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Class HasAutoCastConsideraionConfigurator

Configurator for Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion.

Inheritance
System.Object
Configurator
RootConfigurator<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>
BaseBlueprintConfigurator<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>
BaseConsiderationConfigurator<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>
BaseHasAutoCastConsideraionConfigurator<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>
HasAutoCastConsideraionConfigurator
Inherited Members
BaseHasAutoCastConsideraionConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>>, Type[])
BaseHasAutoCastConsideraionConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>>, Predicate<BlueprintComponent>)
BaseHasAutoCastConsideraionConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.SetNoAutoCastScore(Single)
BaseHasAutoCastConsideraionConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.SetHasAutoCastScore(Single)
BaseConsiderationConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.CopyFrom(Blueprint<BlueprintReference<Consideration>>, Type[])
BaseConsiderationConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.CopyFrom(Blueprint<BlueprintReference<Consideration>>, Predicate<BlueprintComponent>)
BaseConsiderationConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.SetBaseScoreModifier(Single)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.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<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.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<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.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<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.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<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.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<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.Logger
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.Self
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.Blueprint
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.Configured
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.ConfigureDelayedBlueprints()
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.Configure(Boolean)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddComponent(BlueprintComponent)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddComponent<C>(Action<C>)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.EditComponent<C>(Action<C>)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.OnConfigure(Action<HasAutoCastConsideraion>[])
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.OnConfigureInternal(Action<HasAutoCastConsideraion>[])
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.OnConfigureCompleted()
RootConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.AI
Assembly: BlueprintCore.dll
Syntax
public class HasAutoCastConsideraionConfigurator : BaseHasAutoCastConsideraionConfigurator<HasAutoCastConsideraion, HasAutoCastConsideraionConfigurator>
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.

Methods

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CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>>, Predicate<BlueprintComponent>)

Copies fields and components of the specified types from the blueprint.

Declaration
public HasAutoCastConsideraionConfigurator CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion>> 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
HasAutoCastConsideraionConfigurator
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<HasAutoCastConsideraion>>, Type[])

Copies fields and components of the specified types from the blueprint.

Declaration
public HasAutoCastConsideraionConfigurator CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion>> 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
HasAutoCastConsideraionConfigurator
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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For(Blueprint<BlueprintReference<HasAutoCastConsideraion>>)

Returns a configurator to modify the specified blueprint.

Declaration
public static HasAutoCastConsideraionConfigurator For(Blueprint<BlueprintReference<HasAutoCastConsideraion>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.AI.Blueprints.Considerations.HasAutoCastConsideraion>> blueprint
Returns
Type Description
HasAutoCastConsideraionConfigurator
Remarks

Use this to modify existing blueprints, such as blueprints from the base game.

If you're using WrathModificationTemplate blueprints defined in JSON already exist.

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New(String, String)

Creates a new blueprint and returns a new configurator to modify it.

Declaration
public static HasAutoCastConsideraionConfigurator New(string name, string guid)
Parameters
Type Name Description
System.String name
System.String guid
Returns
Type Description
HasAutoCastConsideraionConfigurator
Remarks

After creating a blueprint with this method you can use either name or GUID to reference the blueprint in BlueprintCore API calls.

An implicit cast converts the string to Blueprint<TRef>, exposing the blueprint instance and its reference.

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In This Article
  • Methods
    • CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<HasAutoCastConsideraion>>, Type[])
    • For(Blueprint<BlueprintReference<HasAutoCastConsideraion>>)
    • New(String, String)
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