Class BaseArmyPresetConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Armies.Blueprints.BlueprintArmyPreset.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Armies
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseArmyPresetConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintArmyPreset where TBuilder : BaseArmyPresetConfigurator<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 SourceBaseArmyPresetConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseArmyPresetConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToSquads(BlueprintArmyPreset.UnitAndCount[])
Adds to the contents of Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Squads
Declaration
public TBuilder AddToSquads(params BlueprintArmyPreset.UnitAndCount[] squads)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Armies.Blueprints.BlueprintArmyPreset.UnitAndCount[] | squads |
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearSquads()
Removes all elements from Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Squads
Declaration
public TBuilder ClearSquads()
Returns
| Type | Description |
|---|---|
| TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintArmyPreset>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArmyPreset>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.Blueprints.BlueprintArmyPreset>> | 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<BlueprintArmyPreset>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArmyPreset>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.Blueprints.BlueprintArmyPreset>> | 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();
ModifyLeader(Action<BlueprintArmyLeaderReference>)
Modifies Kingmaker.Armies.Blueprints.BlueprintArmyPreset.m_Leader by invoking the provided action.
Declaration
public TBuilder ModifyLeader(Action<BlueprintArmyLeaderReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintArmyLeaderReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySquads(Action<BlueprintArmyPreset.UnitAndCount>)
Modifies Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Squads by invoking the provided action on each element.
Declaration
public TBuilder ModifySquads(Action<BlueprintArmyPreset.UnitAndCount> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Armies.Blueprints.BlueprintArmyPreset.UnitAndCount> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromSquads(BlueprintArmyPreset.UnitAndCount[])
Removes elements from Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Squads
Declaration
public TBuilder RemoveFromSquads(params BlueprintArmyPreset.UnitAndCount[] squads)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Armies.Blueprints.BlueprintArmyPreset.UnitAndCount[] | squads |
Returns
| Type | Description |
|---|---|
| TBuilder |
RemoveFromSquads(Func<BlueprintArmyPreset.UnitAndCount, Boolean>)
Removes elements from Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Squads that match the provided predicate.
Declaration
public TBuilder RemoveFromSquads(Func<BlueprintArmyPreset.UnitAndCount, bool> predicate)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Func<Kingmaker.Armies.Blueprints.BlueprintArmyPreset.UnitAndCount, System.Boolean> | predicate |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetArmyType(ArmyType)
Sets the value of Kingmaker.Armies.Blueprints.BlueprintArmyPreset.m_ArmyType
Declaration
public TBuilder SetArmyType(ArmyType armyType)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Armies.Blueprints.ArmyType | armyType | InfoBox: Determines which pawn army will have. Note: moving armies will have Travelling type automatically |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetLeader(Blueprint<BlueprintArmyLeaderReference>)
Sets the value of Kingmaker.Armies.Blueprints.BlueprintArmyPreset.m_Leader
Declaration
public TBuilder SetLeader(Blueprint<BlueprintArmyLeaderReference> leader)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintArmyLeaderReference> | leader | Blueprint of type BlueprintArmyLeader. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
SetMorale(Int32)
Sets the value of Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Morale
Declaration
public TBuilder SetMorale(int morale)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | morale | InfoBox: See morale limits in MoraleRoot |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSquads(BlueprintArmyPreset.UnitAndCount[])
Sets the value of Kingmaker.Armies.Blueprints.BlueprintArmyPreset.Squads
Declaration
public TBuilder SetSquads(params BlueprintArmyPreset.UnitAndCount[] squads)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Armies.Blueprints.BlueprintArmyPreset.UnitAndCount[] | squads |
Returns
| Type | Description |
|---|---|
| TBuilder |