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Class BaseAiCastSpellConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseAiActionConfigurator<T, TBuilder>
BaseAiCastSpellConfigurator<T, TBuilder>
AiCastSpellConfigurator
Inherited Members
BaseAiActionConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintAiAction>>, Type[])
BaseAiActionConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintAiAction>>, Predicate<BlueprintComponent>)
BaseAiActionConfigurator<T, TBuilder>.SetAdditionalBehaviour(Boolean)
BaseAiActionConfigurator<T, TBuilder>.SetMinDifficulty(GameDifficultyOption)
BaseAiActionConfigurator<T, TBuilder>.SetInvertDifficultyRequirements(Boolean)
BaseAiActionConfigurator<T, TBuilder>.SetOncePerRound(Boolean)
BaseAiActionConfigurator<T, TBuilder>.SetCooldownRounds(Int32)
BaseAiActionConfigurator<T, TBuilder>.SetCooldownDice(DiceFormula)
BaseAiActionConfigurator<T, TBuilder>.ModifyCooldownDice(Action<DiceFormula>)
BaseAiActionConfigurator<T, TBuilder>.SetStartCooldownRounds(Int32)
BaseAiActionConfigurator<T, TBuilder>.SetCombatCount(Int32)
BaseAiActionConfigurator<T, TBuilder>.SetUseWhenAIDisabled(Boolean)
BaseAiActionConfigurator<T, TBuilder>.SetUseOnLimitedAI(Boolean)
BaseAiActionConfigurator<T, TBuilder>.SetBaseScore(Single)
BaseAiActionConfigurator<T, TBuilder>.SetActorConsiderations(Blueprint<ConsiderationReference>[])
BaseAiActionConfigurator<T, TBuilder>.AddToActorConsiderations(Blueprint<ConsiderationReference>[])
BaseAiActionConfigurator<T, TBuilder>.RemoveFromActorConsiderations(Blueprint<ConsiderationReference>[])
BaseAiActionConfigurator<T, TBuilder>.RemoveFromActorConsiderations(Func<ConsiderationReference, Boolean>)
BaseAiActionConfigurator<T, TBuilder>.ClearActorConsiderations()
BaseAiActionConfigurator<T, TBuilder>.ModifyActorConsiderations(Action<ConsiderationReference>)
BaseAiActionConfigurator<T, TBuilder>.SetTargetConsiderations(Blueprint<ConsiderationReference>[])
BaseAiActionConfigurator<T, TBuilder>.AddToTargetConsiderations(Blueprint<ConsiderationReference>[])
BaseAiActionConfigurator<T, TBuilder>.RemoveFromTargetConsiderations(Blueprint<ConsiderationReference>[])
BaseAiActionConfigurator<T, TBuilder>.RemoveFromTargetConsiderations(Func<ConsiderationReference, Boolean>)
BaseAiActionConfigurator<T, TBuilder>.ClearTargetConsiderations()
BaseAiActionConfigurator<T, TBuilder>.ModifyTargetConsiderations(Action<ConsiderationReference>)
BaseAiActionConfigurator<T, TBuilder>.SetActions(ActionsBuilder)
BaseAiActionConfigurator<T, TBuilder>.ModifyActions(Action<ActionList>)
BaseAiActionConfigurator<T, TBuilder>.OnConfigureCompleted()
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 BaseAiCastSpellConfigurator<T, TBuilder> : BaseAiActionConfigurator<T, TBuilder> where T : BlueprintAiCastSpell where TBuilder : BaseAiCastSpellConfigurator<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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BaseAiCastSpellConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToLocators(EntityReference[])

Adds to the contents of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.Locators

Declaration
public TBuilder AddToLocators(params EntityReference[] locators)
Parameters
Type Name Description
Kingmaker.Blueprints.EntityReference[] locators

InfoBox: To use locators make sure you selected CheckCasterDistance or CheckPartyDistance.

Returns
Type Description
TBuilder
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AddToVariantsSet(Blueprint<BlueprintAbilityReference>[])

Adds to the contents of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_VariantsSet

Declaration
public TBuilder AddToVariantsSet(params Blueprint<BlueprintAbilityReference>[] variantsSet)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference>[] variantsSet

InfoBox: In case of empty list, variant will be picked from all variants for specified ability

Blueprint of type BlueprintAbility. 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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ClearLocators()

Removes all elements from Kingmaker.AI.Blueprints.BlueprintAiCastSpell.Locators

Declaration
public TBuilder ClearLocators()
Returns
Type Description
TBuilder
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ClearVariantsSet()

Removes all elements from Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_VariantsSet

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

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

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

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

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

Modifies Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_Ability by invoking the provided action.

Declaration
public TBuilder ModifyAbility(Action<BlueprintAbilityReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAbilityReference> action
Returns
Type Description
TBuilder
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ModifyLocators(Action<EntityReference>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiCastSpell.Locators by invoking the provided action on each element.

Declaration
public TBuilder ModifyLocators(Action<EntityReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.EntityReference> action
Returns
Type Description
TBuilder
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ModifyVariant(Action<BlueprintAbilityReference>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_Variant by invoking the provided action.

Declaration
public TBuilder ModifyVariant(Action<BlueprintAbilityReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAbilityReference> action
Returns
Type Description
TBuilder
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ModifyVariantsSet(Action<BlueprintAbilityReference>)

Modifies Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_VariantsSet by invoking the provided action on each element.

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

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.Configurators.AI.BaseAiActionConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromLocators(EntityReference[])

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiCastSpell.Locators

Declaration
public TBuilder RemoveFromLocators(params EntityReference[] locators)
Parameters
Type Name Description
Kingmaker.Blueprints.EntityReference[] locators

InfoBox: To use locators make sure you selected CheckCasterDistance or CheckPartyDistance.

Returns
Type Description
TBuilder
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RemoveFromLocators(Func<EntityReference, Boolean>)

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiCastSpell.Locators that match the provided predicate.

Declaration
public TBuilder RemoveFromLocators(Func<EntityReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.EntityReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromVariantsSet(Blueprint<BlueprintAbilityReference>[])

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_VariantsSet

Declaration
public TBuilder RemoveFromVariantsSet(params Blueprint<BlueprintAbilityReference>[] variantsSet)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference>[] variantsSet

InfoBox: In case of empty list, variant will be picked from all variants for specified ability

Blueprint of type BlueprintAbility. 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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RemoveFromVariantsSet(Func<BlueprintAbilityReference, Boolean>)

Removes elements from Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_VariantsSet that match the provided predicate.

Declaration
public TBuilder RemoveFromVariantsSet(Func<BlueprintAbilityReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintAbilityReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetAbility(Blueprint<BlueprintAbilityReference>)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_Ability

Declaration
public TBuilder SetAbility(Blueprint<BlueprintAbilityReference> ability)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference> ability

Blueprint of type BlueprintAbility. 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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SetAffectedByImpatience(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_AffectedByImpatience

Declaration
public TBuilder SetAffectedByImpatience(bool affectedByImpatience = true)
Parameters
Type Name Description
System.Boolean affectedByImpatience
Returns
Type Description
TBuilder
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SetCheckCasterDistance(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.CheckCasterDistance

Declaration
public TBuilder SetCheckCasterDistance(bool checkCasterDistance = true)
Parameters
Type Name Description
System.Boolean checkCasterDistance
Returns
Type Description
TBuilder
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SetCheckPartyDistance(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.CheckPartyDistance

Declaration
public TBuilder SetCheckPartyDistance(bool checkPartyDistance = true)
Parameters
Type Name Description
System.Boolean checkPartyDistance
Returns
Type Description
TBuilder
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SetDeadTargetType(DeadTargetType)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_DeadTargetType

Declaration
public TBuilder SetDeadTargetType(DeadTargetType deadTargetType)
Parameters
Type Name Description
Kingmaker.AI.Blueprints.DeadTargetType deadTargetType
Returns
Type Description
TBuilder
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SetForceTargetEnemy(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_ForceTargetEnemy

Declaration
public TBuilder SetForceTargetEnemy(bool forceTargetEnemy = true)
Parameters
Type Name Description
System.Boolean forceTargetEnemy
Returns
Type Description
TBuilder
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SetForceTargetSelf(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_ForceTargetSelf

Declaration
public TBuilder SetForceTargetSelf(bool forceTargetSelf = true)
Parameters
Type Name Description
System.Boolean forceTargetSelf
Returns
Type Description
TBuilder
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SetLocators(EntityReference[])

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.Locators

Declaration
public TBuilder SetLocators(params EntityReference[] locators)
Parameters
Type Name Description
Kingmaker.Blueprints.EntityReference[] locators

InfoBox: To use locators make sure you selected CheckCasterDistance or CheckPartyDistance.

Returns
Type Description
TBuilder
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SetMaxPartyDistanceToLocator(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.MaxPartyDistanceToLocator

Declaration
public TBuilder SetMaxPartyDistanceToLocator(float maxPartyDistanceToLocator)
Parameters
Type Name Description
System.Single maxPartyDistanceToLocator

InfoBox: Selects target point from locators which is distant from at least one party member less than MaxPartyDistanceToLocator meters (0 or less means no limit)

Returns
Type Description
TBuilder
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SetMaxPartySqrDistanceToLocator(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_MaxPartySqrDistanceToLocator

Declaration
public TBuilder SetMaxPartySqrDistanceToLocator(float maxPartySqrDistanceToLocator)
Parameters
Type Name Description
System.Single maxPartySqrDistanceToLocator
Returns
Type Description
TBuilder
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SetMinCasterDistanceToLocator(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.MinCasterDistanceToLocator

Declaration
public TBuilder SetMinCasterDistanceToLocator(float minCasterDistanceToLocator)
Parameters
Type Name Description
System.Single minCasterDistanceToLocator

InfoBox: Selects target point from locators which is distant from caster by at least MinCasterDistanceToLocator meters (0 means no limit)

Returns
Type Description
TBuilder
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SetMinCasterSqrDistanceToLocator(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_MinCasterSqrDistanceToLocator

Declaration
public TBuilder SetMinCasterSqrDistanceToLocator(float minCasterSqrDistanceToLocator)
Parameters
Type Name Description
System.Single minCasterSqrDistanceToLocator
Returns
Type Description
TBuilder
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SetMinPartyDistanceToLocator(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.MinPartyDistanceToLocator

Declaration
public TBuilder SetMinPartyDistanceToLocator(float minPartyDistanceToLocator)
Parameters
Type Name Description
System.Single minPartyDistanceToLocator

InfoBox: Selects target point from locators which is distant from all party members by at least MinPartyDistanceToLocator meters (0 or less means no limit)

Returns
Type Description
TBuilder
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SetMinPartySqrDistanceToLocator(Single)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_MinPartySqrDistanceToLocator

Declaration
public TBuilder SetMinPartySqrDistanceToLocator(float minPartySqrDistanceToLocator)
Parameters
Type Name Description
System.Single minPartySqrDistanceToLocator
Returns
Type Description
TBuilder
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SetRandomVariant(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_RandomVariant

Declaration
public TBuilder SetRandomVariant(bool randomVariant = true)
Parameters
Type Name Description
System.Boolean randomVariant
Returns
Type Description
TBuilder
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SetTargetPointUnderTarget(Boolean)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_TargetPointUnderTarget

Declaration
public TBuilder SetTargetPointUnderTarget(bool targetPointUnderTarget = true)
Parameters
Type Name Description
System.Boolean targetPointUnderTarget
Returns
Type Description
TBuilder
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SetVariant(Blueprint<BlueprintAbilityReference>)

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_Variant

Declaration
public TBuilder SetVariant(Blueprint<BlueprintAbilityReference> variant)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference> variant

Blueprint of type BlueprintAbility. 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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SetVariantsSet(Blueprint<BlueprintAbilityReference>[])

Sets the value of Kingmaker.AI.Blueprints.BlueprintAiCastSpell.m_VariantsSet

Declaration
public TBuilder SetVariantsSet(params Blueprint<BlueprintAbilityReference>[] variantsSet)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference>[] variantsSet

InfoBox: In case of empty list, variant will be picked from all variants for specified ability

Blueprint of type BlueprintAbility. 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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