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Class BaseBlueprintConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseAchievementDataConfigurator<T, TBuilder>
BaseAchievementGroupDataConfigurator<T, TBuilder>
BaseAiActionConfigurator<T, TBuilder>
BaseBrainConfigurator<T, TBuilder>
BaseConsiderationConfigurator<T, TBuilder>
BaseCustomAiConsiderationsRootConfigurator<T, TBuilder>
BaseAreaEnterPointConfigurator<T, TBuilder>
BaseAreaMechanicsConfigurator<T, TBuilder>
BaseAreaPresetConfigurator<T, TBuilder>
BaseAreaTransitionConfigurator<T, TBuilder>
BaseGateConfigurator<T, TBuilder>
BaseEtudeConflictingGroupConfigurator<T, TBuilder>
BaseArmyLeaderConfigurator<T, TBuilder>
BaseArmyPresetConfigurator<T, TBuilder>
BaseLeaderProgressionConfigurator<T, TBuilder>
BaseLeaderSkillConfigurator<T, TBuilder>
BaseLeaderSkillsListConfigurator<T, TBuilder>
BaseMoraleRootConfigurator<T, TBuilder>
BaseTacticalCombatObstaclesMapConfigurator<T, TBuilder>
BaseTacticalCombatRootConfigurator<T, TBuilder>
BaseBarkBanterConfigurator<T, TBuilder>
BaseAbilityResourceConfigurator<T, TBuilder>
BaseCompanionStoryConfigurator<T, TBuilder>
BaseComponentListConfigurator<T, TBuilder>
BaseControllableProjectileConfigurator<T, TBuilder>
BaseFactionConfigurator<T, TBuilder>
BaseGameUIConfigConfigurator<T, TBuilder>
BaseLoadingScreenSpriteListConfigurator<T, TBuilder>
BaseOverrideLegacyUnitsConfigurator<T, TBuilder>
BasePortraitConfigurator<T, TBuilder>
BaseProjectileConfigurator<T, TBuilder>
BaseProjectileTrajectoryConfigurator<T, TBuilder>
BaseRomanceCounterConfigurator<T, TBuilder>
BaseSavedGameStatusConfigurator<T, TBuilder>
BaseSettingsWindowConfigConfigurator<T, TBuilder>
BaseSummonPoolConfigurator<T, TBuilder>
BaseTrapSettingsConfigurator<T, TBuilder>
BaseTrapSettingsRootConfigurator<T, TBuilder>
BaseUIInteractionTypeSpritesConfigurator<T, TBuilder>
BaseUnitAnimationActionSubstitutionConfigurator<T, TBuilder>
BaseUnitTemplateConfigurator<T, TBuilder>
BaseUnitTypeConfigurator<T, TBuilder>
BaseUnlockableFlagConfigurator<T, TBuilder>
BaseRaceVisualPresetConfigurator<T, TBuilder>
BaseArchetypeConfigurator<T, TBuilder>
BaseCharacterClassConfigurator<T, TBuilder>
BaseCharacterClassGroupConfigurator<T, TBuilder>
BaseClassAdditionalVisualSettingsConfigurator<T, TBuilder>
BaseClassAdditionalVisualSettingsProgressionConfigurator<T, TBuilder>
BaseStatProgressionConfigurator<T, TBuilder>
BaseSpellbookConfigurator<T, TBuilder>
BaseSpellListConfigurator<T, TBuilder>
BaseSpellsTableConfigurator<T, TBuilder>
BasePSNObjectsRootConfigurator<T, TBuilder>
BaseCookingRecipeConfigurator<T, TBuilder>
BaseCorruptionRootConfigurator<T, TBuilder>
BaseCraftRootConfigurator<T, TBuilder>
BaseGlobalMagicSpellConfigurator<T, TBuilder>
BaseAnswerBaseConfigurator<T, TBuilder>
BaseCueBaseConfigurator<T, TBuilder>
BaseDialogConfigurator<T, TBuilder>
BaseDialogExperienceModifierTableConfigurator<T, TBuilder>
BaseMythicInfoConfigurator<T, TBuilder>
BaseMythicsSettingsConfigurator<T, TBuilder>
BaseSequenceExitConfigurator<T, TBuilder>
BaseDlcConfigurator<T, TBuilder>
BaseDlcRewardConfigurator<T, TBuilder>
BaseDungeonArmyConfigurator<T, TBuilder>
BaseDungeonBoonConfigurator<T, TBuilder>
BaseDungeonCampaignConfigurator<T, TBuilder>
BaseDungeonDifficultyCurveConfigurator<T, TBuilder>
BaseDungeonExpeditionConfigurator<T, TBuilder>
BaseDungeonIslandConfigurator<T, TBuilder>
BaseDungeonIslandRewardConfigurator<T, TBuilder>
BaseDungeonLocalizedStringsConfigurator<T, TBuilder>
BaseDungeonLootBudgetConfigurator<T, TBuilder>
BaseDungeonLootConfigurator<T, TBuilder>
BaseDungeonMapConfigurator<T, TBuilder>
BaseDungeonModificatorConfigurator<T, TBuilder>
BaseDungeonRootConfigurator<T, TBuilder>
BaseDungeonThemeConfigurator<T, TBuilder>
BaseDungeonTierConfigurator<T, TBuilder>
BaseDungeonTrapSpellListConfigurator<T, TBuilder>
BasePersonageLimitsConfigurator<T, TBuilder>
BasePhotoModeRootConfigurator<T, TBuilder>
BaseEncyclopediaNodeConfigurator<T, TBuilder>
BaseUnitUpgraderConfigurator<T, TBuilder>
BaseFactConfigurator<T, TBuilder>
BaseFootprintConfigurator<T, TBuilder>
BaseFootprintTypeConfigurator<T, TBuilder>
BaseFollowersFormationConfigurator<T, TBuilder>
BasePartyFormationConfigurator<T, TBuilder>
BaseGlobalMapConfigurator<T, TBuilder>
BaseGlobalMapEdgeConfigurator<T, TBuilder>
BaseGlobalMapPointConfigurator<T, TBuilder>
BaseGlobalMapPointVariationConfigurator<T, TBuilder>
BaseMultiEntranceConfigurator<T, TBuilder>
BaseMultiEntranceEntryConfigurator<T, TBuilder>
BaseInteractionRootConfigurator<T, TBuilder>
BaseArmorTypeConfigurator<T, TBuilder>
BaseItemsListConfigurator<T, TBuilder>
BaseCategoryDefaultsConfigurator<T, TBuilder>
BaseWeaponTypeConfigurator<T, TBuilder>
BaseSettlementBuildListConfigurator<T, TBuilder>
BaseArmyPresetListConfigurator<T, TBuilder>
BaseArmyRootConfigurator<T, TBuilder>
BaseCrusadeEventTimelineConfigurator<T, TBuilder>
BaseKingdomDeckConfigurator<T, TBuilder>
BaseKingdomEventBaseConfigurator<T, TBuilder>
BaseKingdomEventTimelineConfigurator<T, TBuilder>
BaseKingdomRootConfigurator<T, TBuilder>
BaseKingdomUIRootConfigurator<T, TBuilder>
BaseLeadersRootConfigurator<T, TBuilder>
BaseRegionConfigurator<T, TBuilder>
BaseSettlementConfigurator<T, TBuilder>
BaseLootConfigurator<T, TBuilder>
BaseTrashLootSettingsConfigurator<T, TBuilder>
BaseUnitLootConfigurator<T, TBuilder>
BaseQuestGroupsConfigurator<T, TBuilder>
BaseCampingEncounterConfigurator<T, TBuilder>
BaseRandomEncounterConfigurator<T, TBuilder>
BaseRandomEncountersRootConfigurator<T, TBuilder>
BaseSpawnableObjectConfigurator<T, TBuilder>
BaseAppsflyerRootConfigurator<T, TBuilder>
BaseCampaignConfigurator<T, TBuilder>
BaseConsoleRootConfigurator<T, TBuilder>
BaseCutscenesRootConfigurator<T, TBuilder>
BaseFormationsRootConfigurator<T, TBuilder>
BaseRootConfigurator<T, TBuilder>
BaseScenesRootConfigurator<T, TBuilder>
BaseSpellSchoolRootConfigurator<T, TBuilder>
BaseTimelineRootConfigurator<T, TBuilder>
BaseCastsGroupConfigurator<T, TBuilder>
BaseFxRootConfigurator<T, TBuilder>
BaseUISoundConfigurator<T, TBuilder>
BaseAbilityAreaEffectConfigurator<T, TBuilder>
BaseAreaEffectPitVisualSettingsConfigurator<T, TBuilder>
BaseRaceGenderDistributionConfigurator<T, TBuilder>
BaseUnitCustomizationPresetConfigurator<T, TBuilder>
BaseUnitPropertyConfigurator<T, TBuilder>
BaseHitSystemRootConfigurator<T, TBuilder>
BaseKingmakerEquipmentEntityConfigurator<T, TBuilder>
BaseTimeOfDaySettingsConfigurator<T, TBuilder>
BaseUnitAsksListConfigurator<T, TBuilder>
BlueprintConfigurator<T>
Inherited Members
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
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseBlueprintConfigurator<T, TBuilder> : RootConfigurator<T, TBuilder> where T : BlueprintScriptableObject where TBuilder : BaseBlueprintConfigurator<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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BaseBlueprintConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.ActivateTrigger

Declaration
public TBuilder AddActivateTrigger(ActionsBuilder actions = null, bool? alsoOnAreaLoad = null, ConditionsBuilder conditions = null, bool? once = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<System.Boolean> alsoOnAreaLoad
ConditionsBuilder conditions
System.Nullable<System.Boolean> once
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/ActivateTrigger

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AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)

Adds Kingmaker.UnitLogic.Mechanics.Components.AllAttacksEnhancement

Declaration
public TBuilder AddAllAttacksEnhancement(int? bonus = null, ModifierDescriptor? descriptor = null)
Parameters
Type Name Description
System.Nullable<System.Int32> bonus
System.Nullable<Kingmaker.Enums.ModifierDescriptor> descriptor
Returns
Type Description
TBuilder
Remarks

  • AnimalCompanionAttacksEnhancement71d6955fe81a9a34b97390fef1104362
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AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.AreaDidLoadTrigger

Declaration
public TBuilder AddAreaDidLoadTrigger(ActionsBuilder actions = null, ConditionsBuilder conditions = null)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder conditions
Returns
Type Description
TBuilder
Remarks

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AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)

Adds Kingmaker.Kingdom.Flags.ArmyBattleResultsTrigger

Declaration
public TBuilder AddArmyBattleResultsTrigger(RegionId? assignedRegion = null, Blueprint<BlueprintArmyLeaderReference> crusadeLeader = null, List<Blueprint<BlueprintArmyPresetReference>> demonArmies = null, ArmyType? demonsArmyType = null, bool? demonsFromList = null, ActionsBuilder onCrusadersVictory = null, ActionsBuilder onDemonsVictory = null, bool? specificCrusadeLeader = null)
Parameters
Type Name Description
System.Nullable<Kingmaker.Kingdom.Blueprints.RegionId> assignedRegion

InfoBox: Keep None for any region

Blueprint<Kingmaker.Blueprints.BlueprintArmyLeaderReference> crusadeLeader

Blueprint of type BlueprintArmyLeader. 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.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintArmyPresetReference>> demonArmies

Blueprint of type BlueprintArmyPreset. 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<Kingmaker.Armies.Blueprints.ArmyType> demonsArmyType
System.Nullable<System.Boolean> demonsFromList
ActionsBuilder onCrusadersVictory
ActionsBuilder onDemonsVictory
System.Nullable<System.Boolean> specificCrusadeLeader
Returns
Type Description
TBuilder
Remarks

  • KingdomMoraleFlagChapter26195e82164ff47d3a67ff5fd0d74d5e3
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AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)

Adds Kingmaker.Kingdom.Buffs.ArmyUnitRecruitedTrigger

Declaration
public TBuilder AddArmyUnitRecruitedTrigger(ActionsBuilder action = null, ArmyProperties? armyTag = null, List<Blueprint<BlueprintUnitReference>> armyUnits = null, bool? byTag = null, bool? byUnits = null, MercenariesIncludeOption? mercenariesFilter = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? minCount = null)
Parameters
Type Name Description
ActionsBuilder action
System.Nullable<Kingmaker.Armies.Components.ArmyProperties> armyTag
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitReference>> armyUnits

Blueprint of type BlueprintUnit. 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> byTag
System.Nullable<System.Boolean> byUnits
System.Nullable<Kingmaker.Kingdom.Armies.MercenariesIncludeOption> mercenariesFilter
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.Int32> minCount
Returns
Type Description
TBuilder
Remarks

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AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)

Adds AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)

Declaration
public TBuilder AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference> buff = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? targetBuffRank = null)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> buff

Blueprint of type BlueprintBuff. 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.

System.Nullable<System.Int32> targetBuffRank
Returns
Type Description
TBuilder
Remarks

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AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)

Adds Kingmaker.UnitLogic.Buffs.Components.CustomImmuneMessageComponent

Declaration
public TBuilder AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, GameLogMessage message = 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.Blueprints.Root.Strings.GameLog.GameLogMessage message
Returns
Type Description
TBuilder
Remarks

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AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Declaration
public TBuilder AddDamageDecline(DamageDeclineType? damageDeclineType = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
System.Nullable<Kingmaker.RuleSystem.Rules.Damage.DamageDeclineType> damageDeclineType
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

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AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.DeactivateTrigger

Declaration
public TBuilder AddDeactivateTrigger(ActionsBuilder actions = null, ConditionsBuilder conditions = null)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder conditions
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/DeactivateTrigger

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AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.DeviceInteractionTrigger

Declaration
public TBuilder AddDeviceInteractionTrigger(ActionsBuilder actions = null, ActionsBuilder restrictedActions = null)
Parameters
Type Name Description
ActionsBuilder actions
ActionsBuilder restrictedActions
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/DeviceInteractionTrigger

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AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.DLC.DlcCondition

Declaration
public TBuilder AddDlcCondition(Blueprint<BlueprintDlcRewardReference> dlcReward = null, bool? hideInstead = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintDlcRewardReference> dlcReward

Blueprint of type BlueprintDlcReward. 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> hideInstead
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

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AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.EvaluatedUnitCombatTrigger

Declaration
public TBuilder AddEvaluatedUnitCombatTrigger(ActionsBuilder actions = null, bool? triggerOnExit = null, UnitEvaluator unit = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<System.Boolean> triggerOnExit
Kingmaker.ElementsSystem.UnitEvaluator unit
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/EvaluatedUnitCombatTrigger

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AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.EvaluatedUnitDeathTrigger

Declaration
public TBuilder AddEvaluatedUnitDeathTrigger(ActionsBuilder actions = null, bool? anyUnit = null, UnitEvaluator unit = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<System.Boolean> anyUnit
Kingmaker.ElementsSystem.UnitEvaluator unit
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/EvaluatedUnitDeathTrigger

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AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.EvaluatedUnitHealthTrigger

Declaration
public TBuilder AddEvaluatedUnitHealthTrigger(ActionsBuilder actions = null, bool? once = null, int? percentage = null, bool? triggerOnAlreadyLowerHeath = null, UnitEvaluator unit = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<System.Boolean> once
System.Nullable<System.Int32> percentage
System.Nullable<System.Boolean> triggerOnAlreadyLowerHeath
Kingmaker.ElementsSystem.UnitEvaluator unit
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/UnitHealthTrigger

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AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.ExperienceTrigger

Declaration
public TBuilder AddExperienceTrigger(ActionsBuilder actions = null, ConditionsBuilder conditions = null, int? experience = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder conditions
System.Nullable<System.Int32> experience
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

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AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)

Adds Kingmaker.Designers.Mechanics.Facts.GarrisonDefeatedTrigger

Declaration
public TBuilder AddGarrisonDefeatedTrigger(ActionsBuilder actions = null, Blueprint<BlueprintGlobalMapPoint.Reference> location = null)
Parameters
Type Name Description
ActionsBuilder actions
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> location

Tooltip: optional, trigger only when garrison defeated in specified location

Blueprint of type BlueprintGlobalMapPoint. 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

  • GlobalmapBeforeDrezenfde213d10dd047b4d9eca69f16b7cc70
  • KingdomMoraleFlagChapter2ToDrezen09874ec957514a6b9a8ad26a26c2d638
  • KingdomMoraleFlagChapter5Regionsb01624ee06444738964b678259f31a20
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AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.GenericInteractionTrigger

Declaration
public TBuilder AddGenericInteractionTrigger(ActionsBuilder actions = null, EntityReference mapObject = null, ActionsBuilder restrictedActions = null, bool? triggerBeforeInteraction = null)
Parameters
Type Name Description
ActionsBuilder actions
Kingmaker.Blueprints.EntityReference mapObject
ActionsBuilder restrictedActions
System.Nullable<System.Boolean> triggerBeforeInteraction

InfoBox: Only for success interaction. If true runs this tregger&apos;s Actions first and only after that default actions from map object

Returns
Type Description
TBuilder
Remarks

ComponentName: Events/GenericInteractionTrigger

  • Aeon_AreeluLab_RiftIsNotReadyc4e82b6002dea564eafb3c0c935c93db
  • DrezenCapital_DefaultMechanic30862a76dd4a11049be42d3de26159fb
  • XO_Puzzle_2efa8a6a57fe74752a0a8019a10eab4aa
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AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Blueprints.IgnoreArmorGroupComponent

Declaration
public TBuilder AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
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.

Returns
Type Description
TBuilder
Remarks

  • HaramakiType9511d62bcfc57c245bf64350a5933470
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AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)

Adds AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)

Declaration
public TBuilder AddInitiatorAttackRollTrigger(ActionsBuilder action = null, bool? affectFriendlyTouchSpells = null, bool? checkWeapon = null, bool? criticalHit = null, bool? onlyHit = null, bool? onlyMiss = null, bool? onlyNatural20 = null, bool? onlySpells = null, bool? onOwner = null, bool? sneakAttack = null, WeaponCategory? weaponCategory = null)
Parameters
Type Name Description
ActionsBuilder action
System.Nullable<System.Boolean> affectFriendlyTouchSpells
System.Nullable<System.Boolean> checkWeapon
System.Nullable<System.Boolean> criticalHit
System.Nullable<System.Boolean> onlyHit
System.Nullable<System.Boolean> onlyMiss
System.Nullable<System.Boolean> onlyNatural20
System.Nullable<System.Boolean> onlySpells
System.Nullable<System.Boolean> onOwner
System.Nullable<System.Boolean> sneakAttack
System.Nullable<Kingmaker.Enums.WeaponCategory> weaponCategory
Returns
Type Description
TBuilder
Remarks

  • AeonBaneBuff345160619fc2ddc44b8ad98c94dde448
  • GuidanceBuffec931b882e806ce42906597e5585c13f
  • WightEnergyDrainAbility35a7f7e6ad5b4374e812fc10ec1c836c
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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>)

Adds 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>)

Declaration
public TBuilder AddInitiatorAttackWithWeaponTrigger(ActionsBuilder action = null, bool? actionsOnInitiator = null, bool? allNaturalAndUnarmed = null, WeaponCategory? category = null, bool? checkDistance = null, bool? checkPhysicalDamageForm = null, bool? checkWeaponBlueprint = null, bool? checkWeaponCategory = null, bool? checkWeaponGroup = null, bool? checkWeaponRangeType = null, bool? criticalHit = null, PhysicalDamageForm? damageForm = null, bool? damageMoreTargetMaxHP = null, Feet? distanceLessEqual = null, bool? duelistWeapon = null, WeaponFighterGroup? group = null, bool? ignoreAutoHit = null, bool? notCriticalHit = null, bool? notExtraAttack = null, bool? notSneakAttack = null, bool? onAttackOfOpportunity = null, bool? onCharge = null, bool? onlyHit = null, bool? onlyNatural20 = null, bool? onlyOnFirstAttack = null, bool? onlyOnFirstHit = null, bool? onlyOnFullAttack = null, bool? onlySneakAttack = null, bool? onMiss = null, WeaponRangeType? rangeType = null, bool? reduceHPToZero = null, bool? triggerBeforeAttack = null, Blueprint<BlueprintItemWeaponReference> weaponBlueprint = null, Blueprint<BlueprintWeaponTypeReference> weaponType = null)
Parameters
Type Name Description
ActionsBuilder action
System.Nullable<System.Boolean> actionsOnInitiator
System.Nullable<System.Boolean> allNaturalAndUnarmed
System.Nullable<Kingmaker.Enums.WeaponCategory> category
System.Nullable<System.Boolean> checkDistance
System.Nullable<System.Boolean> checkPhysicalDamageForm
System.Nullable<System.Boolean> checkWeaponBlueprint
System.Nullable<System.Boolean> checkWeaponCategory
System.Nullable<System.Boolean> checkWeaponGroup
System.Nullable<System.Boolean> checkWeaponRangeType
System.Nullable<System.Boolean> criticalHit
System.Nullable<Kingmaker.Enums.Damage.PhysicalDamageForm> damageForm
System.Nullable<System.Boolean> damageMoreTargetMaxHP
System.Nullable<Kingmaker.Utility.Feet> distanceLessEqual
System.Nullable<System.Boolean> duelistWeapon
System.Nullable<Kingmaker.Blueprints.Items.Weapons.WeaponFighterGroup> group
System.Nullable<System.Boolean> ignoreAutoHit
System.Nullable<System.Boolean> notCriticalHit
System.Nullable<System.Boolean> notExtraAttack
System.Nullable<System.Boolean> notSneakAttack
System.Nullable<System.Boolean> onAttackOfOpportunity
System.Nullable<System.Boolean> onCharge
System.Nullable<System.Boolean> onlyHit
System.Nullable<System.Boolean> onlyNatural20
System.Nullable<System.Boolean> onlyOnFirstAttack
System.Nullable<System.Boolean> onlyOnFirstHit
System.Nullable<System.Boolean> onlyOnFullAttack
System.Nullable<System.Boolean> onlySneakAttack
System.Nullable<System.Boolean> onMiss
System.Nullable<Kingmaker.Enums.WeaponRangeType> rangeType
System.Nullable<System.Boolean> reduceHPToZero
System.Nullable<System.Boolean> triggerBeforeAttack
Blueprint<Kingmaker.Blueprints.BlueprintItemWeaponReference> weaponBlueprint

Blueprint of type BlueprintItemWeapon. 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.

Blueprint<Kingmaker.Blueprints.BlueprintWeaponTypeReference> weaponType

Blueprint of type BlueprintWeaponType. 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

  • 1_FirstStage_AcidBuff6afe27c9a2d64eb890673ff3649dacb3
  • GreataxeOfFireSquallEnchantment1abdea88a0f5b6b47903d4ffc3225185
  • ZeorisDaggerRing_GoverningFeature0faee0a55f634902895b4e1faf828502
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AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.ItemInContainerTrigger

Declaration
public TBuilder AddItemInContainerTrigger(Blueprint<BlueprintItemReference> itemToCheck = null, MapObjectEvaluator mapObject = null, ActionsBuilder onAddActions = null, ActionsBuilder onRemoveActions = null)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintItemReference> itemToCheck

InfoBox: Triggers for every item if null

Blueprint of type BlueprintItem. 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.ElementsSystem.MapObjectEvaluator mapObject
ActionsBuilder onAddActions

InfoBox: Evaluators: ItemFromContextEvaluator, InteractedMapObject

ActionsBuilder onRemoveActions

InfoBox: Evaluators: ItemFromContextEvaluator, InteractedMapObject

Returns
Type Description
TBuilder
Remarks

ComponentName: Events/ItemInContainerTrigger

  • AreeluLab_Return_Default87d74b3a4bc758d408d7949c6de23fdd
  • DLC1_AreeluHouse_TableItems12bfd7ba89154c1191e28770575f1591
  • ZachariusEnemyInZiggurat63cc30e6086ce1842997d0924677019c
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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>)

Adds 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>)

Declaration
public TBuilder AdditionalDiceOnAttack(bool? actualTargetUnitInCondition = null, bool? allNaturalAndUnarmed = null, bool? applyCriticalModifier = null, AdditionalDiceOnAttack.WeaponOptions? attackType = null, WeaponCategory? category = null, bool? checkDistance = null, bool? checkWeaponCategory = null, bool? checkWeaponGroup = null, bool? checkWeaponRangeType = null, bool? criticalHit = null, List<AdditionalDiceOnAttack.DamageEntry> damageEntries = null, DamageTypeDescription damageType = null, Feet? distanceLessEqual = null, bool? duelistWeapon = null, WeaponFighterGroup? group = null, ConditionsBuilder initiatorConditions = null, bool? mainDamageTypeUse = null, bool? notCriticalHit = null, bool? notExtraAttack = null, bool? notSneakAttack = null, bool? onAttackOfOpportunity = null, bool? onCharge = null, bool? onHit = null, bool? onlyOnFirstAttack = null, bool? onlyOnFirstHit = null, bool? onlyOnFullAttack = null, bool? onlySneakAttack = null, bool? randomizeDamage = null, WeaponRangeType? rangeType = null, bool? reduceHPToZero = null, ConditionsBuilder targetConditions = null, bool? useWeaponDice = null, ContextDiceValue value = null, Blueprint<BlueprintWeaponTypeReference> weaponType = null)
Parameters
Type Name Description
System.Nullable<System.Boolean> actualTargetUnitInCondition

InfoBox: Use of the unit that is damaged (if disabled, the unit that is the main attack is taken)

System.Nullable<System.Boolean> allNaturalAndUnarmed
System.Nullable<System.Boolean> applyCriticalModifier

InfoBox: If enabled, the additional dice damage will inherit critical multiplier from the main damage.

System.Nullable<Kingmaker.UnitLogic.Mechanics.Components.AdditionalDiceOnAttack.WeaponOptions> attackType
System.Nullable<Kingmaker.Enums.WeaponCategory> category
System.Nullable<System.Boolean> checkDistance
System.Nullable<System.Boolean> checkWeaponCategory
System.Nullable<System.Boolean> checkWeaponGroup
System.Nullable<System.Boolean> checkWeaponRangeType
System.Nullable<System.Boolean> criticalHit
System.Collections.Generic.List<Kingmaker.UnitLogic.Mechanics.Components.AdditionalDiceOnAttack.DamageEntry> damageEntries
Kingmaker.RuleSystem.Rules.Damage.DamageTypeDescription damageType
System.Nullable<Kingmaker.Utility.Feet> distanceLessEqual
System.Nullable<System.Boolean> duelistWeapon
System.Nullable<Kingmaker.Blueprints.Items.Weapons.WeaponFighterGroup> group
ConditionsBuilder initiatorConditions
System.Nullable<System.Boolean> mainDamageTypeUse
System.Nullable<System.Boolean> notCriticalHit
System.Nullable<System.Boolean> notExtraAttack

InfoBox: Will be ignored for non-weapon attack

System.Nullable<System.Boolean> notSneakAttack
System.Nullable<System.Boolean> onAttackOfOpportunity

InfoBox: Will be ignored for non-weapon attack

System.Nullable<System.Boolean> onCharge

InfoBox: Will be ignored for non-weapon attack

System.Nullable<System.Boolean> onHit
System.Nullable<System.Boolean> onlyOnFirstAttack

InfoBox: Will be ignored for non-weapon attack

System.Nullable<System.Boolean> onlyOnFirstHit

InfoBox: Will be ignored for non-weapon attack

System.Nullable<System.Boolean> onlyOnFullAttack

InfoBox: Will be ignored for non-weapon attack

System.Nullable<System.Boolean> onlySneakAttack
System.Nullable<System.Boolean> randomizeDamage
System.Nullable<Kingmaker.Enums.WeaponRangeType> rangeType
System.Nullable<System.Boolean> reduceHPToZero

Tooltip: For melee attacks only

InfoBox: Will be ignored for non-weapon attack

ConditionsBuilder targetConditions
System.Nullable<System.Boolean> useWeaponDice
Kingmaker.UnitLogic.Mechanics.ContextDiceValue value
Blueprint<Kingmaker.Blueprints.BlueprintWeaponTypeReference> weaponType

Blueprint of type BlueprintWeaponType. 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

  • AcidMawBufff1a6799b05a40144d9acdbdca1d7c228
  • GlowingScytheEnchantment385847ab4a270a64fa00479711995e57
  • ZeorisDaggerRing_GoverningAllyBuff02680be495534b629d543daa89b47079
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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>)

Adds 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>)

Declaration
public TBuilder AdditionalDiceOnDamage(List<Blueprint<BlueprintAbilityReference>> abilityList = null, AbilityType? abilityType = null, bool? applyCriticalModifier = null, bool? applyToAreaEffectDamage = null, bool? checkAbilityType = null, bool? checkDamageDealt = null, bool? checkEnergyDamageType = null, bool? checkSpellDescriptor = null, bool? checkSpellParent = null, bool? checkWeaponType = null, CompareOperation.Type? compareType = null, List<AdditionalDiceOnDamage.DamageEntry> damageEntries = null, AdditionalDiceOnDamage.DamageEntriesUse? damageEntriesUse = null, DamageTypeDescription damageTypeDescription = null, ContextDiceValue diceValue = null, DamageEnergyType? energyType = null, bool? ignoreDamageFromThisFact = null, ConditionsBuilder initiatorConditions = null, bool? isOneAtack = null, bool? mainDamageTypeUse = null, bool? notZeroDamage = null, SpellDescriptorWrapper? spellDescriptorsList = null, ConditionsBuilder targetConditions = null, bool? targetKilledByThisDamage = null, ContextValue targetValue = null, bool? useWeaponDice = null, Blueprint<BlueprintWeaponTypeReference> weaponType = null)
Parameters
Type Name Description
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference>> abilityList

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<Kingmaker.UnitLogic.Abilities.Blueprints.AbilityType> abilityType
System.Nullable<System.Boolean> applyCriticalModifier

InfoBox: If enabled, the additional dice damage will inherit critical multiplier from the main damage.

System.Nullable<System.Boolean> applyToAreaEffectDamage
System.Nullable<System.Boolean> checkAbilityType
System.Nullable<System.Boolean> checkDamageDealt
System.Nullable<System.Boolean> checkEnergyDamageType
System.Nullable<System.Boolean> checkSpellDescriptor
System.Nullable<System.Boolean> checkSpellParent
System.Nullable<System.Boolean> checkWeaponType
System.Nullable<Kingmaker.UnitLogic.Mechanics.CompareOperation.Type> compareType
System.Collections.Generic.List<Kingmaker.UnitLogic.Mechanics.Components.AdditionalDiceOnDamage.DamageEntry> damageEntries
System.Nullable<Kingmaker.UnitLogic.Mechanics.Components.AdditionalDiceOnDamage.DamageEntriesUse> damageEntriesUse
Kingmaker.RuleSystem.Rules.Damage.DamageTypeDescription damageTypeDescription
Kingmaker.UnitLogic.Mechanics.ContextDiceValue diceValue
System.Nullable<Kingmaker.Enums.Damage.DamageEnergyType> energyType
System.Nullable<System.Boolean> ignoreDamageFromThisFact
ConditionsBuilder initiatorConditions
System.Nullable<System.Boolean> isOneAtack
System.Nullable<System.Boolean> mainDamageTypeUse
System.Nullable<System.Boolean> notZeroDamage
System.Nullable<Kingmaker.Blueprints.Classes.Spells.SpellDescriptorWrapper> spellDescriptorsList
ConditionsBuilder targetConditions
System.Nullable<System.Boolean> targetKilledByThisDamage
Kingmaker.UnitLogic.Mechanics.ContextValue targetValue
System.Nullable<System.Boolean> useWeaponDice
Blueprint<Kingmaker.Blueprints.BlueprintWeaponTypeReference> weaponType

Blueprint of type BlueprintWeaponType. 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

  • AlchemistBombsFeaturec59b2f256f5a70a4d896568658315b7d
  • ElementalPunisherLongbowEnchantment0bf0156eb3687254b9fb0f6b4067da20
  • RingOfPyromaniaFeature3789253d5e8af5c42a22cd97ef4d9e65
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AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)

Adds AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)

Declaration
public TBuilder AdditionalStatBonusOnAttackDamage(float? bonus = null, WeaponCategory? category = null, bool? checkCategory = null, bool? checkGripStyle = null, bool? checkTwoHanded = null, ConditionEnum? firstAttack = null, ConditionEnum? fullAttack = null, GripType? gripStyle = null)
Parameters
Type Name Description
System.Nullable<System.Single> bonus
System.Nullable<Kingmaker.Enums.WeaponCategory> category
System.Nullable<System.Boolean> checkCategory
System.Nullable<System.Boolean> checkGripStyle
System.Nullable<System.Boolean> checkTwoHanded
System.Nullable<Kingmaker.Designers.Mechanics.Enums.ConditionEnum> firstAttack
System.Nullable<Kingmaker.Designers.Mechanics.Enums.ConditionEnum> fullAttack
System.Nullable<Kingmaker.Items.GripType> gripStyle

InfoBox: Никогда не выбирайте Auto опцию, она для внутреннего использования.

Returns
Type Description
TBuilder
Remarks

  • DragonFerocityBuff8709a00782de26d4a8524732879000fa
  • TreantCreatureSturdy845339bae62597d47990469030bcf32a
  • UnstoppableStrikeFeature7d60d8bb86a14e3188d208652d4a5581
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AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)

Adds Kingmaker.Kingdom.Flags.KingdomRegionClaimedTrigger

Declaration
public TBuilder AddKingdomRegionClaimedTrigger(ActionsBuilder actions = null, List<Blueprint<BlueprintRegionReference>> regions = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintRegionReference>> regions

Blueprint of type BlueprintRegion. 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

  • FlagDiplomacy7CrusadeResourcesForRegions8663e81969a647fe9d6e8c3afd7d9172
  • KingdomMoraleFlagChapter3Regionsd04ff8f15c034f56bcfbad952a74bdb3
  • KingdomMoraleFlagChapter5Regionsb01624ee06444738964b678259f31a20
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AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Kingdom.Buffs.LeaderRecruitedTrigger

Declaration
public TBuilder AddLeaderRecruitedTrigger(ActionsBuilder action = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
ActionsBuilder action
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

  • KingdomMoraleFlagChapter26195e82164ff47d3a67ff5fd0d74d5e3
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AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.LevelUpTrigger

Declaration
public TBuilder AddLevelUpTrigger(ActionsBuilder actions = null, ConditionsBuilder conditions = null, UnitEvaluator unit = null, LevelUpTrigger.UnitEntryType? unitEntryType = null)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder conditions
Kingmaker.ElementsSystem.UnitEvaluator unit
System.Nullable<Kingmaker.Designers.EventConditionActionSystem.Events.LevelUpTrigger.UnitEntryType> unitEntryType
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/LevelUpTrigger

  • CheckBoonFlags87a65a30a6f5424b86fed226dbc2d101
  • DLC3_DevilActivated7181daa98be84847a11681799d3589b7
  • MythicLeveldc66b7adec0e41c2b948b4bc9c31ec99
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AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)

Adds Kingmaker.UnitLogic.Abilities.Components.TargetCheckers.MarkUsableWhileCan

Declaration
public TBuilder AddMarkUsableWhileCan(ConditionsBuilder conditions = null, bool? not = null)
Parameters
Type Name Description
ConditionsBuilder conditions
System.Nullable<System.Boolean> not
Returns
Type Description
TBuilder
Remarks

  • PotionOfCureCriticalWounds1f45a09f2e072ea4e8d52fadcd7e66f3
  • ScrollOfCureCriticalWoundsMass13bf4126b147cfe41b669fd2258f9ebd
  • ScrollOfInflictSeriousWounds47d41dd302a14d04faa7df70697d23ec
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AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.OnIsleStateEnterTrigger

Declaration
public TBuilder AddOnIsleStateEnterTrigger(ActionsBuilder actions = null, IsleEvaluator isleEvaluator = null, string targetState = null)
Parameters
Type Name Description
ActionsBuilder actions
Kingmaker.ElementsSystem.IsleEvaluator isleEvaluator
System.String targetState
Returns
Type Description
TBuilder
Remarks

  • MediumCity_FlyingIslesControls_Etudefa16edfae00b94048a71bab6ef5463d4
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AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.OnIsleStateExitTrigger

Declaration
public TBuilder AddOnIsleStateExitTrigger(ActionsBuilder actions = null, IsleEvaluator isleEvaluator = null, string targetState = null)
Parameters
Type Name Description
ActionsBuilder actions
Kingmaker.ElementsSystem.IsleEvaluator isleEvaluator
System.String targetState
Returns
Type Description
TBuilder
Remarks

  • DLC3_HasteIslandStacksa1aecb0c003a49b9ae385035875f1b92
  • MediumCity_FlyingIslesControls_Etudefa16edfae00b94048a71bab6ef5463d4
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AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.PartyInventoryTrigger

Declaration
public TBuilder AddPartyInventoryTrigger(Blueprint<BlueprintItemReference> item = null, ActionsBuilder onAddActions = null, ActionsBuilder onRemoveActions = null)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintItemReference> item

Blueprint of type BlueprintItem. 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.

ActionsBuilder onAddActions
ActionsBuilder onRemoveActions
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/ItemTrigger

  • AeonQ10_DuringQuestfb99a426b8bf1f247a2272920a1fd13d
  • FightWithSilkShadow4528b09e870e2a842819270c5326126c
  • ZoeyPendantTeleport9a90929e2db1be448b495509170a4251
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AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.PerceptionTrigger

Declaration
public TBuilder AddPerceptionTrigger(MapObjectEvaluator mapObject = null, ActionsBuilder onSpotted = null, UnitEvaluator unit = null)
Parameters
Type Name Description
Kingmaker.ElementsSystem.MapObjectEvaluator mapObject
ActionsBuilder onSpotted
Kingmaker.ElementsSystem.UnitEvaluator unit
Returns
Type Description
TBuilder
Remarks

  • AlushinyrraLowerCity_DefaultEtudedeecc937a263ca24c9f1a64a4874451a
  • DLC6_RobberyEvent2ndStaged28f1276a9b34a6589c8ef25e798027b
  • TempleOfDelamereBefore4af827231749d094fb76d4a1419ef06e
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AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Declaration
public TBuilder AddPlayerLeaveCombatTrigger(ActionsBuilder actions = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
ActionsBuilder actions
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

  • CavalierForTheKingResourced6f77eb811f3748428c8ad48e273e91d
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AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)

Adds Kingmaker.Designers.Mechanics.Facts.PlayerVisitGlobalMapLocationTrigger

Declaration
public TBuilder AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder actions = null, Blueprint<BlueprintGlobalMapPoint.Reference> location = null)
Parameters
Type Name Description
ActionsBuilder actions
Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintGlobalMapPoint.Reference> location

Blueprint of type BlueprintGlobalMapPoint. 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

  • GlobalmapBeforeDrezenfde213d10dd047b4d9eca69f16b7cc70
  • GlobalmapBeforeLostChapel739f6806ac4123b4389eea950c5af95b
  • GlobalmapBeforeSwarmb83be206a84704547a8fd50bc6e02be6
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AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)

Adds Kingmaker.Blueprints.Classes.Prerequisites.PrerequisiteConditionForWeaponCategory

Declaration
public TBuilder AddPrerequisiteConditionForWeaponCategory(Condition condition = null, List<WeaponCategory> weaponCategories = null)
Parameters
Type Name Description
Kingmaker.ElementsSystem.Condition condition
System.Collections.Generic.List<Kingmaker.Enums.WeaponCategory> weaponCategories
Returns
Type Description
TBuilder
Remarks

  • FinesseTrainingBitebcebc021271be1e45b012729f22dadcc
  • FinesseTrainingTailba5616910c9b4545bf9846b7dea024f3
  • WeaponFocus1e1f627d26ad36f43bbd26cc2bf8ac7e
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AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.RestTrigger

Declaration
public TBuilder AddRestTrigger(ActionsBuilder actions = null, ConditionsBuilder conditions = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? once = null, RestResult? restResults = null)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder conditions
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> once
System.Nullable<Kingmaker.Controllers.Rest.RestResult> restResults
Returns
Type Description
TBuilder
Remarks

  • 26!_SadisticGD_Checker_restTrigger7bc48a5ec7e240e1a059148777166ba7
  • DLC2_Sv_Catcmb_RstOutOn85754732aed2470a8ed7a296166ac66c
  • WenduagRomance_BarksAfterSexRepeate3049ea03e2f80a42b5b2dab02c75e78
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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>)

Adds Kingmaker.UnitLogic.Mechanics.Components.RuleCalculateDamageWithWeaponTrigger

Declaration
public TBuilder AddRuleCalculateDamageWithWeaponTrigger(ActionsBuilder action = null, bool? actionsOnInitiator = null, bool? actualTargetUnit = null, bool? allNaturalAndUnarmed = null, WeaponCategory? category = null, bool? checkDistance = null, bool? checkPhysicalDamageForm = null, bool? checkWeaponBlueprint = null, bool? checkWeaponCategory = null, bool? checkWeaponGroup = null, bool? checkWeaponRangeType = null, bool? criticalHit = null, PhysicalDamageForm? damageForm = null, bool? damageMoreTargetMaxHP = null, Feet? distanceLessEqual = null, bool? duelistWeapon = null, WeaponFighterGroup? group = null, bool? ignoreAutoHit = null, bool? notCriticalHit = null, bool? notExtraAttack = null, bool? notSneakAttack = null, bool? onAttackOfOpportunity = null, bool? onCharge = null, bool? onlyHit = null, bool? onlyNatural20 = null, bool? onlyOnFirstAttack = null, bool? onlyOnFirstHit = null, bool? onlyOnFullAttack = null, bool? onlySneakAttack = null, bool? onMiss = null, WeaponRangeType? rangeType = null, bool? reduceHPToZero = null, bool? triggerBeforeAttack = null, Blueprint<BlueprintItemWeaponReference> weaponBlueprint = null, Blueprint<BlueprintWeaponTypeReference> weaponType = null)
Parameters
Type Name Description
ActionsBuilder action
System.Nullable<System.Boolean> actionsOnInitiator
System.Nullable<System.Boolean> actualTargetUnit

InfoBox: Use of the unit that is damaged (if disabled, the unit that is the main attack is taken)

System.Nullable<System.Boolean> allNaturalAndUnarmed
System.Nullable<Kingmaker.Enums.WeaponCategory> category
System.Nullable<System.Boolean> checkDistance
System.Nullable<System.Boolean> checkPhysicalDamageForm
System.Nullable<System.Boolean> checkWeaponBlueprint
System.Nullable<System.Boolean> checkWeaponCategory
System.Nullable<System.Boolean> checkWeaponGroup
System.Nullable<System.Boolean> checkWeaponRangeType
System.Nullable<System.Boolean> criticalHit
System.Nullable<Kingmaker.Enums.Damage.PhysicalDamageForm> damageForm
System.Nullable<System.Boolean> damageMoreTargetMaxHP
System.Nullable<Kingmaker.Utility.Feet> distanceLessEqual
System.Nullable<System.Boolean> duelistWeapon
System.Nullable<Kingmaker.Blueprints.Items.Weapons.WeaponFighterGroup> group
System.Nullable<System.Boolean> ignoreAutoHit
System.Nullable<System.Boolean> notCriticalHit
System.Nullable<System.Boolean> notExtraAttack
System.Nullable<System.Boolean> notSneakAttack
System.Nullable<System.Boolean> onAttackOfOpportunity
System.Nullable<System.Boolean> onCharge
System.Nullable<System.Boolean> onlyHit
System.Nullable<System.Boolean> onlyNatural20
System.Nullable<System.Boolean> onlyOnFirstAttack
System.Nullable<System.Boolean> onlyOnFirstHit
System.Nullable<System.Boolean> onlyOnFullAttack
System.Nullable<System.Boolean> onlySneakAttack
System.Nullable<System.Boolean> onMiss
System.Nullable<Kingmaker.Enums.WeaponRangeType> rangeType
System.Nullable<System.Boolean> reduceHPToZero
System.Nullable<System.Boolean> triggerBeforeAttack
Blueprint<Kingmaker.Blueprints.BlueprintItemWeaponReference> weaponBlueprint

Blueprint of type BlueprintItemWeapon. 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.

Blueprint<Kingmaker.Blueprints.BlueprintWeaponTypeReference> weaponType

Blueprint of type BlueprintWeaponType. 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

  • ExposeVulnerability8ce3c4b3c1ad24f4dbb6cb4c72e1ec53
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AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.ScriptZoneTrigger

Declaration
public TBuilder AddScriptZoneTrigger(ActionsBuilder onEnterActions = null, ConditionsBuilder onEnterConditions = null, ActionsBuilder onExitActions = null, ConditionsBuilder onExitConditions = null, EntityReference scriptZone = null, string unitRef = null)
Parameters
Type Name Description
ActionsBuilder onEnterActions
ConditionsBuilder onEnterConditions
ActionsBuilder onExitActions
ConditionsBuilder onExitConditions
Kingmaker.Blueprints.EntityReference scriptZone
System.String unitRef
Returns
Type Description
TBuilder
Remarks

ComponentName: Events/ScriptZoneTrigger

  • BeforeFirstKTC876af4d8747694948ab3444e2a569e26
  • LowerCity_RoofColliders7c416484d1dd47c1967fed80874ea60d
  • ScriptZoneChecker2ae8987c666b2a44ab859e6e22c0b76c
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AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)

Adds Kingmaker.Kingdom.Flags.SettlementSiegeTrigger

Declaration
public TBuilder AddSettlementSiegeTrigger(ActionsBuilder onSettlementDestroyed = null, ActionsBuilder onSiegeEnd = null, ActionsBuilder onSiegeStart = null, Blueprint<BlueprintGlobalMapPointReference> settlementLocation = null, bool? specificLocation = null)
Parameters
Type Name Description
ActionsBuilder onSettlementDestroyed

InfoBox: Actions that will run right after OnSiegeEnd action, if settlement was destroyed

ActionsBuilder onSiegeEnd

InfoBox: Actions on any siege end (destroyed or conquered back)

ActionsBuilder onSiegeStart
Blueprint<Kingmaker.Blueprints.BlueprintGlobalMapPointReference> settlementLocation

Blueprint of type BlueprintGlobalMapPoint. 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> specificLocation
Returns
Type Description
TBuilder
Remarks

  • Chapter0315e0048c7daf0ac4999c2313b58df0e3
  • KingdomMoraleFlagChapter3Siege0b405fd736f54c05b65aaee855ad585e
  • KingdomMoraleFlagChapter5Siege97f654fb595348b4a492ef17baf2af04
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AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.SpawnUnitTrigger

Declaration
public TBuilder AddSpawnUnitTrigger(ActionsBuilder actions = null, Blueprint<BlueprintUnitReference> targetUnit = null)
Parameters
Type Name Description
ActionsBuilder actions
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> targetUnit

Blueprint of type BlueprintUnit. 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

ComponentName: Events/SpawnUnit Trigger

  • IrabethEncouragedByDemonb4f08736cf124ae4996fcef7c0a33bf1
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AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.SpellCastTrigger

Declaration
public TBuilder AddSpellCastTrigger(ActionsBuilder actions = null, EntityReference scriptZone = null, List<Blueprint<BlueprintAbilityReference>> spells = null)
Parameters
Type Name Description
ActionsBuilder actions
Kingmaker.Blueprints.EntityReference scriptZone
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference>> spells

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.

Returns
Type Description
TBuilder
Remarks

  • AltarDamage_Actions35995aa895b843ab9c2d75d3a158487e
  • DLC5_PoS_LanternBuff05142ccf08ac496cb72f6498cccfa37d
  • TreeEncounter29794c25836b4120920ede5f68042b73
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AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.SummonPoolTrigger

Declaration
public TBuilder AddSummonPoolTrigger(ActionsBuilder actions = null, SummonPoolTrigger.ChangeTypes? changeType = null, ConditionsBuilder conditions = null, int? count = null, Blueprint<BlueprintSummonPoolReference> summonPool = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<Kingmaker.Designers.EventConditionActionSystem.Events.SummonPoolTrigger.ChangeTypes> changeType
ConditionsBuilder conditions
System.Nullable<System.Int32> count
Blueprint<Kingmaker.Blueprints.BlueprintSummonPoolReference> summonPool

Blueprint of type BlueprintSummonPool. 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

ComponentName: Events/SummonPoolTrigger

  • 1ArenaCombat8e64ed1e12bc30c498402e99c95e75e3
  • DLC6_KenabresForSwarm8028479b2d1c491e9f18ac2198f459f7
  • ZombiesOnStreetsffcf5bca11694784686d9947ed226a88
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AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Kingdom.Buffs.SummonUnitsAfterArmyBattle

Declaration
public TBuilder AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[] groups = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
Kingmaker.Kingdom.Buffs.SummonUnitsAfterArmyBattle.SummonGroup[] groups
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

  • FlagLich0Necromancy23f72e33717d49a78cbc6ba4df5a959b
  • FlagLich5GraveKnight6d8e19e7808b44b4af20a6f283152bfa
  • FlagLocustDevour947ba8d498a2462e8b317d252fe8478e
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AddTargetAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, WeaponCategory[], Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)

Adds AddTargetAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, WeaponCategory[], Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)

Declaration
public TBuilder AddTargetAttackRollTrigger(ActionsBuilder actionOnSelf = null, ActionsBuilder actionsOnAttacker = null, bool? affectFriendlyTouchSpells = null, WeaponCategory[] categories = null, bool? checkCategory = null, bool? criticalHit = null, bool? doNotPassAttackRoll = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? not = null, bool? notReach = null, bool? onlyHit = null, bool? onlyMelee = null)
Parameters
Type Name Description
ActionsBuilder actionOnSelf
ActionsBuilder actionsOnAttacker
System.Nullable<System.Boolean> affectFriendlyTouchSpells
Kingmaker.Enums.WeaponCategory[] categories
System.Nullable<System.Boolean> checkCategory
System.Nullable<System.Boolean> criticalHit
System.Nullable<System.Boolean> doNotPassAttackRoll

InfoBox: Ignore attacker&apos;s roll

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> not
System.Nullable<System.Boolean> notReach
System.Nullable<System.Boolean> onlyHit
System.Nullable<System.Boolean> onlyMelee
Returns
Type Description
TBuilder
Remarks

  • AdaptiveTacticse01152417a8ac2248b4f69711b819441
  • HolyAuraBuffa33bf327207a5904d9e38d6a80eb09e2
  • ZonKuthonBuff83ee9bf48b4249858df8f8ea5fe6ef06
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AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)

Adds AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)

Declaration
public TBuilder AddTargetBeforeAttackRollTrigger(ActionsBuilder actionOnSelf = null, ActionsBuilder actionsOnAttacker = null, bool? checkDescriptor = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? notReach = null, bool? onlyMelee = null, SpellDescriptorWrapper? spellDescriptors = null)
Parameters
Type Name Description
ActionsBuilder actionOnSelf
ActionsBuilder actionsOnAttacker
System.Nullable<System.Boolean> checkDescriptor
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> notReach
System.Nullable<System.Boolean> onlyMelee
System.Nullable<Kingmaker.Blueprints.Classes.Spells.SpellDescriptorWrapper> spellDescriptors
Returns
Type Description
TBuilder
Remarks

  • AssassinMarkOfDeathBuff9955b71ef19e44b09e2e596db4e2daef
  • MasterOfArenaPolymorphBuffe9136d4606c841eba131db95ee962ba9
  • WitchHexProtectiveLuckBuff1ba3d3a0942d080448ce6aa865bbbd65
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AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.TimeOfDayChangedTrigger

Declaration
public TBuilder AddTimeOfDayChangedTrigger(ActionsBuilder actions = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
ActionsBuilder actions
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

  • AeonQ3Scene_DayTimeffb3b99adfa368444b4a46ea36e5aec9
  • DarkLurkerBladeFromShadowsFeatured8bbc2750a7349eeb54b4cb97dc8e796
  • UlbrigRomance_GardenGods_LightState02da1d94ab114f4c78985ca7d5b7f0fd09
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AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)

Adds Kingmaker.UnitLogic.FactLogic.TimerContextActions

Declaration
public TBuilder AddTimerContextActions(ActionsBuilder actionList = null, float? everySeconds = null, TimeSpan? lastGameTime = null, bool? runAsContextAction = null)
Parameters
Type Name Description
ActionsBuilder actionList
System.Nullable<System.Single> everySeconds
System.Nullable<System.TimeSpan> lastGameTime
System.Nullable<System.Boolean> runAsContextAction
Returns
Type Description
TBuilder
Remarks

  • DLC5_RitualControllerBuff928e019d414e47fa81e28769322628dd
  • TimerReturnMephisto9e624e985b1641608eb37c34e901268b
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AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)

Adds Kingmaker.AreaLogic.Etudes.TrapTrigger

Declaration
public TBuilder AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, ActionsBuilder onActivation = null, ActionsBuilder onDisarm = null, MapObjectEvaluator trap = 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.

ActionsBuilder onActivation
ActionsBuilder onDisarm
Kingmaker.ElementsSystem.MapObjectEvaluator trap
Returns
Type Description
TBuilder
Remarks

  • MidnightFane_SecretChamberAvailablee624697cc856bab4dab7ebab6ee3beca
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AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.UIEventTrigger

Declaration
public TBuilder AddUIEventTrigger(ActionsBuilder actions = null, ConditionsBuilder conditions = null, UIEventType? eventType = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type Name Description
ActionsBuilder actions
ConditionsBuilder conditions
System.Nullable<Kingmaker.PubSubSystem.UIEventType> eventType
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

  • OpenInventoryCheck7a88e35c5ebea944291aca62e00d4a81
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AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)

Adds Kingmaker.Designers.EventConditionActionSystem.Events.UnitHealthTrigger

Declaration
public TBuilder AddUnitHealthTrigger(ActionsBuilder actions = null, int? percentage = null, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<System.Int32> percentage
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> unit

Blueprint of type BlueprintUnit. 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

ComponentName: Events/UnitHealthTrigger

  • Balor_save_healthad452511a21544c384af7d640ceb105b
  • DarkBalorFight_HideUnits5bc605a8f4624ec08d857dcc52378eb5
  • ReturnToDrezeneb0d42923a0cf6c4281b0925337e8591
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AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)

Adds Kingmaker.AreaLogic.Etudes.VendorDealTrigger

Declaration
public TBuilder AddVendorDealTrigger(ActionsBuilder actions = null, VendorDealTrigger.DealType? dealTriggerType = null, Blueprint<BlueprintItemReference> item = null, UnitEvaluator vendor = null)
Parameters
Type Name Description
ActionsBuilder actions
System.Nullable<Kingmaker.AreaLogic.Etudes.VendorDealTrigger.DealType> dealTriggerType
Blueprint<Kingmaker.Blueprints.BlueprintItemReference> item

InfoBox: If empty, triggers for any operation

Blueprint of type BlueprintItem. 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.ElementsSystem.UnitEvaluator vendor

InfoBox: If empty, triggers for any vendor

Returns
Type Description
TBuilder
Remarks

  • DLC3_MythSell512298ca57a94c7b90d27ccce57aa103
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CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)

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

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

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintScriptableObject>> 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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