Class BaseTargetClassConsiderationConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.AI
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseTargetClassConsiderationConfigurator<T, TBuilder> : BaseConsiderationConfigurator<T, TBuilder> where T : TargetClassConsideration where TBuilder : BaseTargetClassConsiderationConfigurator<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. FeatureBlueprintFeature
. Configurators exist for all
blueprint types inheriting from Kingmaker.
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.
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 SourceBaseTargetClassConsiderationConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseTargetClassConsiderationConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
blueprint |
Methods
| Improve this Doc View SourceAddToFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
Adds to the contents of Kingmaker.
Declaration
public TBuilder AddToFirstPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] firstPriorityClasses)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
firstPriorityClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
AddToSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
Adds to the contents of Kingmaker.
Declaration
public TBuilder AddToSecondPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] secondPriorityClasses)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
secondPriorityClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
ClearFirstPriorityClasses()
Removes all elements from Kingmaker.
Declaration
public TBuilder ClearFirstPriorityClasses()
Returns
Type | Description |
---|---|
TBuilder |
ClearSecondPriorityClasses()
Removes all elements from Kingmaker.
Declaration
public TBuilder ClearSecondPriorityClasses()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<TargetClassConsideration>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<TargetClassConsideration>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
blueprint | |
System. |
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<TargetClassConsideration>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<TargetClassConsideration>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
blueprint | |
System. |
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();
ModifyFirstPriorityClasses(Action<BlueprintCharacterClassReference>)
Modifies Kingmaker.
Declaration
public TBuilder ModifyFirstPriorityClasses(Action<BlueprintCharacterClassReference> action)
Parameters
Type | Name | Description |
---|---|---|
System. |
action |
Returns
Type | Description |
---|---|
TBuilder |
ModifySecondPriorityClasses(Action<BlueprintCharacterClassReference>)
Modifies Kingmaker.
Declaration
public TBuilder ModifySecondPriorityClasses(Action<BlueprintCharacterClassReference> action)
Parameters
Type | Name | Description |
---|---|---|
System. |
action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
Removes elements from Kingmaker.
Declaration
public TBuilder RemoveFromFirstPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] firstPriorityClasses)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
firstPriorityClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromFirstPriorityClasses(Func<BlueprintCharacterClassReference, Boolean>)
Removes elements from Kingmaker.
Declaration
public TBuilder RemoveFromFirstPriorityClasses(Func<BlueprintCharacterClassReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System. |
predicate |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
Removes elements from Kingmaker.
Declaration
public TBuilder RemoveFromSecondPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] secondPriorityClasses)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
secondPriorityClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromSecondPriorityClasses(Func<BlueprintCharacterClassReference, Boolean>)
Removes elements from Kingmaker.
Declaration
public TBuilder RemoveFromSecondPriorityClasses(Func<BlueprintCharacterClassReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System. |
predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
Sets the value of Kingmaker.
Declaration
public TBuilder SetFirstPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] firstPriorityClasses)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
firstPriorityClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetFirstPriorityScore(Single)
Sets the value of Kingmaker.
Declaration
public TBuilder SetFirstPriorityScore(float firstPriorityScore)
Parameters
Type | Name | Description |
---|---|---|
System. |
firstPriorityScore |
Returns
Type | Description |
---|---|
TBuilder |
SetNoPriorityScore(Single)
Sets the value of Kingmaker.
Declaration
public TBuilder SetNoPriorityScore(float noPriorityScore)
Parameters
Type | Name | Description |
---|---|---|
System. |
noPriorityScore |
Returns
Type | Description |
---|---|
TBuilder |
SetSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
Sets the value of Kingmaker.
Declaration
public TBuilder SetSecondPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] secondPriorityClasses)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
secondPriorityClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetSecondPriorityScore(Single)
Sets the value of Kingmaker.
Declaration
public TBuilder SetSecondPriorityScore(float secondPriorityScore)
Parameters
Type | Name | Description |
---|---|---|
System. |
secondPriorityScore |
Returns
Type | Description |
---|---|
TBuilder |