Class BaseFactConsiderationConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.AI.Blueprints.Considerations.FactConsideration.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.AI
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseFactConsiderationConfigurator<T, TBuilder> : BaseConsiderationConfigurator<T, TBuilder> where T : FactConsideration where TBuilder : BaseFactConsiderationConfigurator<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
| Improve this Doc View SourceBaseFactConsiderationConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseFactConsiderationConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToFact(Blueprint<BlueprintUnitFactReference>[])
Adds to the contents of Kingmaker.AI.Blueprints.Considerations.FactConsideration.m_Fact
Declaration
public TBuilder AddToFact(params Blueprint<BlueprintUnitFactReference>[] fact)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] | fact | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
ClearFact()
Removes all elements from Kingmaker.AI.Blueprints.Considerations.FactConsideration.m_Fact
Declaration
public TBuilder ClearFact()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<FactConsideration>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<FactConsideration>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.FactConsideration>> | blueprint | |
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in |
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();
CopyFrom(Blueprint<BlueprintReference<FactConsideration>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<FactConsideration>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.FactConsideration>> | blueprint | |
System.Type[] | componentTypes | Any components in |
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();
ModifyFact(Action<BlueprintUnitFactReference>)
Modifies Kingmaker.AI.Blueprints.Considerations.FactConsideration.m_Fact by invoking the provided action on each element.
Declaration
public TBuilder ModifyFact(Action<BlueprintUnitFactReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintUnitFactReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromFact(Blueprint<BlueprintUnitFactReference>[])
Removes elements from Kingmaker.AI.Blueprints.Considerations.FactConsideration.m_Fact
Declaration
public TBuilder RemoveFromFact(params Blueprint<BlueprintUnitFactReference>[] fact)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] | fact | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromFact(Func<BlueprintUnitFactReference, Boolean>)
Removes elements from Kingmaker.AI.Blueprints.Considerations.FactConsideration.m_Fact that match the provided predicate.
Declaration
public TBuilder RemoveFromFact(Func<BlueprintUnitFactReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Blueprints.BlueprintUnitFactReference, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetFact(Blueprint<BlueprintUnitFactReference>[])
Sets the value of Kingmaker.AI.Blueprints.Considerations.FactConsideration.m_Fact
Declaration
public TBuilder SetFact(params Blueprint<BlueprintUnitFactReference>[] fact)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] | fact | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetHasFactScore(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.FactConsideration.HasFactScore
Declaration
public TBuilder SetHasFactScore(float hasFactScore)
Parameters
Type | Name | Description |
---|---|---|
System.Single | hasFactScore |
Returns
Type | Description |
---|---|
TBuilder |
SetNoFactScore(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.FactConsideration.NoFactScore
Declaration
public TBuilder SetNoFactScore(float noFactScore)
Parameters
Type | Name | Description |
---|---|---|
System.Single | noFactScore |
Returns
Type | Description |
---|---|
TBuilder |