Пример #1
0
        static void createKiPool()
        {
            var rogue_class = ResourcesLibrary.TryGetBlueprint <BlueprintCharacterClass>("299aa766dee3cbf4790da4efb8c72484");

            ki_resource = Helpers.CreateAbilityResource("NinjaKiResource", "", "", "", null);
            ki_resource.SetIncreasedByStat(0, StatType.Charisma);
            ki_resource.SetIncreasedByLevelStartPlusDivStep(0, 0, 0, 2, 1, 0, 0.0f, getRogueArray());

            var buff_extra_attack = library.Get <BlueprintBuff>("cadf8a5c42002494cabfc6c1196b514a");

            buff_extra_attack.SetNameDescription("", ""); //inherit from parent ability

            var ki_extra_attack = library.CopyAndAdd <BlueprintAbility>("ca948bb4ce1a2014fbf4d8d44b553074", "NinjaKiExtraAttackAbility", "");

            ki_extra_attack.SetDescription("By spending 1 point from his ki pool as a swift action, a ninja can make one additional attack at his highest attack bonus when making a full attack. This bonus attack stacks with haste and similar effects.");
            ki_extra_attack.ReplaceComponent <AbilityResourceLogic>(a => a.RequiredResource = ki_resource);

            var ki_speed_buff = library.CopyAndAdd <BlueprintBuff>("9ea4ec3dc30cd7940a372a4d699032e7", "NinjaKiSpeedBoostBuff", "");

            ki_speed_buff.ReplaceComponent <BuffMovementSpeed>(b => b.Value = 20);
            var ki_speed_burst = library.CopyAndAdd <BlueprintAbility>("8c98b8f3ac90fa245afe14116e48c7da", "NinjaKiSpeedBoostAbility", "");

            var new_actions = Common.changeAction <ContextActionApplyBuff>(ki_speed_burst.GetComponent <AbilityEffectRunAction>().Actions.Actions,
                                                                           c =>
            {
                c.Buff          = ki_speed_buff;
                c.DurationValue = Helpers.CreateContextDuration(1, DurationRate.Rounds);
            }
                                                                           );

            ki_speed_burst.ReplaceComponent <AbilityEffectRunAction>(Helpers.CreateRunActions(new_actions));
            ki_speed_burst.ReplaceComponent <AbilityResourceLogic>(a => a.RequiredResource = ki_resource);
            ki_speed_burst.SetNameDescription("Ki Speed Burst",
                                              "A ninja with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the ninja's base land speed by 20 feet for 1 round.");


            var ki_extra_attack_feature = Common.AbilityToFeature(ki_extra_attack);

            ki_pool = Helpers.CreateFeature("KiPoolNinjaFeature",
                                            "Ki Pool",
                                            "At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier.\n"
                                            + "By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.",
                                            "",
                                            null,
                                            FeatureGroup.None,
                                            Helpers.CreateAddFacts(ki_speed_burst),
                                            Helpers.CreateAddFeatureOnClassLevel(ki_extra_attack_feature, 5, new BlueprintCharacterClass[] { archetype.GetParentClass() }, before: true),
                                            ki_resource.CreateAddAbilityResource());

            ninja_ki_extra_attack_ability = ki_extra_attack;
        }
Пример #2
0
        static void createSoloTactics()
        {
            var inquisitor_solo_tactics = library.Get <BlueprintFeature>("5602845cd22683840a6f28ec46331051");
            var swift_tactician         = library.Get <BlueprintFeature>("4ca47c023f1c158428bd55deb44c735f");
            var solo_tactics_buff       = Helpers.CreateBuff("VindicativeBastardSoloTacticsBuff",
                                                             "Solo Tactics",
                                                             "At 2nd level, a vindictive bastard gains solo tactics, as per the inquisitor class feature. She can activate this ability as a swift action and gains the benefits of it for 1 round. She can use this ability a number of rounds per day equal to half her paladin level + her Charisma modifier.",
                                                             "",
                                                             swift_tactician.Icon,
                                                             null,
                                                             inquisitor_solo_tactics.ComponentsArray[0]);

            solo_tactics_resource = Helpers.CreateAbilityResource("HolyVindicatorSoloTacticsResource", "", "", "", null);
            solo_tactics_resource.SetIncreasedByStat(0, StatType.Charisma);
            solo_tactics_resource.SetIncreasedByLevelStartPlusDivStep(0, 2, 1, 2, 1, 0, 0.0f, getVindicativeBastardArray());

            var solo_tactics_ability = Helpers.CreateActivatableAbility("VindicativeBastardSoloTacticsActivatableAbility",
                                                                        solo_tactics_buff.Name,
                                                                        solo_tactics_buff.Description,
                                                                        "",
                                                                        solo_tactics_buff.Icon,
                                                                        solo_tactics_buff,
                                                                        AbilityActivationType.Immediately,
                                                                        CommandType.Free,
                                                                        null,
                                                                        Helpers.CreateActivatableResourceLogic(solo_tactics_resource, ResourceSpendType.NewRound)
                                                                        );

            if (!test_mode)
            {
                Helpers.SetField(solo_tactics_ability, "m_ActivateWithUnitCommand", CommandType.Swift);
                solo_tactics_ability.DeactivateIfCombatEnded = true;
                solo_tactics_ability.AddComponent(Common.createActivatableAbilityUnitCommand(CommandType.Swift));
            }

            solo_tactics = Common.ActivatableAbilityToFeature(solo_tactics_ability, false);
            solo_tactics.AddComponent(Helpers.CreateAddAbilityResource(solo_tactics_resource));
        }
Пример #3
0
        static void createSolarInvocation()
        {
            solar_invocation_resource = Helpers.CreateAbilityResource("SolarInvocationResource", "", "", "", null);
            solar_invocation_resource.SetIncreasedByLevel(0, 2, getDawnflowerAcnchoriteArray());
            solar_invocation_resource.SetIncreasedByStat(0, StatType.Charisma);

            bask_in_radiance = Helpers.CreateFeature("BaskInRadianceFeature",
                                                     "Bask in Radiance",
                                                     "At 3rd level, when a Dawnflower anchorite uses his solar invocation ability, he can designate any number of allies within 30 feet to gain the bonuses granted by solar invocation for as long as he maintains the ability.",
                                                     "",
                                                     Helpers.GetIcon("0d657aa811b310e4bbd8586e60156a2d"), //cure critical wounds
                                                     FeatureGroup.None
                                                     );

            var icon = LoadIcons.Image2Sprite.Create(@"AbilityIcons/FontOfSpiritMagic.png");

            var effect_buff = Helpers.CreateBuff("SolarInvocationEffectBuff",
                                                 "Solar Invocation",
                                                 "A Dawnflower anchorite can harness the sun’s life-giving warmth to protect the innocent and smite the wicked. At 1st level, he can invoke the sun as a standard action, granting him a +1 competence bonus on attack rolls and damage rolls against evil creatures and adding 1 to the DC of his spells and spell-like abilities against evil creatures. The bonus on attack rolls and damage rolls increases to +2 at 5th level and +3 at 9th level. If a Dawnflower anchorite has an animal companion, the companion also gains the competence bonus on attack and damage rolls while this ability is active.\n"
                                                 + "A Dawnflower anchorite can invoke the sun for a number of rounds per day equal to twice his Dawnflower anchorite class level + his Charisma modifier. Maintaining this ability on subsequent rounds is a free action. These bonuses apply only when the Dawnflower anchorite is standing in an outdoor area.\n",
                                                 "",
                                                 icon,
                                                 null,
                                                 Helpers.Create <NewMechanics.AttackBonusAgainstAlignment>(a => { a.value = Helpers.CreateContextValue(AbilityRankType.Default); a.descriptor = ModifierDescriptor.Competence; a.alignment = AlignmentComponent.Evil; }),
                                                 Helpers.Create <NewMechanics.SpellsDCBonusAgainstAlignment>(a => { a.value = Helpers.CreateContextValue(AbilityRankType.StatBonus); a.descriptor = ModifierDescriptor.UntypedStackable; a.alignment = AlignmentComponent.Evil; }),
                                                 Helpers.Create <NewMechanics.DamageBonusAgainstAlignment>(a => { a.value = Helpers.CreateContextValue(AbilityRankType.Default); a.descriptor = ModifierDescriptor.Competence; a.alignment = AlignmentComponent.Evil; })
                                                 );

            var defense_effect_buff = Helpers.CreateBuff("SolarDefenseEffectBuff",
                                                         "Solar Defense",
                                                         "While using solar invocation, the Dawnflower anchorite adds his competence bonus on attack rolls to his Armor Class as a dodge bonus and to Reflex saving throws as a sacred bonus against evil creatures. The Dawnflower anchorite can select this credence twice—the second time he does so, the bonus to Armor Class and on Ref lex saves also applies to any companions who gain bonuses from the Dawnflower anchorite’s solar invocation.",
                                                         "",
                                                         Helpers.GetIcon("62888999171921e4dafb46de83f4d67d"), //shield of dawn
                                                         null,
                                                         Helpers.Create <NewMechanics.ArmorClassBonusAgainstAlignment>(a => { a.value = Helpers.CreateContextValue(AbilityRankType.Default); a.descriptor = ModifierDescriptor.Dodge; a.alignment = AlignmentComponent.Evil; }),
                                                         Helpers.Create <NewMechanics.ContextSavingThrowBonusAgainstAlignment>(a => { a.value = Helpers.CreateContextValue(AbilityRankType.Default); a.descriptor = ModifierDescriptor.Sacred; a.alignment = AlignmentComponent.Evil; a.save_type = SavingThrowType.Reflex; })
                                                         );

            solar_defense = Helpers.CreateFeature("SolarDefenseFeature",
                                                  "Solar Defense I",
                                                  defense_effect_buff.Description,
                                                  "",
                                                  defense_effect_buff.Icon,
                                                  FeatureGroup.None
                                                  );

            solar_defense2 = Helpers.CreateFeature("SolarDefense2Feature",
                                                   "Solar Defense II",
                                                   defense_effect_buff.Description,
                                                   "",
                                                   defense_effect_buff.Icon,
                                                   FeatureGroup.None,
                                                   Helpers.PrerequisiteFeature(solar_defense)
                                                   );

            var flaming            = library.Get <BlueprintWeaponEnchantment>("30f90becaaac51f41bf56641966c4121");
            var solar_weapons_buff = Helpers.CreateBuff("SolarWeaponsEffectBuff",
                                                        "Solar Weapons",
                                                        "While using solar invocation, the Dawnflower anchorite grants the flaming weapon special ability to one weapon of each creature affected by the Dawnflower anchorite’s solar invocation.",
                                                        "",
                                                        LoadIcons.Image2Sprite.Create(@"AbilityIcons/FlameBlade.png"),
                                                        null,
                                                        Common.createBuffContextEnchantPrimaryHandWeapon(1, false, true, new BlueprintWeaponEnchantment[] { flaming })
                                                        );

            solar_weapons = Helpers.CreateFeature("SolarWeaponsFeature",
                                                  solar_weapons_buff.Name,
                                                  solar_weapons_buff.Description,
                                                  "",
                                                  solar_weapons_buff.Icon,
                                                  FeatureGroup.None
                                                  );

            var apply_solar_defense = Common.createContextActionApplyBuff(defense_effect_buff, Helpers.CreateContextDuration(), false, true, true, false);
            var apply_solar_weapons = Common.createContextActionApplyBuff(solar_weapons_buff, Helpers.CreateContextDuration(), false, true, true, false);

            Common.addContextActionApplyBuffOnConditionToActivatedAbilityBuffNoRemove(effect_buff,
                                                                                      Helpers.CreateConditional(Common.createContextConditionCasterHasFact(solar_weapons),
                                                                                                                apply_solar_weapons
                                                                                                                )
                                                                                      );
            Common.addContextActionApplyBuffOnConditionToActivatedAbilityBuffNoRemove(effect_buff,
                                                                                      Helpers.CreateConditional(Common.createContextConditionCasterHasFact(solar_defense),
                                                                                                                Helpers.CreateConditional(Helpers.CreateConditionsCheckerOr(Common.createContextConditionIsCaster(),
                                                                                                                                                                            Common.createContextConditionCasterHasFact(solar_defense2)
                                                                                                                                                                            ),
                                                                                                                                          apply_solar_defense)
                                                                                                                )
                                                                                      );
            var toggle = Common.createToggleAreaEffect(effect_buff, 30.Feet(),
                                                       Helpers.CreateConditionsCheckerOr(Common.createContextConditionIsCaster(),
                                                                                         Helpers.Create <CompanionMechanics.ContextConditionIsPet>(),
                                                                                         Helpers.Create <NewMechanics.ContextConditionIsAllyAndCasterHasFact>(c => c.fact = bask_in_radiance)
                                                                                         ),
                                                       AbilityActivationType.WithUnitCommand,
                                                       UnitCommand.CommandType.Standard,
                                                       Common.createPrefabLink("dfc59904273f7ee49ab00e5278d86e16"),
                                                       Common.createPrefabLink("9353083f430e5a44a8e9d6e26faec248")
                                                       );

            toggle.AddComponents(solar_invocation_resource.CreateActivatableResourceLogic(ResourceSpendType.NewRound));
            toggle.DeactivateIfCombatEnded   = true;
            toggle.DeactivateIfOwnerDisabled = true;
            toggle.Buff.SetBuffFlags(BuffFlags.HiddenInUi);
            toggle.Group     = ActivatableAbilityGroupExtension.SolarInvocation.ToActivatableAbilityGroup();
            solar_invocation = Common.ActivatableAbilityToFeature(toggle, false);
            solar_invocation.AddComponents(solar_invocation_resource.CreateAddAbilityResource());

            solar_invocation2 = SaveGameFix.createDummyFeature("SolarInvocation2Feature", "");
            solar_invocation3 = SaveGameFix.createDummyFeature("SolarInvocation3Feature", "");
            var solar_invocation4 = SaveGameFix.createDummyFeature("SolarInvocation4Feature", "");

            solar_invocation2.HideInCharacterSheetAndLevelUp = true;
            solar_invocation2.HideInUI = true;
            solar_invocation3.HideInCharacterSheetAndLevelUp = true;
            solar_invocation3.HideInUI = true;
            solar_invocation4.HideInCharacterSheetAndLevelUp = true;
            solar_invocation4.HideInUI = true;
            solar_invocation.AddComponents(Helpers.CreateAddFeatureOnClassLevel(solar_invocation2, 5, getDawnflowerAcnchoriteArray()),
                                           Helpers.CreateAddFeatureOnClassLevel(solar_invocation3, 9, getDawnflowerAcnchoriteArray()));

            //add scaling to buffs and dawnflower invocation

            var dawnflower_invocation_buff = Helpers.CreateBuff("DawnflowerInvocationBuff",
                                                                "Dawnflower Invocation",
                                                                "At 10th level, a Dawnflower anchorite is able to, once per day, use his solar invocation ability for 1 minute. The Dawnflower anchorite can also use this ability indoors or underground. While using Dawnflower invocation, all bonuses gained from solar invocation increase by 1. Using this ability doesn’t cost rounds per day of solar invocation.",
                                                                "",
                                                                Helpers.GetIcon("e67efd8c84f69d24ab472c9f546fff7e"),
                                                                null,
                                                                Helpers.CreateAddFactContextActions(activated: Common.createContextActionApplyBuff(toggle.Buff, Helpers.CreateContextDuration(), false, true, true, false)),
                                                                Helpers.CreateAddFact(solar_invocation4)
                                                                );

            var dawnflower_invocation_resource = Helpers.CreateAbilityResource("DawnflowerInvocationResource", "", "", "", null);

            dawnflower_invocation_resource.SetFixedResource(1);
            var dawnflower_invocation_ability = Helpers.CreateAbility("DawnflowerInvocationAbility",
                                                                      dawnflower_invocation_buff.Name,
                                                                      dawnflower_invocation_buff.Description,
                                                                      "",
                                                                      dawnflower_invocation_buff.Icon,
                                                                      AbilityType.Supernatural,
                                                                      CommandType.Swift,
                                                                      AbilityRange.Personal,
                                                                      Helpers.oneMinuteDuration,
                                                                      "",
                                                                      Helpers.CreateRunActions(Common.createContextActionApplyBuff(dawnflower_invocation_buff, Helpers.CreateContextDuration(1, DurationRate.Minutes), dispellable: false)),
                                                                      Common.createAbilitySpawnFx("52d413df527f9fa4a8cf5391fd593edd", anchor: AbilitySpawnFxAnchor.SelectedTarget, position_anchor: AbilitySpawnFxAnchor.None, orientation_anchor: AbilitySpawnFxAnchor.None),
                                                                      dawnflower_invocation_resource.CreateResourceLogic()
                                                                      );

            dawnflower_invocation_ability.setMiscAbilityParametersSelfOnly();
            dawnflower_invocation = Common.AbilityToFeature(dawnflower_invocation_ability, false);
            dawnflower_invocation.AddComponent(dawnflower_invocation_resource.CreateAddAbilityResource());

            toggle.AddComponent(Common.createActivatableAbilityRestrictionHasFact(dawnflower_invocation_buff, not: true));
            var config = Helpers.CreateContextRankConfig(ContextRankBaseValueType.FeatureList,
                                                         featureList: new BlueprintFeature[] { solar_invocation, solar_invocation2, solar_invocation3, solar_invocation4 }
                                                         );
            var config2 = Helpers.CreateContextRankConfig(ContextRankBaseValueType.FeatureList, type: AbilityRankType.StatBonus,
                                                          featureList: new BlueprintFeature[] { solar_invocation, solar_invocation4 }
                                                          );

            effect_buff.AddComponents(config, config2);
            defense_effect_buff.AddComponent(config);

            solar_invocation_move_action = Helpers.CreateFeature("SolarInvocationMoveActionFeature",
                                                                 "Solar Invocation: Move Action",
                                                                 "At 5th level, a Dawnflower anchorite can invoke the sun as a move action instead of a standard action. At 10th level, he can invoke the sun as a swift action.",
                                                                 "",
                                                                 Helpers.GetIcon("03a9630394d10164a9410882d31572f0"), //aid
                                                                 FeatureGroup.None,
                                                                 Helpers.Create <ActivatableAbilityActionTypeModierMechanics.ModifyActivatableAbilityGroupActionType>(m =>
            {
                m.group  = ActivatableAbilityGroupExtension.SolarInvocation.ToActivatableAbilityGroup();
                m.action = CommandType.Move;
            }
                                                                                                                                                                      )
                                                                 );
            solar_invocation_swift_action = library.CopyAndAdd(solar_invocation_move_action, "SolarInvocationSwiftActionFeature", "");
            solar_invocation_swift_action.SetName("Solar Invocation: Swift Action");
            solar_invocation_swift_action.ReplaceComponent <ActivatableAbilityActionTypeModierMechanics.ModifyActivatableAbilityGroupActionType>(m => m.action = CommandType.Swift);

            divine_light = Helpers.CreateFeature("DivineLightFeature",
                                                 "Divine Light",
                                                 "The Dawnflower anchorite can use solar invocation indoors or underground. He can use solar invocation 2 additional rounds per day.",
                                                 "",
                                                 Helpers.GetIcon("be2062d6d85f4634ea4f26e9e858c3b8"), //cleanse
                                                 FeatureGroup.None,
                                                 Helpers.Create <IncreaseResourceAmount>(i => { i.Resource = solar_invocation_resource; i.Value = 2; })
                                                 );

            toggle.AddComponent(Helpers.Create <NewMechanics.OutdoorsUnlessHasFact>(o => o.fact = divine_light));
        }
Пример #4
0
        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);
        }