Class BaseLifeStateConsiderationConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.AI.Blueprints.Considerations.LifeStateConsideration.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.AI
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseLifeStateConsiderationConfigurator<T, TBuilder> : BaseConsiderationConfigurator<T, TBuilder> where T : LifeStateConsideration where TBuilder : BaseLifeStateConsiderationConfigurator<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 SourceBaseLifeStateConsiderationConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseLifeStateConsiderationConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<LifeStateConsideration>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<LifeStateConsideration>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.LifeStateConsideration>> | 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<LifeStateConsideration>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<LifeStateConsideration>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.LifeStateConsideration>> | 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();
SetAliveScore(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.LifeStateConsideration.AliveScore
Declaration
public TBuilder SetAliveScore(float aliveScore)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | aliveScore |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetDeadScore(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.LifeStateConsideration.DeadScore
Declaration
public TBuilder SetDeadScore(float deadScore)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | deadScore |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetUnconsciousScore(Single)
Sets the value of Kingmaker.AI.Blueprints.Considerations.LifeStateConsideration.UnconsciousScore
Declaration
public TBuilder SetUnconsciousScore(float unconsciousScore)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | unconsciousScore |
Returns
| Type | Description |
|---|---|
| TBuilder |