Class BaseCharacterClassGroupConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Classes
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseCharacterClassGroupConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintCharacterClassGroup where TBuilder : BaseCharacterClassGroupConfigurator<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 SourceBaseCharacterClassGroupConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseCharacterClassGroupConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToCharacterClasses(Blueprint<BlueprintCharacterClassReference>[])
Adds to the contents of Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.m_CharacterClasses
Declaration
public TBuilder AddToCharacterClasses(params Blueprint<BlueprintCharacterClassReference>[] characterClasses)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] | characterClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearCharacterClasses()
Removes all elements from Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.m_CharacterClasses
Declaration
public TBuilder ClearCharacterClasses()
Returns
| Type | Description |
|---|---|
| TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintCharacterClassGroup>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintCharacterClassGroup>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup>> | 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<BlueprintCharacterClassGroup>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintCharacterClassGroup>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup>> | 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();
ModifyCharacterClasses(Action<BlueprintCharacterClassReference>)
Modifies Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.m_CharacterClasses by invoking the provided action on each element.
Declaration
public TBuilder ModifyCharacterClasses(Action<BlueprintCharacterClassReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintCharacterClassReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromCharacterClasses(Blueprint<BlueprintCharacterClassReference>[])
Removes elements from Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.m_CharacterClasses
Declaration
public TBuilder RemoveFromCharacterClasses(params Blueprint<BlueprintCharacterClassReference>[] characterClasses)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] | characterClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
RemoveFromCharacterClasses(Func<BlueprintCharacterClassReference, Boolean>)
Removes elements from Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.m_CharacterClasses that match the provided predicate.
Declaration
public TBuilder RemoveFromCharacterClasses(Func<BlueprintCharacterClassReference, bool> predicate)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Func<Kingmaker.Blueprints.BlueprintCharacterClassReference, System.Boolean> | predicate |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetCharacterClasses(Blueprint<BlueprintCharacterClassReference>[])
Sets the value of Kingmaker.Blueprints.Classes.BlueprintCharacterClassGroup.m_CharacterClasses
Declaration
public TBuilder SetCharacterClasses(params Blueprint<BlueprintCharacterClassReference>[] characterClasses)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference>[] | characterClasses | Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |