Show / Hide Table of Contents

Class BaseFactionConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseFactionConfigurator<T, TBuilder>
FactionConfigurator
Inherited Members
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<T, TBuilder>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, WeaponCategory[], Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnAttack(Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<AdditionalDiceOnAttack.WeaponOptions>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, List<AdditionalDiceOnAttack.DamageEntry>, DamageTypeDescription, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, ContextDiceValue, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnDamage(List<Blueprint<BlueprintAbilityReference>>, Nullable<AbilityType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<CompareOperation.Type>, List<AdditionalDiceOnDamage.DamageEntry>, Nullable<AdditionalDiceOnDamage.DamageEntriesUse>, DamageTypeDescription, ContextDiceValue, Nullable<DamageEnergyType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>, ConditionsBuilder, Nullable<Boolean>, ContextValue, Nullable<Boolean>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<T, TBuilder>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<T, TBuilder>.AddRuleCalculateDamageWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<T, TBuilder>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<T, TBuilder>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<T, TBuilder>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<T, TBuilder>.Logger
RootConfigurator<T, TBuilder>.Self
RootConfigurator<T, TBuilder>.Blueprint
RootConfigurator<T, TBuilder>.Configured
RootConfigurator<T, TBuilder>.ConfigureDelayedBlueprints()
RootConfigurator<T, TBuilder>.Configure(Boolean)
RootConfigurator<T, TBuilder>.AddComponent(BlueprintComponent)
RootConfigurator<T, TBuilder>.AddComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<T, TBuilder>.EditComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<T, TBuilder>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<T, TBuilder>.OnConfigure(Action<T>[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
RootConfigurator<T, TBuilder>.OnConfigureInternal(Action<T>[])
RootConfigurator<T, TBuilder>.OnConfigureCompleted()
RootConfigurator<T, TBuilder>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseFactionConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintFaction where TBuilder : BaseFactionConfigurator<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 Source

BaseFactionConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

| Improve this Doc View Source

AddToAllyFactions(Blueprint<BlueprintFactionReference>[])

Adds to the contents of Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions

Declaration
public TBuilder AddToAllyFactions(params Blueprint<BlueprintFactionReference>[] allyFactions)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference>[] allyFactions

Blueprint of type BlueprintFaction. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
| Improve this Doc View Source

AddToAttackFactions(Blueprint<BlueprintFactionReference>[])

Adds to the contents of Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions

Declaration
public TBuilder AddToAttackFactions(params Blueprint<BlueprintFactionReference>[] attackFactions)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference>[] attackFactions

Blueprint of type BlueprintFaction. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
| Improve this Doc View Source

ClearAllyFactions()

Removes all elements from Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions

Declaration
public TBuilder ClearAllyFactions()
Returns
Type Description
TBuilder
| Improve this Doc View Source

ClearAttackFactions()

Removes all elements from Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions

Declaration
public TBuilder ClearAttackFactions()
Returns
Type Description
TBuilder
| Improve this Doc View Source

CopyFrom(Blueprint<BlueprintReference<BlueprintFaction>>, Predicate<BlueprintComponent>)

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintFaction>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintFaction>> 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();
| Improve this Doc View Source

CopyFrom(Blueprint<BlueprintReference<BlueprintFaction>>, Type[])

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintFaction>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintFaction>> 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();
| Improve this Doc View Source

ModifyAllyFactions(Action<BlueprintFactionReference>)

Modifies Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions by invoking the provided action on each element.

Declaration
public TBuilder ModifyAllyFactions(Action<BlueprintFactionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintFactionReference> action
Returns
Type Description
TBuilder
| Improve this Doc View Source

ModifyAttackFactions(Action<BlueprintFactionReference>)

Modifies Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions by invoking the provided action on each element.

Declaration
public TBuilder ModifyAttackFactions(Action<BlueprintFactionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintFactionReference> action
Returns
Type Description
TBuilder
| Improve this Doc View Source

OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
| Improve this Doc View Source

RemoveFromAllyFactions(Blueprint<BlueprintFactionReference>[])

Removes elements from Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions

Declaration
public TBuilder RemoveFromAllyFactions(params Blueprint<BlueprintFactionReference>[] allyFactions)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference>[] allyFactions

Blueprint of type BlueprintFaction. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromAllyFactions(Func<BlueprintFactionReference, Boolean>)

Removes elements from Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions that match the provided predicate.

Declaration
public TBuilder RemoveFromAllyFactions(Func<BlueprintFactionReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintFactionReference, System.Boolean> predicate
Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromAttackFactions(Blueprint<BlueprintFactionReference>[])

Removes elements from Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions

Declaration
public TBuilder RemoveFromAttackFactions(params Blueprint<BlueprintFactionReference>[] attackFactions)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference>[] attackFactions

Blueprint of type BlueprintFaction. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromAttackFactions(Func<BlueprintFactionReference, Boolean>)

Removes elements from Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions that match the provided predicate.

Declaration
public TBuilder RemoveFromAttackFactions(Func<BlueprintFactionReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintFactionReference, System.Boolean> predicate
Returns
Type Description
TBuilder
| Improve this Doc View Source

SetAllyFactions(Blueprint<BlueprintFactionReference>[])

Sets the value of Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions

Declaration
public TBuilder SetAllyFactions(params Blueprint<BlueprintFactionReference>[] allyFactions)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference>[] allyFactions

Blueprint of type BlueprintFaction. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetAllyFactionsBehaviour(BlueprintFaction.EAllyFactions)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.m_AllyFactionsBehaviour

Declaration
public TBuilder SetAllyFactionsBehaviour(BlueprintFaction.EAllyFactions allyFactionsBehaviour)
Parameters
Type Name Description
Kingmaker.Blueprints.BlueprintFaction.EAllyFactions allyFactionsBehaviour
Returns
Type Description
TBuilder
| Improve this Doc View Source

SetAlwaysEnemy(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.AlwaysEnemy

Declaration
public TBuilder SetAlwaysEnemy(bool alwaysEnemy = true)
Parameters
Type Name Description
System.Boolean alwaysEnemy

InfoBox: If you add this to AttackFactions, faction will become enemy for every one. Don&apos;t use it!!!

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetAttackFactions(Blueprint<BlueprintFactionReference>[])

Sets the value of Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions

Declaration
public TBuilder SetAttackFactions(params Blueprint<BlueprintFactionReference>[] attackFactions)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintFactionReference>[] attackFactions

Blueprint of type BlueprintFaction. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetEnemyForEveryone(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.EnemyForEveryone

Declaration
public TBuilder SetEnemyForEveryone(bool enemyForEveryone = true)
Parameters
Type Name Description
System.Boolean enemyForEveryone

InfoBox: Unit will be always marked as enemy for others. Ignores AttackFactions

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetIsDirectlyControllable(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.IsDirectlyControllable

Declaration
public TBuilder SetIsDirectlyControllable(bool isDirectlyControllable = true)
Parameters
Type Name Description
System.Boolean isDirectlyControllable

InfoBox: Can be manually controlled by Player

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetNeutral(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.Neutral

Declaration
public TBuilder SetNeutral(bool neutral = true)
Parameters
Type Name Description
System.Boolean neutral

InfoBox: Will not start the combat, but can be target and will join combat if was attacked

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetNeverJoinCombat(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.NeverJoinCombat

Declaration
public TBuilder SetNeverJoinCombat(bool neverJoinCombat = true)
Parameters
Type Name Description
System.Boolean neverJoinCombat

InfoBox: Can be target by enemies but will not join combat

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetPeaceful(Boolean)

Sets the value of Kingmaker.Blueprints.BlueprintFaction.Peaceful

Declaration
public TBuilder SetPeaceful(bool peaceful = true)
Parameters
Type Name Description
System.Boolean peaceful

InfoBox: Can&apos;t be target, can&apos;t join combat

Returns
Type Description
TBuilder
  • Improve this Doc
  • View Source
In This Article
  • Constructors
    • BaseFactionConfigurator(Blueprint<BlueprintReference<T>>)
  • Methods
    • AddToAllyFactions(Blueprint<BlueprintFactionReference>[])
    • AddToAttackFactions(Blueprint<BlueprintFactionReference>[])
    • ClearAllyFactions()
    • ClearAttackFactions()
    • CopyFrom(Blueprint<BlueprintReference<BlueprintFaction>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<BlueprintFaction>>, Type[])
    • ModifyAllyFactions(Action<BlueprintFactionReference>)
    • ModifyAttackFactions(Action<BlueprintFactionReference>)
    • OnConfigureCompleted()
    • RemoveFromAllyFactions(Blueprint<BlueprintFactionReference>[])
    • RemoveFromAllyFactions(Func<BlueprintFactionReference, Boolean>)
    • RemoveFromAttackFactions(Blueprint<BlueprintFactionReference>[])
    • RemoveFromAttackFactions(Func<BlueprintFactionReference, Boolean>)
    • SetAllyFactions(Blueprint<BlueprintFactionReference>[])
    • SetAllyFactionsBehaviour(BlueprintFaction.EAllyFactions)
    • SetAlwaysEnemy(Boolean)
    • SetAttackFactions(Blueprint<BlueprintFactionReference>[])
    • SetEnemyForEveryone(Boolean)
    • SetIsDirectlyControllable(Boolean)
    • SetNeutral(Boolean)
    • SetNeverJoinCombat(Boolean)
    • SetPeaceful(Boolean)
Back to top Generated by DocFX