コード例 #1
0
        static void createTerrefyingHowl()
        {
            var dazzling_display = library.Get <BlueprintAbility>("5f3126d4120b2b244a95cb2ec23d69fb");

            terrifying_howl_ability = library.CopyAndAdd <BlueprintAbility>("08cb5f4c3b2695e44971bf5c45205df0", "TerrifyingHowlAbility", "");
            terrifying_howl_ability.SetName("Terrifying Howl");
            terrifying_howl_ability.SetDescription("The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or be frightened for 1d4+1 rounds.\n"
                                                   + "Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours.");
            terrifying_howl_ability.Type = AbilityType.Extraordinary;
            terrifying_howl_ability.RemoveComponents <SpellComponent>();
            terrifying_howl_ability.RemoveComponents <SpellListComponent>();
            terrifying_howl_ability.Range = AbilityRange.Personal;

            var frighteneed_buff = library.Get <BlueprintBuff>("f08a7239aa961f34c8301518e71d4cdf");
            var shaken_buff      = library.Get <BlueprintBuff>("25ec6cb6ab1845c48a95f9c20b034220");
            var cooldown_buff    = Helpers.CreateBuff("TerrifyingHowlCooldownBuff",
                                                      "Cooldown: Terrifying Howl",
                                                      terrifying_howl_ability.Description,
                                                      "",
                                                      terrifying_howl_ability.Icon,
                                                      null);

            cooldown_buff.SetBuffFlags(BuffFlags.RemoveOnRest);
            var on_failed_save = Common.createContextSavedApplyBuff(frighteneed_buff,
                                                                    Helpers.CreateContextDuration(Common.createSimpleContextValue(1),
                                                                                                  Kingmaker.UnitLogic.Mechanics.DurationRate.Rounds,
                                                                                                  Kingmaker.RuleSystem.DiceType.D4,
                                                                                                  Common.createSimpleContextValue(1)
                                                                                                  ),
                                                                    is_dispellable: false
                                                                    );

            var apply_cooldown = Common.createContextActionApplyBuff(cooldown_buff, Helpers.CreateContextDuration(Common.createSimpleContextValue(1),
                                                                                                                  Kingmaker.UnitLogic.Mechanics.DurationRate.Days),
                                                                     dispellable: false
                                                                     );
            PrefabLink p = new PrefabLink();

            p.AssetId = "cbfe312cb8e63e240a859efaad8e467c";
            var fx = Common.createContextActionSpawnFx(p);


            var condition = Helpers.CreateConditional(new Condition[] { Helpers.CreateConditionHasBuffFromCaster(cooldown_buff, true),
                                                                        Helpers.CreateConditionHasFact(shaken_buff),
                                                                        Helpers.Create <ContextConditionIsEnemy>() },
                                                      Common.createContextActionSavingThrow(SavingThrowType.Will, Helpers.CreateActionList(on_failed_save, apply_cooldown, fx)));

            condition.ConditionsChecker.Operation = Operation.And;

            terrifying_howl_ability.ReplaceComponent <AbilityEffectRunAction>(Helpers.CreateRunActions(condition));
            terrifying_howl_ability.AddComponent(Common.createContextCalculateAbilityParamsBasedOnClasses(new BlueprintCharacterClass[] { barbarian_class }, StatType.Strength));
            terrifying_howl_ability.AddComponent(dazzling_display.GetComponent <AbilitySpawnFx>());
            terrifying_howl_ability.AddComponent(Common.createAbilityCasterHasFacts(rage_marker_caster)); // allow to use only on rage
            terrifying_howl_feature        = Common.AbilityToFeature(terrifying_howl_ability, false);
            terrifying_howl_feature.Groups = new FeatureGroup[] { FeatureGroup.RagePower };
            terrifying_howl_feature.AddComponent(Helpers.PrerequisiteClassLevel(barbarian_class, 8));
            addToSelection(terrifying_howl_feature);
        }
コード例 #2
0
ファイル: Arcanist.cs プロジェクト: jp-bennett/Arcanist
        static internal BlueprintAbility CreateAddDCAbl()
        {
            AddCLDCOnNextSpell_AR component = Helpers.Create <AddCLDCOnNextSpell_AR>();

            component.valueCL     = 0;
            component.valueDC     = 1;
            component.PotentMagic = PotentMagic.exploit;
            Sprite        icon = Helpers.GetIcon("f001c73999fb5a543a199f890108d936");   //vanish
            BlueprintBuff buff = Helpers.CreateBuff("ArcanistClassReservoirAddDCBuff", "", "",
                                                    "85143f03db31082e776c095f3518a505", //MD5-32[ArcanistClass.Reservoir.AddDCBuff]
                                                    icon,
                                                    null,
                                                    component);

            buff.SetName(Helpers.CreateString("ArcanistClass.Reservoir.AddDCBuff.Name"));
            buff.SetDescription(Helpers.CreateString("ArcanistClass.Reservoir.AddDCBuff.Desc"));

            var ablResourceLogicComp = Helpers.Create <AbilityResourceLogic>();

            ablResourceLogicComp.RequiredResource = resource;
            ablResourceLogicComp.IsSpendResource  = true;
            ablResourceLogicComp.CostIsCustom     = false;
            ablResourceLogicComp.Amount           = 1;

            var ablEffectComp       = Helpers.Create <AbilityEffectRunAction>();
            var ablEffectCompAction = Helpers.Create <ContextActionApplyBuff>();

            ablEffectCompAction.Buff            = buff;
            ablEffectCompAction.Permanent       = false;
            ablEffectCompAction.DurationValue   = PresetDurations.threeRounds;
            ablEffectCompAction.IsFromSpell     = false;
            ablEffectCompAction.IsNotDispelable = false;
            ablEffectCompAction.ToCaster        = false;
            ablEffectCompAction.AsChild         = true;
            ablEffectComp.Actions = new ActionList {
                Actions = new GameAction[] { null, ablEffectCompAction }
            };

            BlueprintAbility abl = Helpers.CreateAbility("ArcanistClassReservoirAddDCAbl", "", "",
                                                         "a572d2412acba81b25cb7ca77c129010",//MD5-32[ArcanistClass.Reservoir.AddDCAbl]
                                                         icon,
                                                         AbilityType.Supernatural,
                                                         Kingmaker.UnitLogic.Commands.Base.UnitCommand.CommandType.Free,
                                                         AbilityRange.Personal,
                                                         "",
                                                         "",
                                                         ablResourceLogicComp,
                                                         ablEffectComp,
                                                         Helpers.Create <AbilityRequirementNoSupremancy>());

            abl.SetName(Helpers.CreateString("ArcanistClass.Reservoir.AddDCAbl.Name"));
            abl.SetDescription(Helpers.CreateString("ArcanistClass.Reservoir.AddDCAbl.Desc"));
            abl.LocalizedDuration    = Helpers.CreateString("ArcaneTide.ThreeRounds");
            abl.LocalizedSavingThrow = Helpers.CreateString("ArcaneTide.WillSave.CanAbandon");
            return(abl);
        }
コード例 #3
0
        static internal void UpdateDismiss()
        {
            BlueprintAbility dismissAbility = library.Get <BlueprintAbility>("5b21f6f7f14347948a2b77e3ae7e1fc4");

            dismissAbility.SetDescription("This ability allows caster to dismiss any area effect that they created at the target location, to dismiss a summoned or animated creature, or to release a dominated creature from control.");
            ContextActionDismissSpell dismiss = Helpers.Create <ExpandedContextActionDismissSpell>();

            dismissAbility.GetComponent <AbilityEffectRunAction>().Actions = Helpers.CreateActionList(dismiss);
            dismissAbility.ReplaceComponent <AbilityTargetCanDismiss>(Helpers.Create <ExpandedAbilityTargetCanDismiss>());
        }
コード例 #4
0
        static void createVirtuosoPerformance()
        {
            var performance_resource        = library.Get <BlueprintAbilityResource>("e190ba276831b5c4fa28737e5e49e6a6");
            var inspire_competence          = library.Get <BlueprintActivatableAbility>("430ab3bb57f2cfc46b7b3a68afd4f74e");
            var increase_group_size         = Common.createIncreaseActivatableAbilityGroupSize(ActivatableAbilityGroup.BardicPerformance);
            var consume_additional_resource = Helpers.Create <NewMechanics.ConsumeResourceIfAbilitiesFromGroupActivated>(c =>
            {
                c.group = ActivatableAbilityGroup.BardicPerformance;
                c.num_abilities_activated = 2;
                c.resource = performance_resource;
            }
                                                                                                                         );
            var deactivate_performance = Helpers.Create <NewMechanics.DeactivatedAbilityFromGroup>(c =>
            {
                c.group = ActivatableAbilityGroup.BardicPerformance;
                c.num_abilities_activated = 1;
            }
                                                                                                   );

            virtuoso_performance = library.CopyAndAdd <BlueprintAbility>("20b548bf09bb3ea4bafea78dcb4f3db6", "VirtuosoPerformanceAbility", ""); //echolocation
            virtuoso_performance.SetIcon(inspire_competence.Icon);
            virtuoso_performance.SetName("Virtuoso Performance");
            virtuoso_performance.SetDescription("While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately.");
            virtuoso_performance.RemoveComponents <SpellListComponent>();
            virtuoso_performance.RemoveComponents <AbilityEffectRunAction>();
            virtuoso_performance.LocalizedDuration = Helpers.roundsPerLevelDuration;

            var buff = Helpers.CreateBuff("VirtuosoPerformanceBuff",
                                          virtuoso_performance.Name,
                                          virtuoso_performance.Description,
                                          "",
                                          virtuoso_performance.Icon,
                                          null,
                                          increase_group_size,
                                          Helpers.CreateAddFactContextActions(newRound: consume_additional_resource, deactivated: deactivate_performance)
                                          );
            var apply_buff = Common.createContextActionApplyBuff(buff,
                                                                 Helpers.CreateContextDuration(bonus: Helpers.CreateContextValue(AbilityRankType.Default), rate: DurationRate.Rounds),
                                                                 is_from_spell: true);

            virtuoso_performance.AddComponent(Helpers.CreateRunActions(apply_buff));
            virtuoso_performance.AddToSpellList(Helpers.bardSpellList, 4);
            virtuoso_performance.AddSpellAndScroll("33770ff24b320e343bb767815f800fc4"); //echolocation
        }
コード例 #5
0
        static void createGangUp()
        {
            var freebooter_bane_buff = library.Get <BlueprintBuff>("76dabd40a1c1c644c86ce30e41ad5cab");
            var gang_up_buff         = library.CopyAndAdd <BlueprintBuff>(vindicative_smite_buff.AssetGuid, "GangUpBuff", "");

            gang_up_buff.SetName("Gang Up");
            gang_up_buff.SetIcon(freebooter_bane_buff.Icon);
            gang_up_buff.ReplaceComponent <ACBonusAgainstTarget>(a => { a.CheckCaster = false; a.CheckCasterFriend = true; });
            gang_up_buff.ReplaceComponent <AttackBonusAgainstTarget>(a => { a.CheckCaster = false; a.CheckCasterFriend = true; });
            gang_up_buff.ReplaceComponent <DamageBonusAgainstTarget>(a => { a.CheckCaster = false; a.CheckCasterFriend = true; });


            gang_up_ability = library.CopyAndAdd <BlueprintAbility>(vindicative_smite_ability.AssetGuid, "GangUpAbility", "");
            gang_up_ability.RemoveComponents <AbilityTargetHasFact>();
            gang_up_ability.RemoveComponents <AbilityResourceLogic>();
            gang_up_ability.AddComponent(Common.createAbilityTargetHasFact(false, vindicative_smite_buff));
            gang_up_ability.ActionType = CommandType.Move;

            foreach (var c in gang_up_ability.GetComponents <ContextRankConfig>().ToArray())
            {
                var new_c = c.CreateCopy();
                Helpers.SetField(new_c, "m_Min", 1);
                Helpers.SetField(new_c, "m_UseMin", true);
                Helpers.SetField(new_c, "m_Progression", ContextRankProgression.Div2);
                gang_up_ability.ReplaceComponent(c, new_c);
            }

            var apply_buff = Common.createContextActionApplyBuff(gang_up_buff, Helpers.CreateContextDuration(Helpers.CreateContextValue(AbilityRankType.SpeedBonus)), dispellable: false);

            gang_up_ability.ReplaceComponent <AbilityEffectRunAction>(a => a.Actions = Helpers.CreateActionList(apply_buff));
            gang_up_ability.AddComponent(Helpers.CreateContextRankConfig(ContextRankBaseValueType.StatBonus, min: 1, type: AbilityRankType.SpeedBonus, stat: StatType.Charisma));
            gang_up_ability.SetName(gang_up_buff.Name);
            gang_up_ability.SetIcon(gang_up_buff.Icon);
            gang_up_ability.SetDescription("At 5th level, a vindictive bastard forms a close bond with her companions. This allows her to spend a move action to grant half her vindictive smite bonus against a single target to all allies who can see and hear her. This bonus lasts for a number of rounds equal to the vindictive bastard’s Charisma modifier (minimum 1).");

            swift_gang_up_ability            = library.CopyAndAdd <BlueprintAbility>(gang_up_ability.AssetGuid, "SwiftGangUpAbility", "");
            swift_gang_up_ability.ActionType = CommandType.Swift;
            swift_gang_up_ability.SetName("Swift Justice");
            swift_gang_up_ability.SetDescription("At 11th level, a vindictive bastard can activate her gang up ability as a swift action.");

            gang_up       = Common.AbilityToFeature(gang_up_ability, false, "");
            swift_justice = Common.AbilityToFeature(swift_gang_up_ability, false, "");
        }
コード例 #6
0
        static void createVindicativeSmite()
        {
            vindicative_smite_buff = library.CopyAndAdd <BlueprintBuff>("b6570b8cbb32eaf4ca8255d0ec3310b0", "VindicativeSmiteBuff", "");
            vindicative_smite_buff.SetName("Vindictive Smite");
            vindicative_smite_buff.RemoveComponents <IgnoreTargetDR>();

            Common.addConditionToResoundingBlow(Common.createContextConditionHasBuffFromCaster(vindicative_smite_buff));


            var vindicative_smite_allowed = Helpers.CreateBuff("VindicativeSmiteAllowedBuff",
                                                               "Vindictive Smite Allowed",
                                                               "",
                                                               "",
                                                               vindicative_smite_buff.Icon,
                                                               null);

            vindicative_smite_allowed.SetBuffFlags(BuffFlags.RemoveOnRest);


            vindicative_smite_ability = library.CopyAndAdd <BlueprintAbility>("7bb9eb2042e67bf489ccd1374423cdec", "VindicativeSmiteAbility", "");
            vindicative_smite_ability.SetName(vindicative_smite_buff.Name);
            vindicative_smite_ability.SetDescription("A vindictive bastard is particularly ruthless against those who have harmed her or her allies. Once per day as a swift action, she can smite one target within sight who has dealt hit point damage to her or an ally. She adds her Charisma modifier to her attack rolls and adds her paladin level to damage rolls against the target of her smite. In addition, while vindictive smite is in effect, the vindictive bastard gains a deflection bonus equal to her Charisma bonus (if any) to her AC against attacks by the target of the smite.\n"
                                                     + "The vindictive smite effect remains until the target of the smite is dead or the next time the vindictive bastard rests and regains her uses of this ability. At 4th level and every 3 levels thereafter, the vindictive bastard can invoke her vindictive smite one additional time per day, to a maximum of seven times per day at 19th level.");

            vindicative_smite_ability.ReplaceComponent <AbilityCasterAlignment>(Common.createAbilityTargetHasFact(false, vindicative_smite_allowed));
            vindicative_smite_ability.AddComponent(Common.createAbilityTargetHasFact(true, vindicative_smite_buff));

            var apply_buff = Common.createContextActionApplyBuff(vindicative_smite_buff, Helpers.CreateContextDuration(), is_permanent: true, dispellable: false);

            vindicative_smite_ability.ReplaceComponent <AbilityEffectRunAction>(a => a.Actions = Helpers.CreateActionList(apply_buff));

            var config     = vindicative_smite_ability.GetComponents <ContextRankConfig>().Where(c => c.IsBasedOnClassLevel).FirstOrDefault();
            var new_config = config.CreateCopy();

            Helpers.SetField(new_config, "m_Class", getVindicativeBastardArray());
            vindicative_smite_ability.ReplaceComponent(config, new_config);

            var apply_allowed = Common.createContextActionApplyBuff(vindicative_smite_allowed, Helpers.CreateContextDuration(), is_permanent: true, dispellable: false);

            GameAction trigger = apply_allowed;

            if (!test_mode)
            {
                trigger = Helpers.CreateConditional(Helpers.Create <ContextConditionIsEnemy>(), trigger);
            }

            var vindicative_smite_trigger = Helpers.CreateBuff("VindicativeSmiteTriggerBuff",
                                                               "",
                                                               "",
                                                               "",
                                                               null,
                                                               null,
                                                               Helpers.Create <NewMechanics.AddIncomingDamageTriggerOnAttacker>(c => c.Actions = Helpers.CreateActionList(trigger))
                                                               );

            vindicative_smite_trigger.SetBuffFlags(BuffFlags.HiddenInUi);

            var vindicative_smite_trigger_area = library.CopyAndAdd <BlueprintAbilityAreaEffect>("7ced0efa297bd5142ab749f6e33b112b", "VindicativeSmiteTriggerArea", "");

            vindicative_smite_trigger_area.Size = 100.Feet();
            vindicative_smite_trigger_area.ReplaceComponent <AbilityAreaEffectBuff>(a => a.Buff = vindicative_smite_trigger);

            var vindicative_smite_area_buff = library.CopyAndAdd <BlueprintBuff>("c96380f6dcac83c45acdb698ae70ffc4", "VindicativeSmiteTriggerAreaBuff", "");

            vindicative_smite_area_buff.ReplaceComponent <AddAreaEffect>(a => a.AreaEffect = vindicative_smite_trigger_area);
            smite_resource = library.Get <BlueprintAbilityResource>("b4274c5bb0bf2ad4190eb7c44859048b");//smite_evil_resource

            vindicative_smite = Helpers.CreateFeature("VindicativeSmiteFeature",
                                                      vindicative_smite_ability.Name,
                                                      vindicative_smite_ability.Description,
                                                      "",
                                                      vindicative_smite_ability.Icon,
                                                      FeatureGroup.None,
                                                      Common.createAuraFeatureComponent(vindicative_smite_area_buff),
                                                      Helpers.CreateAddAbilityResource(smite_resource),
                                                      Helpers.CreateAddFact(vindicative_smite_ability)
                                                      );

            add_vindicative_smite_use = library.CopyAndAdd <BlueprintFeature>("0f5c99ffb9c084545bbbe960b825d137", "VindicativeSmiteAdditionalUse", "");
            add_vindicative_smite_use.SetName("Vindicative Smite - Additional Use");
            add_vindicative_smite_use.SetDescription(vindicative_smite.Description);
        }
コード例 #7
0
ファイル: Arcanist.cs プロジェクト: jp-bennett/Arcanist
        static public BlueprintAbility CreateHeighten()
        {
            var              variants     = new List <BlueprintAbility>();
            Metamagic        heighten     = Metamagic.Heighten;
            BlueprintFeature heightenFeat = library.Get <BlueprintFeature>(MetaFeats.dict[(int)heighten]);

            for (int i = 1; i <= 9; i++)
            {
                string buffname = $"ArcanistClassSponHeighten{i}SubBuff";
                var    buff_i   = Helpers.CreateBuff(buffname, "", "",
                                                     OtherUtils.GetMd5(buffname), heightenFeat.Icon, null);
                buff_i.SetName(Helpers.CreateString($"ArcanistClass.SponMetamagic.Heighten{i}.Name"));
                buff_i.SetDescription(heightenFeat.GetDescription());

                var ablEffectComp       = Helpers.Create <AbilityEffectRunAction>();
                var ablEffectCompAction = Helpers.Create <ContextActionApplyBuff>();
                ablEffectCompAction.Buff            = buff_i;
                ablEffectCompAction.Permanent       = false;
                ablEffectCompAction.DurationValue   = PresetDurations.oneRound;
                ablEffectCompAction.IsFromSpell     = false;
                ablEffectCompAction.IsNotDispelable = false;
                ablEffectCompAction.ToCaster        = false;
                ablEffectCompAction.AsChild         = true;
                ablEffectComp.Actions = new ActionList {
                    Actions = new GameAction[] { null, ablEffectCompAction }
                };

                var ablRequirementComp = Helpers.Create <AbilityRequirementFeature>();
                ablRequirementComp.Feat = heightenFeat;
                ablRequirementComp.Not  = false;

                var ablRequirementComp2 = Helpers.Create <AbilityRequirementClassSpellLevel>();
                ablRequirementComp2.characterClass     = ArcanistClass.arcanist;
                ablRequirementComp2.RequiredSpellLevel = i;

                var abl_i_name = $"ArcanistClassSponHeighten{i}SubAbl";
                var abl_i      = Helpers.CreateAbility(abl_i_name, "", "",
                                                       OtherUtils.GetMd5(abl_i_name),
                                                       heightenFeat.Icon,
                                                       AbilityType.Special,
                                                       UnitCommand.CommandType.Free,
                                                       AbilityRange.Personal,
                                                       "", "",
                                                       ablEffectComp, ablRequirementComp, ablRequirementComp2);
                abl_i.SetName(buff_i.GetName());
                abl_i.SetDescription(buff_i.GetDescription());
                abl_i.LocalizedDuration    = Helpers.CreateString("ArcaneTide.OneRound");
                abl_i.LocalizedSavingThrow = Helpers.CreateString("ArcaneTide.WillSave.NoHarm");

                variants.Add(abl_i);
                buffDict[OtherUtils.make_pair <int, int>((int)heighten, i)] = buff_i;
            }
            BlueprintAbility abl = Helpers.CreateAbility("ArcanistClassSponHeightenAbl", "", "",
                                                         OtherUtils.GetMd5("ArcanistClassSponHeightenAbl"),
                                                         heightenFeat.Icon,
                                                         AbilityType.Special,
                                                         UnitCommand.CommandType.Free,
                                                         AbilityRange.Personal,
                                                         "", "");

            abl.SetName(heightenFeat.GetName());
            abl.SetDescription(heightenFeat.GetDescription());
            abl.LocalizedDuration    = Helpers.CreateString("ArcaneTide.OneRound");
            abl.LocalizedSavingThrow = Helpers.CreateString("ArcaneTide.WillSave.NoHarm");
            abl.AddComponent(abl.CreateAbilityVariants(variants));
            return(abl);
        }
コード例 #8
0
ファイル: Arcanist.cs プロジェクト: jp-bennett/Arcanist
        static public BlueprintFeature Create()
        {
            if (ArcaneReservoir.resource == null)
            {
                UnityModManagerNet.UnityModManager.Logger.Log("[Arcanist ConsumeSpell]Arcane Reservoir Pool must be created before ConsumeSpells::Create()");
                return(null);
            }
            if (library.BlueprintsByAssetId.ContainsKey("6e48c034817eabd99df991e0435025ed"))
            {
                return(library.Get <BlueprintFeature>("6e48c034817eabd99df991e0435025ed"));
            }
            consume_resource = Helpers.CreateAbilityResource("ArcanistClassConsumeSpellAblResource", "", "",
                                                             "56e3d1e34251f5c628ae08e78dbf0360",//MD5-32[ArcanistClass.ConsumeSpell.AblResource]
                                                             IconSet.vanish_icon);
            consume_resource.SetIncreasedByStat(3, StatType.Charisma);

            var variants = new List <BlueprintAbility>();

            for (int i = 1; i <= 9; i++)
            {
                int least_arcanist_level = (i == 1) ? 1 : 2 * i;
                AbilityRequirementClassSpellLevel comp_pre = Helpers.Create <AbilityRequirementClassSpellLevel>();
                comp_pre.characterClass     = arcanist;
                comp_pre.RequiredSpellLevel = i;

                AbilityResourceLogic comp_res = Helpers.Create <AbilityResourceLogic>();
                comp_res.Amount           = 1;
                comp_res.IsSpendResource  = true;
                comp_res.RequiredResource = consume_resource;
                comp_res.CostIsCustom     = false;

                AbilityEffectRunAction         comp_act = Helpers.Create <AbilityEffectRunAction>();
                ConsumeSpellForReservoirAction act      = Helpers.Create <ConsumeSpellForReservoirAction>();
                act.resource           = ArcaneReservoir.resource;
                act.spellLevel         = i;
                act.blueprintSpellbook = arcanist.Spellbook;
                comp_act.Actions       = new ActionList {
                    Actions = new GameAction[] { act }
                };

                BlueprintAbility abl_i = Helpers.CreateAbility($"ArcanistClassConsumeSpellLevel{i}Abl", "", "",
                                                               OtherUtils.GetMd5($"ArcanistClassConsumeSpellLevel{i}Abl"), IconSet.magus_spellrecall, AbilityType.Supernatural,
                                                               UnitCommand.CommandType.Move, AbilityRange.Personal,
                                                               "", "", comp_pre, comp_res, comp_act);
                abl_i.SetName(Helpers.CreateString($"ArcanistClass.ConsumeSpell.Level{i}.Abl.Name"));
                abl_i.SetDescription(Helpers.CreateString($"ArcanistClass.ConsumeSpell.Level{i}.Abl.Desc"));
                abl_i.LocalizedDuration    = Helpers.CreateString("ArcaneTide.Instant");
                abl_i.LocalizedSavingThrow = Helpers.CreateString("ArcaneTide.NoSave");
                variants.Add(abl_i);
                ablList.Add(abl_i);
            }

            AbilityResourceLogic comp_res0 = Helpers.Create <AbilityResourceLogic>();

            comp_res0.Amount           = 1;
            comp_res0.IsSpendResource  = true;
            comp_res0.RequiredResource = consume_resource;
            comp_res0.CostIsCustom     = false;

            abl = Helpers.CreateAbility("ArcanistClassConsumeSpellAbl", "", "",
                                        "33bec6603df0f7cfe904525e9a44432e",//MD5-32[ArcanistClass.ConsumeSpells.Abl]
                                        IconSet.magus_spellrecall,
                                        AbilityType.Supernatural,
                                        UnitCommand.CommandType.Move,
                                        AbilityRange.Personal,
                                        "",
                                        "",
                                        comp_res0);
            abl.SetName(Helpers.CreateString("ArcanistClass.ConsumeSpells.Abl.Name"));
            abl.SetDescription(Helpers.CreateString("ArcanistClass.ConsumeSpells.Abl.Desc"));
            abl.LocalizedDuration    = Helpers.CreateString("ArcaneTide.Instant");
            abl.LocalizedSavingThrow = Helpers.CreateString("ArcaneTide.NoSave");
            abl.AddComponent(abl.CreateAbilityVariants(variants.ToArray <BlueprintAbility>()));
            ablList.Add(abl);
            feat = Helpers.CreateFeature("ArcanistClassConsumeSpellsFeat", "", "",
                                         "6e48c034817eabd99df991e0435025ed",//MD5-32[ArcanistClass.ConsumeSpells.Feat]
                                         IconSet.magus_spellrecall,
                                         FeatureGroup.None,
                                         Helpers.Create <AddAbilityResources>(a => a.Resource = consume_resource),
                                         Helpers.Create <AddFacts>(a => a.Facts = new BlueprintUnitFact[] { abl }));
            feat.SetName(Helpers.CreateString("ArcanistClass.ConsumeSpells.Name"));
            feat.SetDescription(Helpers.CreateString("ArcanistClass.ConsumeSpells.Desc"));
            return(feat);
        }
コード例 #9
0
        static internal void createDeadlyJuggernaut()
        {
            var sneak_attack = library.Get <BlueprintFeature>("df4f34f7cac73ab40986bc33f87b1a3c");
            var false_life   = library.Get <BlueprintAbility>("7a5b5bf845779a941a67251539545762");

            deadly_juggernaut = library.CopyAndAdd <BlueprintAbility>("779179912e6c6fe458fa4cfb90d96e10", "DeadlyJuggernautAbility", "");
            deadly_juggernaut.RemoveComponents <SpellListComponent>();
            deadly_juggernaut.ReplaceComponent <AbilitySpawnFx>(false_life.GetComponent <AbilitySpawnFx>());
            deadly_juggernaut.ReplaceComponent <SpellComponent>(false_life.GetComponent <SpellComponent>());

            deadly_juggernaut.SetIcon(sneak_attack.Icon);
            deadly_juggernaut.SetName("Deadly Juggernaut");
            deadly_juggernaut.SetDescription("With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack.");
            deadly_juggernaut.RemoveComponents <AbilityEffectRunAction>();


            BlueprintBuff[] buffs = new BlueprintBuff[5];

            for (int i = 0; i < buffs.Length; i++)
            {
                int bonus = i + 1;
                buffs[i] = Helpers.CreateBuff($"DeadlyJuggernaut{i + 1}Buff",
                                              $"Deadly Juggernaut (+{i + 1})",
                                              deadly_juggernaut.Description,
                                              "",
                                              deadly_juggernaut.Icon,
                                              null,
                                              Common.createAttackTypeAttackBonus(Common.createSimpleContextValue(bonus), AttackTypeAttackBonus.WeaponRangeType.Melee, ModifierDescriptor.Luck),
                                              Helpers.CreateAddStatBonus(StatType.AdditionalDamage, bonus, ModifierDescriptor.Luck),
                                              Common.createAbilityScoreCheckBonus(Common.createSimpleContextValue(bonus), ModifierDescriptor.Luck, StatType.Strength),
                                              Helpers.CreateAddStatBonus(StatType.SkillAthletics, bonus, ModifierDescriptor.Luck),
                                              Common.createPhysicalDR(bonus * 2)
                                              );
            }

            var conditional = Helpers.CreateConditional(Helpers.CreateConditionHasBuff(buffs[0]),
                                                        new GameAction[] { Common.createContextActionApplyBuff(buffs[1], Helpers.CreateContextDuration(), is_from_spell: true, is_child: true, is_permanent: true),
                                                                           Common.createContextActionRemoveBuff(buffs[0]) },
                                                        new GameAction[] { Common.createContextActionApplyBuff(buffs[0], Helpers.CreateContextDuration(), is_from_spell: true, is_child: true, is_permanent: true) }
                                                        );

            for (int i = 1; i < buffs.Length; i++)
            {
                GameAction[] if_true = null;
                if (i < buffs.Length - 1)
                {
                    if_true = new GameAction[] { Common.createContextActionRemoveBuff(buffs[i]),
                                                 Common.createContextActionApplyBuff(buffs[i + 1],
                                                                                     Helpers.CreateContextDuration(),
                                                                                     is_from_spell: true,
                                                                                     is_child: true,
                                                                                     is_permanent: true) };
                }
                conditional = Helpers.CreateConditional(Helpers.CreateConditionHasBuff(buffs[i]),
                                                        if_true,
                                                        new GameAction[] { conditional });
            }



            var on_kill = Common.createAddInitiatorAttackWithWeaponTrigger(Helpers.CreateActionList(conditional),
                                                                           reduce_hp_to_zero: true,
                                                                           check_weapon_range_type: true,
                                                                           on_initiator: true,
                                                                           range_type: AttackTypeAttackBonus.WeaponRangeType.Melee);

            var buff = Helpers.CreateBuff("DeadlyJuggernautBuff",
                                          deadly_juggernaut.Name,
                                          deadly_juggernaut.Description,
                                          "",
                                          deadly_juggernaut.Icon,
                                          null,
                                          on_kill);

            buff.Stacking = StackingType.Replace;
            var apply_buff = Common.createContextActionApplyBuff(buff,
                                                                 Helpers.CreateContextDuration(bonus: Helpers.CreateContextValue(AbilityRankType.Default), rate: DurationRate.Minutes),
                                                                 is_from_spell: true);

            deadly_juggernaut.AddComponent(Helpers.CreateRunActions(apply_buff));


            deadly_juggernaut.AddToSpellList(Helpers.clericSpellList, 3);
            deadly_juggernaut.AddToSpellList(Helpers.inquisitorSpellList, 3);
            deadly_juggernaut.AddToSpellList(Helpers.paladinSpellList, 3);
            deadly_juggernaut.AddSpellAndScroll("539ff89add7d8e4409ab92df30e6afee"); //lead_blades
        }
コード例 #10
0
        static void createFlameBlade()
        {
            var bless_weapon       = library.Get <BlueprintAbility>("831e942864e924846a30d2e0678e438b");
            var flaming_enchatment = library.Get <BlueprintWeaponEnchantment>("30f90becaaac51f41bf56641966c4121");
            var scimitar_type      = library.Get <BlueprintWeaponType>("d9fbec4637d71bd4ebc977628de3daf3");
            var immaterial         = Helpers.Create <NewMechanics.Immaterial>();

            BlueprintWeaponEnchantment[] flame_blade_enchantments = new BlueprintWeaponEnchantment[11];
            var fire_damage = Common.createEnergyDamageDescription(Kingmaker.Enums.Damage.DamageEnergyType.Fire);

            for (int i = 0; i < flame_blade_enchantments.Length; i++)
            {
                var flame_blade_enchant = Helpers.Create <NewMechanics.WeaponDamageChange>(w =>
                {
                    w.bonus_damage            = i;
                    w.dice_formula            = new DiceFormula(1, DiceType.D8);
                    w.damage_type_description = fire_damage;
                });
                flame_blade_enchantments[i] = Common.createWeaponEnchantment($"FlameBlade{i}Enchantment",
                                                                             "Flame Blade",
                                                                             "You transform a non-magical scimitar into a 3-foot-long, blazing beam of red-hot fire springs. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. If you stop wielding it, the weapon loses magical properties.",
                                                                             "",
                                                                             "",
                                                                             "",
                                                                             0,
                                                                             flaming_enchatment.WeaponFxPrefab,
                                                                             immaterial,
                                                                             flame_blade_enchant
                                                                             );
            }


            var empower = Common.createWeaponEnchantment("EmpowerWeaponEnchantment",
                                                         "Empowered",
                                                         "All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.",
                                                         "",
                                                         "",
                                                         "",
                                                         0,
                                                         null,
                                                         Helpers.Create <NewMechanics.WeaponMetamagicDamage>(w => w.empower = true)
                                                         );
            var maximize = Common.createWeaponEnchantment("MaximizeWeaponEnchantment",
                                                          "Maximized",
                                                          "All variable, numeric effects of a spell are maximized.",
                                                          "",
                                                          "",
                                                          "",
                                                          0,
                                                          null,
                                                          Helpers.Create <NewMechanics.WeaponMetamagicDamage>(w => w.maximize = true)
                                                          );


            var empower_buff = Common.createBuffContextEnchantPrimaryHandWeaponIfHasMetamagic(Kingmaker.UnitLogic.Abilities.Metamagic.Empower,
                                                                                              true, true,
                                                                                              new BlueprintWeaponType[] { scimitar_type }, empower);

            var maximize_buff = Common.createBuffContextEnchantPrimaryHandWeaponIfHasMetamagic(Kingmaker.UnitLogic.Abilities.Metamagic.Maximize,
                                                                                               true, true,
                                                                                               new BlueprintWeaponType[] { scimitar_type }, maximize);


            var buff = Helpers.CreateBuff("FlameBladeBuff",
                                          flame_blade_enchantments[0].Name,
                                          flame_blade_enchantments[0].Description,
                                          "",
                                          bless_weapon.Icon,
                                          null,
                                          Common.createBuffContextEnchantPrimaryHandWeapon(Helpers.CreateContextValue(AbilityRankType.DamageBonus), true, true,
                                                                                           new BlueprintWeaponType[] { scimitar_type }, flame_blade_enchantments),
                                          empower_buff,
                                          maximize_buff,
                                          Helpers.CreateContextRankConfig(baseValueType: ContextRankBaseValueType.CasterLevel, progression: ContextRankProgression.OnePlusDivStep,
                                                                          type: AbilityRankType.DamageBonus, stepLevel: 2)
                                          );

            buff.Stacking = Kingmaker.UnitLogic.Buffs.Blueprints.StackingType.Replace;

            flame_blade = library.CopyAndAdd <BlueprintAbility>(shillelagh.AssetGuid, "FlameBladeAbility", "");
            flame_blade.SetIcon(bless_weapon.Icon);
            flame_blade.SetName(buff.Name);
            flame_blade.SetDescription(buff.Description);

            flame_blade.ReplaceComponent <AbilityCasterMainWeaponCheck>(Common.createAbilityCasterMainWeaponCheck(scimitar_type.Category));
            flame_blade.ReplaceComponent <SpellComponent>(Helpers.CreateSpellComponent(Kingmaker.Blueprints.Classes.Spells.SpellSchool.Evocation));

            var apply_buff = Common.createContextActionApplyBuff(buff,
                                                                 Helpers.CreateContextDuration(Helpers.CreateContextValue(AbilityRankType.Default), DurationRate.Minutes)
                                                                 );

            flame_blade.ReplaceComponent <AbilityEffectRunAction>(Helpers.CreateRunActions(apply_buff));
            flame_blade.AvailableMetamagic = flame_blade.AvailableMetamagic | Kingmaker.UnitLogic.Abilities.Metamagic.Empower | Kingmaker.UnitLogic.Abilities.Metamagic.Maximize;
            flame_blade.AddComponent(Helpers.CreateSpellDescriptor(SpellDescriptor.Fire));

            flame_blade.AddToSpellList(Helpers.druidSpellList, 2);
            flame_blade.AddSpellAndScroll("fbdd06f0414c3ef458eb4b2a8072e502"); //bless weapon
        }