Class BaseAbilityResourceConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.BlueprintAbilityResource.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseAbilityResourceConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintAbilityResource where TBuilder : BaseAbilityResourceConfigurator<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 SourceBaseAbilityResourceConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseAbilityResourceConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintAbilityResource>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAbilityResource>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintAbilityResource>> | 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<BlueprintAbilityResource>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintAbilityResource>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintAbilityResource>> | 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();
ModifyIcon(Action<Sprite>)
Modifies Kingmaker.Blueprints.BlueprintAbilityResource.m_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 |
ModifyLocalizedDescription(Action<LocalizedString>)
Modifies Kingmaker.Blueprints.BlueprintAbilityResource.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 |
ModifyLocalizedName(Action<LocalizedString>)
Modifies Kingmaker.Blueprints.BlueprintAbilityResource.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 |
ModifyMaxAmount(Action<BlueprintAbilityResource.Amount>)
Modifies Kingmaker.Blueprints.BlueprintAbilityResource.m_MaxAmount by invoking the provided action.
Declaration
public TBuilder ModifyMaxAmount(Action<BlueprintAbilityResource.Amount> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintAbilityResource.Amount> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetIcon(Asset<Sprite>)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.m_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 |
SetIsDomainAbility(Boolean)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.IsDomainAbility
Declaration
public TBuilder SetIsDomainAbility(bool isDomainAbility = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isDomainAbility |
Returns
Type | Description |
---|---|
TBuilder |
SetLocalizedDescription(LocalString)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.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 |
SetLocalizedName(LocalString)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.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 |
SetMax(Int32)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.m_Max
Declaration
public TBuilder SetMax(int max)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | max |
Returns
Type | Description |
---|---|
TBuilder |
SetMaxAmount(BlueprintAbilityResource.Amount)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.m_MaxAmount
Declaration
public TBuilder SetMaxAmount(BlueprintAbilityResource.Amount maxAmount)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.BlueprintAbilityResource.Amount | maxAmount |
Returns
Type | Description |
---|---|
TBuilder |
SetMin(Int32)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.m_Min
Declaration
public TBuilder SetMin(int min)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | min | InfoBox: Resource would be restored to at least this amount (Useful for MaxAmount dependent on stat modifier, that can be negative) |
Returns
Type | Description |
---|---|
TBuilder |
SetUseMax(Boolean)
Sets the value of Kingmaker.Blueprints.BlueprintAbilityResource.m_UseMax
Declaration
public TBuilder SetUseMax(bool useMax = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | useMax |
Returns
Type | Description |
---|---|
TBuilder |