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Class BaseAreaConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Area.BlueprintArea.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseFactConfigurator<T, TBuilder>
BaseAreaPartConfigurator<T, TBuilder>
BaseAreaConfigurator<T, TBuilder>
AreaConfigurator
BaseTacticalCombatAreaConfigurator<T, TBuilder>
BaseSettlementAreaConfigurator<T, TBuilder>
Inherited Members
BaseAreaPartConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintAreaPart>>, Type[])
BaseAreaPartConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintAreaPart>>, Predicate<BlueprintComponent>)
BaseAreaPartConfigurator<T, TBuilder>.SetDynamicScene(SceneReference)
BaseAreaPartConfigurator<T, TBuilder>.ModifyDynamicScene(Action<SceneReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetStaticScene(SceneReference)
BaseAreaPartConfigurator<T, TBuilder>.ModifyStaticScene(Action<SceneReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetStaticSceneConsoleOverride(SceneReference)
BaseAreaPartConfigurator<T, TBuilder>.ModifyStaticSceneConsoleOverride(Action<SceneReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetLightScene(SceneReference)
BaseAreaPartConfigurator<T, TBuilder>.ModifyLightScene(Action<SceneReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetLightSceneConsoleOverride(SceneReference)
BaseAreaPartConfigurator<T, TBuilder>.ModifyLightSceneConsoleOverride(Action<SceneReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetBounds(AreaPartBounds)
BaseAreaPartConfigurator<T, TBuilder>.ModifyBounds(Action<AreaPartBounds>)
BaseAreaPartConfigurator<T, TBuilder>.SetAudioTimeOfDayVariants(SceneReference[])
BaseAreaPartConfigurator<T, TBuilder>.AddToAudioTimeOfDayVariants(SceneReference[])
BaseAreaPartConfigurator<T, TBuilder>.RemoveFromAudioTimeOfDayVariants(SceneReference[])
BaseAreaPartConfigurator<T, TBuilder>.RemoveFromAudioTimeOfDayVariants(Func<SceneReference, Boolean>)
BaseAreaPartConfigurator<T, TBuilder>.ClearAudioTimeOfDayVariants()
BaseAreaPartConfigurator<T, TBuilder>.ModifyAudioTimeOfDayVariants(Action<SceneReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetOverrideCampaign(Blueprint<BlueprintCampaignReference>)
BaseAreaPartConfigurator<T, TBuilder>.ModifyOverrideCampaign(Action<BlueprintCampaignReference>)
BaseAreaPartConfigurator<T, TBuilder>.SetSoundBankNames(String[])
BaseAreaPartConfigurator<T, TBuilder>.AddToSoundBankNames(String[])
BaseAreaPartConfigurator<T, TBuilder>.RemoveFromSoundBankNames(String[])
BaseAreaPartConfigurator<T, TBuilder>.RemoveFromSoundBankNames(Func<String, Boolean>)
BaseAreaPartConfigurator<T, TBuilder>.ClearSoundBankNames()
BaseAreaPartConfigurator<T, TBuilder>.ModifySoundBankNames(Action<String>)
BaseAreaPartConfigurator<T, TBuilder>.SetManageBanksSeparately(Boolean)
BaseAreaPartConfigurator<T, TBuilder>.SetUnloadBanksDelay(Single)
BaseAreaPartConfigurator<T, TBuilder>.SetMusicTheme(String)
BaseAreaPartConfigurator<T, TBuilder>.ModifyMusicTheme(Action<String>)
BaseAreaPartConfigurator<T, TBuilder>.SetMusicThemeStop(String)
BaseAreaPartConfigurator<T, TBuilder>.ModifyMusicThemeStop(Action<String>)
BaseAreaPartConfigurator<T, TBuilder>.SetIndoorType(IndoorType)
BaseAreaPartConfigurator<T, TBuilder>.SetWeatherProfile(WeatherProfileExtended)
BaseAreaPartConfigurator<T, TBuilder>.ModifyWeatherProfile(Action<WeatherProfileExtended>)
BaseAreaPartConfigurator<T, TBuilder>.SetWeatherInclemencyMin(InclemencyType)
BaseAreaPartConfigurator<T, TBuilder>.SetWeatherInclemencyMax(InclemencyType)
BaseAreaPartConfigurator<T, TBuilder>.SetIsSingleLightScene(Boolean)
BaseAreaPartConfigurator<T, TBuilder>.SetLocalMapRotation(Single)
BaseAreaPartConfigurator<T, TBuilder>.SetSetting(AreaSetting)
BaseAreaPartConfigurator<T, TBuilder>.SetAreaLocalName(LocalString)
BaseAreaPartConfigurator<T, TBuilder>.ModifyAreaLocalName(Action<LocalizedString>)
BaseAreaPartConfigurator<T, TBuilder>.SetGraphCache(AssetLink<TextAssetLink>)
BaseAreaPartConfigurator<T, TBuilder>.ModifyGraphCache(Action<TextAssetLink>)
BaseAreaPartConfigurator<T, TBuilder>.AdditionalPreloadComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Blueprint<ResourceListForPreload.Ref>)
BaseAreaPartConfigurator<T, TBuilder>.OnConfigureCompleted()
BaseFactConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Type[])
BaseFactConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Predicate<BlueprintComponent>)
BaseFactConfigurator<T, TBuilder>.AddComponentsList(Blueprint<BlueprintComponentListReference>)
BaseFactConfigurator<T, TBuilder>.AddBuffActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
BaseFactConfigurator<T, TBuilder>.AddFactContextActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
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.Area
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseAreaConfigurator<T, TBuilder> : BaseAreaPartConfigurator<T, TBuilder> where T : BlueprintArea where TBuilder : BaseAreaConfigurator<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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BaseAreaConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddCampingEncounterIncreaseDifficulty(Nullable<Single>, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.RandomEncounters.CampingEncounterIncreaseDifficulty

Declaration
public TBuilder AddCampingEncounterIncreaseDifficulty(float? increaseChance = null, int? increaseDifficulty = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
System.Nullable<System.Single> increaseChance
System.Nullable<System.Int32> increaseDifficulty
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> merge

If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components.

ComponentMerge mergeBehavior

Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail.

Returns
Type Description
TBuilder
Remarks

  • DLC2_Graveyardcda59ec4352849febaf0bf52fd55074d
  • DLC2_RichQuartercaf98d57bafa456d9a0afc98f25fe720
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AddCombatRandomEncounterAreaSettings(GlobalMapZone[], Blueprint<BlueprintAreaEnterPointReference>, CombatRandomEncounterAreaSettings.Formation[], Blueprint<BlueprintAreaEnterPointReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.RandomEncounters.Settings.CombatRandomEncounterAreaSettings

Declaration
public TBuilder AddCombatRandomEncounterAreaSettings(GlobalMapZone[] allowedNaturalSettings = null, Blueprint<BlueprintAreaEnterPointReference> defaultEnterPoint = null, CombatRandomEncounterAreaSettings.Formation[] formations = null, Blueprint<BlueprintAreaEnterPointReference> goodAvoidanceEnterPoint = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
Kingmaker.Enums.GlobalMapZone[] allowedNaturalSettings
Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> defaultEnterPoint

Blueprint of type BlueprintAreaEnterPoint. 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.

Kingmaker.RandomEncounters.Settings.CombatRandomEncounterAreaSettings.Formation[] formations
Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> goodAvoidanceEnterPoint

Blueprint of type BlueprintAreaEnterPoint. 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.

System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> merge

If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components.

ComponentMerge mergeBehavior

Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail.

Returns
Type Description
TBuilder
Remarks

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  • RE_WoundedForestda702e8d79c6046439c17e7e9cbfd758
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AddDungeonArea(DungeonRoomSettings, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, EntityReference, List<DungeonRoomSettings>)

Adds Kingmaker.Dungeon.Blueprints.DungeonArea

Declaration
public TBuilder AddDungeonArea(DungeonRoomSettings exterior = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? modifyUnitsFaction = null, EntityReference rewardScriptZone = null, List<DungeonRoomSettings> rooms = null)
Parameters
Type Name Description
Kingmaker.Dungeon.Blueprints.DungeonRoomSettings exterior
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> merge

If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components.

ComponentMerge mergeBehavior

Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail.

System.Nullable<System.Boolean> modifyUnitsFaction

Tooltip: Switch the spawned units faction to the one set in the dungeon root

Kingmaker.Blueprints.EntityReference rewardScriptZone
System.Collections.Generic.List<Kingmaker.Dungeon.Blueprints.DungeonRoomSettings> rooms
Returns
Type Description
TBuilder
Remarks

  • DLC3_Alushinyrra_Whorehouse_lvl_01e25e817958684dbaa34f741ba66bbe8f
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  • FireDungeon_lvl_01578e9e6c28c34bb980f721add45615e0
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AddEveryDayTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)

Adds Kingmaker.Kingdom.Buffs.EveryDayTrigger

Declaration
public TBuilder AddEveryDayTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipDays = null)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder condition
System.Nullable<System.Int32> skipDays
Returns
Type Description
TBuilder
Remarks

  • AutoKingdomProjectsControllerCh3b31b96dd34f8415382c8ec26787364d3
  • FlagTrickster3Economy4b833c6fcdfa47918927d80edf7ef9ae
  • SettlementsTracker_buff71dd611cd70443fcb04f0dce3bda76ef
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AddEveryWeekTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)

Adds Kingmaker.Kingdom.Buffs.EveryWeekTrigger

Declaration
public TBuilder AddEveryWeekTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipWeeks = null)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder condition
System.Nullable<System.Int32> skipWeeks
Returns
Type Description
TBuilder
Remarks

  • FlagTrickster1Money6c97784129e5492fa08496f2d4139f22
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AddOverrideCampingAction(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, Nullable<Boolean>)

Adds Kingmaker.Blueprints.Area.OverrideCampingAction

Declaration
public TBuilder AddOverrideCampingAction(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, ActionsBuilder onRestActions = null, bool? skipRest = null)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> merge

If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components.

ComponentMerge mergeBehavior

Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail.

ActionsBuilder onRestActions
System.Nullable<System.Boolean> skipRest
Returns
Type Description
TBuilder
Remarks

  • AzataIsland31bab5549f7ea384186159a238360c8d
  • DLC3_BloodIvory_lvl_08871be5663e764a87b733d0ef472ede13
  • WarCamp7a25c101fe6f7aa46b192db13373d03b
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AddSettlementAISettings(Blueprint<SettlementBuildListReference>, Blueprint<SettlementBuildListReference>, Blueprint<SettlementBuildListReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Kingdom.AI.SettlementAISettings

Declaration
public TBuilder AddSettlementAISettings(Blueprint<SettlementBuildListReference> aIBuildListCity = null, Blueprint<SettlementBuildListReference> aIBuildListTown = null, Blueprint<SettlementBuildListReference> aIBuildListVillage = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> aIBuildListCity

Blueprint of type SettlementBuildList. 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.

Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> aIBuildListTown

Blueprint of type SettlementBuildList. 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.

Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> aIBuildListVillage

Blueprint of type SettlementBuildList. 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.

System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> merge

If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components.

ComponentMerge mergeBehavior

Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail.

Returns
Type Description
TBuilder
Remarks

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AddToHotAreas(Blueprint<BlueprintAreaReference>[])

Adds to the contents of Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas

Declaration
public TBuilder AddToHotAreas(params Blueprint<BlueprintAreaReference>[] hotAreas)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference>[] hotAreas

Tooltip: Areas, which scenes should be kept loaded when switching to this area

Blueprint of type BlueprintArea. 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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AddToLoadingScreenSprites(AssetLink<SpriteLink>[])

Adds to the contents of Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites

Declaration
public TBuilder AddToLoadingScreenSprites(params AssetLink<SpriteLink>[] loadingScreenSprites)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.SpriteLink>[] loadingScreenSprites

You can pass in the animation using a SpriteLink or it's AssetId.

Returns
Type Description
TBuilder
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AddToParts(Blueprint<BlueprintAreaPartReference>[])

Adds to the contents of Kingmaker.Blueprints.Area.BlueprintArea.m_Parts

Declaration
public TBuilder AddToParts(params Blueprint<BlueprintAreaPartReference>[] parts)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaPartReference>[] parts

Blueprint of type BlueprintAreaPart. 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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ClearHotAreas()

Removes all elements from Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas

Declaration
public TBuilder ClearHotAreas()
Returns
Type Description
TBuilder
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ClearLoadingScreenSprites()

Removes all elements from Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites

Declaration
public TBuilder ClearLoadingScreenSprites()
Returns
Type Description
TBuilder
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ClearParts()

Removes all elements from Kingmaker.Blueprints.Area.BlueprintArea.m_Parts

Declaration
public TBuilder ClearParts()
Returns
Type Description
TBuilder
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CopyFrom(Blueprint<BlueprintReference<BlueprintArea>>, Predicate<BlueprintComponent>)

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArea>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintArea>> 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<BlueprintArea>>, Type[])

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArea>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintArea>> 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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ModifyAreaName(Action<LocalizedString>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.AreaName by invoking the provided action.

Declaration
public TBuilder ModifyAreaName(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifyCampingSettings(Action<CampingSettings>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.CampingSettings by invoking the provided action.

Declaration
public TBuilder ModifyCampingSettings(Action<CampingSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.Area.CampingSettings> action
Returns
Type Description
TBuilder
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ModifyDefaultPreset(Action<BlueprintAreaPresetReference>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.m_DefaultPreset by invoking the provided action.

Declaration
public TBuilder ModifyDefaultPreset(Action<BlueprintAreaPresetReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAreaPresetReference> action
Returns
Type Description
TBuilder
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ModifyHotAreas(Action<BlueprintAreaReference>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas by invoking the provided action on each element.

Declaration
public TBuilder ModifyHotAreas(Action<BlueprintAreaReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAreaReference> action
Returns
Type Description
TBuilder
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ModifyLoadingScreenSprites(Action<SpriteLink>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites by invoking the provided action on each element.

Declaration
public TBuilder ModifyLoadingScreenSprites(Action<SpriteLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.SpriteLink> action
Returns
Type Description
TBuilder
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ModifyParts(Action<BlueprintAreaPartReference>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.m_Parts by invoking the provided action on each element.

Declaration
public TBuilder ModifyParts(Action<BlueprintAreaPartReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAreaPartReference> action
Returns
Type Description
TBuilder
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ModifyRandomEncounterSettings(Action<RandomEncounterSettings>)

Modifies Kingmaker.Blueprints.Area.BlueprintArea.RandomEncounterSettings by invoking the provided action.

Declaration
public TBuilder ModifyRandomEncounterSettings(Action<RandomEncounterSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.Area.RandomEncounterSettings> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.Configurators.Area.BaseAreaPartConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromHotAreas(Blueprint<BlueprintAreaReference>[])

Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas

Declaration
public TBuilder RemoveFromHotAreas(params Blueprint<BlueprintAreaReference>[] hotAreas)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference>[] hotAreas

Tooltip: Areas, which scenes should be kept loaded when switching to this area

Blueprint of type BlueprintArea. 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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RemoveFromHotAreas(Func<BlueprintAreaReference, Boolean>)

Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas that match the provided predicate.

Declaration
public TBuilder RemoveFromHotAreas(Func<BlueprintAreaReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintAreaReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromLoadingScreenSprites(AssetLink<SpriteLink>[])

Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites

Declaration
public TBuilder RemoveFromLoadingScreenSprites(params AssetLink<SpriteLink>[] loadingScreenSprites)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.SpriteLink>[] loadingScreenSprites

You can pass in the animation using a SpriteLink or it's AssetId.

Returns
Type Description
TBuilder
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RemoveFromLoadingScreenSprites(Func<SpriteLink, Boolean>)

Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites that match the provided predicate.

Declaration
public TBuilder RemoveFromLoadingScreenSprites(Func<SpriteLink, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.ResourceLinks.SpriteLink, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromParts(Blueprint<BlueprintAreaPartReference>[])

Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_Parts

Declaration
public TBuilder RemoveFromParts(params Blueprint<BlueprintAreaPartReference>[] parts)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaPartReference>[] parts

Blueprint of type BlueprintAreaPart. 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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RemoveFromParts(Func<BlueprintAreaPartReference, Boolean>)

Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_Parts that match the provided predicate.

Declaration
public TBuilder RemoveFromParts(Func<BlueprintAreaPartReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintAreaPartReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetAreaName(LocalString)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.AreaName

Declaration
public TBuilder SetAreaName(LocalString areaName)
Parameters
Type Name Description
LocalString areaName

You can pass in the string using a LocalizedString or the Key to a LocalizedString.

Returns
Type Description
TBuilder
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SetArtSetting(BlueprintArea.SettingType)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.ArtSetting

Declaration
public TBuilder SetArtSetting(BlueprintArea.SettingType artSetting)
Parameters
Type Name Description
Kingmaker.Blueprints.Area.BlueprintArea.SettingType artSetting
Returns
Type Description
TBuilder
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SetCameraRotation(Single)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CameraRotation

Declaration
public TBuilder SetCameraRotation(float cameraRotation)
Parameters
Type Name Description
System.Single cameraRotation
Returns
Type Description
TBuilder
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SetCameraScrollMultiplier(Single)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CameraScrollMultiplier

Declaration
public TBuilder SetCameraScrollMultiplier(float cameraScrollMultiplier)
Parameters
Type Name Description
System.Single cameraScrollMultiplier
Returns
Type Description
TBuilder
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SetCampingSettings(CampingSettings)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CampingSettings

Declaration
public TBuilder SetCampingSettings(CampingSettings campingSettings)
Parameters
Type Name Description
Kingmaker.Blueprints.Area.CampingSettings campingSettings
Returns
Type Description
TBuilder
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SetCorruptionGrowth(Int32)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CorruptionGrowth

Declaration
public TBuilder SetCorruptionGrowth(int corruptionGrowth)
Parameters
Type Name Description
System.Int32 corruptionGrowth
Returns
Type Description
TBuilder
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SetCR(Int32)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CR

Declaration
public TBuilder SetCR(int cR)
Parameters
Type Name Description
System.Int32 cR
Returns
Type Description
TBuilder
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SetDefaultPreset(Blueprint<BlueprintAreaPresetReference>)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.m_DefaultPreset

Declaration
public TBuilder SetDefaultPreset(Blueprint<BlueprintAreaPresetReference> defaultPreset)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaPresetReference> defaultPreset

Blueprint of type BlueprintAreaPreset. 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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SetDesigner(BlueprintArea.Designers)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.Designer

Declaration
public TBuilder SetDesigner(BlueprintArea.Designers designer)
Parameters
Type Name Description
Kingmaker.Blueprints.Area.BlueprintArea.Designers designer
Returns
Type Description
TBuilder
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SetExcludeFromSave(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.ExcludeFromSave

Declaration
public TBuilder SetExcludeFromSave(bool excludeFromSave = true)
Parameters
Type Name Description
System.Boolean excludeFromSave
Returns
Type Description
TBuilder
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SetHotAreas(Blueprint<BlueprintAreaReference>[])

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas

Declaration
public TBuilder SetHotAreas(params Blueprint<BlueprintAreaReference>[] hotAreas)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference>[] hotAreas

Tooltip: Areas, which scenes should be kept loaded when switching to this area

Blueprint of type BlueprintArea. 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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SetIsGlobalMap(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.IsGlobalMap

Declaration
public TBuilder SetIsGlobalMap(bool isGlobalMap = true)
Parameters
Type Name Description
System.Boolean isGlobalMap
Returns
Type Description
TBuilder
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SetIsMayMapWindow(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.IsMayMapWindow

Declaration
public TBuilder SetIsMayMapWindow(bool isMayMapWindow = true)
Parameters
Type Name Description
System.Boolean isMayMapWindow
Returns
Type Description
TBuilder
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SetLoadingScreenSprites(AssetLink<SpriteLink>[])

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites

Declaration
public TBuilder SetLoadingScreenSprites(params AssetLink<SpriteLink>[] loadingScreenSprites)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.SpriteLink>[] loadingScreenSprites

You can pass in the animation using a SpriteLink or it's AssetId.

Returns
Type Description
TBuilder
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SetLootSetting(LootSetting)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.LootSetting

Declaration
public TBuilder SetLootSetting(LootSetting lootSetting)
Parameters
Type Name Description
Kingmaker.Enums.LootSetting lootSetting
Returns
Type Description
TBuilder
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SetOverrideCorruption(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.OverrideCorruption

Declaration
public TBuilder SetOverrideCorruption(bool overrideCorruption = true)
Parameters
Type Name Description
System.Boolean overrideCorruption
Returns
Type Description
TBuilder
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SetParts(Blueprint<BlueprintAreaPartReference>[])

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.m_Parts

Declaration
public TBuilder SetParts(params Blueprint<BlueprintAreaPartReference>[] parts)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAreaPartReference>[] parts

Blueprint of type BlueprintAreaPart. 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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SetPS4ChunkId(PS4ChunkId)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.PS4ChunkId

Declaration
public TBuilder SetPS4ChunkId(PS4ChunkId pS4ChunkId)
Parameters
Type Name Description
Kingmaker.Blueprints.Area.PS4ChunkId pS4ChunkId

Tooltip: Используется на PS4 чтобы разрезать игру на части. Пролог и зоны, нужные всю игру (типа глобалмапы) нужно класть в StartUp, остальное в нужную главу

Returns
Type Description
TBuilder
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SetRandomEncounterSettings(RandomEncounterSettings)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.RandomEncounterSettings

Declaration
public TBuilder SetRandomEncounterSettings(RandomEncounterSettings randomEncounterSettings)
Parameters
Type Name Description
Kingmaker.Blueprints.Area.RandomEncounterSettings randomEncounterSettings
Returns
Type Description
TBuilder
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SetSetDefaultCameraRotation(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.SetDefaultCameraRotation

Declaration
public TBuilder SetSetDefaultCameraRotation(bool setDefaultCameraRotation = true)
Parameters
Type Name Description
System.Boolean setDefaultCameraRotation
Returns
Type Description
TBuilder
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