Class BaseTargetClassConsiderationConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.
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. 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 SourceBaseTargetClassConsiderationConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseTargetClassConsiderationConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToFirstPriorityClasses(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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearFirstPriorityClasses()
Removes all elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_FirstPriorityClasses
Declaration
public TBuilder ClearFirstPriorityClasses()
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearSecondPriorityClasses()
Removes all elements from Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration.m_SecondPriorityClasses
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.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.TargetClassConsideration>> | 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<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 |
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.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 |
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 |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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 |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |