Class BaseFactionConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.BlueprintFaction.
Inheritance
Inherited Members
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 SourceBaseFactionConfigurator(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 SourceAddToAllyFactions(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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearAllyFactions()
Removes all elements from Kingmaker.Blueprints.BlueprintFaction.m_AllyFactions
Declaration
public TBuilder ClearAllyFactions()
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearAttackFactions()
Removes all elements from Kingmaker.Blueprints.BlueprintFaction.m_AttackFactions
Declaration
public TBuilder ClearAttackFactions()
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
CopyFrom(Blueprint<BlueprintReference<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 |
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();
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 |
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 |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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't use it!!! |
Returns
| Type | Description |
|---|---|
| TBuilder |
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:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
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 |
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 |
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 |
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 |
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't be target, can't join combat |
Returns
| Type | Description |
|---|---|
| TBuilder |