public EffectDescriptionBuilder SetSavingThrowData(bool hasSavingThrow, bool disableSavingThrowOnAllies, string savingThrowAbility, bool ignoreCover, RuleDefinitions.EffectDifficultyClassComputation difficultyClassComputation, string savingThrowDifficultyAbility, int fixedSavingThrowDifficultyClass, bool advantageForEnemies, List <SaveAffinityBySenseDescription> savingThrowAffinitiesBySense) { effect.HasSavingThrow = hasSavingThrow; effect.SetDisableSavingThrowOnAllies(disableSavingThrowOnAllies); effect.SavingThrowAbility = savingThrowAbility; effect.IgnoreCover = ignoreCover; effect.SetDifficultyClassComputation(difficultyClassComputation); effect.SetSavingThrowDifficultyAbility(savingThrowDifficultyAbility); effect.FixedSavingThrowDifficultyClass = fixedSavingThrowDifficultyClass; effect.AdvantageForEnemies = advantageForEnemies; effect.SetField("savingThrowAffinitiesBySense", savingThrowAffinitiesBySense); return(this); }