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Class SettlementAreaPresetConfigurator

Configurator for Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset.

Inheritance
System.Object
Configurator
RootConfigurator<Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>
BaseBlueprintConfigurator<Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>
BaseAreaPresetConfigurator<Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>
BaseSettlementAreaPresetConfigurator<Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>
SettlementAreaPresetConfigurator
Inherited Members
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementAreaPreset>>, Type[])
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementAreaPreset>>, Predicate<BlueprintComponent>)
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartSettlement(Blueprint<BlueprintSettlement.Reference>)
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStartSettlement(Action<BlueprintSettlement.Reference>)
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartSettlementPoint(Blueprint<BlueprintGlobalMapPointReference>)
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStartSettlementPoint(Action<BlueprintGlobalMapPointReference>)
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartSettlementLevel(SettlementState.LevelType)
BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.OnConfigureCompleted()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintAreaPreset>>, Type[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintAreaPreset>>, Predicate<BlueprintComponent>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetArea(Blueprint<BlueprintAreaReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyArea(Action<BlueprintAreaReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetEnterPoint(Blueprint<BlueprintAreaEnterPointReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyEnterPoint(Action<BlueprintAreaEnterPointReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetUseAlternativeArea(Boolean)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAlternativeCondition(ConditionsBuilder)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyAlternativeCondition(Action<ConditionsChecker>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAlternativeArea(Blueprint<BlueprintAreaReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyAlternativeArea(Action<BlueprintAreaReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAlternativeEnterPoint(Blueprint<BlueprintAreaEnterPointReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyAlternativeEnterPoint(Action<BlueprintAreaEnterPointReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetGlobalMapLocation(Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyGlobalMapLocation(Action<BlueprintGlobalMapPoint.Reference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAlsoLoadMechanics(Blueprint<BlueprintAreaMechanicsReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToAlsoLoadMechanics(Blueprint<BlueprintAreaMechanicsReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromAlsoLoadMechanics(Blueprint<BlueprintAreaMechanicsReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromAlsoLoadMechanics(Func<BlueprintAreaMechanicsReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearAlsoLoadMechanics()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyAlsoLoadMechanics(Action<BlueprintAreaMechanicsReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetMakeAutosave(Boolean)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetOverrideGameDifficulty(DifficultyPresetAsset)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyOverrideGameDifficulty(Action<DifficultyPresetAsset>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetPlayerCharacter(Blueprint<BlueprintUnitReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyPlayerCharacter(Action<BlueprintUnitReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetCharGen(Boolean)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAlignment(Alignment)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetPartyXp(Int32)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetCompanions(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToCompanions(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromCompanions(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromCompanions(Func<BlueprintUnitReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearCompanions()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyCompanions(Action<BlueprintUnitReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetCompanionsRemote(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToCompanionsRemote(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromCompanionsRemote(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromCompanionsRemote(Func<BlueprintUnitReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearCompanionsRemote()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyCompanionsRemote(Action<BlueprintUnitReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetExCompanions(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToExCompanions(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromExCompanions(Blueprint<BlueprintUnitReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromExCompanions(Func<BlueprintUnitReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearExCompanions()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyExCompanions(Action<BlueprintUnitReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartGameActions(ActionsBuilder)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStartGameActions(Action<ActionList>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetCampaign(Blueprint<BlueprintCampaignReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyCampaign(Action<BlueprintCampaignReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetUnlockedFlags(UnlockValuePair[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToUnlockedFlags(UnlockValuePair[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromUnlockedFlags(UnlockValuePair[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromUnlockedFlags(Func<UnlockValuePair, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearUnlockedFlags()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyUnlockedFlags(Action<UnlockValuePair>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToStartedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromStartedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromStartedQuests(Func<BlueprintQuestObjectiveReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearStartedQuests()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStartedQuests(Action<BlueprintQuestObjectiveReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetFinishedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToFinishedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromFinishedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromFinishedQuests(Func<BlueprintQuestObjectiveReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearFinishedQuests()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyFinishedQuests(Action<BlueprintQuestObjectiveReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetFailedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToFailedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromFailedQuests(Blueprint<BlueprintQuestObjectiveReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromFailedQuests(Func<BlueprintQuestObjectiveReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearFailedQuests()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyFailedQuests(Action<BlueprintQuestObjectiveReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartEtudesNonRecursively(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToStartEtudesNonRecursively(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromStartEtudesNonRecursively(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromStartEtudesNonRecursively(Func<BlueprintEtudeReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearStartEtudesNonRecursively()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStartEtudesNonRecursively(Action<BlueprintEtudeReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStartEtudes(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToStartEtudes(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromStartEtudes(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromStartEtudes(Func<BlueprintEtudeReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearStartEtudes()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStartEtudes(Action<BlueprintEtudeReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetForceCompleteEtudes(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToForceCompleteEtudes(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromForceCompleteEtudes(Blueprint<BlueprintEtudeReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromForceCompleteEtudes(Func<BlueprintEtudeReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearForceCompleteEtudes()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyForceCompleteEtudes(Action<BlueprintEtudeReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetCuesSeen(Blueprint<BlueprintCueBaseReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToCuesSeen(Blueprint<BlueprintCueBaseReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromCuesSeen(Blueprint<BlueprintCueBaseReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromCuesSeen(Func<BlueprintCueBaseReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearCuesSeen()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyCuesSeen(Action<BlueprintCueBaseReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAnswersSelected(Blueprint<BlueprintAnswerReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToAnswersSelected(Blueprint<BlueprintAnswerReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromAnswersSelected(Blueprint<BlueprintAnswerReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromAnswersSelected(Func<BlueprintAnswerReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearAnswersSelected()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyAnswersSelected(Action<BlueprintAnswerReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetHasKingdom(Boolean)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetKingdomManagementIsVisible(Boolean)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetActiveEvents(Blueprint<BlueprintKingdomEventBaseReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToActiveEvents(Blueprint<BlueprintKingdomEventBaseReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromActiveEvents(Blueprint<BlueprintKingdomEventBaseReference>[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromActiveEvents(Func<BlueprintKingdomEventBaseReference, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearActiveEvents()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyActiveEvents(Action<BlueprintKingdomEventBaseReference>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAddResources(KingdomResourcesAmount)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyAddResources(Action<KingdomResourcesAmount>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetAddConsumableEventBonus(Int32)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetKingdomDay(Int32)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetKingdomIncomePerClaimed(KingdomResourcesAmount)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyKingdomIncomePerClaimed(Action<KingdomResourcesAmount>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetKingdomIncomePerUpgraded(KingdomResourcesAmount)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyKingdomIncomePerUpgraded(Action<KingdomResourcesAmount>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetStats(BlueprintAreaPreset.KingdomsStatsPreset)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyStats(Action<BlueprintAreaPreset.KingdomsStatsPreset>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetRegions(BlueprintAreaPreset.KingdomsRegionPreset[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToRegions(BlueprintAreaPreset.KingdomsRegionPreset[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromRegions(BlueprintAreaPreset.KingdomsRegionPreset[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromRegions(Func<BlueprintAreaPreset.KingdomsRegionPreset, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearRegions()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyRegions(Action<BlueprintAreaPreset.KingdomsRegionPreset>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.SetHistory(BlueprintAreaPreset.KingdomsEventHistoryPreset[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddToHistory(BlueprintAreaPreset.KingdomsEventHistoryPreset[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromHistory(BlueprintAreaPreset.KingdomsEventHistoryPreset[])
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveFromHistory(Func<BlueprintAreaPreset.KingdomsEventHistoryPreset, Boolean>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ClearHistory()
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ModifyHistory(Action<BlueprintAreaPreset.KingdomsEventHistoryPreset>)
BaseAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddDungeonAreaPreset(Nullable<DungeonDifficulty>, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintDungeonModificatorReference>>, Blueprint<BlueprintDungeonIslandRewardReference>, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.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<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.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<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.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<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.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<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.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<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.Logger
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.Self
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.Blueprint
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.Configured
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.ConfigureDelayedBlueprints()
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.Configure(Boolean)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddComponent(BlueprintComponent)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddComponent<C>(Action<C>)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.EditComponent<C>(Action<C>)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.OnConfigure(Action<BlueprintSettlementAreaPreset>[])
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.OnConfigureInternal(Action<BlueprintSettlementAreaPreset>[])
RootConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.Area
Assembly: BlueprintCore.dll
Syntax
public class SettlementAreaPresetConfigurator : BaseSettlementAreaPresetConfigurator<BlueprintSettlementAreaPreset, SettlementAreaPresetConfigurator>
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<BlueprintSettlementAreaPreset>>, Predicate<BlueprintComponent>)

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

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

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

Declaration
public SettlementAreaPresetConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementAreaPreset>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset>> 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
SettlementAreaPresetConfigurator
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<BlueprintSettlementAreaPreset>>)

Returns a configurator to modify the specified blueprint.

Declaration
public static SettlementAreaPresetConfigurator For(Blueprint<BlueprintReference<BlueprintSettlementAreaPreset>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintSettlementAreaPreset>> blueprint
Returns
Type Description
SettlementAreaPresetConfigurator
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 SettlementAreaPresetConfigurator New(string name, string guid)
Parameters
Type Name Description
System.String name
System.String guid
Returns
Type Description
SettlementAreaPresetConfigurator
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<BlueprintSettlementAreaPreset>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementAreaPreset>>, Type[])
    • For(Blueprint<BlueprintReference<BlueprintSettlementAreaPreset>>)
    • New(String, String)
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