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Class BaseClassAdditionalVisualSettingsConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseClassAdditionalVisualSettingsConfigurator<T, TBuilder>
ClassAdditionalVisualSettingsConfigurator
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.Classes
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseClassAdditionalVisualSettingsConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintClassAdditionalVisualSettings where TBuilder : BaseClassAdditionalVisualSettingsConfigurator<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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BaseClassAdditionalVisualSettingsConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToColorRamps(BlueprintClassAdditionalVisualSettings.ColorRamp[])

Adds to the contents of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamps

Declaration
public TBuilder AddToColorRamps(params BlueprintClassAdditionalVisualSettings.ColorRamp[] colorRamps)
Parameters
Type Name Description
Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamp[] colorRamps
Returns
Type Description
TBuilder
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ClearColorRamps()

Removes all elements from Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamps

Declaration
public TBuilder ClearColorRamps()
Returns
Type Description
TBuilder
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CopyFrom(Blueprint<BlueprintReference<BlueprintClassAdditionalVisualSettings>>, Predicate<BlueprintComponent>)

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

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

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintClassAdditionalVisualSettings>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings>> 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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ModifyColorRamps(Action<BlueprintClassAdditionalVisualSettings.ColorRamp>)

Modifies Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamps by invoking the provided action on each element.

Declaration
public TBuilder ModifyColorRamps(Action<BlueprintClassAdditionalVisualSettings.ColorRamp> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamp> action
Returns
Type Description
TBuilder
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ModifyCommonSettings(Action<BlueprintClassAdditionalVisualSettings.SettingsData>)

Modifies Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.CommonSettings by invoking the provided action.

Declaration
public TBuilder ModifyCommonSettings(Action<BlueprintClassAdditionalVisualSettings.SettingsData> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.SettingsData> action
Returns
Type Description
TBuilder
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ModifyConditions(Action<ConditionsChecker>)

Modifies Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.m_Conditions by invoking the provided action.

Declaration
public TBuilder ModifyConditions(Action<ConditionsChecker> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ConditionsChecker> action
Returns
Type Description
TBuilder
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ModifyDollRoomSettings(Action<BlueprintClassAdditionalVisualSettings.SettingsData>)

Modifies Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.DollRoomSettings by invoking the provided action.

Declaration
public TBuilder ModifyDollRoomSettings(Action<BlueprintClassAdditionalVisualSettings.SettingsData> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.SettingsData> action
Returns
Type Description
TBuilder
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ModifyInGameSettings(Action<BlueprintClassAdditionalVisualSettings.SettingsData>)

Modifies Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.InGameSettings by invoking the provided action.

Declaration
public TBuilder ModifyInGameSettings(Action<BlueprintClassAdditionalVisualSettings.SettingsData> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.SettingsData> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromColorRamps(BlueprintClassAdditionalVisualSettings.ColorRamp[])

Removes elements from Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamps

Declaration
public TBuilder RemoveFromColorRamps(params BlueprintClassAdditionalVisualSettings.ColorRamp[] colorRamps)
Parameters
Type Name Description
Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamp[] colorRamps
Returns
Type Description
TBuilder
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RemoveFromColorRamps(Func<BlueprintClassAdditionalVisualSettings.ColorRamp, Boolean>)

Removes elements from Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamps that match the provided predicate.

Declaration
public TBuilder RemoveFromColorRamps(Func<BlueprintClassAdditionalVisualSettings.ColorRamp, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamp, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetColorRamps(BlueprintClassAdditionalVisualSettings.ColorRamp[])

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamps

Declaration
public TBuilder SetColorRamps(params BlueprintClassAdditionalVisualSettings.ColorRamp[] colorRamps)
Parameters
Type Name Description
Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.ColorRamp[] colorRamps
Returns
Type Description
TBuilder
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SetCommonSettings(BlueprintClassAdditionalVisualSettings.SettingsData)

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.CommonSettings

Declaration
public TBuilder SetCommonSettings(BlueprintClassAdditionalVisualSettings.SettingsData commonSettings)
Parameters
Type Name Description
Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.SettingsData commonSettings

InfoBox: Applied in game and in doll room

Returns
Type Description
TBuilder
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SetConditions(ConditionsBuilder)

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.m_Conditions

Declaration
public TBuilder SetConditions(ConditionsBuilder conditions)
Parameters
Type Name Description
ConditionsBuilder conditions
Returns
Type Description
TBuilder
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SetDollRoomSettings(BlueprintClassAdditionalVisualSettings.SettingsData)

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.DollRoomSettings

Declaration
public TBuilder SetDollRoomSettings(BlueprintClassAdditionalVisualSettings.SettingsData dollRoomSettings)
Parameters
Type Name Description
Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.SettingsData dollRoomSettings

InfoBox: Applied in doll room only (after CommonSettings)

Returns
Type Description
TBuilder
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SetFootprintType(FootprintType)

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.FootprintType

Declaration
public TBuilder SetFootprintType(FootprintType footprintType)
Parameters
Type Name Description
Kingmaker.Enums.FootprintType footprintType
Returns
Type Description
TBuilder
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SetInGameSettings(BlueprintClassAdditionalVisualSettings.SettingsData)

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.InGameSettings

Declaration
public TBuilder SetInGameSettings(BlueprintClassAdditionalVisualSettings.SettingsData inGameSettings)
Parameters
Type Name Description
Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.SettingsData inGameSettings

InfoBox: Applied in game only (after CommonSettings)

Returns
Type Description
TBuilder
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SetOverrideFootprintType(Boolean)

Sets the value of Kingmaker.Blueprints.Classes.BlueprintClassAdditionalVisualSettings.OverrideFootprintType

Declaration
public TBuilder SetOverrideFootprintType(bool overrideFootprintType = true)
Parameters
Type Name Description
System.Boolean overrideFootprintType
Returns
Type Description
TBuilder
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