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Class BaseTacticalCombatRootConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseTacticalCombatRootConfigurator<T, TBuilder>
TacticalCombatRootConfigurator
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 BaseTacticalCombatRootConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintTacticalCombatRoot where TBuilder : BaseTacticalCombatRootConfigurator<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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BaseTacticalCombatRootConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToBannedUnitFacts(Blueprint<BlueprintUnitFactReference>[])

Adds to the contents of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BannedUnitFacts

Declaration
public TBuilder AddToBannedUnitFacts(params Blueprint<BlueprintUnitFactReference>[] bannedUnitFacts)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] bannedUnitFacts

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.

Returns
Type Description
TBuilder
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AddToUnitTiersByBaseHealth(Int32[])

Adds to the contents of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_UnitTiersByBaseHealth

Declaration
public TBuilder AddToUnitTiersByBaseHealth(params int[] unitTiersByBaseHealth)
Parameters
Type Name Description
System.Int32[] unitTiersByBaseHealth
Returns
Type Description
TBuilder
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AddToZoneSettings(BlueprintTacticalCombatRoot.TacticalZoneSettings[])

Adds to the contents of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ZoneSettings

Declaration
public TBuilder AddToZoneSettings(params BlueprintTacticalCombatRoot.TacticalZoneSettings[] zoneSettings)
Parameters
Type Name Description
Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.TacticalZoneSettings[] zoneSettings
Returns
Type Description
TBuilder
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ClearBannedUnitFacts()

Removes all elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BannedUnitFacts

Declaration
public TBuilder ClearBannedUnitFacts()
Returns
Type Description
TBuilder
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ClearUnitTiersByBaseHealth()

Removes all elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_UnitTiersByBaseHealth

Declaration
public TBuilder ClearUnitTiersByBaseHealth()
Returns
Type Description
TBuilder
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ClearZoneSettings()

Removes all elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ZoneSettings

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

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

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

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintTacticalCombatRoot>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot>> 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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ModifyBannedUnitFacts(Action<BlueprintUnitFactReference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BannedUnitFacts by invoking the provided action on each element.

Declaration
public TBuilder ModifyBannedUnitFacts(Action<BlueprintUnitFactReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintUnitFactReference> action
Returns
Type Description
TBuilder
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ModifyBuffPrefix(Action<LocalizedString>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BuffPrefix by invoking the provided action.

Declaration
public TBuilder ModifyBuffPrefix(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifyCrusadersFaction(Action<BlueprintFactionReference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_CrusadersFaction by invoking the provided action.

Declaration
public TBuilder ModifyCrusadersFaction(Action<BlueprintFactionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintFactionReference> action
Returns
Type Description
TBuilder
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ModifyDefaultBrain(Action<BlueprintTacticalCombatBrain.Reference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DefaultBrain by invoking the provided action.

Declaration
public TBuilder ModifyDefaultBrain(Action<BlueprintTacticalCombatBrain.Reference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Armies.TacticalCombat.Brain.BlueprintTacticalCombatBrain.Reference> action
Returns
Type Description
TBuilder
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ModifyDefaultLeaderBrain(Action<BlueprintTacticalCombatBrain.Reference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DefaultLeaderBrain by invoking the provided action.

Declaration
public TBuilder ModifyDefaultLeaderBrain(Action<BlueprintTacticalCombatBrain.Reference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Armies.TacticalCombat.Brain.BlueprintTacticalCombatBrain.Reference> action
Returns
Type Description
TBuilder
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ModifyDemonsFaction(Action<BlueprintFactionReference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DemonsFaction by invoking the provided action.

Declaration
public TBuilder ModifyDemonsFaction(Action<BlueprintFactionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintFactionReference> action
Returns
Type Description
TBuilder
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ModifyDiceRollResultsDistribution(Action<AnimationCurve>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DiceRollResultsDistribution by invoking the provided action.

Declaration
public TBuilder ModifyDiceRollResultsDistribution(Action<AnimationCurve> action)
Parameters
Type Name Description
System.Action<UnityEngine.AnimationCurve> action
Returns
Type Description
TBuilder
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ModifyLeaderManaResource(Action<BlueprintAbilityResourceReference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_LeaderManaResource by invoking the provided action.

Declaration
public TBuilder ModifyLeaderManaResource(Action<BlueprintAbilityResourceReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAbilityResourceReference> action
Returns
Type Description
TBuilder
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ModifyNegativeMoraleFx(Action<PrefabLink>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_NegativeMoraleFx by invoking the provided action.

Declaration
public TBuilder ModifyNegativeMoraleFx(Action<PrefabLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.PrefabLink> action
Returns
Type Description
TBuilder
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ModifyPositiveMoraleFx(Action<PrefabLink>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_PositiveMoraleFx by invoking the provided action.

Declaration
public TBuilder ModifyPositiveMoraleFx(Action<PrefabLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.PrefabLink> action
Returns
Type Description
TBuilder
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ModifyProbabilitySampler(Action<ProbabilityCurveSampler>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ProbabilitySampler by invoking the provided action.

Declaration
public TBuilder ModifyProbabilitySampler(Action<ProbabilityCurveSampler> action)
Parameters
Type Name Description
System.Action<Owlcat.Runtime.Core.Math.ProbabilityCurveSampler> action
Returns
Type Description
TBuilder
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ModifyUnitTiersByBaseHealth(Action<Int32>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_UnitTiersByBaseHealth by invoking the provided action on each element.

Declaration
public TBuilder ModifyUnitTiersByBaseHealth(Action<int> action)
Parameters
Type Name Description
System.Action<System.Int32> action
Returns
Type Description
TBuilder
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ModifyVictorySoundEvent(Action<AkEventReference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_VictorySoundEvent by invoking the provided action.

Declaration
public TBuilder ModifyVictorySoundEvent(Action<AkEventReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Sound.AkEventReference> action
Returns
Type Description
TBuilder
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ModifyWinnerCutscene(Action<CutsceneReference>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_WinnerCutscene by invoking the provided action.

Declaration
public TBuilder ModifyWinnerCutscene(Action<CutsceneReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.CutsceneReference> action
Returns
Type Description
TBuilder
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ModifyZoneSettings(Action<BlueprintTacticalCombatRoot.TacticalZoneSettings>)

Modifies Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ZoneSettings by invoking the provided action on each element.

Declaration
public TBuilder ModifyZoneSettings(Action<BlueprintTacticalCombatRoot.TacticalZoneSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.TacticalZoneSettings> 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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RemoveFromBannedUnitFacts(Blueprint<BlueprintUnitFactReference>[])

Removes elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BannedUnitFacts

Declaration
public TBuilder RemoveFromBannedUnitFacts(params Blueprint<BlueprintUnitFactReference>[] bannedUnitFacts)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] bannedUnitFacts

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.

Returns
Type Description
TBuilder
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RemoveFromBannedUnitFacts(Func<BlueprintUnitFactReference, Boolean>)

Removes elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BannedUnitFacts that match the provided predicate.

Declaration
public TBuilder RemoveFromBannedUnitFacts(Func<BlueprintUnitFactReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintUnitFactReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromUnitTiersByBaseHealth(Func<Int32, Boolean>)

Removes elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_UnitTiersByBaseHealth that match the provided predicate.

Declaration
public TBuilder RemoveFromUnitTiersByBaseHealth(Func<int, bool> predicate)
Parameters
Type Name Description
System.Func<System.Int32, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromUnitTiersByBaseHealth(Int32[])

Removes elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_UnitTiersByBaseHealth

Declaration
public TBuilder RemoveFromUnitTiersByBaseHealth(params int[] unitTiersByBaseHealth)
Parameters
Type Name Description
System.Int32[] unitTiersByBaseHealth
Returns
Type Description
TBuilder
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RemoveFromZoneSettings(BlueprintTacticalCombatRoot.TacticalZoneSettings[])

Removes elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ZoneSettings

Declaration
public TBuilder RemoveFromZoneSettings(params BlueprintTacticalCombatRoot.TacticalZoneSettings[] zoneSettings)
Parameters
Type Name Description
Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.TacticalZoneSettings[] zoneSettings
Returns
Type Description
TBuilder
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RemoveFromZoneSettings(Func<BlueprintTacticalCombatRoot.TacticalZoneSettings, Boolean>)

Removes elements from Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ZoneSettings that match the provided predicate.

Declaration
public TBuilder RemoveFromZoneSettings(Func<BlueprintTacticalCombatRoot.TacticalZoneSettings, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.TacticalZoneSettings, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetAiCanUseRituals(Boolean)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_AiCanUseRituals

Declaration
public TBuilder SetAiCanUseRituals(bool aiCanUseRituals = true)
Parameters
Type Name Description
System.Boolean aiCanUseRituals
Returns
Type Description
TBuilder
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SetAiSpellCastWeight(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_AiSpellCastWeight

Declaration
public TBuilder SetAiSpellCastWeight(float aiSpellCastWeight)
Parameters
Type Name Description
System.Single aiSpellCastWeight
Returns
Type Description
TBuilder
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SetArmyLossesCoefOnRetreat(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ArmyLossesCoefOnRetreat

Declaration
public TBuilder SetArmyLossesCoefOnRetreat(float armyLossesCoefOnRetreat)
Parameters
Type Name Description
System.Single armyLossesCoefOnRetreat
Returns
Type Description
TBuilder
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SetAudioScalingFactor(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_AudioScalingFactor

Declaration
public TBuilder SetAudioScalingFactor(float audioScalingFactor)
Parameters
Type Name Description
System.Single audioScalingFactor
Returns
Type Description
TBuilder
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SetAutoVictoryCoefficient(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_AutoVictoryCoefficient

Declaration
public TBuilder SetAutoVictoryCoefficient(float autoVictoryCoefficient)
Parameters
Type Name Description
System.Single autoVictoryCoefficient

InfoBox: Get auto win result if `Enemy Army Exp / Player Army Exp &lt;= AutoVictoryCoefficient`

Returns
Type Description
TBuilder
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SetBannedUnitFacts(Blueprint<BlueprintUnitFactReference>[])

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BannedUnitFacts

Declaration
public TBuilder SetBannedUnitFacts(params Blueprint<BlueprintUnitFactReference>[] bannedUnitFacts)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>[] bannedUnitFacts

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.

Returns
Type Description
TBuilder
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SetBuffPrefix(LocalString)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_BuffPrefix

Declaration
public TBuilder SetBuffPrefix(LocalString buffPrefix)
Parameters
Type Name Description
LocalString buffPrefix

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

Returns
Type Description
TBuilder
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SetCrusadersFaction(Blueprint<BlueprintFactionReference>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_CrusadersFaction

Declaration
public TBuilder SetCrusadersFaction(Blueprint<BlueprintFactionReference> crusadersFaction)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference> crusadersFaction

Blueprint of type BlueprintFaction. 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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SetDefaultBrain(Blueprint<BlueprintTacticalCombatBrain.Reference>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DefaultBrain

Declaration
public TBuilder SetDefaultBrain(Blueprint<BlueprintTacticalCombatBrain.Reference> defaultBrain)
Parameters
Type Name Description
Blueprint<Kingmaker.Armies.TacticalCombat.Brain.BlueprintTacticalCombatBrain.Reference> defaultBrain

Blueprint of type BlueprintTacticalCombatBrain. 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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SetDefaultLeaderBrain(Blueprint<BlueprintTacticalCombatBrain.Reference>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DefaultLeaderBrain

Declaration
public TBuilder SetDefaultLeaderBrain(Blueprint<BlueprintTacticalCombatBrain.Reference> defaultLeaderBrain)
Parameters
Type Name Description
Blueprint<Kingmaker.Armies.TacticalCombat.Brain.BlueprintTacticalCombatBrain.Reference> defaultLeaderBrain

Blueprint of type BlueprintTacticalCombatBrain. 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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SetDefaultZone(TacticalCombatAreaZone)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DefaultZone

Declaration
public TBuilder SetDefaultZone(TacticalCombatAreaZone defaultZone)
Parameters
Type Name Description
Kingmaker.Armies.TacticalCombat.Blueprints.TacticalCombatAreaZone defaultZone
Returns
Type Description
TBuilder
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SetDelayAfterMoraleEffect(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DelayAfterMoraleEffect

Declaration
public TBuilder SetDelayAfterMoraleEffect(float delayAfterMoraleEffect)
Parameters
Type Name Description
System.Single delayAfterMoraleEffect
Returns
Type Description
TBuilder
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SetDelayBeforeBattleEnd(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DelayBeforeBattleEnd

Declaration
public TBuilder SetDelayBeforeBattleEnd(float delayBeforeBattleEnd)
Parameters
Type Name Description
System.Single delayBeforeBattleEnd

InfoBox: Time in seconds from last kill before result shown

Returns
Type Description
TBuilder
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SetDelayBetweenTurns(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DelayBetweenTurns

Declaration
public TBuilder SetDelayBetweenTurns(float delayBetweenTurns)
Parameters
Type Name Description
System.Single delayBetweenTurns
Returns
Type Description
TBuilder
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SetDemonsFaction(Blueprint<BlueprintFactionReference>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DemonsFaction

Declaration
public TBuilder SetDemonsFaction(Blueprint<BlueprintFactionReference> demonsFaction)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference> demonsFaction

Blueprint of type BlueprintFaction. 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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SetDiceRollResultsDistribution(AnimationCurve)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DiceRollResultsDistribution

Declaration
public TBuilder SetDiceRollResultsDistribution(AnimationCurve diceRollResultsDistribution)
Parameters
Type Name Description
UnityEngine.AnimationCurve diceRollResultsDistribution
Returns
Type Description
TBuilder
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SetDismembermentDamageCoefficient(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_DismembermentDamageCoefficient

Declaration
public TBuilder SetDismembermentDamageCoefficient(float dismembermentDamageCoefficient)
Parameters
Type Name Description
System.Single dismembermentDamageCoefficient

Tooltip: Damage to original stack full health ratio should exceed this value to trigger dismemberment

Returns
Type Description
TBuilder
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SetEnemyLossesCoefficientA(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_EnemyLossesCoefficientA

Declaration
public TBuilder SetEnemyLossesCoefficientA(float enemyLossesCoefficientA)
Parameters
Type Name Description
System.Single enemyLossesCoefficientA

InfoBox: EnemyLosses = A - B * x, where x = Enemy Army Exp / Player Army Exp

Returns
Type Description
TBuilder
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SetEnemyLossesCoefficientB(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_EnemyLossesCoefficientB

Declaration
public TBuilder SetEnemyLossesCoefficientB(float enemyLossesCoefficientB)
Parameters
Type Name Description
System.Single enemyLossesCoefficientB
Returns
Type Description
TBuilder
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SetHighLossesPercent(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_HighLossesPercent

Declaration
public TBuilder SetHighLossesPercent(float highLossesPercent)
Parameters
Type Name Description
System.Single highLossesPercent

InfoBox: Used to color armies on global map. Player losses &gt; m_HighLossesPercent -&gt; red. Between high and low -&gt; yellow

Returns
Type Description
TBuilder
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SetLeaderManaResource(Blueprint<BlueprintAbilityResourceReference>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_LeaderManaResource

Declaration
public TBuilder SetLeaderManaResource(Blueprint<BlueprintAbilityResourceReference> leaderManaResource)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAbilityResourceReference> leaderManaResource

Blueprint of type BlueprintAbilityResource. 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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SetLowLossesPercent(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_LowLossesPercent

Declaration
public TBuilder SetLowLossesPercent(float lowLossesPercent)
Parameters
Type Name Description
System.Single lowLossesPercent

InfoBox: Used to color armies on global map. Player losses &lt; LowLossesPercent -&gt; green

Returns
Type Description
TBuilder
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SetMaxSquadsCount(Int32)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_MaxSquadsCount

Declaration
public TBuilder SetMaxSquadsCount(int maxSquadsCount)
Parameters
Type Name Description
System.Int32 maxSquadsCount
Returns
Type Description
TBuilder
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SetMaxTierLossesPercent(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_MaxTierLossesPercent

Declaration
public TBuilder SetMaxTierLossesPercent(float maxTierLossesPercent)
Parameters
Type Name Description
System.Single maxTierLossesPercent

InfoBox: Calculate losses starting from low grade to higher, killing at most MaxGradeLossesPercent of units. If after first iteration there should be more losses, go from low grade reducing count without any cap

Returns
Type Description
TBuilder
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SetMaxTurnDuration(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_MaxTurnDuration

Declaration
public TBuilder SetMaxTurnDuration(float maxTurnDuration)
Parameters
Type Name Description
System.Single maxTurnDuration

InfoBox: Time in seconds before assert

Returns
Type Description
TBuilder
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SetMoveAccelerated(Int32)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_MoveAccelerated

Declaration
public TBuilder SetMoveAccelerated(int moveAccelerated)
Parameters
Type Name Description
System.Int32 moveAccelerated
Returns
Type Description
TBuilder
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SetMoveSpeed(Int32)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_MoveSpeed

Declaration
public TBuilder SetMoveSpeed(int moveSpeed)
Parameters
Type Name Description
System.Int32 moveSpeed
Returns
Type Description
TBuilder
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SetNegativeMoraleFx(AssetLink<PrefabLink>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_NegativeMoraleFx

Declaration
public TBuilder SetNegativeMoraleFx(AssetLink<PrefabLink> negativeMoraleFx)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.PrefabLink> negativeMoraleFx

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

Returns
Type Description
TBuilder
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SetPlayerLossesCoefficientA(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_PlayerLossesCoefficientA

Declaration
public TBuilder SetPlayerLossesCoefficientA(float playerLossesCoefficientA)
Parameters
Type Name Description
System.Single playerLossesCoefficientA

InfoBox: PlayerLosses = A * x^2 + B * x + C, where x = Enemy Army Exp / Player Army Exp

Returns
Type Description
TBuilder
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SetPlayerLossesCoefficientB(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_PlayerLossesCoefficientB

Declaration
public TBuilder SetPlayerLossesCoefficientB(float playerLossesCoefficientB)
Parameters
Type Name Description
System.Single playerLossesCoefficientB
Returns
Type Description
TBuilder
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SetPlayerLossesCoefficientC(Single)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_PlayerLossesCoefficientC

Declaration
public TBuilder SetPlayerLossesCoefficientC(float playerLossesCoefficientC)
Parameters
Type Name Description
System.Single playerLossesCoefficientC
Returns
Type Description
TBuilder
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SetPositiveMoraleFx(AssetLink<PrefabLink>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_PositiveMoraleFx

Declaration
public TBuilder SetPositiveMoraleFx(AssetLink<PrefabLink> positiveMoraleFx)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.PrefabLink> positiveMoraleFx

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

Returns
Type Description
TBuilder
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SetProbabilitySampler(ProbabilityCurveSampler)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ProbabilitySampler

Declaration
public TBuilder SetProbabilitySampler(ProbabilityCurveSampler probabilitySampler)
Parameters
Type Name Description
Owlcat.Runtime.Core.Math.ProbabilityCurveSampler probabilitySampler
Returns
Type Description
TBuilder
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SetProjectilesSpeedAccelerated(Int32)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ProjectilesSpeedAccelerated

Declaration
public TBuilder SetProjectilesSpeedAccelerated(int projectilesSpeedAccelerated)
Parameters
Type Name Description
System.Int32 projectilesSpeedAccelerated
Returns
Type Description
TBuilder
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SetUnitTiersByBaseHealth(Int32[])

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_UnitTiersByBaseHealth

Declaration
public TBuilder SetUnitTiersByBaseHealth(params int[] unitTiersByBaseHealth)
Parameters
Type Name Description
System.Int32[] unitTiersByBaseHealth
Returns
Type Description
TBuilder
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SetVictorySoundEvent(AkEventReference)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_VictorySoundEvent

Declaration
public TBuilder SetVictorySoundEvent(AkEventReference victorySoundEvent)
Parameters
Type Name Description
Kingmaker.Sound.AkEventReference victorySoundEvent
Returns
Type Description
TBuilder
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SetWinnerCutscene(Blueprint<CutsceneReference>)

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_WinnerCutscene

Declaration
public TBuilder SetWinnerCutscene(Blueprint<CutsceneReference> winnerCutscene)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.CutsceneReference> winnerCutscene

Blueprint of type Cutscene. 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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SetZoneSettings(BlueprintTacticalCombatRoot.TacticalZoneSettings[])

Sets the value of Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.m_ZoneSettings

Declaration
public TBuilder SetZoneSettings(params BlueprintTacticalCombatRoot.TacticalZoneSettings[] zoneSettings)
Parameters
Type Name Description
Kingmaker.Armies.TacticalCombat.Blueprints.BlueprintTacticalCombatRoot.TacticalZoneSettings[] zoneSettings
Returns
Type Description
TBuilder
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In This Article
  • Constructors
    • BaseTacticalCombatRootConfigurator(Blueprint<BlueprintReference<T>>)
  • Methods
    • AddToBannedUnitFacts(Blueprint<BlueprintUnitFactReference>[])
    • AddToUnitTiersByBaseHealth(Int32[])
    • AddToZoneSettings(BlueprintTacticalCombatRoot.TacticalZoneSettings[])
    • ClearBannedUnitFacts()
    • ClearUnitTiersByBaseHealth()
    • ClearZoneSettings()
    • CopyFrom(Blueprint<BlueprintReference<BlueprintTacticalCombatRoot>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<BlueprintTacticalCombatRoot>>, Type[])
    • ModifyBannedUnitFacts(Action<BlueprintUnitFactReference>)
    • ModifyBuffPrefix(Action<LocalizedString>)
    • ModifyCrusadersFaction(Action<BlueprintFactionReference>)
    • ModifyDefaultBrain(Action<BlueprintTacticalCombatBrain.Reference>)
    • ModifyDefaultLeaderBrain(Action<BlueprintTacticalCombatBrain.Reference>)
    • ModifyDemonsFaction(Action<BlueprintFactionReference>)
    • ModifyDiceRollResultsDistribution(Action<AnimationCurve>)
    • ModifyLeaderManaResource(Action<BlueprintAbilityResourceReference>)
    • ModifyNegativeMoraleFx(Action<PrefabLink>)
    • ModifyPositiveMoraleFx(Action<PrefabLink>)
    • ModifyProbabilitySampler(Action<ProbabilityCurveSampler>)
    • ModifyUnitTiersByBaseHealth(Action<Int32>)
    • ModifyVictorySoundEvent(Action<AkEventReference>)
    • ModifyWinnerCutscene(Action<CutsceneReference>)
    • ModifyZoneSettings(Action<BlueprintTacticalCombatRoot.TacticalZoneSettings>)
    • OnConfigureCompleted()
    • RemoveFromBannedUnitFacts(Blueprint<BlueprintUnitFactReference>[])
    • RemoveFromBannedUnitFacts(Func<BlueprintUnitFactReference, Boolean>)
    • RemoveFromUnitTiersByBaseHealth(Func<Int32, Boolean>)
    • RemoveFromUnitTiersByBaseHealth(Int32[])
    • RemoveFromZoneSettings(BlueprintTacticalCombatRoot.TacticalZoneSettings[])
    • RemoveFromZoneSettings(Func<BlueprintTacticalCombatRoot.TacticalZoneSettings, Boolean>)
    • SetAiCanUseRituals(Boolean)
    • SetAiSpellCastWeight(Single)
    • SetArmyLossesCoefOnRetreat(Single)
    • SetAudioScalingFactor(Single)
    • SetAutoVictoryCoefficient(Single)
    • SetBannedUnitFacts(Blueprint<BlueprintUnitFactReference>[])
    • SetBuffPrefix(LocalString)
    • SetCrusadersFaction(Blueprint<BlueprintFactionReference>)
    • SetDefaultBrain(Blueprint<BlueprintTacticalCombatBrain.Reference>)
    • SetDefaultLeaderBrain(Blueprint<BlueprintTacticalCombatBrain.Reference>)
    • SetDefaultZone(TacticalCombatAreaZone)
    • SetDelayAfterMoraleEffect(Single)
    • SetDelayBeforeBattleEnd(Single)
    • SetDelayBetweenTurns(Single)
    • SetDemonsFaction(Blueprint<BlueprintFactionReference>)
    • SetDiceRollResultsDistribution(AnimationCurve)
    • SetDismembermentDamageCoefficient(Single)
    • SetEnemyLossesCoefficientA(Single)
    • SetEnemyLossesCoefficientB(Single)
    • SetHighLossesPercent(Single)
    • SetLeaderManaResource(Blueprint<BlueprintAbilityResourceReference>)
    • SetLowLossesPercent(Single)
    • SetMaxSquadsCount(Int32)
    • SetMaxTierLossesPercent(Single)
    • SetMaxTurnDuration(Single)
    • SetMoveAccelerated(Int32)
    • SetMoveSpeed(Int32)
    • SetNegativeMoraleFx(AssetLink<PrefabLink>)
    • SetPlayerLossesCoefficientA(Single)
    • SetPlayerLossesCoefficientB(Single)
    • SetPlayerLossesCoefficientC(Single)
    • SetPositiveMoraleFx(AssetLink<PrefabLink>)
    • SetProbabilitySampler(ProbabilityCurveSampler)
    • SetProjectilesSpeedAccelerated(Int32)
    • SetUnitTiersByBaseHealth(Int32[])
    • SetVictorySoundEvent(AkEventReference)
    • SetWinnerCutscene(Blueprint<CutsceneReference>)
    • SetZoneSettings(BlueprintTacticalCombatRoot.TacticalZoneSettings[])
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