned if I know why. It's the sets to the AttributeStartingValues # array in GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass which # does it, which makes no bloody sense at all. They're two totally different # objects. And not even the same *kind* of object. I don't know. Weird. # Anyway, we have to recreate it entirely in here. We *could* just use # the CharClass instead, and leave them blank here, of course, but it's a # point of pride to keep this in here, at this point. set GD_Ma_Pop_BossFights.Balance.PawnBalance_Helios PlayThroughs[0].AttributeStartingValues ((Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_HealthMultiplier',BaseValue =(BaseValueConstant = 290,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)),(Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_EnemyShieldMaxValueMultiplier',BaseValue =(BaseValueConstant = 170,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000))) # This ends up affecting most of EOS's attacks set GD_Ma_Helios.Character.CharClass_Ma_Helios AttributeStartingValues[1].BaseValue.BaseValueConstant 11 set GD_Ma_HeliosTurret.Character.CharClass_Ma_HeliosTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 45 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_HeliosTurret.Weapons.Ma_HeliosTurret_WeaponType InstantHitDamage.BaseValueScaleConstant 2 set GD_Ma_EosRocketTurret.Character.CharClass_Ma_EosRocketTurret AttributeStartingValues[1].BaseValue.BaseValueConstant 40 # I'm actually not totally sure what buffs these up to begin with, but we can scale the final damage var pretty easily. # (I'm guessing it's the non-weapon multiplier, above, though I'm not sure how) set GD_Ma_EosRocketTurret.Projectiles.Projectile_Rocket:BehaviorProviderDefinition_0.Behavior_Explode_351 DamageFormula.BaseValueScaleConstant 2 # These are the yellow grenades that EOS throws out during the final phase, or # when all of his turrets have been destroyed set GD_Ma_Helios.Projectiles.Proj_SpamGrenade:BehaviorProviderDefinition_1.Behavior_Explode_11 DamageFormula.BaseValueScaleConstant 1.3 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_5 DamageFormula.BaseValueScaleConstant 15 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_6 DamageFormula.BaseValueScaleConstant 20 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_1.PopulationFactoryBalancedAIPawn_0 PawnBalanceDefinition AIPawnBalanceDefinition'GD_Ma_Pop_Glitches.Balance.PawnBalance_BadassGlitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_20.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_Glitch' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_21.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_ClaptrapForces.Population.Uniques.PopDef_ShadowClone_Eos' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_22.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_VirusLauncher' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_23.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_ParasiticVirus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_24.PopulationFactoryPopulationDefinition_0 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_Virus' set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[3].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0 BehaviorSequences[2].BehaviorData2[16].LinkedVariables.ArrayIndexAndLength 0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[0] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[1] 0.6 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[2] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[3] 0.6 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11 Conditions[4] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[0] 1.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[1] 0.3 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[2] 2.0 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[3] 0.5 set GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12 Conditions[4] 1.2 # Increasing the delay here will also have the effect of shortening the laser beam by that much. # I'd love to figure out how to inject this delay *before* the laser-charging animation comes # on, but the BPDs for EOS are just hideous, and I found this first, and it works, so I'm just # leaving it there. :) It's easy to extend the laser duration by adding a delay to COLD[205] # but the eye closes according to its original schedule, and I hadn't found where that timing was. set GD_Ma_Helios.Character.AiDef_Ma_Helios:AIBehaviorProviderDefinition_0 BehaviorSequences[0].ConsolidatedOutputLinkData[203].ActivateDelay 0 # I actually don't intend on nerfing this too much; it should remain a very deadly attack set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 DamagePerSecondFormula.BaseValueScaleConstant 99 set GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88 RadiusToDoDamageAroundImpact.BaseValueConstant 2000 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_BadassGlitch' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsIsNormal 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxActiveActorsThreatened 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 SpawnData.MaxActiveActors 3 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActors 20 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 MaxTotalActorsFormula.BaseValueConstant 20 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4 RespawnDelay 0.2 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 PopulationDef WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_BadassGlitch' set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsIsNormal 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxActiveActorsThreatened 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 SpawnData.MaxActiveActors 1 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActors 20 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 MaxTotalActorsFormula.BaseValueConstant 20 set Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1 RespawnDelay 0.2 #Commands: #Direct-Execute Warning: say WARNING: "Easier ECLIPSE and EOS" must be imported into BLCMM to run properly with UCP or other mods. #Hotfixes: set Transient.SparkServiceConfiguration_6 Keys ("SparkOnDemandPatchEntry-GBX_Fixes1","SparkOnDemandPatchEntry-GBX_Fixes2","SparkOnDemandPatchEntry-GBX_Fixes3","SparkPatchEntry-GBX_Fixes4","SparkPatchEntry-GBX_Fixes5","SparkPatchEntry-GBX_Fixes6","SparkPatchEntry-GBX_Fixes7","SparkPatchEntry-GBX_Fixes8","SparkPatchEntry-GBX_Fixes9","SparkPatchEntry-GBX_Fixes10","SparkPatchEntry-GBX_Fixes11","SparkPatchEntry-GBX_Fixes12","SparkPatchEntry-GBX_Fixes13","SparkPatchEntry-GBX_Fixes14","SparkLevelPatchEntry-GBX_Fixes15","SparkLevelPatchEntry-GBX_Fixes16","SparkLevelPatchEntry-GBX_Fixes17","SparkLevelPatchEntry-GBX_Fixes18","SparkLevelPatchEntry-GBX_Fixes19","SparkLevelPatchEntry-GBX_Fixes20","SparkLevelPatchEntry-GBX_Fixes21","SparkLevelPatchEntry-ApocHotfix1","SparkLevelPatchEntry-ApocHotfix2","SparkLevelPatchEntry-ApocHotfix3","SparkLevelPatchEntry-ApocHotfix4","SparkLevelPatchEntry-ApocHotfix5","SparkLevelPatchEntry-ApocHotfix6","SparkLevelPatchEntry-ApocHotfix7","SparkLevelPatchEntry-ApocHotfix8","SparkLevelPatchEntry-ApocHotfix9","SparkLevelPatchEntry-ApocHotfix10","SparkLevelPatchEntry-ApocHotfix11","SparkLevelPatchEntry-ApocHotfix12","SparkLevelPatchEntry-ApocHotfix13","SparkLevelPatchEntry-ApocHotfix14","SparkLevelPatchEntry-ApocHotfix15","SparkLevelPatchEntry-ApocHotfix16","SparkLevelPatchEntry-ApocHotfix17","SparkLevelPatchEntry-ApocHotfix18","SparkLevelPatchEntry-ApocHotfix19","SparkLevelPatchEntry-ApocHotfix20","SparkLevelPatchEntry-ApocHotfix21","SparkLevelPatchEntry-ApocHotfix22","SparkLevelPatchEntry-ApocHotfix23","SparkLevelPatchEntry-ApocHotfix24","SparkLevelPatchEntry-ApocHotfix25","SparkLevelPatchEntry-ApocHotfix26","SparkLevelPatchEntry-ApocHotfix27","SparkLevelPatchEntry-ApocHotfix28","SparkLevelPatchEntry-ApocHotfix29","SparkLevelPatchEntry-ApocHotfix30","SparkLevelPatchEntry-ApocHotfix31","SparkLevelPatchEntry-ApocHotfix32","SparkLevelPatchEntry-ApocHotfix33","SparkLevelPatchEntry-ApocHotfix34","SparkLevelPatchEntry-ApocHotfix35","SparkLevelPatchEntry-ApocHotfix36","SparkLevelPatchEntry-ApocHotfix37","SparkLevelPatchEntry-ApocHotfix38","SparkLevelPatchEntry-ApocHotfix39","SparkLevelPatchEntry-ApocHotfix40","SparkLevelPatchEntry-ApocHotfix41","SparkLevelPatchEntry-ApocHotfix42","SparkLevelPatchEntry-ApocHotfix43","SparkLevelPatchEntry-ApocHotfix44","SparkLevelPatchEntry-ApocHotfix45","SparkLevelPatchEntry-ApocHotfix46","SparkLevelPatchEntry-ApocHotfix47","SparkLevelPatchEntry-ApocHotfix48","SparkLevelPatchEntry-ApocHotfix49","SparkLevelPatchEntry-ApocHotfix50","SparkLevelPatchEntry-ApocHotfix51","SparkLevelPatchEntry-ApocHotfix52","SparkLevelPatchEntry-ApocHotfix53","SparkLevelPatchEntry-ApocHotfix54","SparkLevelPatchEntry-ApocHotfix55") set Transient.SparkServiceConfiguration_6 Values ("GD_Gladiator_Streaming,GD_Gladiator_Skills.Projectiles.ShieldProjectile:BehaviorProviderDefinition_0,BehaviorSequences[0].BehaviorData2[26].LinkedVariables.ArrayIndexAndLength,2686977,0","GD_Gladiator_Streaming,GD_Gladiator_Skills.Projectiles.ShieldProjectile:BehaviorProviderDefinition_0,BehaviorSequences[0].BehaviorData2[49].LinkedVariables.ArrayIndexAndLength,8323073,0","GD_Gladiator_Streaming,GD_Gladiator_Skills.Projectiles.ShieldProjectile:BehaviorProviderDefinition_0.OzBehavior_ActorList_1,BehaviorSequences[0].BehaviorData2[32].Behavior.SearchRadius,500.000000,2048","GD_Ma_Chapter03.M_Ma_Chapter03:Objset_cmp_Pt0_06_ReopenDataStream,Objectiveset_cmp.ObjectiveDefinitions,,(GD_Ma_Chapter03.M_Ma_Chapter03:Pt0_06_ReopenDataStream,GD_Ma_Chapter03.M_Ma_Chapter03:Pt0_04_GetToDataStream,GD_Ma_Chapter03.M_Ma_Chapter03:RetrieveHSource)","Weap_Pistol.GestaltDef_Pistol_GestaltSkeletalMesh:SkeletalMeshSocket_260,RelativeLocation,,(X=-0.05,Y=55.0,Z=13.7)","Weap_Pistol.GestaltDef_Pistol_GestaltSkeletalMesh:SkeletalMeshSocket_268,RelativeLocation,,(X=0.02,Y=36.0,Z=15.45)","Weap_Pistol.GestaltDef_Pistol_GestaltSkeletalMesh:SkeletalMeshSocket_270,RelativeLocation.Z,,14.2","GD_Shields.Projectiles.Proj_LegendaryBoosterShield:BehaviorProviderDefinition_1.Behavior_Explode_140,BehaviorSequences[0].BehaviorData2[7].Behavior.StatusEffectDamage.BaseValueAttribute,None,D_Attributes.Projectile.ProjectileDamage","GD_Shields.Projectiles.Proj_LegendaryBoosterShield:BehaviorProviderDefinition_1.Behavior_Explode_140,BehaviorSequences[0].BehaviorData2[7].Behavior.StatusEffectDamage.BaseValueScaleConstant,1.000000,.25","GD_Shields.Projectiles.Proj_LegendaryBoosterShield:BehaviorProviderDefinition_1.Behavior_Explode_140,BehaviorSequences[0].BehaviorData2[7].Behavior.StatusEffectChance.BaseValueConstant,1.000000,20","GD_Itempools.WeaponPools.Pool_Weapons_SniperRifles_04_Rare,BalancedItems,,+(ItmPoolDefinition=None,InvBalanceDefinition=GD_Cork_Weap_SniperRifles.A_Weapons_Unique.Sniper_Vladof_3_TheMachine,Probability=(BaseValueConstant=0,BaseValueAttribute=None,InitializationDefinition=GD_Balance.Weighting.Weight_2_Uncommon,BaseValueScaleConstant=1),bDropOnDeath=True)","GD_Itempools.WeaponPools.Pool_Weapons_AssaultRifles_04_Rare,BalancedItems,,+(ItmPoolDefinition=None,InvBalanceDefinition=gd_cork_weap_assaultrifle.A_Weapons_Unique.AR_Vladof_3_OldPainful,Probability=(BaseValueConstant=0,BaseValueAttribute=None,InitializationDefinition=GD_Balance.Weighting.Weight_2_Uncommon,BaseValueScaleConstant=1),bDropOnDeath=True)","GD_Itempools.WeaponPools.Pool_Weapons_Shotguns_04_Rare,BalancedItems,,+(ItmPoolDefinition=None,InvBalanceDefinition=GD_Cork_Weap_Shotgun.A_Weapons_Unique.SG_Jakobs_Boomacorn,Probability=(BaseValueConstant=0,BaseValueAttribute=None,InitializationDefinition=GD_Balance.Weighting.Weight_2_Uncommon,BaseValueScaleConstant=1),bDropOnDeath=True)","GD_Itempools.WeaponPools.Pool_Weapons_Shotguns_04_Rare,BalancedItems,,+(ItmPoolDefinition=None,InvBalanceDefinition=GD_Cork_Weap_Shotgun.A_Weapons_Unique.SG_Torgue_3_JackOCannon,Probability=(BaseValueConstant=0,BaseValueAttribute=None,InitializationDefinition=GD_Balance.Weighting.Weight_2_Uncommon,BaseValueScaleConstant=1),bDropOnDeath=True)",",GD_Population_Scavengers.Balance.Outlaws.PawnBalance_ScavWastelandWalker,PlayThroughs[0].CustomItemPoolList,,+(ItemPool=GD_Itempools.Runnables.Pool_ScavBadassSpacemanMidget,PoolProbability=(BaseValueConstant=1.000000,BaseValueAttribute=GD_Itempools.DropWeights.DropODDS_BossUniqueRares,InitializationDefinition=None,BaseValueScaleConstant=1.000000))",",GD_Population_Scavengers.Balance.Outlaws.PawnBalance_ScavWastelandWalker,PlayThroughs[1].CustomItemPoolList,,+(ItemPool=GD_Itempools.Runnables.Pool_ScavBadassSpacemanMidget,PoolProbability=(BaseValueConstant=1.000000,BaseValueAttribute=GD_Itempools.DropWeights.DropODDS_BossUniqueRares,InitializationDefinition=None,BaseValueScaleConstant=1.000000))","Laser_P,GD_Challenges.Co_LevelChallenges.EyeOfHelios_TreadCarefully,ChallengeType,ECT_DesignerTriggered,ECT_LevelObject","Outlands_P,Outlands_SideMissions.TheWorld:PersistentLevel.Main_Sequence.WillowSeqEvent_MissionRemoteEvent_0,OutputLinks[0].Links[0].LinkedOp,GearboxSeqAct_TriggerDialogName'Outlands_SideMissions.TheWorld:PersistentLevel.Main_Sequence.GearboxSeqAct_TriggerDialogName_48',Outlands_SideMissions.TheWorld:PersistentLevel.Main_Sequence.WillowSeqAct_MissionCustomEvent_14","Outlands_P,Outlands_SideMissions.TheWorld:PersistentLevel.Main_Sequence.WillowSeqAct_MissionCustomEvent_14,OutputLinks[0].Links,,((LinkedOp=GearboxSeqAct_TriggerDialogName'Outlands_SideMissions.TheWorld:PersistentLevel.Main_Sequence.GearboxSeqAct_TriggerDialogName_48',InputLinkIdx=0))","Outlands_P,Outlands_SideMissions.TheWorld:PersistentLevel.Main_Sequence.GearboxSeqAct_TriggerDialogName_49,OutputLinks[0].Links,,()","Outlands_P,Outlands_SideMissions.TheWorld:PersistentLevel.WillowPopulationEncounter_0,Waves[2].MemberOpportunities,,(PopulationOpportunityDen'Outlands_SideMissions.TheWorld:PersistentLevel.PopulationOpportunityDen_2',PopulationOpportunityDen'Outlands_SideMissions.TheWorld:PersistentLevel.PopulationOpportunityDen_8',None)","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass,AttributeStartingValues[0].BaseValue.BaseValueConstant,,120","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass,AttributeStartingValues[6].BaseValue.BaseValueConstant,,110","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Character.CharClass_LoaderUltimateBadass,AttributeStartingValues[1].BaseValue.BaseValueConstant,,6","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_ArmGun_Loop:BehaviorProviderDefinition_32.Behavior_AIThrowProjectileAtTarget_7,ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant,,0.35","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Projectiles.Proj_RocketLaunch,SpeedFormula.BaseValueConstant,,1300","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_50,ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_51,ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_52,ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Anims.Anim_LoaderUltimateBadass_Missile_Loop:BehaviorProviderDefinition_32.Behavior_SpawnProjectile_53,ChildProjectileBaseValues[0].BaseValue.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5,StatusEffectDamage.BaseValueScaleConstant,,0.5","Ma_FinalBoss_P,GD_Ma_VoltronTrap.Projectiles.Proj_ShockBall:BehaviorProviderDefinition_0.Behavior_Explode_5,StatusEffectChance.BaseValueScaleConstant,,1","Ma_FinalBoss_P,GD_Ma_Pop_BossFights.Balance.PawnBalance_Helios,PlayThroughs[0].AttributeStartingValues,,((Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_HealthMultiplier',BaseValue =(BaseValueConstant = 160,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)),(Attribute = AttributeDefinition'GD_Balance_HealthAndDamage.AIParameters.Attribute_EnemyShieldMaxValueMultiplier',BaseValue =(BaseValueConstant = 85,BaseValueAttribute = None,InitializationDefinition = None,BaseValueScaleConstant = 1.000000)))","Ma_FinalBoss_P,GD_Ma_Helios.Character.CharClass_Ma_Helios,AttributeStartingValues[1].BaseValue.BaseValueConstant,,5.5","Ma_FinalBoss_P,GD_Ma_HeliosTurret.Character.CharClass_Ma_HeliosTurret,AttributeStartingValues[1].BaseValue.BaseValueConstant,,20","Ma_FinalBoss_P,GD_Ma_HeliosTurret.Weapons.Ma_HeliosTurret_WeaponType,InstantHitDamage.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_EosRocketTurret.Character.CharClass_Ma_EosRocketTurret,AttributeStartingValues[1].BaseValue.BaseValueConstant,,20","Ma_FinalBoss_P,GD_Ma_EosRocketTurret.Projectiles.Projectile_Rocket:BehaviorProviderDefinition_0.Behavior_Explode_351,DamageFormula.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_SpamGrenade:BehaviorProviderDefinition_1.Behavior_Explode_11,DamageFormula.BaseValueScaleConstant,,0.8","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_5,DamageFormula.BaseValueScaleConstant,,10","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_Explode_6,DamageFormula.BaseValueScaleConstant,,13","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_1.PopulationFactoryBalancedAIPawn_0,PawnBalanceDefinition,,AIPawnBalanceDefinition'GD_Ma_Pop_Glitches.Balance.PawnBalance_BadassGlitch'","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_20.PopulationFactoryPopulationDefinition_0,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_Glitch'","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_21.PopulationFactoryPopulationDefinition_0,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_ClaptrapForces.Population.Uniques.PopDef_ShadowClone_Eos'","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_22.PopulationFactoryPopulationDefinition_0,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_VirusLauncher'","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_23.PopulationFactoryPopulationDefinition_0,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_ParasiticVirus'","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_SpawnFromPopulationSystem_24.PopulationFactoryPopulationDefinition_0,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_Virus.Population.PopDef_Virus'","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0,BehaviorSequences[2].BehaviorData2[3].LinkedVariables.ArrayIndexAndLength,,0","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0,BehaviorSequences[2].BehaviorData2[16].LinkedVariables.ArrayIndexAndLength,,0","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11,Conditions[0],,0.2","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11,Conditions[1],,1.0","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11,Conditions[2],,0.2","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11,Conditions[3],,1.0","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_11,Conditions[4],,0.9","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12,Conditions[0],,0.25","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12,Conditions[1],,1.0","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12,Conditions[2],,0.5","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12,Conditions[3],,1.0","Ma_FinalBoss_P,GD_Ma_Helios.Projectiles.Proj_MoonShotCannon:BehaviorProviderDefinition_0.Behavior_RandomBranch_12,Conditions[4],,1.0","Ma_FinalBoss_P,GD_Ma_Helios.Character.AiDef_Ma_Helios:AIBehaviorProviderDefinition_0,BehaviorSequences[0].ConsolidatedOutputLinkData[203].ActivateDelay,,0.5","Ma_FinalBoss_P,GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88,DamagePerSecondFormula.BaseValueScaleConstant,,90","Ma_FinalBoss_P,GD_Ma_ShadowTrapEye.Character.AIDef_EyeOfHelios:AIBehaviorProviderDefinition_0.Behavior_FireBeam_88,RadiusToDoDamageAroundImpact.BaseValueConstant,,1300","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_Glitches.Mixes.PopDef_Glitches_Mix_FinalBoss_Weak'","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,MaxActiveActorsIsNormal,,3","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,MaxActiveActorsThreatened,,3","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,SpawnData.MaxActiveActors,,3","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,MaxTotalActors,,10","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,MaxTotalActorsFormula.BaseValueConstant,,10","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_4,RespawnDelay,,1.5","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,PopulationDef,,WillowPopulationDefinition'GD_Ma_Pop_Glitches.Population.PopDef_BadassGlitch'","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,MaxActiveActorsIsNormal,,1","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,MaxActiveActorsThreatened,,1","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,SpawnData.MaxActiveActors,,1","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,MaxTotalActors,,2","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,MaxTotalActorsFormula.BaseValueConstant,,2","Ma_FinalBoss_P,Ma_FinalBoss_Game.TheWorld:PersistentLevel.PopulationOpportunityDen_1,RespawnDelay,,3")