static void createChannelEnergyDomainProgression() { //add to domains var druid = library.Get <BlueprintCharacterClass>("610d836f3a3a9ed42a4349b62f002e96"); var domain_selection = library.Get <BlueprintFeatureSelection>("48525e5da45c9c243a343fc6545dbdb9"); var cleric_secondary_domain_selection = library.Get <BlueprintFeatureSelection>("43281c3d7fe18cc4d91928395837cd1e"); var druid_domain_selection = library.Get <BlueprintFeatureSelection>("5edfe84c93823d04f8c40ca2b4e0f039"); var blight_druid_domain_selection = library.Get <BlueprintFeatureSelection>("096fc02f6cc817a43991c4b437e12b8e"); var cleric = library.Get <BlueprintCharacterClass>("67819271767a9dd4fbfd4ae700befea0"); ClassToProgression.addClassToDomains(dawnflower_anchorite, new BlueprintArchetype[0], ClassToProgression.DomainSpellsType.NoSpells, domain_selection, cleric); ClassToProgression.addClassToDomains(dawnflower_anchorite, new BlueprintArchetype[0], ClassToProgression.DomainSpellsType.NoSpells, cleric_secondary_domain_selection, cleric); ClassToProgression.addClassToDomains(dawnflower_anchorite, new BlueprintArchetype[0], ClassToProgression.DomainSpellsType.NoSpells, blight_druid_domain_selection, druid); ClassToProgression.addClassToDomains(dawnflower_anchorite, new BlueprintArchetype[0], ClassToProgression.DomainSpellsType.NoSpells, druid_domain_selection, druid); ChannelEnergyEngine.addClassToChannelEnergyProgression(dawnflower_anchorite); foreach (var p in Archetypes.StormDruid.domain_secondary_progressions) { ClassToProgression.addClassToProgression(dawnflower_anchorite, new BlueprintArchetype[0], ClassToProgression.DomainSpellsType.NoSpells, p, druid); } foreach (var p in Wildshape.wildshape_progressions) { ClassToProgression.addClassToProgression(dawnflower_anchorite, new BlueprintArchetype[0], ClassToProgression.DomainSpellsType.NoSpells, p, p.Classes[0]); } //remove dawnflower anchorite from animal domains var domain_animal_companion_progression = library.Get <BlueprintProgression>("125af359f8bc9a145968b5d8fd8159b8"); domain_animal_companion_progression.Classes = domain_animal_companion_progression.Classes.RemoveFromArray(dawnflower_anchorite); var druid_animal_domain_selection = library.Get <BlueprintProgression>("a75ad4936e099c54881cf553e2110703"); foreach (var a in druid_animal_domain_selection.GetComponents <AddFeatureOnClassLevel>()) { a.AdditionalClasses = a.AdditionalClasses.RemoveFromArray(dawnflower_anchorite); } channel_energy_domain_progression = Helpers.CreateFeature("DawnflowerAnchoriteChannelDomainProgressionFeature", "Focused", "The character adds his Dawnflower anchorite class levels to his effective class level in the corresponding class for the purpose of determining the effects of the following features: " + "Domains, Channel Energy, Animal Companion and Wildshape.", "", Helpers.GetIcon("a5e23522eda32dc45801e32c05dc9f96"), //good hope FeatureGroup.None ); var animal_companion_rank = library.Get <BlueprintFeature>("1670990255e4fe948a863bafd5dbda5d"); for (int i = 1; i <= 10; i++) { channel_energy_domain_progression.AddComponent(Helpers.CreateAddFeatureOnClassLevelIfHasFact(animal_companion_rank, i, getDawnflowerAcnchoriteArray(), animal_companion_rank)); } }
static void createChannelEnergyProgression() { ChannelEnergyEngine.addClassToChannelEnergyProgression(holy_vindicator_class); channel_energy_progression = Helpers.CreateFeature("ChannelEnergyHolyVindicatorProgression", "Channel Energy", "The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.", "", null, FeatureGroup.None); }