public static bool isBodyArmor(BlueprintItemArmor armor) { return(armor.ProficiencyGroup != ArmorProficiencyGroup.Buckler && armor.ProficiencyGroup != ArmorProficiencyGroup.HeavyShield && armor.ProficiencyGroup != ArmorProficiencyGroup.LightShield && armor.ProficiencyGroup != ArmorProficiencyGroup.TowerShield); }
static void fixEnchants() { for (int i = 0; i < unarmed_enchants.Length; i++) { unarmed_enchants[i].ComponentsArray[0] = Helpers.Create <NewMechanics.EnchantmentMechanics.StaticEquipmentWeaponTypeEnhancement>(s => { s.Enhancement = i + 1; s.AllNaturalAndUnarmed = true; }); unarmed_bonus[i] = library.CopyAndAdd <BlueprintEquipmentEnchantment>(unarmed_enchants[i], $"UnarmedBonusEnhancement{i + 1}", ""); unarmed_bonus[i].ComponentsArray = new BlueprintComponent[] { Helpers.Create <NewMechanics.EnchantmentMechanics.EquipmentWeaponTypeEnhancement>(s => { s.Enhancement = i + 1; s.AllNaturalAndUnarmed = true; }) }; } /*for (int i = 0; i < standard_enchants.Length; i++) * { * standard_enchants[i].ComponentsArray[0] = Helpers.Create<NewMechanics.EnchantmentMechanics.StaticWeaponEnhancementBonus>(s => { s.EnhancementBonus = i + 1; }); * }*/ //fix magic fang var magic_fang = library.Get <BlueprintAbility>("403cf599412299a4f9d5d925c7b9fb33"); var greater_magic_fang = library.Get <BlueprintAbility>("f1100650705a69c4384d3edd88ba0f52"); (magic_fang.GetComponent <AbilityEffectRunAction>().Actions.Actions[0] as MagicFang).Enchantment[0] = static_enchants[0]; (greater_magic_fang.GetComponent <AbilityEffectRunAction>().Actions.Actions[0] as MagicFang).Enchantment = static_enchants; //fix monk robes var robes = new BlueprintItemArmor[] { library.Get <BlueprintItemArmor>("70c13c319f3d18841bb4c4e5c27125c9"), //protector library.Get <BlueprintItemArmor>("d2eb319bc6b399a48b1b1d0a73238ac4"), //arbiter library.Get <BlueprintItemArmor>("c18a1d22dca8b684195633d685855d0c") //enforcer }; for (int i = 0; i < robes.Length; i++) { var robe_enchants = Helpers.GetField <BlueprintEquipmentEnchantment[]>(robes[i], "m_Enchantments"); robe_enchants[1] = unarmed_bonus[2 * i]; Helpers.SetField(robes[i], "m_Enchantments", robe_enchants); } }