static BlueprintFeature CreateElementalMetamagicFeat(ModMetamagic metamagic, DamageEnergyType energyType, String assetId, String iconAssetId) { var friendlyName = $"Elemental Spell — {energyType}"; var shortName = energyType.ToString().ToLower(); var description = $"You can manipulate the elemental nature of your spells. You may replace a spell’s normal damage with {shortName} damage.\nLevel Increase: +1"; return(CreateMetamagicFeat(metamagic, assetId, friendlyName, description, iconAssetId, Helpers.Create <ElementalMetamagic>(e => e.EnergyType = energyType))); }
static BlueprintFeature CreateElementalMetamagicFeat(ModMetamagic metamagic, DamageEnergyType energyType, String assetId, String iconAssetId) { var friendlyName = string.Format(Main.lc.GetTranslate("Metamagic.ftElementalSubName"), energyType); var shortName = energyType.ToString().ToLower(); var description = string.Format(Main.lc.GetTranslate("Metamagic.ftElementalSubDesc"), shortName); return(CreateMetamagicFeat(metamagic, assetId, friendlyName, description, iconAssetId, Helpers.Create <ElementalMetamagic>(e => e.EnergyType = energyType))); }
static BlueprintFeature CreateElementalMetamagicFeat(ModMetamagic metamagic, DamageEnergyType energyType, String assetId, Sprite icon) { var displayName = energyType.ToString().ToLower() == "magic" ? RES.NewMetamagicNamesElementalForcePrefix_info : LocalizedTexts.Instance.DamageEnergy.GetText(energyType); var friendlyName = string.Format(RES.MetamagicFeatElementalSpellName_info, displayName); var description = string.Format(RES.MetamagicFeatElementalSpellDescription_info, displayName); return(CreateMetamagicFeat(metamagic, assetId, friendlyName, description, icon, Helpers.Create <ElementalMetamagic>(e => e.EnergyType = energyType))); }