// work on hold. this is a bit too advanced for me. maybe I drop the idea static void createHexes() { // TODO: add functionality to accursed_strike_buff // substep: spells // substep: hexes var accursed_strike_buff = Helpers.CreateBuff( "AccursedStrikeBuff", "Accursed Strike", "Any prepared spell or hex with the curse descriptor can be delivered using the spellstrike ability, even if the spells are not touch attack spells.", "309c5ae6d76d4117a8945bd2a35504b8", //GuidManager.NewGuid("AccursedStrikeBuff") library.Get <BlueprintAbility>("0bd54216d38852947930320f6269a9d7").Icon, // TODO: replace Icon null //Common.createAddAreaEffect(area_effect) ); var accursed_strike_activatable = Helpers.CreateActivatableAbility( "AccursedStrikeToggleAbility", accursed_strike_buff.Name, accursed_strike_buff.Description, "", //GuidManager.NewGuid("AccursedStrikeToggleAbility"), // TODO: new GUID library.Get <BlueprintAbility>("0bd54216d38852947930320f6269a9d7").Icon, // TODO: replace Icon accursed_strike_buff, AbilityActivationType.Immediately, CommandType.Free, null ); accursed_strike = Helpers.CreateFeature( "AccursedStrikeFeature", accursed_strike_buff.Name, accursed_strike_buff.Description, "", //GuidManager.NewGuid("AccursedStrikeFeature"), // TODO: make new GUID library.Get <BlueprintAbility>("0bd54216d38852947930320f6269a9d7").Icon, // TODO: replace Icon FeatureGroup.None, Helpers.CreateAddFact(accursed_strike_activatable) ); accursed_strike.Ranks = 1; accursed_strike.AddComponent(archetype.CreatePrerequisite(1, true)); hex_arcana_selection.AllFeatures = hex_arcana_selection.AllFeatures.AddToArray(accursed_strike); hex_arcana_selection.Features = hex_arcana_selection.AllFeatures; }