Class ActionsBuilderKingdomEx
Extension to ActionsBuilder for actions involving the Kingdom and Crusade system.
Inheritance
System.Object
ActionsBuilderKingdomEx
Assembly: BlueprintCore.dll
Syntax
public static class ActionsBuilderKingdomEx
Methods
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AddBuffToSquad(ActionsBuilder, Blueprint<BlueprintBuffReference>, SquadFilter, GlobalMagicValue)
Declaration
public static ActionsBuilder AddBuffToSquad(this ActionsBuilder builder, Blueprint<BlueprintBuffReference> buff, SquadFilter filter, GlobalMagicValue hoursDuration)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> |
buff |
Blueprint of type BlueprintBuff. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Kingmaker.Crusade.GlobalMagic.SquadFilter |
filter |
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Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
hoursDuration |
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Returns
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AddCrusadeResource(ActionsBuilder, KingdomResourcesAmount)
Adds Kingmaker.Armies.TacticalCombat.GameActions.ContextActionAddCrusadeResource
Declaration
public static ActionsBuilder AddCrusadeResource(this ActionsBuilder builder, KingdomResourcesAmount resourcesAmount)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.Kingdom.KingdomResourcesAmount |
resourcesAmount |
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Returns
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AddCrusadeResources(ActionsBuilder, KingdomResourcesAmount)
Declaration
public static ActionsBuilder AddCrusadeResources(this ActionsBuilder builder, KingdomResourcesAmount _resourcesAmount)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.Kingdom.KingdomResourcesAmount |
_resourcesAmount |
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Returns
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AddGrowthBonus(ActionsBuilder, Nullable<Int32>)
Declaration
public static ActionsBuilder AddGrowthBonus(this ActionsBuilder builder, int? bonus = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Int32> |
bonus |
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Returns
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AddMercenaryToPool(ActionsBuilder, Blueprint<BlueprintUnitReference>, Nullable<Single>)
Declaration
public static ActionsBuilder AddMercenaryToPool(this ActionsBuilder builder, Blueprint<BlueprintUnitReference> unit = null, float? weight = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
InfoBox: Amount to hire is setup in BlueprintUnit -> ArmyUnitComponent -> MercenariesBaseGrowths
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Single> |
weight |
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Returns
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Declaration
public static ActionsBuilder AddMorale(this ActionsBuilder builder, int? bonus = null, DiceFormula? change = null, bool? substract = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Int32> |
bonus |
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System.Nullable<Kingmaker.RuleSystem.DiceFormula> |
change |
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System.Nullable<System.Boolean> |
substract |
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Returns
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AddTacticalArmyFeature(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ArmyFaction>, List<Blueprint<BlueprintFeatureReference>>, Nullable<MercenariesIncludeOption>)
Declaration
public static ActionsBuilder AddTacticalArmyFeature(this ActionsBuilder builder, ArmyProperties? armyTag = null, List<Blueprint<BlueprintUnitReference>> armyUnits = null, bool? byTag = null, bool? byUnits = null, ArmyFaction? faction = null, List<Blueprint<BlueprintFeatureReference>> features = null, MercenariesIncludeOption? mercenariesFilter = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<Kingmaker.Armies.Components.ArmyProperties> |
armyTag |
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System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitReference>> |
armyUnits |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
byTag |
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System.Nullable<System.Boolean> |
byUnits |
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System.Nullable<Kingmaker.Armies.ArmyFaction> |
faction |
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System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintFeatureReference>> |
features |
Blueprint of type BlueprintFeature. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<Kingmaker.Kingdom.Armies.MercenariesIncludeOption> |
mercenariesFilter |
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Returns
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ArmyAdditionalAction(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>)
Declaration
public static ActionsBuilder ArmyAdditionalAction(this ActionsBuilder builder, bool? canAddInBonusMoraleTurn = null, bool? inCurrentTurn = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Boolean> |
canAddInBonusMoraleTurn |
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System.Nullable<System.Boolean> |
inCurrentTurn |
InfoBox: Can't be used on combat setup. Otherwise make sure that context target is not null
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Returns
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ArmyRemoveFacts(ActionsBuilder, Blueprint<BlueprintUnitFactReference>[])
Adds Kingmaker.Armies.TacticalCombat.GameActions.ContextActionArmyRemoveFacts
Declaration
public static ActionsBuilder ArmyRemoveFacts(this ActionsBuilder builder, params Blueprint<BlueprintUnitFactReference>[] factsToRemove)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] |
factsToRemove |
Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Returns
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BlockTacticalCell(ActionsBuilder, TacticalMapObstacle.Link)
Declaration
public static ActionsBuilder BlockTacticalCell(this ActionsBuilder builder, TacticalMapObstacle.Link obstaclePrefab = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.Armies.TacticalCombat.Grid.TacticalMapObstacle.Link |
obstaclePrefab |
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Returns
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ByArmyLeader(ActionsBuilder, ActionsBuilder)
Adds Kingmaker.Armies.TacticalCombat.GameActions.ContextActionByArmyLeader
Declaration
public static ActionsBuilder ByArmyLeader(this ActionsBuilder builder, ActionsBuilder actions = null)
Parameters
Returns
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ChangeArmyMorale(ActionsBuilder, GlobalMagicValue, GlobalMagicValue)
Declaration
public static ActionsBuilder ChangeArmyMorale(this ActionsBuilder builder, GlobalMagicValue changeValue, GlobalMagicValue duration)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
changeValue |
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Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
duration |
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Returns
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ChangeKingdomMoraleMaximum(ActionsBuilder, Nullable<Int32>)
Declaration
public static ActionsBuilder ChangeKingdomMoraleMaximum(this ActionsBuilder builder, int? maxValueDelta = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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System.Nullable<System.Int32> |
maxValueDelta |
InfoBox: Can be negative
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Returns
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ChangeTacticalMorale(ActionsBuilder, ContextValue)
Declaration
public static ActionsBuilder ChangeTacticalMorale(this ActionsBuilder builder, ContextValue value)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Kingmaker.UnitLogic.Mechanics.ContextValue |
value |
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Returns
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ClearArmyDismissalExp(ActionsBuilder)
Declaration
public static ActionsBuilder ClearArmyDismissalExp(this ActionsBuilder builder)
Parameters
Returns
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CreateArmyAsDismissalCompensation(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>, Nullable<Boolean>)
Declaration
public static ActionsBuilder CreateArmyAsDismissalCompensation(this ActionsBuilder builder, Blueprint<BlueprintGlobalMapPoint.Reference> location = null, bool? random = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
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Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
random |
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Returns
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CreateArmyFromLosses(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>, Int32, Int32, Nullable<Boolean>)
Declaration
public static ActionsBuilder CreateArmyFromLosses(this ActionsBuilder builder, Blueprint<BlueprintGlobalMapPoint.Reference> location, int squadsMaxCount, int sumExperience, bool? applyRecruitIncrease = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Int32 |
squadsMaxCount |
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System.Int32 |
sumExperience |
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System.Nullable<System.Boolean> |
applyRecruitIncrease |
InfoBox: Increase squads size according to KingdomUnitsGrowthIncrease active components
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Returns
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CreateCrusaderArmy(ActionsBuilder, Blueprint<BlueprintArmyPreset.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>, Nullable<Boolean>, Blueprint<ArmyLeader.Reference>, Nullable<Single>, Nullable<Int32>)
Adds Kingmaker.Designers.EventConditionActionSystem.Actions.CreateArmy
Declaration
public static ActionsBuilder CreateCrusaderArmy(this ActionsBuilder builder, Blueprint<BlueprintArmyPreset.Reference> army, Blueprint<BlueprintGlobalMapPoint.Reference> location, bool? applyRecruitIncrease = null, Blueprint<ArmyLeader.Reference> armyLeader = null, float? armySpeed = null, int? movementPoints = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Reference> |
army |
Blueprint of type BlueprintArmyPreset. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
applyRecruitIncrease |
InfoBox: Increase squads size according to KingdomUnitsGrowthIncrease active components
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Blueprint<Kingmaker.Armies.ArmyLeader.Reference> |
armyLeader |
Blueprint of type BlueprintArmyLeader. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Single> |
armySpeed |
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System.Nullable<System.Int32> |
movementPoints |
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Returns
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CreateDemonArmy(ActionsBuilder, Blueprint<BlueprintArmyPreset.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>, Blueprint<ArmyLeader.Reference>, Nullable<Single>, Blueprint<BlueprintActionList.Reference>, Boolean)
Adds Kingmaker.Designers.EventConditionActionSystem.Actions.CreateArmy
Declaration
public static ActionsBuilder CreateDemonArmy(this ActionsBuilder builder, Blueprint<BlueprintArmyPreset.Reference> army, Blueprint<BlueprintGlobalMapPoint.Reference> location, Blueprint<ArmyLeader.Reference> armyLeader = null, float? armySpeed = null, Blueprint<BlueprintActionList.Reference> completeActions = null, bool targetNearestEnemy = false)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Reference> |
army |
Blueprint of type BlueprintArmyPreset. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Blueprint<Kingmaker.Armies.ArmyLeader.Reference> |
armyLeader |
Blueprint of type BlueprintArmyLeader. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Single> |
armySpeed |
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Blueprint<Kingmaker.Blueprints.BlueprintActionList.Reference> |
completeActions |
Blueprint of type BlueprintActionList. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Boolean |
targetNearestEnemy |
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Returns
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CreateGarrison(ActionsBuilder, Blueprint<BlueprintArmyPreset.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>, Blueprint<ArmyLeader.Reference>, Nullable<Boolean>)
Declaration
public static ActionsBuilder CreateGarrison(this ActionsBuilder builder, Blueprint<BlueprintArmyPreset.Reference> army, Blueprint<BlueprintGlobalMapPoint.Reference> location, Blueprint<ArmyLeader.Reference> armyLeader = null, bool? hasNoReward = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Reference> |
army |
Blueprint of type BlueprintArmyPreset. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Blueprint<Kingmaker.Armies.ArmyLeader.Reference> |
armyLeader |
Blueprint of type BlueprintArmyLeader. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
hasNoReward |
InfoBox: No Exp will be received on defeating garrison and garrison will not hide armies on GM behind it.
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Returns
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DecreaseRecruitsGrowth(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder DecreaseRecruitsGrowth(this ActionsBuilder builder, int? count = null, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
count |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Returns
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EnterKingdomInterface(ActionsBuilder, Blueprint<BlueprintAreaEnterPointReference>, ActionsBuilder)
Declaration
public static ActionsBuilder EnterKingdomInterface(this ActionsBuilder builder, Blueprint<BlueprintAreaEnterPointReference> returnPoint = null, ActionsBuilder triggerAfterAuto = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> |
returnPoint |
Blueprint of type BlueprintAreaEnterPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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ActionsBuilder |
triggerAfterAuto |
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Returns
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ExchangeRecruits(ActionsBuilder, Nullable<Single>, Nullable<Int32>, Blueprint<BlueprintUnitReference>, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder ExchangeRecruits(this ActionsBuilder builder, float? convertCoefficient = null, int? newGrowth = null, Blueprint<BlueprintUnitReference> newUnit = null, int? oldGrowth = null, Blueprint<BlueprintUnitReference> oldUnit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Single> |
convertCoefficient |
InfoBox: Current amount in squads and recruit pools would be multiplied by this coefficient
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System.Nullable<System.Int32> |
newGrowth |
InfoBox: New-old growth serves as parameters to calculate growth change coefficient: GrowthCoefficient = NewGrowth / OldGrowth Weekly growth = `current weekly growth` * GrowthCoefficient Note that this only affect base growth (without morale and buidlings). Result and values can be zero (means zero base growth)
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Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
newUnit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Int32> |
oldGrowth |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
oldUnit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Returns
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FakeSkipTime(ActionsBuilder, GlobalMagicValue)
Declaration
public static ActionsBuilder FakeSkipTime(this ActionsBuilder builder, GlobalMagicValue skipDays)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
skipDays |
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Returns
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ForceDayTime(ActionsBuilder, Nullable<TimeOfDay>, Nullable<Boolean>, Nullable<Boolean>)
Declaration
public static ActionsBuilder ForceDayTime(this ActionsBuilder builder, TimeOfDay? dayTime = null, bool? hasOverride = null, bool? reloadStaticIfNeeded = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<Kingmaker.AreaLogic.TimeOfDay> |
dayTime |
|
System.Nullable<System.Boolean> |
hasOverride |
|
System.Nullable<System.Boolean> |
reloadStaticIfNeeded |
|
Returns
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GainDiceArmyDamage(ActionsBuilder, GlobalMagicValue, SquadFilter)
Declaration
public static ActionsBuilder GainDiceArmyDamage(this ActionsBuilder builder, GlobalMagicValue diceValue, SquadFilter filter)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
diceValue |
|
Kingmaker.Crusade.GlobalMagic.SquadFilter |
filter |
|
Returns
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GainGlobalMagicSpell(ActionsBuilder, Blueprint<BlueprintGlobalMagicSpell.Reference>)
Declaration
public static ActionsBuilder GainGlobalMagicSpell(this ActionsBuilder builder, Blueprint<BlueprintGlobalMagicSpell.Reference> spell)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Crusade.GlobalMagic.BlueprintGlobalMagicSpell.Reference> |
spell |
Blueprint of type BlueprintGlobalMagicSpell. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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IncreaseRecruitsGrowth(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder IncreaseRecruitsGrowth(this ActionsBuilder builder, int? count = null, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
count |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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IncreaseRecruitsPool(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder IncreaseRecruitsPool(this ActionsBuilder builder, int? count = null, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
count |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KillSquadLeaders(ActionsBuilder, ContextDiceValue)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionSquadUnitsKill
Declaration
public static ActionsBuilder KillSquadLeaders(this ActionsBuilder builder, ContextDiceValue count)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.UnitLogic.Mechanics.ContextDiceValue |
count |
InfoBox: For leader, it is just count (use custom properties for formulas) For squad, it is coefficient that will be multiplied by current squad size
|
Returns
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KillSquadUnits(ActionsBuilder, Single)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionSquadUnitsKill
Declaration
public static ActionsBuilder KillSquadUnits(this ActionsBuilder builder, float floatCount)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Single |
floatCount |
InfoBox: For leader, it is just count (for formulas use Count and custom properties ) For squad, it is coefficient that will be multiplied by current squad size
|
Returns
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Declaration
public static ActionsBuilder KingdomActionAddBPRandom(this ActionsBuilder builder, KingdomResource resourceType, int? bonus = null, DiceFormula? change = null, bool? includeInEventStats = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Kingdom.KingdomResource |
resourceType |
|
System.Nullable<System.Int32> |
bonus |
|
System.Nullable<Kingmaker.RuleSystem.DiceFormula> |
change |
|
System.Nullable<System.Boolean> |
includeInEventStats |
Tooltip: When true, stat changes are stored in current event resolution history
|
Returns
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KingdomActionAddBuff(ActionsBuilder, Blueprint<BlueprintKingdomBuffReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Blueprint<BlueprintRegionReference>)
Declaration
public static ActionsBuilder KingdomActionAddBuff(this ActionsBuilder builder, Blueprint<BlueprintKingdomBuffReference> buff, bool? applyToRegion = null, bool? copyToAdjacentRegions = null, int? overrideDuration = null, Blueprint<BlueprintRegionReference> region = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomBuffReference> |
buff |
Blueprint of type BlueprintKingdomBuff. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Boolean> |
applyToRegion |
InfoBox: If true applies buff to region from Region field or (if it's null) to region for context (settlement, event or parent buff)
|
System.Nullable<System.Boolean> |
copyToAdjacentRegions |
|
System.Nullable<System.Int32> |
overrideDuration |
|
Blueprint<Kingmaker.Blueprints.BlueprintRegionReference> |
region |
Blueprint of type BlueprintRegion. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionAddMercenaryReroll(ActionsBuilder, Nullable<Int32>)
Declaration
public static ActionsBuilder KingdomActionAddMercenaryReroll(this ActionsBuilder builder, int? freeRerollsToAdd = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
freeRerollsToAdd |
|
Returns
|
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KingdomActionAddRandomBuff(ActionsBuilder, List<Blueprint<BlueprintKingdomBuffReference>>, Nullable<Int32>)
Declaration
public static ActionsBuilder KingdomActionAddRandomBuff(this ActionsBuilder builder, List<Blueprint<BlueprintKingdomBuffReference>> buffs = null, int? overrideDurationDays = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintKingdomBuffReference>> |
buffs |
Blueprint of type BlueprintKingdomBuff. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Int32> |
overrideDurationDays |
|
Returns
Remarks
|
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KingdomActionChangeToAutoCrusade(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionChangeToAutoCrusade(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionConquerRegion(ActionsBuilder, Blueprint<BlueprintRegionReference>)
Declaration
public static ActionsBuilder KingdomActionConquerRegion(this ActionsBuilder builder, Blueprint<BlueprintRegionReference> region)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintRegionReference> |
region |
Blueprint of type BlueprintRegion. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionDestroyAllSettlements(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionDestroyAllSettlements(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionDisable(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionDisable(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionEnable(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionEnable(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionFillSettlement(ActionsBuilder, Blueprint<SettlementBuildListReference>, Blueprint<BlueprintSettlement.Reference>)
Declaration
public static ActionsBuilder KingdomActionFillSettlement(this ActionsBuilder builder, Blueprint<SettlementBuildListReference> buildList, Blueprint<BlueprintSettlement.Reference> specificSettlement)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> |
buildList |
Blueprint of type SettlementBuildList. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Blueprint<Kingmaker.Kingdom.BlueprintSettlement.Reference> |
specificSettlement |
Blueprint of type BlueprintSettlement. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionFinishRandomBuilding(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionFinishRandomBuilding(this ActionsBuilder builder)
Parameters
Returns
Remarks
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KingdomActionFoundKingdom(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionFoundKingdom(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionFoundSettlement(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>, Blueprint<BlueprintSettlement.Reference>)
Declaration
public static ActionsBuilder KingdomActionFoundSettlement(this ActionsBuilder builder, Blueprint<BlueprintGlobalMapPoint.Reference> location, Blueprint<BlueprintSettlement.Reference> settlement)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Blueprint<Kingmaker.Kingdom.BlueprintSettlement.Reference> |
settlement |
Blueprint of type BlueprintSettlement. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionGainLeaderExperience(ActionsBuilder, IntEvaluator, Nullable<Single>)
Declaration
public static ActionsBuilder KingdomActionGainLeaderExperience(this ActionsBuilder builder, IntEvaluator value, float? multiplierCoefficient = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.ElementsSystem.IntEvaluator |
value |
|
System.Nullable<System.Single> |
multiplierCoefficient |
|
Returns
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KingdomActionGetPartyGoldByUnitsCount(ActionsBuilder, Nullable<Single>, Nullable<Int32>)
Declaration
public static ActionsBuilder KingdomActionGetPartyGoldByUnitsCount(this ActionsBuilder builder, float? coefficient = null, int? goldPerUnit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Single> |
coefficient |
InfoBox: Formula: Gold to add = GoldPerUnit * (All units count) * Coefficient
|
System.Nullable<System.Int32> |
goldPerUnit |
|
Returns
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KingdomActionGetResourcesPercent(ActionsBuilder, Nullable<Int32>, Nullable<Single>, Nullable<KingdomResource>)
Declaration
public static ActionsBuilder KingdomActionGetResourcesPercent(this ActionsBuilder builder, int? maxResourceCountGained = null, float? percent = null, KingdomResource? resourceType = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
maxResourceCountGained |
InfoBox: Non-positive value means no limits
|
System.Nullable<System.Single> |
percent |
|
System.Nullable<Kingmaker.Kingdom.KingdomResource> |
resourceType |
InfoBox: None - to get all resources
|
Returns
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KingdomActionGiveLoot(ActionsBuilder, LootEntry[])
Declaration
public static ActionsBuilder KingdomActionGiveLoot(this ActionsBuilder builder, params LootEntry[] loot)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Blueprints.Loot.LootEntry[] |
loot |
|
Returns
|
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KingdomActionImproveSettlement(ActionsBuilder, Blueprint<BlueprintSettlement.Reference>, Nullable<SettlementState.LevelType>)
Declaration
public static ActionsBuilder KingdomActionImproveSettlement(this ActionsBuilder builder, Blueprint<BlueprintSettlement.Reference> specificSettlement = null, SettlementState.LevelType? toLevel = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Kingdom.BlueprintSettlement.Reference> |
specificSettlement |
Blueprint of type BlueprintSettlement. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<Kingmaker.Kingdom.Settlements.SettlementState.LevelType> |
toLevel |
|
Returns
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KingdomActionImproveStat(ActionsBuilder, Nullable<KingdomStats.Type>)
Declaration
public static ActionsBuilder KingdomActionImproveStat(this ActionsBuilder builder, KingdomStats.Type? statType = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<Kingmaker.Kingdom.KingdomStats.Type> |
statType |
|
Returns
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KingdomActionModifyStats(ActionsBuilder, KingdomStats.Changes, Nullable<Boolean>)
Declaration
public static ActionsBuilder KingdomActionModifyStats(this ActionsBuilder builder, KingdomStats.Changes changes = null, bool? includeInEventStats = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Kingdom.KingdomStats.Changes |
changes |
|
System.Nullable<System.Boolean> |
includeInEventStats |
Tooltip: When true, stat changes are stored in current event resolution history
|
Returns
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KingdomActionNextChapter(ActionsBuilder, Nullable<Int32>)
Declaration
public static ActionsBuilder KingdomActionNextChapter(this ActionsBuilder builder, int? chapterNumber = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
chapterNumber |
|
Returns
|
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KingdomActionRemoveAllLeaders(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionRemoveAllLeaders(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionRemoveBuff(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintKingdomBuffReference>, Blueprint<BlueprintRegionReference>)
Declaration
public static ActionsBuilder KingdomActionRemoveBuff(this ActionsBuilder builder, bool? allBuffs = null, bool? applyToRegion = null, Blueprint<BlueprintKingdomBuffReference> blueprint = null, Blueprint<BlueprintRegionReference> region = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
allBuffs |
|
System.Nullable<System.Boolean> |
applyToRegion |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomBuffReference> |
blueprint |
Blueprint of type BlueprintKingdomBuff. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Blueprint<Kingmaker.Blueprints.BlueprintRegionReference> |
region |
Blueprint of type BlueprintRegion. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionRemoveEvent(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintKingdomEventBaseReference>)
Declaration
public static ActionsBuilder KingdomActionRemoveEvent(this ActionsBuilder builder, bool? allIfMultiple = null, bool? cancelIfInProgress = null, Blueprint<BlueprintKingdomEventBaseReference> eventBlueprint = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
allIfMultiple |
|
System.Nullable<System.Boolean> |
cancelIfInProgress |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomEventBaseReference> |
eventBlueprint |
Blueprint of type BlueprintKingdomEventBase. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionResolveCrusadeEvent(ActionsBuilder, Blueprint<BlueprintCrusadeEvent.Reference>, Nullable<Int32>)
Declaration
public static ActionsBuilder KingdomActionResolveCrusadeEvent(this ActionsBuilder builder, Blueprint<BlueprintCrusadeEvent.Reference> eventBlueprint = null, int? solutionIndex = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Kingdom.Blueprints.BlueprintCrusadeEvent.Reference> |
eventBlueprint |
Blueprint of type BlueprintCrusadeEvent. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Int32> |
solutionIndex |
|
Returns
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KingdomActionResolveEvent(ActionsBuilder, Nullable<Alignment>, Blueprint<BlueprintKingdomEventReference>, Nullable<Boolean>, Nullable<EventResult.MarginType>)
Declaration
public static ActionsBuilder KingdomActionResolveEvent(this ActionsBuilder builder, Alignment? alignment = null, Blueprint<BlueprintKingdomEventReference> eventBlueprint = null, bool? finalResolve = null, EventResult.MarginType? result = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<Kingmaker.Enums.Alignment> |
alignment |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomEventReference> |
eventBlueprint |
Blueprint of type BlueprintKingdomEvent. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Boolean> |
finalResolve |
|
System.Nullable<Kingmaker.Kingdom.Blueprints.EventResult.MarginType> |
result |
|
Returns
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KingdomActionResolveProject(ActionsBuilder, Blueprint<BlueprintKingdomProjectReference>)
Declaration
public static ActionsBuilder KingdomActionResolveProject(this ActionsBuilder builder, Blueprint<BlueprintKingdomProjectReference> eventBlueprint = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomProjectReference> |
eventBlueprint |
Blueprint of type BlueprintKingdomProject. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomActionSetNotVisible(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionSetNotVisible(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionSetVisible(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomActionSetVisible(this ActionsBuilder builder)
Parameters
Returns
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KingdomActionSpawnRandomArmy(ActionsBuilder, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyFaction>, List<Blueprint<BlueprintGlobalMapPoint.Reference>>)
Declaration
public static ActionsBuilder KingdomActionSpawnRandomArmy(this ActionsBuilder builder, List<Blueprint<BlueprintArmyPresetReference>> armies = null, ArmyFaction? faction = null, List<Blueprint<BlueprintGlobalMapPoint.Reference>> locations = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintArmyPresetReference>> |
armies |
Blueprint of type BlueprintArmyPreset. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<Kingmaker.Armies.ArmyFaction> |
faction |
|
System.Collections.Generic.List<Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference>> |
locations |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
Remarks
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KingdomActionStartEvent(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Blueprint<BlueprintKingdomEventBaseReference>, Nullable<Boolean>, Blueprint<BlueprintRegionReference>, Nullable<Boolean>)
Declaration
public static ActionsBuilder KingdomActionStartEvent(this ActionsBuilder builder, bool? checkTriggerImmediately = null, bool? checkTriggerOnStart = null, int? delayDays = null, Blueprint<BlueprintKingdomEventBaseReference> eventValue = null, bool? randomRegion = null, Blueprint<BlueprintRegionReference> region = null, bool? startNextMonth = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
checkTriggerImmediately |
|
System.Nullable<System.Boolean> |
checkTriggerOnStart |
|
System.Nullable<System.Int32> |
delayDays |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomEventBaseReference> |
eventValue |
Blueprint of type BlueprintKingdomEventBase. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Boolean> |
randomRegion |
|
Blueprint<Kingmaker.Blueprints.BlueprintRegionReference> |
region |
Blueprint of type BlueprintRegion. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Boolean> |
startNextMonth |
|
Returns
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KingdomActionUnlockArtisan(ActionsBuilder, Blueprint<BlueprintKingdomArtisanReference>)
Declaration
public static ActionsBuilder KingdomActionUnlockArtisan(this ActionsBuilder builder, Blueprint<BlueprintKingdomArtisanReference> artisan = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomArtisanReference> |
artisan |
Blueprint of type BlueprintKingdomArtisan. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomAddMoraleFlags(ActionsBuilder, Blueprint<BlueprintKingdomMoraleFlag.Reference>[])
Declaration
public static ActionsBuilder KingdomAddMoraleFlags(this ActionsBuilder builder, params Blueprint<BlueprintKingdomMoraleFlag.Reference>[] newFlags)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Kingdom.Flags.BlueprintKingdomMoraleFlag.Reference>[] |
newFlags |
Blueprint of type BlueprintKingdomMoraleFlag. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomFlagIncrement(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintKingdomMoraleFlag.Reference>)
Declaration
public static ActionsBuilder KingdomFlagIncrement(this ActionsBuilder builder, int? increment = null, Blueprint<BlueprintKingdomMoraleFlag.Reference> targetFlag = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
increment |
InfoBox: Can be negative
|
Blueprint<Kingmaker.Kingdom.Flags.BlueprintKingdomMoraleFlag.Reference> |
targetFlag |
Blueprint of type BlueprintKingdomMoraleFlag. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomIncreaseIncome(ActionsBuilder, Nullable<Int32>, Nullable<KingdomResource>)
Declaration
public static ActionsBuilder KingdomIncreaseIncome(this ActionsBuilder builder, int? bonus = null, KingdomResource? resourceType = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
bonus |
|
System.Nullable<Kingmaker.Kingdom.KingdomResource> |
resourceType |
|
Returns
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KingdomMoraleUpdateIncome(ActionsBuilder)
Declaration
public static ActionsBuilder KingdomMoraleUpdateIncome(this ActionsBuilder builder)
Parameters
Returns
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KingdomRemoveMoraleFlags(ActionsBuilder, Blueprint<BlueprintKingdomMoraleFlag.Reference>[])
Declaration
public static ActionsBuilder KingdomRemoveMoraleFlags(this ActionsBuilder builder, params Blueprint<BlueprintKingdomMoraleFlag.Reference>[] flagsToRemove)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Kingdom.Flags.BlueprintKingdomMoraleFlag.Reference>[] |
flagsToRemove |
Blueprint of type BlueprintKingdomMoraleFlag. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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KingdomSetFlagState(ActionsBuilder, Nullable<Int32>, Nullable<KingdomMoraleFlag.State>, Blueprint<BlueprintKingdomMoraleFlag.Reference>)
Declaration
public static ActionsBuilder KingdomSetFlagState(this ActionsBuilder builder, int? maxDays = null, KingdomMoraleFlag.State? state = null, Blueprint<BlueprintKingdomMoraleFlag.Reference> targetFlag = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
maxDays |
|
System.Nullable<Kingmaker.Kingdom.Flags.KingdomMoraleFlag.State> |
state |
|
Blueprint<Kingmaker.Kingdom.Flags.BlueprintKingdomMoraleFlag.Reference> |
targetFlag |
Blueprint of type BlueprintKingdomMoraleFlag. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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ManuallySetGlobalSpellCooldown(ActionsBuilder, Blueprint<BlueprintGlobalMagicSpell.Reference>)
Declaration
public static ActionsBuilder ManuallySetGlobalSpellCooldown(this ActionsBuilder builder, Blueprint<BlueprintGlobalMagicSpell.Reference> spell)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Crusade.GlobalMagic.BlueprintGlobalMagicSpell.Reference> |
spell |
Blueprint of type BlueprintGlobalMagicSpell. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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OpenTeleportationInterface(ActionsBuilder, ActionsBuilder)
Declaration
public static ActionsBuilder OpenTeleportationInterface(this ActionsBuilder builder, ActionsBuilder onTeleportActions)
Parameters
Returns
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RecruiteArmyLeader(ActionsBuilder, Blueprint<ArmyLeader.Reference>)
Declaration
public static ActionsBuilder RecruiteArmyLeader(this ActionsBuilder builder, Blueprint<ArmyLeader.Reference> armyLeader = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Armies.ArmyLeader.Reference> |
armyLeader |
Blueprint of type BlueprintArmyLeader. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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ReduceNegativeMorale(ActionsBuilder, Nullable<Int32>)
Declaration
public static ActionsBuilder ReduceNegativeMorale(this ActionsBuilder builder, int? value = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
value |
|
Returns
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RemoveCrusadeResources(ActionsBuilder, Nullable<KingdomResourcesAmount>)
Declaration
public static ActionsBuilder RemoveCrusadeResources(this ActionsBuilder builder, KingdomResourcesAmount? resourcesAmount = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<Kingmaker.Kingdom.KingdomResourcesAmount> |
resourcesAmount |
|
Returns
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RemoveDemonArmies(ActionsBuilder, Blueprint<BlueprintArmyPresetReference>, Nullable<ArmyType>)
Declaration
public static ActionsBuilder RemoveDemonArmies(this ActionsBuilder builder, Blueprint<BlueprintArmyPresetReference> armyPreset = null, ArmyType? armyType = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintArmyPresetReference> |
armyPreset |
Blueprint of type BlueprintArmyPreset. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<Kingmaker.Armies.Blueprints.ArmyType> |
armyType |
|
Returns
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RemoveGarrison(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintGlobalMapPoint.Reference>)
Declaration
public static ActionsBuilder RemoveGarrison(this ActionsBuilder builder, bool? handleAsGarrisonDefeated = null, Blueprint<BlueprintGlobalMapPoint.Reference> location = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
handleAsGarrisonDefeated |
|
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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RemoveGlobalMagicSpell(ActionsBuilder, Blueprint<BlueprintGlobalMagicSpell.Reference>)
Declaration
public static ActionsBuilder RemoveGlobalMagicSpell(this ActionsBuilder builder, Blueprint<BlueprintGlobalMagicSpell.Reference> spell)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Crusade.GlobalMagic.BlueprintGlobalMagicSpell.Reference> |
spell |
Blueprint of type BlueprintGlobalMagicSpell. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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RemoveMercenaryFromPool(ActionsBuilder, Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder RemoveMercenaryFromPool(this ActionsBuilder builder, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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RemoveUnitFromArmy(ActionsBuilder, ArmiesEvaluator, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, Nullable<RemoveUnitFromArmy.RemoveUnitFromArmyMode>, Nullable<Single>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<Int32>, UnitTag[], UnitTag[], Blueprint<BlueprintUnitReference>)
Adds RemoveUnitFromArmy(ActionsBuilder, ArmiesEvaluator, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, Nullable<RemoveUnitFromArmy.RemoveUnitFromArmyMode>, Nullable<Single>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<Int32>, UnitTag[], UnitTag[], Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder RemoveUnitFromArmy(this ActionsBuilder builder, ArmiesEvaluator armies = null, int? experience = null, bool? limitUnitExperienceMaximum = null, bool? limitUnitExperienceMinimum = null, RemoveUnitFromArmy.RemoveUnitFromArmyMode? mode = null, float? percentage = null, bool? removeCheapestUnit = null, bool? removeSpecificUnit = null, int? unitExperienceMaximum = null, int? unitExperienceMinimum = null, UnitTag[] unitTagBlacklist = null, UnitTag[] unitTagWhitelist = null, Blueprint<BlueprintUnitReference> unitToRemove = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.ElementsSystem.ArmiesEvaluator |
armies |
|
System.Nullable<System.Int32> |
experience |
Tooltip: Total experience to remove from the armies. If it exceeds the total price of the army -- the whole army will be removed.
|
System.Nullable<System.Boolean> |
limitUnitExperienceMaximum |
|
System.Nullable<System.Boolean> |
limitUnitExperienceMinimum |
|
System.Nullable<Kingmaker.Designers.EventConditionActionSystem.Actions.RemoveUnitFromArmy.RemoveUnitFromArmyMode> |
mode |
|
System.Nullable<System.Single> |
percentage |
Tooltip: Total experience percentage to remove from the armies. 100% will remove all units, 50% will halven them, 0% will do nothing.
|
System.Nullable<System.Boolean> |
removeCheapestUnit |
|
System.Nullable<System.Boolean> |
removeSpecificUnit |
|
System.Nullable<System.Int32> |
unitExperienceMaximum |
Tooltip: Only units cheaper than this threshold will be considered for removal.
|
System.Nullable<System.Int32> |
unitExperienceMinimum |
Tooltip: Only units pricier than this threshold will be considered for removal.
|
Kingmaker.Enums.UnitTag[] |
unitTagBlacklist |
Tooltip: If set then only units without these tags will be considered for removal.
|
Kingmaker.Enums.UnitTag[] |
unitTagWhitelist |
Tooltip: If set then only units with any of these tags will be considered for removal.
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unitToRemove |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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RemoveUnitsByExp(ActionsBuilder, GlobalMagicValue, SquadFilter)
Declaration
public static ActionsBuilder RemoveUnitsByExp(this ActionsBuilder builder, GlobalMagicValue expValue, SquadFilter filter)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
expValue |
|
Kingmaker.Crusade.GlobalMagic.SquadFilter |
filter |
|
Returns
|
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RepairLeaderMana(ActionsBuilder, GlobalMagicValue)
Declaration
public static ActionsBuilder RepairLeaderMana(this ActionsBuilder builder, GlobalMagicValue value)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
value |
|
Returns
|
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ReplaceBuildings(ActionsBuilder, Blueprint<BlueprintSettlementBuildingReference>, Blueprint<BlueprintSettlementBuildingReference>)
Declaration
public static ActionsBuilder ReplaceBuildings(this ActionsBuilder builder, Blueprint<BlueprintSettlementBuildingReference> newBuilding = null, Blueprint<BlueprintSettlementBuildingReference> oldBuilding = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference> |
newBuilding |
Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference> |
oldBuilding |
Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
|
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RestoreLeaderAction(ActionsBuilder)
Adds Kingmaker.Armies.TacticalCombat.GameActions.ContextActionRestoreLeaderAction
Declaration
public static ActionsBuilder RestoreLeaderAction(this ActionsBuilder builder)
Parameters
Returns
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SetRecruitPoint(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
Declaration
public static ActionsBuilder SetRecruitPoint(this ActionsBuilder builder, Blueprint<BlueprintGlobalMapPoint.Reference> point = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
point |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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SetWarCampLocation(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
Declaration
public static ActionsBuilder SetWarCampLocation(this ActionsBuilder builder, Blueprint<BlueprintGlobalMapPoint.Reference> location = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> |
location |
Blueprint of type BlueprintGlobalMapPoint. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
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StopUnit(ActionsBuilder)
Adds Kingmaker.Armies.TacticalCombat.GameActions.ContextActionStopUnit
Declaration
public static ActionsBuilder StopUnit(this ActionsBuilder builder)
Parameters
Returns
|
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Declaration
public static ActionsBuilder SubtractMorale(this ActionsBuilder builder, int? bonus = null, DiceFormula? change = null, bool? substract = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<System.Int32> |
bonus |
|
System.Nullable<Kingmaker.RuleSystem.DiceFormula> |
change |
|
System.Nullable<System.Boolean> |
substract |
|
Returns
|
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SummonExistUnits(ActionsBuilder, GlobalMagicValue)
Declaration
public static ActionsBuilder SummonExistUnits(this ActionsBuilder builder, GlobalMagicValue sumExpCost)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Crusade.GlobalMagic.GlobalMagicValue |
sumExpCost |
|
Returns
|
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SummonRandomGroup(ActionsBuilder, SummonRandomGroup.RandomGroup[])
Declaration
public static ActionsBuilder SummonRandomGroup(this ActionsBuilder builder, params SummonRandomGroup.RandomGroup[] randomGroups)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.Crusade.GlobalMagic.Actions.SummonLogics.SummonRandomGroup.RandomGroup[] |
randomGroups |
|
Returns
Remarks
|
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SummonTacticalSquad(ActionsBuilder, ContextValue, ActionsBuilder, Blueprint<BlueprintUnitReference>, Blueprint<BlueprintSummonPoolReference>)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionSummonTacticalSquad
Declaration
public static ActionsBuilder SummonTacticalSquad(this ActionsBuilder builder, ContextValue count, ActionsBuilder afterSpawn = null, Blueprint<BlueprintUnitReference> blueprint = null, Blueprint<BlueprintSummonPoolReference> summonPool = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.UnitLogic.Mechanics.ContextValue |
count |
InfoBox: For leader, it is just count to summon. For squad, it is coefficient that will be multiplied by current squad size
|
ActionsBuilder |
afterSpawn |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
blueprint |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Blueprint<Kingmaker.Blueprints.BlueprintSummonPoolReference> |
summonPool |
Blueprint of type BlueprintSummonPool. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns
|
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TacticalCombatDealDamage(ActionsBuilder, DamageTypeDescription, DiceType, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, ContextValue)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionTacticalCombatDealDamage
Declaration
public static ActionsBuilder TacticalCombatDealDamage(this ActionsBuilder builder, DamageTypeDescription damageType, DiceType diceType, bool? half = null, bool? ignoreCritical = null, int? minHPAfterDamage = null, ContextValue rollsCount = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.RuleSystem.Rules.Damage.DamageTypeDescription |
damageType |
|
Kingmaker.RuleSystem.DiceType |
diceType |
|
System.Nullable<System.Boolean> |
half |
|
System.Nullable<System.Boolean> |
ignoreCritical |
|
System.Nullable<System.Int32> |
minHPAfterDamage |
|
Kingmaker.UnitLogic.Mechanics.ContextValue |
rollsCount |
InfoBox: Result = RollsCount * (5 + Power * Power)d(DiceType)
|
Returns
|
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TacticalCombatHealTarget(ActionsBuilder, Nullable<DiceType>, ContextValue)
Adds Kingmaker.UnitLogic.Mechanics.Actions.ContextActionTacticalCombatHealTarget
Declaration
public static ActionsBuilder TacticalCombatHealTarget(this ActionsBuilder builder, DiceType? diceType = null, ContextValue rollsCount = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
System.Nullable<Kingmaker.RuleSystem.DiceType> |
diceType |
|
Kingmaker.UnitLogic.Mechanics.ContextValue |
rollsCount |
InfoBox: Result = RollsCount * (5 + Power * Power)d(DiceType)
|
Returns
|
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TacticalCombatRecoverLeaderMana(ActionsBuilder, ContextValue)
Declaration
public static ActionsBuilder TacticalCombatRecoverLeaderMana(this ActionsBuilder builder, ContextValue value = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Kingmaker.UnitLogic.Mechanics.ContextValue |
value |
|
Returns
|
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TeleportArmyAction(ActionsBuilder)
Declaration
public static ActionsBuilder TeleportArmyAction(this ActionsBuilder builder)
Parameters
Returns
|
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UnlockUnitsGrowth(ActionsBuilder, Blueprint<BlueprintUnitReference>)
Declaration
public static ActionsBuilder UnlockUnitsGrowth(this ActionsBuilder builder, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type |
Name |
Description |
ActionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Returns