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Class BaseTrapConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseFactConfigurator<T, TBuilder>
BaseLogicConnectorConfigurator<T, TBuilder>
BaseMapObjectConfigurator<T, TBuilder>
BaseTrapConfigurator<T, TBuilder>
TrapConfigurator
Inherited Members
BaseMapObjectConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintMapObject>>, Type[])
BaseMapObjectConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintMapObject>>, Predicate<BlueprintComponent>)
BaseMapObjectConfigurator<T, TBuilder>.SetPrefab(Asset<GameObject>)
BaseMapObjectConfigurator<T, TBuilder>.ModifyPrefab(Action<GameObject>)
BaseLogicConnectorConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintLogicConnector>>, Type[])
BaseLogicConnectorConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintLogicConnector>>, Predicate<BlueprintComponent>)
BaseLogicConnectorConfigurator<T, TBuilder>.AddDamageToMapObjectTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<DamageEnergyType>, Nullable<PhysicalDamageForm>)
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 BaseTrapConfigurator<T, TBuilder> : BaseMapObjectConfigurator<T, TBuilder> where T : BlueprintTrap where TBuilder : BaseTrapConfigurator<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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BaseTrapConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddExperience(IntEvaluator, Nullable<Int32>, Nullable<Boolean>, Nullable<EncounterType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>, Nullable<Boolean>)

Adds Kingmaker.Blueprints.Classes.Experience.Experience

Declaration
public TBuilder AddExperience(IntEvaluator count = null, int? cR = null, bool? dummy = null, EncounterType? encounter = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? modifier = null, bool? playerGainsNoExp = null)
Parameters
Type Name Description
Kingmaker.ElementsSystem.IntEvaluator count
System.Nullable<System.Int32> cR
System.Nullable<System.Boolean> dummy
System.Nullable<Kingmaker.Blueprints.Classes.Experience.EncounterType> encounter
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.Single> modifier
System.Nullable<System.Boolean> playerGainsNoExp

InfoBox: When true, Exp will be used in encounter CR calculation, but player will not gained it

Returns
Type Description
TBuilder
Remarks

  • 00_FindEchoLair876fc5d40aa5d8b47ac0138cf0a680ae
  • DLC3_CR16_FaerieDragonHungryMagicSummon1f238fcbd1bb41cfbc35729a2d7c0d2c
  • Ziforian_normal7ef2998dbeb7fda43a47ce842f4d142d
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CopyFrom(Blueprint<BlueprintReference<BlueprintTrap>>, Predicate<BlueprintComponent>)

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

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

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

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

Modifies Kingmaker.Blueprints.Area.BlueprintTrap.m_Actor by invoking the provided action.

Declaration
public TBuilder ModifyActor(Action<BlueprintUnitReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintUnitReference> action
Returns
Type Description
TBuilder
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ModifyDisableActions(Action<ActionList>)

Modifies Kingmaker.Blueprints.Area.BlueprintTrap.DisableActions by invoking the provided action.

Declaration
public TBuilder ModifyDisableActions(Action<ActionList> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ActionList> action
Returns
Type Description
TBuilder
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ModifyDisableConditions(Action<ConditionsChecker>)

Modifies Kingmaker.Blueprints.Area.BlueprintTrap.DisableConditions by invoking the provided action.

Declaration
public TBuilder ModifyDisableConditions(Action<ConditionsChecker> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ConditionsChecker> action
Returns
Type Description
TBuilder
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ModifyTrapActions(Action<ActionList>)

Modifies Kingmaker.Blueprints.Area.BlueprintTrap.TrapActions by invoking the provided action.

Declaration
public TBuilder ModifyTrapActions(Action<ActionList> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ActionList> action
Returns
Type Description
TBuilder
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ModifyTriggerConditions(Action<ConditionsChecker>)

Modifies Kingmaker.Blueprints.Area.BlueprintTrap.TriggerConditions by invoking the provided action.

Declaration
public TBuilder ModifyTriggerConditions(Action<ConditionsChecker> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ConditionsChecker> 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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SetActor(Blueprint<BlueprintUnitReference>)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.m_Actor

Declaration
public TBuilder SetActor(Blueprint<BlueprintUnitReference> actor)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> actor

Blueprint of type BlueprintUnit. 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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SetAllowedForRandomEncounters(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.AllowedForRandomEncounters

Declaration
public TBuilder SetAllowedForRandomEncounters(bool allowedForRandomEncounters = true)
Parameters
Type Name Description
System.Boolean allowedForRandomEncounters
Returns
Type Description
TBuilder
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SetDisableActions(ActionsBuilder)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.DisableActions

Declaration
public TBuilder SetDisableActions(ActionsBuilder disableActions)
Parameters
Type Name Description
ActionsBuilder disableActions
Returns
Type Description
TBuilder
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SetDisableConditions(ConditionsBuilder)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.DisableConditions

Declaration
public TBuilder SetDisableConditions(ConditionsBuilder disableConditions)
Parameters
Type Name Description
ConditionsBuilder disableConditions
Returns
Type Description
TBuilder
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SetDisableDC(Int32)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.DisableDC

Declaration
public TBuilder SetDisableDC(int disableDC)
Parameters
Type Name Description
System.Int32 disableDC
Returns
Type Description
TBuilder
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SetDisableTriggerMargin(Int32)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.DisableTriggerMargin

Declaration
public TBuilder SetDisableTriggerMargin(int disableTriggerMargin)
Parameters
Type Name Description
System.Int32 disableTriggerMargin
Returns
Type Description
TBuilder
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SetDisarmAnimation(UnitAnimationInteractionType)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.DisarmAnimation

Declaration
public TBuilder SetDisarmAnimation(UnitAnimationInteractionType disarmAnimation)
Parameters
Type Name Description
Kingmaker.Visual.Animation.Kingmaker.UnitAnimationInteractionType disarmAnimation
Returns
Type Description
TBuilder
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SetIsHiddenWhenInactive(Boolean)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.IsHiddenWhenInactive

Declaration
public TBuilder SetIsHiddenWhenInactive(bool isHiddenWhenInactive = true)
Parameters
Type Name Description
System.Boolean isHiddenWhenInactive
Returns
Type Description
TBuilder
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SetPerceptionDC(Int32)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.PerceptionDC

Declaration
public TBuilder SetPerceptionDC(int perceptionDC)
Parameters
Type Name Description
System.Int32 perceptionDC
Returns
Type Description
TBuilder
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SetPerceptionRadius(Single)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.PerceptionRadius

Declaration
public TBuilder SetPerceptionRadius(float perceptionRadius)
Parameters
Type Name Description
System.Single perceptionRadius
Returns
Type Description
TBuilder
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SetTrapActions(ActionsBuilder)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.TrapActions

Declaration
public TBuilder SetTrapActions(ActionsBuilder trapActions)
Parameters
Type Name Description
ActionsBuilder trapActions
Returns
Type Description
TBuilder
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SetTriggerConditions(ConditionsBuilder)

Sets the value of Kingmaker.Blueprints.Area.BlueprintTrap.TriggerConditions

Declaration
public TBuilder SetTriggerConditions(ConditionsBuilder triggerConditions)
Parameters
Type Name Description
ConditionsBuilder triggerConditions
Returns
Type Description
TBuilder
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