Class BaseMoraleRootConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Armies.Blueprints.MoraleRoot.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Armies
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseMoraleRootConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : MoraleRoot where TBuilder : BaseMoraleRootConfigurator<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 SourceBaseMoraleRootConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseMoraleRootConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToNegativeFacts(Blueprint<BlueprintUnitFactReference>[])
Adds to the contents of Kingmaker.Armies.Blueprints.MoraleRoot.m_NegativeFacts
Declaration
public TBuilder AddToNegativeFacts(params Blueprint<BlueprintUnitFactReference>[] negativeFacts)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] | negativeFacts | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
ClearNegativeFacts()
Removes all elements from Kingmaker.Armies.Blueprints.MoraleRoot.m_NegativeFacts
Declaration
public TBuilder ClearNegativeFacts()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<MoraleRoot>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<MoraleRoot>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.Blueprints.MoraleRoot>> | 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<MoraleRoot>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<MoraleRoot>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.Blueprints.MoraleRoot>> | 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();
ModifyArmyEffectOnSquad(Action<LocalizedString>)
Modifies Kingmaker.Armies.Blueprints.MoraleRoot.ArmyEffectOnSquad by invoking the provided action.
Declaration
public TBuilder ModifyArmyEffectOnSquad(Action<LocalizedString> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyBaseMoraleValue(Action<LocalizedString>)
Modifies Kingmaker.Armies.Blueprints.MoraleRoot.BaseMoraleValue by invoking the provided action.
Declaration
public TBuilder ModifyBaseMoraleValue(Action<LocalizedString> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyGlobalArmiesMoraleBuff(Action<BlueprintKingdomBuffReference>)
Modifies Kingmaker.Armies.Blueprints.MoraleRoot.m_GlobalArmiesMoraleBuff by invoking the provided action.
Declaration
public TBuilder ModifyGlobalArmiesMoraleBuff(Action<BlueprintKingdomBuffReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintKingdomBuffReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyMoraleBorder(Action<Vector2Int>)
Modifies Kingmaker.Armies.Blueprints.MoraleRoot.m_MoraleBorder by invoking the provided action.
Declaration
public TBuilder ModifyMoraleBorder(Action<Vector2Int> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<UnityEngine.Vector2Int> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyNegativeFacts(Action<BlueprintUnitFactReference>)
Modifies Kingmaker.Armies.Blueprints.MoraleRoot.m_NegativeFacts by invoking the provided action on each element.
Declaration
public TBuilder ModifyNegativeFacts(Action<BlueprintUnitFactReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintUnitFactReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyUnitNotHaveMorale(Action<LocalizedString>)
Modifies Kingmaker.Armies.Blueprints.MoraleRoot.UnitNotHaveMorale by invoking the provided action.
Declaration
public TBuilder ModifyUnitNotHaveMorale(Action<LocalizedString> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromNegativeFacts(Blueprint<BlueprintUnitFactReference>[])
Removes elements from Kingmaker.Armies.Blueprints.MoraleRoot.m_NegativeFacts
Declaration
public TBuilder RemoveFromNegativeFacts(params Blueprint<BlueprintUnitFactReference>[] negativeFacts)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] | negativeFacts | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromNegativeFacts(Func<BlueprintUnitFactReference, Boolean>)
Removes elements from Kingmaker.Armies.Blueprints.MoraleRoot.m_NegativeFacts that match the provided predicate.
Declaration
public TBuilder RemoveFromNegativeFacts(Func<BlueprintUnitFactReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Blueprints.BlueprintUnitFactReference, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetArmyEffectOnSquad(LocalString)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.ArmyEffectOnSquad
Declaration
public TBuilder SetArmyEffectOnSquad(LocalString armyEffectOnSquad)
Parameters
Type | Name | Description |
---|---|---|
LocalString | armyEffectOnSquad | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
Type | Description |
---|---|
TBuilder |
SetBaseMoraleValue(LocalString)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.BaseMoraleValue
Declaration
public TBuilder SetBaseMoraleValue(LocalString baseMoraleValue)
Parameters
Type | Name | Description |
---|---|---|
LocalString | baseMoraleValue | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
Type | Description |
---|---|
TBuilder |
SetDevineForNegative(Single)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.m_DevineForNegative
Declaration
public TBuilder SetDevineForNegative(float devineForNegative)
Parameters
Type | Name | Description |
---|---|---|
System.Single | devineForNegative | Tooltip: Если мораль < 0. Шанс негативного = UnitMorale/DevineForNegative |
Returns
Type | Description |
---|---|
TBuilder |
SetDevineForPositive(Single)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.m_DevineForPositive
Declaration
public TBuilder SetDevineForPositive(float devineForPositive)
Parameters
Type | Name | Description |
---|---|---|
System.Single | devineForPositive | Tooltip: Если мораль > 0. Шанс позитивного = UnitMorale/DevineForPositive |
Returns
Type | Description |
---|---|
TBuilder |
SetGlobalArmiesMoraleBuff(Blueprint<BlueprintKingdomBuffReference>)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.m_GlobalArmiesMoraleBuff
Declaration
public TBuilder SetGlobalArmiesMoraleBuff(Blueprint<BlueprintKingdomBuffReference> globalArmiesMoraleBuff)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomBuffReference> | globalArmiesMoraleBuff | Blueprint of type BlueprintKingdomBuff. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetMoraleBorder(Vector2Int)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.m_MoraleBorder
Declaration
public TBuilder SetMoraleBorder(Vector2Int moraleBorder)
Parameters
Type | Name | Description |
---|---|---|
UnityEngine.Vector2Int | moraleBorder |
Returns
Type | Description |
---|---|
TBuilder |
SetNegativeFacts(Blueprint<BlueprintUnitFactReference>[])
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.m_NegativeFacts
Declaration
public TBuilder SetNegativeFacts(params Blueprint<BlueprintUnitFactReference>[] negativeFacts)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] | negativeFacts | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetUnitNotHaveMorale(LocalString)
Sets the value of Kingmaker.Armies.Blueprints.MoraleRoot.UnitNotHaveMorale
Declaration
public TBuilder SetUnitNotHaveMorale(LocalString unitNotHaveMorale)
Parameters
Type | Name | Description |
---|---|---|
LocalString | unitNotHaveMorale | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
Type | Description |
---|---|
TBuilder |