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Class BaseLeaderSkillConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseLeaderSkillConfigurator<T, TBuilder>
LeaderSkillConfigurator
Inherited Members
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.Armies
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseLeaderSkillConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintLeaderSkill where TBuilder : BaseLeaderSkillConfigurator<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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BaseLeaderSkillConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddArmyGlobalMapMovementBonus(Nullable<Int32>, Nullable<Int32>)

Adds Kingmaker.Armies.Components.ArmyGlobalMapMovementBonus

Declaration
public TBuilder AddArmyGlobalMapMovementBonus(int? dailyMovementPoints = null, int? maxMovementPoints = null)
Parameters
Type Name Description
System.Nullable<System.Int32> dailyMovementPoints
System.Nullable<System.Int32> maxMovementPoints
Returns
Type Description
TBuilder
Remarks

  • Aeon1SpeedStats62fcd9d0cdb54b59930c9b9bbb30a870
  • Logistics4MovementPoints177c84d3733a4ef2865694736714f2d7
  • QuartermasterMaps8830aeff4cc742f4a9f43fb152d8bfdb
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AddArmyLeaderAddResourcesOnBattleEnd(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<KingdomResourcesAmount>)

Adds Kingmaker.Armies.TacticalCombat.Components.ArmyLeaderAddResourcesOnBattleEnd

Declaration
public TBuilder AddArmyLeaderAddResourcesOnBattleEnd(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? onlyOnVictory = null, KingdomResourcesAmount? resourcesAmount = 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.

System.Nullable<System.Boolean> onlyOnVictory

InfoBox: Triggers on lose too if false

System.Nullable<Kingmaker.Kingdom.KingdomResourcesAmount> resourcesAmount
Returns
Type Description
TBuilder
Remarks

  • Pillaged4e55c26520a4aa399b63e9e78481cc3
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AddCastOnTacticalCombatStart(List<Int32>, Blueprint<BlueprintAbilityReference>, Nullable<Boolean>)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.CastOnTacticalCombatStart

Declaration
public TBuilder AddCastOnTacticalCombatStart(List<int> allowedColumns = null, Blueprint<BlueprintAbilityReference> spellToCast = null, bool? targetCell = null)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int32> allowedColumns
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference> spellToCast

InfoBox: Can be any skill not only from leader abilities

Blueprint of type BlueprintAbility. 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.Nullable<System.Boolean> targetCell
Returns
Type Description
TBuilder
Remarks

  • Aeon5BaneOfDemons6f939176228c4866bc86d55eba6484db
  • Trickster3KillOrder917aed4bb2c947a080b3076832454788
  • Trickster3PlaceOfPower9d6543ea99704324920f49cbf56d12cc
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AddFactOnLeaderUnit(List<Blueprint<BlueprintUnitFactReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds AddFactOnLeaderUnit(List<Blueprint<BlueprintUnitFactReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Declaration
public TBuilder AddFactOnLeaderUnit(List<Blueprint<BlueprintUnitFactReference>> facts = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> facts

Blueprint of type BlueprintUnitFact. 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

  • Angel4BladeOfTheSun03709f1c0bf543c2b20cbe7b6b6f35b8
  • RangerFlarec9cc76add2274ce897f1f0e03f5a7767
  • Twincastc89ae5f2f37f4a37ae76938010bab8f3
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AddFactOnTacticalUnit(List<Blueprint<BlueprintUnitFactReference>>, TargetFilter)

Adds AddFactOnTacticalUnit(List<Blueprint<BlueprintUnitFactReference>>, TargetFilter)

Declaration
public TBuilder AddFactOnTacticalUnit(List<Blueprint<BlueprintUnitFactReference>> facts = null, TargetFilter targetController = null)
Parameters
Type Name Description
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> facts

Blueprint of type BlueprintUnitFact. 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.Armies.TacticalCombat.LeaderSkills.TargetFilter targetController
Returns
Type Description
TBuilder
Remarks

  • Aeon3Spikesc8f8bc842512415a85d233417e03f698
  • LineOfSteel7ffb41491cf57ab4db98b5f403921af8
  • WoundedLeaderSkill3091a59090c84b0bb61aba642d6b5309
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AddLeaderExpBonus(Nullable<Int32>, Blueprint<BlueprintLeaderSkillsList.Reference>, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.LeaderExpBonus

Declaration
public TBuilder AddLeaderExpBonus(int? bonusPercent = null, Blueprint<BlueprintLeaderSkillsList.Reference> bonusSkills = null, int? levelForBonusSkills = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
System.Nullable<System.Int32> bonusPercent
Blueprint<Kingmaker.Armies.BlueprintLeaderSkillsList.Reference> bonusSkills

Blueprint of type BlueprintLeaderSkillsList. 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.Nullable<System.Int32> levelForBonusSkills
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

  • ExampleForSoldiersLeaderSkillc5c8fbdc2c634838a63cba35ef419c97
  • StrivingForDistinctionLevel27cb21436cf904d57a399cf5d12e918e7
  • ZealousLearnerRank2665cb61bfcba4a2697f95b21f4249220
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AddLeaderPercentAttributeBonus(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, LeaderAttributes)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.LeaderPercentAttributeBonus

Declaration
public TBuilder AddLeaderPercentAttributeBonus(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, LeaderAttributes percentBonuses = 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.

Kingmaker.Armies.LeaderAttributes percentBonuses

InfoBox: Add bonus as percent of base stat value (that is setup in level progression)

Returns
Type Description
TBuilder
Remarks

  • Angel4Infirmarybae2503e267c4ed0aaef4b3daa9a6df1
  • BuildingHospitalSkill823b8f6b44add4c4c9ebc2c3d342caecb
  • ReductionOfLosses9d331fe09237c4c8682740cac957b02aa
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AddMaxArmySquadsBonusLeaderComponent(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.MaxArmySquadsBonusLeaderComponent

Declaration
public TBuilder AddMaxArmySquadsBonusLeaderComponent(int? armySizeBonus = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
System.Nullable<System.Int32> armySizeBonus

InfoBox: Extend current army size by this value (stackable bonus)

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

  • ArmySupervisionRank1a3d140d99d62480e92db5fe20bf2e8dd
  • ArmySupervisionRank30adc1e6332624c3b89bea894467858fc
  • ArmySupervisionRank4f07aad87a5b0435ea1a343f6f5bfb5a4
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AddPlaceLeaderTrapOnCombatStart(List<Int32>, List<Blueprint<BlueprintLeaderSkillReference>>)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.PlaceLeaderTrapOnCombatStart

Declaration
public TBuilder AddPlaceLeaderTrapOnCombatStart(List<int> allowedColumns = null, List<Blueprint<BlueprintLeaderSkillReference>> possibleTrapSkills = null)
Parameters
Type Name Description
System.Collections.Generic.List<System.Int32> allowedColumns
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>> possibleTrapSkills

Blueprint of type BlueprintLeaderSkill. 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
Remarks

  • Preparation3b3451bc430049328dbeba0c61d93252
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AddRemoveFactFromTacticalUnit(List<Blueprint<BlueprintUnitFactReference>>, TargetFilter)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.RemoveFactFromTacticalUnit

Declaration
public TBuilder AddRemoveFactFromTacticalUnit(List<Blueprint<BlueprintUnitFactReference>> facts = null, TargetFilter targetController = null)
Parameters
Type Name Description
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> facts

Blueprint of type BlueprintUnitFact. 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.Armies.TacticalCombat.LeaderSkills.TargetFilter targetController
Returns
Type Description
TBuilder
Remarks

  • DeepDefences8af2d1255a824b9ea1ad08e236f84dd7
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AddSquadsActionOnTacticalCombatStart(ActionsBuilder, List<Blueprint<BlueprintUnitFactReference>>, TargetFilter, Nullable<Int32>)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.SquadsActionOnTacticalCombatStart

Declaration
public TBuilder AddSquadsActionOnTacticalCombatStart(ActionsBuilder actions = null, List<Blueprint<BlueprintUnitFactReference>> bannedFacts = null, TargetFilter filter = null, int? maxSquadsCount = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> bannedFacts

Blueprint of type BlueprintUnitFact. 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.Armies.TacticalCombat.LeaderSkills.TargetFilter filter
System.Nullable<System.Int32> maxSquadsCount

InfoBox: Action will be applied on random MaxSquadsCount filtered squads without banned facts.

Returns
Type Description
TBuilder
Remarks

  • BuildingDragon0Skill3cd1a7d459324680ba82d6ea6cf4ed9c
  • TacticianRank20ff5d350a002455b92628fa52569ef77
  • TacticianRank35234a68ecf404794a3aee34c9416aecb
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AddTacticalLeaderRitualComponent(Blueprint<BlueprintAbilityReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Armies.TacticalCombat.LeaderSkills.TacticalLeaderRitualComponent

Declaration
public TBuilder AddTacticalLeaderRitualComponent(Blueprint<BlueprintAbilityReference> ability = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference> ability

Blueprint of type BlueprintAbility. 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

  • Angel3BoltOfJustice685a47c6bd594a62968b4ab3a4baa5a4
  • RangerFrostBlastTrapf9a9eac13a0ef774eb33d7cadeb00a8d
  • RitualTrueStrikefdc4b6a9aeb44c3f9b0b4a224c7a69fb
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AddTacticalMoraleModifier(Nullable<TacticalMoraleModifier.FactionTarget>, Nullable<Int32>, TargetFilter)

Adds Kingmaker.Armies.TacticalCombat.Components.TacticalMoraleModifier

Declaration
public TBuilder AddTacticalMoraleModifier(TacticalMoraleModifier.FactionTarget? factionTarget = null, int? modValue = null, TargetFilter targetFilter = null)
Parameters
Type Name Description
System.Nullable<Kingmaker.Armies.TacticalCombat.Components.TacticalMoraleModifier.FactionTarget> factionTarget
System.Nullable<System.Int32> modValue
Kingmaker.Armies.TacticalCombat.LeaderSkills.TargetFilter targetFilter
Returns
Type Description
TBuilder
Remarks

  • BuildingSpiritualGardenSkill923f02023f5f49f6842aabf3d3cf0e44
  • IntimidationRank1c465debec287c4f448050cda26a27b77
  • Leadership6IncreaseMorale796c4868365243cface2d36f997135a9
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AddToPrerequisites(Blueprint<BlueprintLeaderSkillReference>[])

Adds to the contents of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_Prerequisites

Declaration
public TBuilder AddToPrerequisites(params Blueprint<BlueprintLeaderSkillReference>[] prerequisites)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>[] prerequisites

Blueprint of type BlueprintLeaderSkill. 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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ClearPrerequisites()

Removes all elements from Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_Prerequisites

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

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

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

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintLeaderSkill>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.Blueprints.BlueprintLeaderSkill>> 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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ModifyBonusAttributes(Action<LeaderAttributes>)

Modifies Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.BonusAttributes by invoking the provided action.

Declaration
public TBuilder ModifyBonusAttributes(Action<LeaderAttributes> action)
Parameters
Type Name Description
System.Action<Kingmaker.Armies.LeaderAttributes> action
Returns
Type Description
TBuilder
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ModifyIcon(Action<Sprite>)

Modifies Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.Icon by invoking the provided action.

Declaration
public TBuilder ModifyIcon(Action<Sprite> action)
Parameters
Type Name Description
System.Action<UnityEngine.Sprite> action
Returns
Type Description
TBuilder
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ModifyLocalizedDescription(Action<LocalizedString>)

Modifies Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.LocalizedDescription by invoking the provided action.

Declaration
public TBuilder ModifyLocalizedDescription(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifyLocalizedName(Action<LocalizedString>)

Modifies Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.LocalizedName by invoking the provided action.

Declaration
public TBuilder ModifyLocalizedName(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifyPrerequisites(Action<BlueprintLeaderSkillReference>)

Modifies Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_Prerequisites by invoking the provided action on each element.

Declaration
public TBuilder ModifyPrerequisites(Action<BlueprintLeaderSkillReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintLeaderSkillReference> 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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RemoveFromPrerequisites(Blueprint<BlueprintLeaderSkillReference>[])

Removes elements from Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_Prerequisites

Declaration
public TBuilder RemoveFromPrerequisites(params Blueprint<BlueprintLeaderSkillReference>[] prerequisites)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>[] prerequisites

Blueprint of type BlueprintLeaderSkill. 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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RemoveFromPrerequisites(Func<BlueprintLeaderSkillReference, Boolean>)

Removes elements from Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_Prerequisites that match the provided predicate.

Declaration
public TBuilder RemoveFromPrerequisites(Func<BlueprintLeaderSkillReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintLeaderSkillReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetBonusAttributes(LeaderAttributes)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.BonusAttributes

Declaration
public TBuilder SetBonusAttributes(LeaderAttributes bonusAttributes)
Parameters
Type Name Description
Kingmaker.Armies.LeaderAttributes bonusAttributes
Returns
Type Description
TBuilder
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SetIcon(Asset<Sprite>)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.Icon

Declaration
public TBuilder SetIcon(Asset<Sprite> icon)
Parameters
Type Name Description
Asset<UnityEngine.Sprite> icon

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

Returns
Type Description
TBuilder
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SetLocalizedDescription(LocalString)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.LocalizedDescription

Declaration
public TBuilder SetLocalizedDescription(LocalString localizedDescription)
Parameters
Type Name Description
LocalString localizedDescription

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

Returns
Type Description
TBuilder
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SetLocalizedName(LocalString)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.LocalizedName

Declaration
public TBuilder SetLocalizedName(LocalString localizedName)
Parameters
Type Name Description
LocalString localizedName

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

Returns
Type Description
TBuilder
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SetPrerequisiteLevel(Int32)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_PrerequisiteLevel

Declaration
public TBuilder SetPrerequisiteLevel(int prerequisiteLevel)
Parameters
Type Name Description
System.Int32 prerequisiteLevel
Returns
Type Description
TBuilder
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SetPrerequisites(Blueprint<BlueprintLeaderSkillReference>[])

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.m_Prerequisites

Declaration
public TBuilder SetPrerequisites(params Blueprint<BlueprintLeaderSkillReference>[] prerequisites)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>[] prerequisites

Blueprint of type BlueprintLeaderSkill. 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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SetStackTag(StackTag)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.StackTag

Declaration
public TBuilder SetStackTag(StackTag stackTag)
Parameters
Type Name Description
Kingmaker.Armies.Blueprints.StackTag stackTag
Returns
Type Description
TBuilder
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SetType(ArmyLeaderSkillType)

Sets the value of Kingmaker.Armies.Blueprints.BlueprintLeaderSkill.Type

Declaration
public TBuilder SetType(ArmyLeaderSkillType type)
Parameters
Type Name Description
Kingmaker.Armies.Blueprints.ArmyLeaderSkillType type
Returns
Type Description
TBuilder
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