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Class BaseTargetClassConsiderationConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseConsiderationConfigurator<T, TBuilder>
BaseTargetClassConsiderationConfigurator<T, TBuilder>
TargetClassConsiderationConfigurator
Inherited Members
BaseConsiderationConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<Consideration>>, Type[])
BaseConsiderationConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<Consideration>>, Predicate<BlueprintComponent>)
BaseConsiderationConfigurator<T, TBuilder>.SetBaseScoreModifier(Single)
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 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. 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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BaseTargetClassConsiderationConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])

Adds to the contents of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses

Declaration
public TBuilder AddToFirstPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] firstPriorityClasses)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] firstPriorityClasses

Blueprint of type BlueprintCharacterClass. 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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AddToSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])

Adds to the contents of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses

Declaration
public TBuilder AddToSecondPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] secondPriorityClasses)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] secondPriorityClasses

Blueprint of type BlueprintCharacterClass. 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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ClearFirstPriorityClasses()

Removes all elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses

Declaration
public TBuilder ClearFirstPriorityClasses()
Returns
Type Description
TBuilder
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ClearSecondPriorityClasses()

Removes all elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses

Declaration
public TBuilder ClearSecondPriorityClasses()
Returns
Type Description
TBuilder
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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.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration>> 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<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.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration>> 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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ModifyFirstPriorityClasses(Action<BlueprintCharacterClassReference>)

Modifies Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses by invoking the provided action on each element.

Declaration
public TBuilder ModifyFirstPriorityClasses(Action<BlueprintCharacterClassReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintCharacterClassReference> action
Returns
Type Description
TBuilder
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ModifySecondPriorityClasses(Action<BlueprintCharacterClassReference>)

Modifies Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses by invoking the provided action on each element.

Declaration
public TBuilder ModifySecondPriorityClasses(Action<BlueprintCharacterClassReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintCharacterClassReference> 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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RemoveFromFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])

Removes elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses

Declaration
public TBuilder RemoveFromFirstPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] firstPriorityClasses)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] firstPriorityClasses

Blueprint of type BlueprintCharacterClass. 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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RemoveFromFirstPriorityClasses(Func<BlueprintCharacterClassReference, Boolean>)

Removes elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses that match the provided predicate.

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

Removes elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses

Declaration
public TBuilder RemoveFromSecondPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] secondPriorityClasses)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] secondPriorityClasses

Blueprint of type BlueprintCharacterClass. 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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RemoveFromSecondPriorityClasses(Func<BlueprintCharacterClassReference, Boolean>)

Removes elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses that match the provided predicate.

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

Sets the value of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses

Declaration
public TBuilder SetFirstPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] firstPriorityClasses)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] firstPriorityClasses

Blueprint of type BlueprintCharacterClass. 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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SetFirstPriorityScore(Single)

Sets the value of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.FirstPriorityScore

Declaration
public TBuilder SetFirstPriorityScore(float firstPriorityScore)
Parameters
Type Name Description
System.Single firstPriorityScore
Returns
Type Description
TBuilder
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SetNoPriorityScore(Single)

Sets the value of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.NoPriorityScore

Declaration
public TBuilder SetNoPriorityScore(float noPriorityScore)
Parameters
Type Name Description
System.Single noPriorityScore
Returns
Type Description
TBuilder
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SetSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])

Sets the value of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses

Declaration
public TBuilder SetSecondPriorityClasses(params Blueprint<BlueprintCharacterClassReference>[] secondPriorityClasses)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] secondPriorityClasses

Blueprint of type BlueprintCharacterClass. 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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SetSecondPriorityScore(Single)

Sets the value of Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.SecondPriorityScore

Declaration
public TBuilder SetSecondPriorityScore(float secondPriorityScore)
Parameters
Type Name Description
System.Single secondPriorityScore
Returns
Type Description
TBuilder
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In This Article
  • Constructors
    • BaseTargetClassConsiderationConfigurator(Blueprint<BlueprintReference<T>>)
  • Methods
    • AddToFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
    • AddToSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
    • ClearFirstPriorityClasses()
    • ClearSecondPriorityClasses()
    • CopyFrom(Blueprint<BlueprintReference<TargetClassConsideration>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<TargetClassConsideration>>, Type[])
    • ModifyFirstPriorityClasses(Action<BlueprintCharacterClassReference>)
    • ModifySecondPriorityClasses(Action<BlueprintCharacterClassReference>)
    • OnConfigureCompleted()
    • RemoveFromFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
    • RemoveFromFirstPriorityClasses(Func<BlueprintCharacterClassReference, Boolean>)
    • RemoveFromSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
    • RemoveFromSecondPriorityClasses(Func<BlueprintCharacterClassReference, Boolean>)
    • SetFirstPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
    • SetFirstPriorityScore(Single)
    • SetNoPriorityScore(Single)
    • SetSecondPriorityClasses(Blueprint<BlueprintCharacterClassReference>[])
    • SetSecondPriorityScore(Single)
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