Class BaseArmyLeaderConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Armies.BlueprintArmyLeader.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Armies
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseArmyLeaderConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintArmyLeader where TBuilder : BaseArmyLeaderConfigurator<T, TBuilder>
Type Parameters
Name | Description |
---|---|
T | |
TBuilder |
Remarks
Each supported blueprint type has a corresponding Configurator
class to create and modify blueprints of
that type, e.g. FeatureConfigurator supports BlueprintFeature
. Configurators exist for all
blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the
base game.
Creating a Blueprint
Use New(string, string)
to create a blueprint:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)
Once New()
is called the blueprint is added to the game library and can be referenced.
Using the Configurator
New()
returns a configurator with methods to set or modify blueprint fields and add or modify
Kingmaker.Blueprints.BlueprintComponent:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();
Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until
Configure()
is called, at which point the changes are applied and validated. Potential problems with the
blueprint are logged as warnings.
Modifying an Existing Blueprint
Use For(Blueprint)
to modify existing blueprints:
CharacterClassConfigurator.For(WizardClassGuid)
Usage is otherwise identical to creating a new blueprint.
For more information see Using BlueprintCore.
Constructors
| Improve this Doc View SourceBaseArmyLeaderConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseArmyLeaderConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToBaseSkills(Blueprint<BlueprintLeaderSkillReference>[])
Adds to the contents of Kingmaker.Armies.BlueprintArmyLeader.m_baseSkills
Declaration
public TBuilder AddToBaseSkills(params Blueprint<BlueprintLeaderSkillReference>[] baseSkills)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>[] | baseSkills | Blueprint of type BlueprintLeaderSkill. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
ClearBaseSkills()
Removes all elements from Kingmaker.Armies.BlueprintArmyLeader.m_baseSkills
Declaration
public TBuilder ClearBaseSkills()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintArmyLeader>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArmyLeader>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.BlueprintArmyLeader>> | blueprint | |
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
CopyFrom(Blueprint<BlueprintReference<BlueprintArmyLeader>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArmyLeader>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.BlueprintArmyLeader>> | blueprint | |
System.Type[] | componentTypes | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
ModifyBaseSkills(Action<BlueprintLeaderSkillReference>)
Modifies Kingmaker.Armies.BlueprintArmyLeader.m_baseSkills by invoking the provided action on each element.
Declaration
public TBuilder ModifyBaseSkills(Action<BlueprintLeaderSkillReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintLeaderSkillReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyLeaderName(Action<LocalizedString>)
Modifies Kingmaker.Armies.BlueprintArmyLeader.m_LeaderName by invoking the provided action.
Declaration
public TBuilder ModifyLeaderName(Action<LocalizedString> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyLeaderProgression(Action<BlueprintLeaderProgression.Reference>)
Modifies Kingmaker.Armies.BlueprintArmyLeader.m_LeaderProgression by invoking the provided action.
Declaration
public TBuilder ModifyLeaderProgression(Action<BlueprintLeaderProgression.Reference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Armies.BlueprintLeaderProgression.Reference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyPortrait(Action<BlueprintPortraitReference>)
Modifies Kingmaker.Armies.BlueprintArmyLeader.m_Portrait by invoking the provided action.
Declaration
public TBuilder ModifyPortrait(Action<BlueprintPortraitReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintPortraitReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyUnit(Action<BlueprintUnitReference>)
Modifies Kingmaker.Armies.BlueprintArmyLeader.m_Unit by invoking the provided action.
Declaration
public TBuilder ModifyUnit(Action<BlueprintUnitReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintUnitReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromBaseSkills(Blueprint<BlueprintLeaderSkillReference>[])
Removes elements from Kingmaker.Armies.BlueprintArmyLeader.m_baseSkills
Declaration
public TBuilder RemoveFromBaseSkills(params Blueprint<BlueprintLeaderSkillReference>[] baseSkills)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>[] | baseSkills | Blueprint of type BlueprintLeaderSkill. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromBaseSkills(Func<BlueprintLeaderSkillReference, Boolean>)
Removes elements from Kingmaker.Armies.BlueprintArmyLeader.m_baseSkills that match the provided predicate.
Declaration
public TBuilder RemoveFromBaseSkills(Func<BlueprintLeaderSkillReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Blueprints.BlueprintLeaderSkillReference, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetBaseSkills(Blueprint<BlueprintLeaderSkillReference>[])
Sets the value of Kingmaker.Armies.BlueprintArmyLeader.m_baseSkills
Declaration
public TBuilder SetBaseSkills(params Blueprint<BlueprintLeaderSkillReference>[] baseSkills)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>[] | baseSkills | Blueprint of type BlueprintLeaderSkill. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetLeaderName(LocalString)
Sets the value of Kingmaker.Armies.BlueprintArmyLeader.m_LeaderName
Declaration
public TBuilder SetLeaderName(LocalString leaderName)
Parameters
Type | Name | Description |
---|---|---|
LocalString | leaderName | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
Type | Description |
---|---|
TBuilder |
SetLeaderProgression(Blueprint<BlueprintLeaderProgression.Reference>)
Sets the value of Kingmaker.Armies.BlueprintArmyLeader.m_LeaderProgression
Declaration
public TBuilder SetLeaderProgression(Blueprint<BlueprintLeaderProgression.Reference> leaderProgression)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Armies.BlueprintLeaderProgression.Reference> | leaderProgression | Blueprint of type BlueprintLeaderProgression. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetPortrait(Blueprint<BlueprintPortraitReference>)
Sets the value of Kingmaker.Armies.BlueprintArmyLeader.m_Portrait
Declaration
public TBuilder SetPortrait(Blueprint<BlueprintPortraitReference> portrait)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintPortraitReference> | portrait | Blueprint of type BlueprintPortrait. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetStartingLevel(Int32)
Sets the value of Kingmaker.Armies.BlueprintArmyLeader.m_StartingLevel
Declaration
public TBuilder SetStartingLevel(int startingLevel)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | startingLevel | Tooltip: 1 - это Element0 в LeaderProgression От этого числа зависят стартовые атрибуты и сколько опыта нужно для лвлапа |
Returns
Type | Description |
---|---|
TBuilder |
SetUnit(Blueprint<BlueprintUnitReference>)
Sets the value of Kingmaker.Armies.BlueprintArmyLeader.m_Unit
Declaration
public TBuilder SetUnit(Blueprint<BlueprintUnitReference> unit)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> | unit | Blueprint of type BlueprintUnit. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |