static BlueprintProgression CreateFavoredClassProgression(BlueprintCharacterClass favoredClass) { var className = favoredClass.Name.ToLower(); // TODO: implement other classes/races favored class benefits. var description = $"Whenever you gain a {className} level, you can choose between +1 hit point, +1 skill rank, or the racial bonus associated with their favored class."; var isSorcerer = favoredClass.AssetGuid == "b3a505fb61437dc4097f43c3f8f9a4cf"; var isBard = favoredClass.AssetGuid == "772c83a25e2268e448e841dcd548235f"; var isOracle = favoredClass == OracleClass.oracle; //var isWizard = favoredClass.AssetGuid == "ba34257984f4c41408ce1dc2004e342e"; //var isHaldeen = false; var isExtraSpellClass = isSorcerer || isBard || isOracle; if (isExtraSpellClass) { description += "\nRacial favored class benefits:" + $"\n Human (and Half-Elf, Half-Orc, Aasimar) — Add one spell known from the {className} spell list. This spell must be at least one level below the highest {className} spell you can cast."; } //string mergeGuid = ; //string mergeGuid = isArcanist == false ?: "081651146ada3d2a99f6e9190ac6b01a"; //Log.Write(className); //Log.Write(mergeGuid); var favored = Helpers.CreateProgression( $"FavoredClass{favoredClass.name}Progression", $"Favored Class — {favoredClass.Name}", description, Helpers.MergeIds(favoredClass.AssetGuid, "081651146ada4d0a88f6e9190ac6b01a"), favoredClass.Icon, FeatureGroup.Feat, Helpers.Create <DisableAutomaticFavoredClassHitPoints>()); var choices = new List <BlueprintFeature>(); if (isExtraSpellClass) { for (int level = 1; level <= 8; level++) { choices.Add(CreateExtraSpellChoice(favoredClass, level)); } } FavoredClassBonus.FillFavoredClassProgression(favored, favoredClass, choices); return(favored); }
static BlueprintProgression CreateFavoredClassProgression(BlueprintCharacterClass favoredClass) { var className = favoredClass.Name.ToLower(); // TODO: implement other classes/races favored class benefits. var description = string.Format(RES.FavoredClassProgressionDescription_info, className); var isSorcerer = favoredClass.AssetGuid == "b3a505fb61437dc4097f43c3f8f9a4cf"; var isBard = favoredClass.AssetGuid == "772c83a25e2268e448e841dcd548235f"; var isOracle = favoredClass == OracleClass.oracle; //var isWizard = favoredClass.AssetGuid == "ba34257984f4c41408ce1dc2004e342e"; //var isHaldeen = false; var isExtraSpellClass = isSorcerer || isBard || isOracle; if (isExtraSpellClass) { description += string.Format(RES.FavoredClassExtraSpellProgressionDescription_info, className, className); } //string mergeGuid = ; //string mergeGuid = isArcanist == false ?: "081651146ada3d2a99f6e9190ac6b01a"; //Log.Write(className); //Log.Write(mergeGuid); var favored = Helpers.CreateProgression( $"FavoredClass{favoredClass.name}Progression", string.Format(RES.TypeHyphenSubtype_info, RES.FavoredClassFeatureName_info, favoredClass.Name), description, Helpers.MergeIds(favoredClass.AssetGuid, "081651146ada4d0a88f6e9190ac6b01a"), favoredClass.Icon, FeatureGroup.Feat, Helpers.Create <DisableAutomaticFavoredClassHitPoints>()); var choices = new List <BlueprintFeature>(); if (isExtraSpellClass) { for (int level = 1; level <= 8; level++) { choices.Add(CreateExtraSpellChoice(favoredClass, level)); } } FavoredClassBonus.FillFavoredClassProgression(favored, favoredClass, choices); return(favored); }
static BlueprintProgression CreateFavoredClassProgression(BlueprintCharacterClass favoredClass) { var className = favoredClass.Name.ToLower(); // TODO: implement other classes/races favored class benefits. var description = $"每当此角色提升 {className} 等级时, 你可以获得+1生命值,+1技能点,或者基于他们天赋职业的其它奖励。"; var isSorcerer = favoredClass.AssetGuid == "b3a505fb61437dc4097f43c3f8f9a4cf"; var isBard = favoredClass.AssetGuid == "772c83a25e2268e448e841dcd548235f"; var isOracle = favoredClass == OracleClass.oracle; var isExtraSpellClass = isSorcerer || isBard || isOracle; if (isExtraSpellClass) { description += "\n其它天赋职业奖励:" + $"\n 人类 (和半精灵,半兽人,阿斯莫) — 从 {className} 法术列表中获得一个额外已知法术。这个法术必须比你当前所能施展的最高环 {className} 法术低一环。"; } var favored = Helpers.CreateProgression( $"FavoredClass{favoredClass.name}Progression", $"天赋职业 — {favoredClass.Name}", description, Helpers.MergeIds(favoredClass.AssetGuid, "081651146ada4d0a88f6e9190ac6b01a"), favoredClass.Icon, FeatureGroup.Feat, Helpers.Create <DisableAutomaticFavoredClassHitPoints>()); var choices = new List <BlueprintFeature>(); if (isExtraSpellClass) { for (int level = 1; level <= 8; level++) { choices.Add(CreateExtraSpellChoice(favoredClass, level)); } } FavoredClassBonus.FillFavoredClassProgression(favored, favoredClass, choices); return(favored); }