@title Money Grenade Changes: Diamond Keys @version 1.0.0 @author Apocalyptech @contact https://apocalyptech.com/contact.php @categories joke, gear-grenade, cheat @license Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) @license-url https://creativecommons.org/licenses/by-sa/4.0/ @screenshot https://raw.githubusercontent.com/BLCM/bl3mods/master/Apocalyptech/gear_changes/money_grenade_changes/screenshot_diamondkeys.png ### ### Changes the 'Money' grenade part to drop Diamond Keys instead of money. ### ### Generated by gen_money_grenade_changes.py ### ### ### Update item prefixes ### SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,SingleNames.SingleNames[20].NamePart.Object..PartName,0,,Diamond SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,TripleNames.TripleNames[11].NamePart.Object..PartName,0,,Mr. Shine SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[19].NamePart.Object..PartName,0,,Diversifying SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[36].NamePart.Object..PartName,0,,Make It Rain SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[52].NamePart.Object..PartName,0,,Investing SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[67].NamePart.Object..PartName,0,,Big Spender SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[81].NamePart.Object..PartName,0,,Bullish SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[94].NamePart.Object..PartName,0,,Depreciating SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[106].NamePart.Object..PartName,0,,Price Fixing SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[117].NamePart.Object..PartName,0,,Windfall SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[127].NamePart.Object..PartName,0,,Jackpot SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[136].NamePart.Object..PartName,0,,Compounding SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[144].NamePart.Object..PartName,0,,Moneysink SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[151].NamePart.Object..PartName,0,,ROI Rage SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[157].NamePart.Object..PartName,0,,Pyramid Scheme SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[162].NamePart.Object..PartName,0,,Infusion SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[166].NamePart.Object..PartName,0,,Taxing SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[169].NamePart.Object..PartName,0,,Infusion SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[171].NamePart.Object..PartName,0,,Bailout SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/Naming/GrenadeModNamingStrategy.GrenadeModNamingStrategy,ExtractedCombinationNames.ExtractedCombinationNames[172].NamePart.Object..PartName,0,,Engagement ### ### Update part name ### SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/UIStat_Grenade_Money_Icon.UIStat_Grenade_Money_Icon,Text,0,,DIAMOND KEYS ### ### Update drop pools and card descriptions ### # Single-part grenade SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/ItemPool_GrenadeMod_Money_1.ItemPool_GrenadeMod_Money_1,BalancedItems,0,,((InventoryBalanceData=/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey,ResolvedInventoryBalanceData=InventoryBalanceData'"/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey"',Weight=(BaseValueConstant=1))) SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/UIStat_Grenade_Money_Description_Single.UIStat_Grenade_Money_Description_Single,FormatText,0,,Enemies drop [skill]some[/skill] diamond keys when damaged. # Double-part grenade SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/ItemPool_GrenadeMod_Money_2.ItemPool_GrenadeMod_Money_2,BalancedItems,0,,((InventoryBalanceData=/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey,ResolvedInventoryBalanceData=InventoryBalanceData'"/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey"',Weight=(BaseValueConstant=1))) SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/UIStat_Grenade_Money_Description_Double.UIStat_Grenade_Money_Description_Double,FormatText,0,,Enemies drop [skill]lots[/skill] of diamond keys when damaged. # Triple-part grenade SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/ItemPool_GrenadeMod_Money_3.ItemPool_GrenadeMod_Money_3,BalancedItems,0,,((InventoryBalanceData=/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey,ResolvedInventoryBalanceData=InventoryBalanceData'"/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey"',Weight=(BaseValueConstant=1))) SparkPatchEntry,(1,1,0,),/Game/Gear/GrenadeMods/_Design/PartSets/Part_Behavior/Money/UIStat_Grenade_Money_Description_Triple.UIStat_Grenade_Money_Description_Triple,FormatText,0,,Enemies drop [skill]a buttload[/skill] of diamond keys when damaged. ### ### Fixing up droppable Diamond Key object ### ### We're making a few changes here which affect the item card specifically, ### though the item card will basically never be seen since we're enabling ### auto-pickup as well. If you *do* get a glimpse of the card (using Photo ### Mode or the like) you'll see a bit of weirdness still -- the card might ### inherit the visual price of whatever card was last looked at, and the ### loot beam icon might inherit the last-looked-at item as well. In the ### end I'm not bothering to track that down, though, since you've gotta ### work hard to see the card anyway. ### # Use an actual key mesh SparkPatchEntry,(1,1,0,),/Game/PatchDLC/VaultCard/Data/Currency/BP_DiamondKey_Single.Default__BP_DiamondKey_Single_C,ItemMeshComponent.Object..StaticMesh,0,,StaticMesh'"/Game/LevelArt/Environments/_Global/Props/Keys/Key_Scooters/Model/Meshes/SM_Key_Scooters.SM_Key_Scooters"' # Set a different item card type SparkPatchEntry,(1,1,0,),/Game/PatchDLC/VaultCard/Data/Currency/InvData_DiamondKey.InvData_DiamondKey,ItemCardTypeFrameName,0,,Mission # Set monetary value to 1; might prevent currency from inheriting from previously-viewed items SparkPatchEntry,(1,1,0,),/Game/PatchDLC/VaultCard/Data/Currency/InvData_DiamondKey.InvData_DiamondKey,MonetaryValue,0,,(BaseValueConstant=1,DataTableValue=(DataTable=None,RowName="",ValueName=""),BaseValueAttribute=None,AttributeInitializer=None,BaseValueScale=1) # Assign Legendary rarity (instead of Eridium), for loot bar + frame color SparkPatchEntry,(1,1,0,),/Game/PatchDLC/VaultCard/Data/Currency/InventoryBalance_DiamondKey.InventoryBalance_DiamondKey,RarityData,0,,RarityData'"/Game/GameData/Loot/RarityData/RarityData_05_Legendary.RarityData_05_Legendary"' # Auto-pickup Diamond Keys SparkPatchEntry,(1,1,0,),/Game/Gear/_Shared/_Design/InventoryCategories/InventoryCategory_DiamondKey.InventoryCategory_DiamondKey,PickupActionType,0,,OnUseOrTouch