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Class BaseAiActionConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.AI.Blueprints.BlueprintAiAction.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseAiActionConfigurator<T, TBuilder>
BaseAiAttackConfigurator<T, TBuilder>
BaseAiCastSpellConfigurator<T, TBuilder>
BaseAiFollowConfigurator<T, TBuilder>
BaseAiRoamConfigurator<T, TBuilder>
BaseAiSwitchWeaponConfigurator<T, TBuilder>
BaseAiTouchConfigurator<T, TBuilder>
BaseTacticalCombatAiActionConfigurator<T, TBuilder>
Inherited Members
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<T, TBuilder>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, WeaponCategory[], Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnAttack(Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<AdditionalDiceOnAttack.WeaponOptions>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, List<AdditionalDiceOnAttack.DamageEntry>, DamageTypeDescription, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, ContextDiceValue, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnDamage(List<Blueprint<BlueprintAbilityReference>>, Nullable<AbilityType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<CompareOperation.Type>, List<AdditionalDiceOnDamage.DamageEntry>, Nullable<AdditionalDiceOnDamage.DamageEntriesUse>, DamageTypeDescription, ContextDiceValue, Nullable<DamageEnergyType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>, ConditionsBuilder, Nullable<Boolean>, ContextValue, Nullable<Boolean>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<T, TBuilder>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<T, TBuilder>.AddRuleCalculateDamageWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<T, TBuilder>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<T, TBuilder>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<T, TBuilder>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<T, TBuilder>.Logger
RootConfigurator<T, TBuilder>.Self
RootConfigurator<T, TBuilder>.Blueprint
RootConfigurator<T, TBuilder>.Configured
RootConfigurator<T, TBuilder>.ConfigureDelayedBlueprints()
RootConfigurator<T, TBuilder>.Configure(Boolean)
RootConfigurator<T, TBuilder>.AddComponent(BlueprintComponent)
RootConfigurator<T, TBuilder>.AddComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<T, TBuilder>.EditComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<T, TBuilder>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<T, TBuilder>.OnConfigure(Action<T>[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
RootConfigurator<T, TBuilder>.OnConfigureInternal(Action<T>[])
RootConfigurator<T, TBuilder>.OnConfigureCompleted()
RootConfigurator<T, TBuilder>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.AI
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseAiActionConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintAiAction where TBuilder : BaseAiActionConfigurator<T, TBuilder>
Type Parameters
Name Description
T
TBuilder
Remarks

Each supported blueprint type has a corresponding Configurator class to create and modify blueprints of that type, e.g. FeatureConfigurator supports BlueprintFeature. Configurators exist for all blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the base game.

Creating a Blueprint

Use New(string, string) to create a blueprint:

FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)

Once New() is called the blueprint is added to the game library and can be referenced.

Using the Configurator

New() returns a configurator with methods to set or modify blueprint fields and add or modify Kingmaker.Blueprints.BlueprintComponent:

FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();

Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until Configure() is called, at which point the changes are applied and validated. Potential problems with the blueprint are logged as warnings.

Modifying an Existing Blueprint

Use For(Blueprint) to modify existing blueprints:

CharacterClassConfigurator.For(WizardClassGuid)

Usage is otherwise identical to creating a new blueprint.

For more information see Using BlueprintCore.

Constructors

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BaseAiActionConfigurator(Blueprint<BlueprintReference<T>>)

Declaration
protected BaseAiActionConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> blueprint

Methods

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AddToActorConsiderations(Blueprint<ConsiderationReference>[])

Adds to the contents of Kingmaker.AI.Blueprints.BlueprintAiAction.m_ActorConsiderations

Declaration
public TBuilder AddToActorConsiderations(params Blueprint<ConsiderationReference>[] actorConsiderations)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.ConsiderationReference>[] actorConsiderations

Tooltip: Considerations that only depend on deciding unit

Blueprint of type Consideration. 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
Type Description
TBuilder
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AddToTargetConsiderations(Blueprint<ConsiderationReference>[])

Adds to the contents of Kingmaker.AI.Blueprints.BlueprintAiAction.m_TargetConsiderations

Declaration
public TBuilder AddToTargetConsiderations(params Blueprint<ConsiderationReference>[] targetConsiderations)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.ConsiderationReference>[] targetConsiderations

Tooltip: Considerations that also depend on action target

Blueprint of type Consideration. 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
Type Description
TBuilder
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ClearActorConsiderations()

Removes all elements from Kingmaker.AI.Blueprints.BlueprintAiAction.m_ActorConsiderations

Declaration
public TBuilder ClearActorConsiderations()
Returns
Type Description
TBuilder
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ClearTargetConsiderations()

Removes all elements from Kingmaker.AI.Blueprints.BlueprintAiAction.m_TargetConsiderations

Declaration
public TBuilder ClearTargetConsiderations()
Returns
Type Description
TBuilder
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CopyFrom(Blueprint<BlueprintReference<BlueprintAiAction>>, Predicate<BlueprintComponent>)

Copies fields and components of the specified types from the blueprint.

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAiAction>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.BlueprintAiAction>> blueprint
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> componentMatcher

Any components in blueprint matching the predicate are copied. These are shallow copies that are shared by both blueprints.

Returns
Type Description
TBuilder
Remarks

NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.

Recommended when you need to create a nearly identical ability but change some parts such as a ContextRankConfig.

// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
  .CopyFrom(
    AbilityRefs.BloodlineUndeadIncorporealFormAbility,
    typeof(AbilityEffectRunAction),
    typeof(AbilityResourceLogic),
    typeof(SpellComponent))
  .AddContextRankConfig(ContextRankConfigs.CharacterLevel())
  .Configure();
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CopyFrom(Blueprint<BlueprintReference<BlueprintAiAction>>, Type[])

Copies fields and components of the specified types from the blueprint.

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAiAction>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.BlueprintAiAction>> blueprint
System.Type[] componentTypes

Any components in blueprint of the listed types are copied. These are shallow copies that are shared by both blueprints.

Returns
Type Description
TBuilder
Remarks

NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.

Recommended when you need to create a nearly identical ability but change some parts such as a ContextRankConfig.

// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
  .CopyFrom(
    AbilityRefs.BloodlineUndeadIncorporealFormAbility,
    typeof(AbilityEffectRunAction),
    typeof(AbilityResourceLogic),
    typeof(SpellComponent))
  .AddContextRankConfig(ContextRankConfigs.CharacterLevel())
  .Configure();
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ModifyActions(Action<ActionList>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiAction.Actions by invoking the provided action.

Declaration
public TBuilder ModifyActions(Action<ActionList> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ActionList> action
Returns
Type Description
TBuilder
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ModifyActorConsiderations(Action<ConsiderationReference>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiAction.m_ActorConsiderations by invoking the provided action on each element.

Declaration
public TBuilder ModifyActorConsiderations(Action<ConsiderationReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.ConsiderationReference> action
Returns
Type Description
TBuilder
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ModifyCooldownDice(Action<DiceFormula>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiAction.CooldownDice by invoking the provided action.

Declaration
public TBuilder ModifyCooldownDice(Action<DiceFormula> action)
Parameters
Type Name Description
System.Action<Kingmaker.RuleSystem.DiceFormula> action
Returns
Type Description
TBuilder
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ModifyTargetConsiderations(Action<ConsiderationReference>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiAction.m_TargetConsiderations by invoking the provided action on each element.

Declaration
public TBuilder ModifyTargetConsiderations(Action<ConsiderationReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.ConsiderationReference> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromActorConsiderations(Blueprint<ConsiderationReference>[])

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiAction.m_ActorConsiderations

Declaration
public TBuilder RemoveFromActorConsiderations(params Blueprint<ConsiderationReference>[] actorConsiderations)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.ConsiderationReference>[] actorConsiderations

Tooltip: Considerations that only depend on deciding unit

Blueprint of type Consideration. 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
Type Description
TBuilder
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RemoveFromActorConsiderations(Func<ConsiderationReference, Boolean>)

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiAction.m_ActorConsiderations that match the provided predicate.

Declaration
public TBuilder RemoveFromActorConsiderations(Func<ConsiderationReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.ConsiderationReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromTargetConsiderations(Blueprint<ConsiderationReference>[])

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiAction.m_TargetConsiderations

Declaration
public TBuilder RemoveFromTargetConsiderations(params Blueprint<ConsiderationReference>[] targetConsiderations)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.ConsiderationReference>[] targetConsiderations

Tooltip: Considerations that also depend on action target

Blueprint of type Consideration. 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
Type Description
TBuilder
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RemoveFromTargetConsiderations(Func<ConsiderationReference, Boolean>)

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiAction.m_TargetConsiderations that match the provided predicate.

Declaration
public TBuilder RemoveFromTargetConsiderations(Func<ConsiderationReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.ConsiderationReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetActions(ActionsBuilder)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.Actions

Declaration
public TBuilder SetActions(ActionsBuilder actions)
Parameters
Type Name Description
ActionsBuilder actions

Tooltip: Additional actions to run after the action is triggered

Returns
Type Description
TBuilder
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SetActorConsiderations(Blueprint<ConsiderationReference>[])

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.m_ActorConsiderations

Declaration
public TBuilder SetActorConsiderations(params Blueprint<ConsiderationReference>[] actorConsiderations)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.ConsiderationReference>[] actorConsiderations

Tooltip: Considerations that only depend on deciding unit

Blueprint of type Consideration. 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
Type Description
TBuilder
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SetAdditionalBehaviour(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.AdditionalBehaviour

Declaration
public TBuilder SetAdditionalBehaviour(bool additionalBehaviour = true)
Parameters
Type Name Description
System.Boolean additionalBehaviour

Tooltip: Action&apos;s availability affected by difficulty settings

Returns
Type Description
TBuilder
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SetBaseScore(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.BaseScore

Declaration
public TBuilder SetBaseScore(float baseScore)
Parameters
Type Name Description
System.Single baseScore
Returns
Type Description
TBuilder
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SetCombatCount(Int32)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.CombatCount

Declaration
public TBuilder SetCombatCount(int combatCount)
Parameters
Type Name Description
System.Int32 combatCount
Returns
Type Description
TBuilder
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SetCooldownDice(DiceFormula)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.CooldownDice

Declaration
public TBuilder SetCooldownDice(DiceFormula cooldownDice)
Parameters
Type Name Description
Kingmaker.RuleSystem.DiceFormula cooldownDice
Returns
Type Description
TBuilder
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SetCooldownRounds(Int32)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.CooldownRounds

Declaration
public TBuilder SetCooldownRounds(int cooldownRounds)
Parameters
Type Name Description
System.Int32 cooldownRounds
Returns
Type Description
TBuilder
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SetInvertDifficultyRequirements(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.InvertDifficultyRequirements

Declaration
public TBuilder SetInvertDifficultyRequirements(bool invertDifficultyRequirements = true)
Parameters
Type Name Description
System.Boolean invertDifficultyRequirements
Returns
Type Description
TBuilder
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SetMinDifficulty(GameDifficultyOption)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.MinDifficulty

Declaration
public TBuilder SetMinDifficulty(GameDifficultyOption minDifficulty)
Parameters
Type Name Description
Kingmaker.Settings.GameDifficultyOption minDifficulty
Returns
Type Description
TBuilder
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SetOncePerRound(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.OncePerRound

Declaration
public TBuilder SetOncePerRound(bool oncePerRound = true)
Parameters
Type Name Description
System.Boolean oncePerRound
Returns
Type Description
TBuilder
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SetStartCooldownRounds(Int32)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.StartCooldownRounds

Declaration
public TBuilder SetStartCooldownRounds(int startCooldownRounds)
Parameters
Type Name Description
System.Int32 startCooldownRounds
Returns
Type Description
TBuilder
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SetTargetConsiderations(Blueprint<ConsiderationReference>[])

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.m_TargetConsiderations

Declaration
public TBuilder SetTargetConsiderations(params Blueprint<ConsiderationReference>[] targetConsiderations)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.ConsiderationReference>[] targetConsiderations

Tooltip: Considerations that also depend on action target

Blueprint of type Consideration. 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
Type Description
TBuilder
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SetUseOnLimitedAI(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.UseOnLimitedAI

Declaration
public TBuilder SetUseOnLimitedAI(bool useOnLimitedAI = true)
Parameters
Type Name Description
System.Boolean useOnLimitedAI
Returns
Type Description
TBuilder
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SetUseWhenAIDisabled(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiAction.UseWhenAIDisabled

Declaration
public TBuilder SetUseWhenAIDisabled(bool useWhenAIDisabled = true)
Parameters
Type Name Description
System.Boolean useWhenAIDisabled
Returns
Type Description
TBuilder
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