Class BaseTrapSettingsConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.BlueprintTrapSettings.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseTrapSettingsConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintTrapSettings where TBuilder : BaseTrapSettingsConfigurator<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 SourceBaseTrapSettingsConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseTrapSettingsConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintTrapSettings>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintTrapSettings>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintTrapSettings>> | 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<BlueprintTrapSettings>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintTrapSettings>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.BlueprintTrapSettings>> | 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();
ModifyActorStatMod(Action<BlueprintTrapSettings.IntRange>)
Modifies Kingmaker.Blueprints.BlueprintTrapSettings.ActorStatMod by invoking the provided action.
Declaration
public TBuilder ModifyActorStatMod(Action<BlueprintTrapSettings.IntRange> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintTrapSettings.IntRange> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyDisableDC(Action<BlueprintTrapSettings.IntRange>)
Modifies Kingmaker.Blueprints.BlueprintTrapSettings.DisableDC by invoking the provided action.
Declaration
public TBuilder ModifyDisableDC(Action<BlueprintTrapSettings.IntRange> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintTrapSettings.IntRange> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyPerceptionDC(Action<BlueprintTrapSettings.IntRange>)
Modifies Kingmaker.Blueprints.BlueprintTrapSettings.PerceptionDC by invoking the provided action.
Declaration
public TBuilder ModifyPerceptionDC(Action<BlueprintTrapSettings.IntRange> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintTrapSettings.IntRange> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyTrapActor(Action<BlueprintUnitReference>)
Modifies Kingmaker.Blueprints.BlueprintTrapSettings.TrapActor by invoking the provided action.
Declaration
public TBuilder ModifyTrapActor(Action<BlueprintUnitReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintUnitReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetActorLevel(Int32)
Sets the value of Kingmaker.Blueprints.BlueprintTrapSettings.ActorLevel
Declaration
public TBuilder SetActorLevel(int actorLevel)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | actorLevel |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetActorStatMod(BlueprintTrapSettings.IntRange)
Sets the value of Kingmaker.Blueprints.BlueprintTrapSettings.ActorStatMod
Declaration
public TBuilder SetActorStatMod(BlueprintTrapSettings.IntRange actorStatMod)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Blueprints.BlueprintTrapSettings.IntRange | actorStatMod |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetDisableDC(BlueprintTrapSettings.IntRange)
Sets the value of Kingmaker.Blueprints.BlueprintTrapSettings.DisableDC
Declaration
public TBuilder SetDisableDC(BlueprintTrapSettings.IntRange disableDC)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Blueprints.BlueprintTrapSettings.IntRange | disableDC |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetPerceptionDC(BlueprintTrapSettings.IntRange)
Sets the value of Kingmaker.Blueprints.BlueprintTrapSettings.PerceptionDC
Declaration
public TBuilder SetPerceptionDC(BlueprintTrapSettings.IntRange perceptionDC)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Blueprints.BlueprintTrapSettings.IntRange | perceptionDC |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetTrapActor(Blueprint<BlueprintUnitReference>)
Sets the value of Kingmaker.Blueprints.BlueprintTrapSettings.TrapActor
Declaration
public TBuilder SetTrapActor(Blueprint<BlueprintUnitReference> trapActor)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> | trapActor | Blueprint of type BlueprintUnit. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |